• Content Count

  • Joined

  • Last visited

Everything posted by Gryphorim

  1. Is there planned to be a Cargo version of the Gojira? Any thoughts on how to do the flip-top nose with the canards on there?
  2. With 1.6 seemingly bringing the update for many, if not all of the remaining stock parts, how is that influencing development of ReStock?
  3. A couple of suggestions/requests: The really big, 10m hydrogen tank sphere. 1. Can it please get configs for fusion fuels, or can a fusion fuel variant in this size be made? Similarly, can a version of this tank be made that can store electric engine fuels like Argon? 2. Is it possible to have this tank collapse down for transport, fitting in a 5m or 7.5m fairing? Antimatter containment tankage. The ring is awesome, but really limited on fuel, while the larger, traditional tanks are only in one size. Could we maybe get some half-length traditional tanks, and/or ring storage in larger sizes? EDIT: Adding to my last... Would it be feasible to add a sort of far future Aeronautics? Potential ideas being a pure electric jet engine or thermal jet engine that uses reactor heating to heat intake air, acting as a radiator while doing so? I imagine such a system would have it's cooling effect coupled to thermal output of reactor, determining thrust, or alternatively, have cooling determined by available thrust. A similar idea could apply to SABRE-style combined cycle engines, at least while in air-breathing mode. Compared to a NTR, such a system would likely be heavier as thermal transfer hardware would add weight, but there might be real payoffs if run on a fusion power source. Going a step further, would antimatter injection at the combustion stage yield significant thrust? ISP of such a high thrust engine would likely be poor if using onboard remass, but if it were airbreathing? For this to be implemented, I imagine the addition of electric and thermal jet engines at the usual sizes, as well as SABRE equivalents. In addition, there would probably need to be a variant of the standard nuclear reactors that have aerodynamic fairings over them, for incorporation into aircraft fuselages. These could hypothetically be an extension of the mounting options present in existing reactors. Slightly off-topic, but I'd like to see some Mk2 form factor engines in the NF Aero pack. OPT used to have a sweet looking Mk2 engine, like a linear aerospike SABRE, but it was wildly OP and no longer in the pack, from what I can tell. It'd be nice to see a NF Mk2 SABRE and maybe a turbojet, like the F22 inspired one in the Aero pack already (I think), and of course, the electric and thermal ideas as seen above. Of course, with Restock on the books as well now, I can see all of this being low-priority. Though aero parts should be simpler than the open trusswork of space parts, at least from a modelling perspective.
  4.[/img] Version 1.5.1 SpaceDock, but problem only occured after grabbing the dev build on Github. It persisted after deleting the Tundra folders and replacing with the new Spacedock version (1.2.1)
  5. I must have derped badly, because I am getting a crash on selecting any Tundra part, due to 2 B9partswitch modules trying to handle the same resource. Modules B9Fuelswitch and TE_Fuel. I have deleted old versions of Tundra Tech and Tundra Ex, and installed the new versions, but issue persists. I am unsure what to change to resolve the conflict.
  6. Oh, I really like NF Launchers, they compliment the larger launch parts in Making History rather well. I am hoping to see more station parts and construction parts in 1.85m size, or at least some thematically similar adapter parts for the existing part set. If I were to wishlist the parts I'd like to see: -Adapter to suit 1.25-1.825 and 1.825-2.5 -Adapter to 1.825 to tri and octo trusses -Station parts to suit 1.825 form (mostly adapter cones again, but some 1.825 habs and labs would be cool, maybe vaguely soviet styled?) -NF Launcher part like a really big version of the mk3 passenger cabin, for BFR styled rockets, possibly tapered to 3.75. Also possibly an aerodynamic 3.75m nose with command function. A lot of the adapters can be ad-hoc copied from existing parts, with the scale edited, but that lacks the level of polish as a bespoke part.
  7. @Nertea, will you be adding parts in the sizes of the Making History parts? (ie: 1.85m and 5m) It seems like there would be room for a few more adapter plates for tri-hex and octo-girders, in NF Construction, and some thrust plates. Adding new propulsive or power parts would probably be too massive an undertaking, but the above collection of adapter plates, and maybe a few tankage options (maybe a single option, with adjustable length (similar to the high end fusion and AM engines) would offer a "low hanging fruit" option.
  8. Further to my last, having two fusion reactors and a fission reactor (for charging) all on the same vessel causes the fusion reactors to reset as well. Pure speculation, but maybe the smart output generation is seeing no power requirement from the reactors and shutting them off?
  9. Getting some weird behavior with fusion reactors. If set to D/He3, they will not start, despite ample fuel tanks directly connected. They just flash on for a single frame, then reset to charging from 0%. What is it that I am missing?
  10. Oversized Electric engine assembly on modest science ship, the KR-90:
  11. Very similar to old work, but with latest version of OPT
  12. Now that 1.3 is out, and a lot of people are planning on sticking to 1.2.2, will the updated heatcontrol also be available for 1.2.2?
  13. Personally I've been building ships using arrays of very large electric engines, as opposed to nuclear or AM. It struck me as odd that there were fusion and antimatter engines, but not similar high yield electrical generators.
  14. Very keen to see the next release of this, as an avid user of the far future tech stuff, a lot of my designs are running hot!
  15. I say this, as if ICF Fusion and antimatter catalysed effects can be used for propulsion, surely there would be similarly advanced electrical generation means.
  16. I'll clarify that "minimum altitude" was minimum altitude the "set orbit" cheat allowed. So 2x that.
  17. I think it depends on altitude. I found nothing at minimum altitude and at 5x minimum, but hit a sweetspot at 2x minimum alt.
  18. Loving the far future propulsion tech. One question though: is there any plan to add some far future electrical generation tech?
  19. The art direction document detailing Porkjet's style looked like it was a plan to ultimately redo everything, starting with rocket parts, but ultimately also encompasing all the science, electrical, crew and other parts as well. Perhaps the delay in it's release is specifically to bring everything up to the same standard. I typically use Ven's pack to pretty up the rocket parts, with Habtech to flesh out stations. Seeing an update to the rocket parts is a big priority for me, and hopefully seeing this new aesthetic carried over to all other parts also. Additionally I use realplume and exhaust lighting, framerates be damned, because the stock exhaust fx just don't cut it. I honestly think improved plume fx should be high priority, second only to a new part art unification. I also make use of EVE and Scatterer, but these don't stick around in my build, as they seem to cause crashes. I think the detailed atmospheric effects and shaders should be the third priority after the above, because after a while the perpetually clear skies on eve, kerbin and elsewhere start to unravel the immersion of the game. New atmo and weather fx, even if only a stock version of EVE and Scatterer, made stable, would be a great addition to the core game.
  20. Does this mean the Mk2 parts are not going to be in the 1.9 release? They are literally my favourite parts, the Mk2 intakes, and the Mk2 J-61 Starwaster, in particular. TBH, I usually find the engines in this pack too OP, so I usually mod the cfg file of the J-61 to work like a Mk2 RAPIER. Twice the thrust of the stock, with built in stats from the stock precooler. I mention this, because if you are holding back the Mk2 engines for 2.0, could you perhaps make up some alternate configs for a more stock-alike version of your engines? Outside of this one request, I love your work, and it's great to see you come back!
  21. Given the design document SQUAD released showcasing the new rocket engine designs and the plan for toggle-able "tankbutts," I am really hoping a modder decides to take up what porkjet layed out there. Assuming of course that porkjet's work is no longer in the plans for 1.3, that is. If a modder ever does decide to take up the challenge, I am confident in Hoojiwana's ability, should he be that modder.
  22. Some suggestions for parts, should an art pass ever be under consideration: Making gondola parts that are compatible with the mk2 form factor, I personally would use the in-line Mk2 cockpit and crew cabin in the mean time, just inverted. Making deployable airship components that can be stowed within a mk3 cargo bay, with a 2.5m formfactor rocket as per the NASA concept for a Venus airship:
  23. I do hope that if Porkjet does abandon this mod, that he makes the unfinished revamp parts open source, so that someone can get those finished on his behalf.