Nertea

[WIP] Nert's Dev Thread - Current: Near Future Exploration (FFT on hold)

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On 1/8/2018 at 5:41 AM, DragonRoco said:

The smaller greenhouse's (PPD-F412M I think)  plant growth experiment button causes the moving section of part menu to glitch out and doesn't deliver the science for the experiment. The larger greenhouse and the aquaculture module's experiments both work fine.

The observation window's science experiment (visual scan) doesn't net any science when pressed, instead removing it from the part menu.

Thanks, I will look into these. Not sure what would be up there.

On 1/8/2018 at 5:41 AM, DragonRoco said:

I've gotten this bug in my career save but haven't been able to replicate it in a clean install, seems funny so I thought I'll put it up. Seemed to only happen with the smallest centrifuge when viewing it from another IVA.

Are you referring to the clipping kerbals and things? Because I can say for sure that the small centrifuge IVA is very not done.

17 hours ago, Saltshaker said:

Is FFT compatible with KSPIE? i.e. same resources and stuff

CRP resources so it's compatible, but KSPIE does its own thing with balance.

On 1/8/2018 at 10:02 AM, Jimbodiah said:

I logged an issue on the FFT github page, but not sure if this checked, seeing that the last activity was in August :)

I check things, but I have not much time so it takes me a few days to get to it.

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23 minutes ago, Nertea said:

I check things, but I have not much time so it takes me a few days to get to it.

No problem, and you are working the station redux anyway so no rush (it's not critical anyway). Just wanted to check if logging issues there was a good idea :wink:

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It is in fact the best idea. It's persistent and most likely to not get forgotten, unlike forum posts!

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9 hours ago, Nertea said:

Are you referring to the clipping kerbals and things? Because I can say for sure that the small centrifuge IVA is very not done.

Mainly the eyes and teeth sticking out when viewed from another IVA, but I couldn't get it to occur on a clean install, so it might be a mod conflict I'm having. 

Also FFT's nuclear smelter references CTT's nuclear refuelling node, which doesn't exist.

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On 1/8/2018 at 5:41 AM, DragonRoco said:

@Nertea

The observation window's science experiment (visual scan) doesn't net any science when pressed, instead removing it from the part menu.

I couldn't repro this in testing today. Science mode, part on pad, clicked button - got science with no issues.

13 hours ago, DragonRoco said:

Mainly the eyes and teeth sticking out when viewed from another IVA, but I couldn't get it to occur on a clean install, so it might be a mod conflict I'm having. 

 

Now that I think about it I recall seeing some bugged stock screenshots on reddit with only kerbal eyes and mouths being rendered. I'm going to chalk this up to a stock bug until some consistent repro comes up. 

13 hours ago, DragonRoco said:

Also FFT's nuclear smelter references CTT's nuclear refuelling node, which doesn't exist.

Good find!

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17 hours ago, Nertea said:
On 09/01/2018 at 12:41 AM, DragonRoco said:

The observation window's science experiment (visual scan) doesn't net any science when pressed, instead removing it from the part menu.

I couldn't repro this in testing today. Science mode, part on pad, clicked button - got science with no issues.

I found the bug, between the chair and the monitor:sticktongue:. Sorry about the non-existent bug chase.

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Hi Nertea, I just wanted say thank you for putting switchable mounts on all of the parts! It's a seemingly small feature that must have taken some effort to implement, but really improves the aesthetic when they're put together.

gHvXejL.jpg

dnMT93S.jpg

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This mod pack is pretty well made, just a few things that I assume is due to it being WIP need to be done. Nodes need to be added to the eva tubes, so that they can be connected together, as well as a few colors on the IVA's rather than plain white or something. 

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1 hour ago, The-Doctor said:

This mod pack is pretty well made, just a few things that I assume is due to it being WIP need to be done. Nodes need to be added to the eva tubes, so that they can be connected together, as well as a few colors on the IVA's rather than plain white or something. 

If he adds color to the IVAs I will delete my mods and quit the forums.

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5 minutes ago, CobaltWolf said:

If he adds color to the IVAs I will delete my mods and quit the forums.

Finally, a way to get rid of that thread of memes!

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New release

As usual, read the git Issues page before reporting anything

Changes:

  • Updated B9PartSwitch, ModuleManager to latest versions
  • Converted all external textures to dds, some internal textures
  • Corrected weight of PXL-10
  • Added compatibility with Simple Construction (Thanks JadeOfMaar)
  • Added compatibility with TAC-LS (Thanks JadeOfMaar)
  • Added compatibility with KerbalHealth (Thanks Fraz86)
  • Added compatibility and credits list to readme
  • A few fixes to part descriptions and names
  • Fixed object name of large 1.25m crew tube
  • Some mesh adjustments and refinements to the 2.5m crew tube set
  • Fixed ladder/airlocks on Shanty, Cupola, MPL
  • Increased extension distance of 2.5m airlock's extendy bit
  • Fixed science collection of 2.5m greenhouse
  • Fixed a few localization issues
  • IVA improvements
    • Now targeting dev version of NFProps 0.3 (included)
    • Completed prop layout, seat layout and blocking mesh for 2.5m greenhouse
    • Completed prop layout, seat layout and blocking mesh for 2.5m control core
    • Completed prop layout, seat layout and blocking mesh for 2.5m airlock
    • Repaired issues with props, seats and mesh for legacy-based 2.5m observation module and habitation module
    • Completed prop layout, seat layout and blocking mesh for 2.5m small inflatable
    • Completed prop layout, seat layout and blocking mesh for 2.5m large inflatable
    • Completed prop layout, seat layout for 3.75m Cupola
    • Completed prop layout, seat layout for 3.75m large hab
    • Completed prop layout, seat layout for 3.75m small hab
    • Completed prop layout, seat layout for 3.75m shelter hab
    • Completed prop layout, seat layout for 3.75m science lab
    • Completed prop layout, seat layout for 3.75m greenhouse
    • Completed prop layout, seat layout for 3.75m control room
    • Completed prop layout for 3.75m compact centrifuge
    • Completed prop layout for 1.25m large inflatable hab (ISE)
    • Completed prop layout for 1.25m compact centrifuge
    • Completed prop layout for 1.25m centrifuge (Stone Blue)
    • Completed prop layout for 1.25m airlock (Stone Blue), fixed blocking mesh location
    • Completed prop layout for 1.25m utility module (Stone Blue), fixed blocking mesh location
    • Completed prop layout for 1.25m hab module (Stone Blue), fixed blocking mesh location
    • Completed prop layout for 1.25m cupola (Stone Blue)
    • Completed prop layout for 1.25m control room (Stone Blue), fixed blocking mesh location

Give @Stone Blueand @ISE a hand for helping with some layouts in the 1.25m layout!

Edited by Nertea

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This mod plus Mother would replace all other mods. 

 

One question, and I know this may have already been asked, but integration with USI MKS/OKS would really go a long way to making this mod more useful

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17 minutes ago, The-Doctor said:

This mod plus Mother would replace all other mods.

Them's fight'n words.

17 minutes ago, The-Doctor said:

One question, and I know this may have already been asked, but integration with USI MKS/OKS would really go a long way to making this mod more useful

USI LS and some (however shallow) MKS support is already there... now that I think of it, one basic feature is missing, Logistics/the warehouse module.

@Fraz86 KerbalHealth, woo! :D 

Edited by JadeOfMaar

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3 hours ago, Nertea said:
  • Increased extension distance of 2.5m airlock's extendy bit

So many different jokes I could make about this...but I won't, I'll keep it classy. :D

EDIT: Just looked at the IVA for the 3.75m PXL-9 Astrogation Lab, that holographic spinning globe is amazing! And then I started laughing after reading one of the computer screens: "You didn't say the magic word" :sticktongue:

dennis_nedry_magic_word_header.gif?resiz

Edited by Raptor9

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@Nertea A new version of KerbalHealth was just released, with some significant changes that render my previous compatibility patch out-of-date. The new patch below adjusts to these changes and addresses a MM patch-order problem:

// KerbalHealth functions
// Authored by Fraz86

@PART[sspx-habitation-125-1]:NEEDS[KerbalHealth]:FOR[KerbalHealth]
{
	MODULE
	{
		name = ModuleKerbalHealth
		space = 0.8
	}
	MODULE
	{
		name = ModuleKerbalHealth
		resourceConsumptionPerKerbal = 0.75
		multiplyFactor = Crowded
		multiplier = 0.4
		crewCap = 2
	}
}
@PART[sspx-utility-125-1]:NEEDS[KerbalHealth,!USILifeSupport]:FOR[KerbalHealth]
{
	MODULE
	{
		name = ModuleKerbalHealth
		space = 0.4
	}
	MODULE
	{
		name = ModuleKerbalHealth
		resourceConsumptionPerKerbal = 0.5
		multiplyFactor = Crowded
		multiplier = 0.5
		crewCap = 1
	}
}
@PART[sspx-utility-125-1]:NEEDS[KerbalHealth,USILifeSupport]:FOR[KerbalHealth]
{
	MODULE
	{
		name = ModuleKerbalHealth
		space = 0.3 //reduced space with USI-LS due to life support system
	}
}
@PART[sspx-inflatable-hab-125-1]:NEEDS[KerbalHealth]:FOR[KerbalHealth]
{
	MODULE
	{
		name = ModuleKerbalHealth
		space = 2.7
	}
	MODULE
	{
		name = ModuleKerbalHealth
		resourceConsumptionPerKerbal = 0.61
		multiplyFactor = Crowded
		multiplier = 0.45
		crewCap = 6
	}
}
@PART[sspx-inflatable-hab-125-2]:NEEDS[KerbalHealth]:FOR[KerbalHealth]
{
	MODULE
	{
		name = ModuleKerbalHealth
		space = 1.3
	}
	MODULE
	{
		name = ModuleKerbalHealth
		resourceConsumptionPerKerbal = 0.61
		multiplyFactor = Crowded
		multiplier = 0.45
		crewCap = 3
	}
}
@PART[sspx-inflatable-hab-125-3]:NEEDS[KerbalHealth]:FOR[KerbalHealth]
{
	MODULE
	{
		name = ModuleKerbalHealth
		space = 1.3
	}
	MODULE
	{
		name = ModuleKerbalHealth
		resourceConsumptionPerKerbal = 0.61
		multiplyFactor = Crowded
		multiplier = 0.45
		crewCap = 3
	}
}
@PART[sspx-inflatable-centrifuge-125-1]:NEEDS[KerbalHealth]:FOR[KerbalHealth]
{
	MODULE
	{
		name = ModuleKerbalHealth
		space = 0.3
	}
	MODULE
	{
		name = ModuleKerbalHealth
		resourceConsumptionPerKerbal = 0.93
		multiplyFactor = Crowded
		multiplier = 0.35
		crewCap = 6
	}
	MODULE
	{
		name = ModuleKerbalHealth
		multiplyFactor = Microgravity
		multiplier = 0.2
		crewCap = 6
		resourceConsumption = 6
	}
	RESOURCE
	{
		name = RadiationShielding
		amount = 0
		maxAmount = 3
	}
}
@PART[sspx-inflatable-centrifuge-125-2]:NEEDS[KerbalHealth]:FOR[KerbalHealth]
{
	MODULE
	{
		name = ModuleKerbalHealth
		space = 0.6
	}
	MODULE
	{
		name = ModuleKerbalHealth
		resourceConsumptionPerKerbal = 0.75
		multiplyFactor = Crowded
		multiplier = 0.4
		crewCap = 4
	}
	MODULE
	{
		name = ModuleKerbalHealth
		multiplyFactor = Microgravity
		multiplier = 0.4
		crewCap = 4
		resourceConsumption = 1.5
	}
	RESOURCE
	{
		name = RadiationShielding
		amount = 0
		maxAmount = 2
	}
}
@PART[sspx-core-125-1]:NEEDS[KerbalHealth,!USILifeSupport]:FOR[KerbalHealth]
{
	MODULE
	{
		name = ModuleKerbalHealth
		space = 1.7
	}
}
@PART[sspx-core-125-1]:NEEDS[KerbalHealth,USILifeSupport]:FOR[KerbalHealth]
{
	MODULE
	{
		name = ModuleKerbalHealth
		space = 0.8 //reduced space with USI-LS due to life support system
	}
}
@PART[sspx-cupola-125-1]:NEEDS[KerbalHealth]:FOR[KerbalHealth]
{
	MODULE
	{
		name = ModuleKerbalHealth
		space = 0.1
	}
}
@PART[sspx-habitation-25-1]:NEEDS[KerbalHealth]:FOR[KerbalHealth]
{
	MODULE
	{
		name = ModuleKerbalHealth
		space = 2.0
	}
	MODULE
	{
		name = ModuleKerbalHealth
		resourceConsumptionPerKerbal = 1.17
		multiplyFactor = Crowded
		multiplier = 0.3
		crewCap = 6
	}
}
@PART[sspx-inflatable-hab-25-1]:NEEDS[KerbalHealth]:FOR[KerbalHealth]
{
	MODULE
	{
		name = ModuleKerbalHealth
		space = 1.8
	}
	MODULE
	{
		name = ModuleKerbalHealth
		resourceConsumptionPerKerbal = 4.5
		multiplyFactor = Crowded
		multiplier = 0.1
		crewCap = 9
	}
}
@PART[sspx-inflatable-hab-25-2]:NEEDS[KerbalHealth]:FOR[KerbalHealth]
{
	MODULE
	{
		name = ModuleKerbalHealth
		space = 2.3
	}
	MODULE
	{
		name = ModuleKerbalHealth
		resourceConsumptionPerKerbal = 1.5
		multiplyFactor = Crowded
		multiplier = 0.25
		crewCap = 6
	}
}
@PART[sspx-inflatable-centrifuge-25-1]:NEEDS[KerbalHealth]:FOR[KerbalHealth]
{
	MODULE
	{
		name = ModuleKerbalHealth
		resourceConsumptionPerKerbal = 1.5
		multiplyFactor = Crowded
		multiplier = 0.25
		crewCap = 8
	}
	MODULE
	{
		name = ModuleKerbalHealth
		multiplyFactor = Microgravity
		multiplier = 0.1
		crewCap = 8
		resourceConsumption = 18
	}
	RESOURCE
	{
		name = RadiationShielding
		amount = 0
		maxAmount = 4
	}
}
@PART[sspx-observation-25-1]:NEEDS[KerbalHealth]:FOR[KerbalHealth]
{
	MODULE
	{
		name = ModuleKerbalHealth
		space = 1.1
	}
	MODULE
	{
		name = ModuleKerbalHealth
		recuperation = 1
		crewCap = 6
		resourceConsumptionPerKerbal = 1
	}
	MODULE
	{
		name = ModuleKerbalHealth
		multiplyFactor = Loneliness
		multiplier = 0.5
	}
}
@PART[sspx-observation-25-1]:NEEDS[KerbalHealth]:FINAL
{
	!RESOURCE[RadiationShielding] {}
}
@PART[sspx-core-25-1]:NEEDS[KerbalHealth,!USILifeSupport]:FOR[KerbalHealth]
{
	MODULE
	{
		name = ModuleKerbalHealth
		space = 4.0
	}
}
@PART[sspx-core-25-1]:NEEDS[KerbalHealth,USILifeSupport]:FOR[KerbalHealth]
{
	MODULE
	{
		name = ModuleKerbalHealth
		space = 1.7 //reduced space with USI-LS due to life support system
	}
}
@PART[sspx-greenhouse-25-1]:NEEDS[KerbalHealth]:FOR[KerbalHealth]
{
	MODULE
	{
		name = ModuleKerbalHealth
		space = 1.5
	}
	RESOURCE
	{
		name = RadiationShielding
		amount = 0
		maxAmount = 1
	}
}
@PART[sspx-habitation-375-1]:NEEDS[KerbalHealth]:FOR[KerbalHealth]
{
	MODULE
	{
		name = ModuleKerbalHealth
		space = 1.2
	}
	MODULE
	{
		name = ModuleKerbalHealth
		resourceConsumptionPerKerbal = 0.75
		multiplyFactor = Crowded
		multiplier = 0.4
		crewCap = 12
	}
	MODULE
	{
		name = ModuleKerbalHealth
		multiplyFactor = Assigned
		multiplier = 0.5
		crewCap = 12
	}
	MODULE
	{
		name = ModuleKerbalHealth
		shielding = 10
	}
}
@PART[sspx-habitation-375-2]:NEEDS[KerbalHealth]:FOR[KerbalHealth]
{
	MODULE
	{
		name = ModuleKerbalHealth
		space = 0.6
	}
	MODULE
	{
		name = ModuleKerbalHealth
		resourceConsumptionPerKerbal = 0.75
		multiplyFactor = Crowded
		multiplier = 0.4
		crewCap = 6
	}
	MODULE
	{
		name = ModuleKerbalHealth
		multiplyFactor = Assigned
		multiplier = 0.5
		crewCap = 6
	}
	MODULE
	{
		name = ModuleKerbalHealth
		shielding = 5
	}
}
@PART[sspx-habitation-375-3]:NEEDS[KerbalHealth]:FOR[KerbalHealth]
{
	MODULE
	{
		name = ModuleKerbalHealth
		space = 1.2
	}
	MODULE
	{
		name = ModuleKerbalHealth
		resourceConsumptionPerKerbal = 0.5
		multiplyFactor = Crowded
		multiplier = 0.5
		crewCap = 3
	}
	MODULE
	{
		name = ModuleKerbalHealth
		shielding = 25 //equivalent to 2.5t of add-on shielding
	}
}
@PART[sspx-expandable-centrifuge-375-1]:NEEDS[KerbalHealth]:FOR[KerbalHealth]
{
	MODULE
	{
		name = ModuleKerbalHealth
		space = 2.1
	}
	MODULE
	{
		name = ModuleKerbalHealth
		resourceConsumptionPerKerbal = 4.5
		multiplyFactor = Crowded
		multiplier = 0.1
		crewCap = 10
	}
	MODULE
	{
		name = ModuleKerbalHealth
		multiplyFactor = Assigned
		multiplier = 0.5
		crewCap = 10
	}
	MODULE
	{
		name = ModuleKerbalHealth
		multiplyFactor = Microgravity
		multiplier = 0.1
		crewCap = 14
		resourceConsumption = 31.5
	}
	MODULE
	{
		name = ModuleKerbalHealth
		recuperation = 1
		crewCap = 6
		resourceConsumptionPerKerbal = 1
	}
	MODULE
	{
		name = ModuleKerbalHealth
		multiplyFactor = Loneliness
		multiplier = 0.5
	}
	RESOURCE
	{
		name = RadiationShielding
		amount = 0
		maxAmount = 7
	}
}
@PART[sspx-expandable-centrifuge-375-2]:NEEDS[KerbalHealth]:FOR[KerbalHealth]
{
	MODULE
	{
		name = ModuleKerbalHealth
		space = 1.5
	}
	MODULE
	{
		name = ModuleKerbalHealth
		resourceConsumptionPerKerbal = 4.5
		multiplyFactor = Crowded
		multiplier = 0.1
		crewCap = 6
	}
	MODULE
	{
		name = ModuleKerbalHealth
		multiplyFactor = Assigned
		multiplier = 0.5
		crewCap = 6
	}
	MODULE
	{
		name = ModuleKerbalHealth
		multiplyFactor = Microgravity
		multiplier = 0.1
		crewCap = 10
		resourceConsumption = 22.5
	}
	RESOURCE
	{
		name = RadiationShielding
		amount = 0
		maxAmount = 5
	}
}
@PART[sspx-core-375-1]:NEEDS[KerbalHealth,!USILifeSupport]:FOR[KerbalHealth]
{
	MODULE
	{
		name = ModuleKerbalHealth
		space = 5.5
	}
	MODULE
	{
		name = ModuleKerbalHealth
		shielding = 5
	}
}
@PART[sspx-core-375-1]:NEEDS[KerbalHealth,USILifeSupport]:FOR[KerbalHealth]
{
	MODULE
	{
		name = ModuleKerbalHealth
		space = 2.2 //reduced space with USI-LS due to life support system
	}
	MODULE
	{
		name = ModuleKerbalHealth
		shielding = 5
	}
}
@PART[sspx-cupola-375-1]:NEEDS[KerbalHealth]:FOR[KerbalHealth]
{
	MODULE
	{
		name = ModuleKerbalHealth
		space = 2.2
	}
	MODULE
	{
		name = ModuleKerbalHealth
		recuperation = 1
		crewCap = 4
		resourceConsumptionPerKerbal = 1
	}
	MODULE
	{
		name = ModuleKerbalHealth
		multiplyFactor = Loneliness
		multiplier = 0.5
	}
}
@PART[sspx-lab-375-1]:NEEDS[KerbalHealth]:FOR[KerbalHealth]
{
	MODULE
	{
		name = ModuleKerbalHealth
		space = 1.1
	}
	MODULE
	{
		name = ModuleKerbalHealth
		resourceConsumptionPerKerbal = 0.1
		multiplyFactor = Connected
		multiplier = 1.2
		crewCap = 3
	}
	MODULE
	{
		name = ModuleKerbalHealth
		resourceConsumptionPerKerbal = 1
		multiplyFactor = Sickness
		multiplier = 0.5
		crewCap = 3
		partCrewOnly = true
	}
}
@PART[sspx-greenhouse-375-1]:NEEDS[KerbalHealth]:FOR[KerbalHealth]
{
	MODULE
	{
		name = ModuleKerbalHealth
		space = 2.3
	}
	RESOURCE
	{
		name = RadiationShielding
		amount = 0
		maxAmount = 1.5
	}
}
@PART[sspx-aquaculture-375-1]:NEEDS[KerbalHealth]:FOR[KerbalHealth]
{
	MODULE
	{
		name = ModuleKerbalHealth
		space = 2.4
	}
	MODULE
	{
		name = ModuleKerbalHealth
		shielding = 25
	}
}
@PART[sspx-airlock-125-1]:NEEDS[KerbalHealth]:FOR[KerbalHealth]
{
	MODULE
	{
		name = ModuleKerbalHealth
		space = 0
	}
}
@PART[sspx-airlock-25-1]:NEEDS[KerbalHealth]:FOR[KerbalHealth]
{
	MODULE
	{
		name = ModuleKerbalHealth
		space = 0
	}
}

 

Edited by Fraz86

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@Nertea Would it be helpful at all if I pointed out specific parts that needed a texture pass for some reason, or do you go back over things like that at the end?

For example, the PXL-9 not having specular windows or railings.

FQpV3QS.jpg

Edited by Electrocutor

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Though I do plan to do a final pass on most diffuse and specular maps to ensure a decent uniformity, Such comments are useful. I obviously forgot to handle one layer of windows on that specular map. Railings seem fine to me. You can let me know about these problems as you wish. 

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Oh dear. The 2.5m inflatable habs are amazing. It can house higher amount of sleeping bags than I expected!

The compact 1.25m centrifuge, however, can't house much. Only 2 hammocks. 

I have adjusted the USI-LS patch according to the new IVA as well. Both habs are buffed. The compact centrifuge is nerfed accordingly.

Patch file if you want to give it a test.

https://www.dropbox.com/s/0rdtnqcn2hlh2ok/SSPXR-USILS.cfg?dl=0

About IVA, I'm not sure if the Eclair (large 1.25m inflatable hab) need more beds though. I think it could house 4 sleeping bags.  But maybe it gonna be too crowded.

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Résultats de recherche d'images pour « mars rising ship interior »

 

Please look at the interiors of the Terra Nova, look at the color schemes and how it makes the habitat seem more livable

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1 hour ago, The-Doctor said:

Please look at the interiors of the Terra Nova, look at the color schemes and how it makes the habitat seem more livable

Please go learn to mod yourself, look at the effort required and see how it makes this idea less feasible. 

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I know I've mentioned similar sentiments in the past, but after having a look at the all the IVA's of the latest build, I can't imagine how many hours of pain-staking work it took to do all this, especially those centrifuges and inflatable modules.  The Near Future Tech mod set is still my favorite, but the new station part mod is so massive and with a lot of attention to detail.

Also the terrain-leveling functions of those module legs are quite nice too. :)

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15 hours ago, Raptor9 said:

I know I've mentioned similar sentiments in the past, but after having a look at the all the IVA's of the latest build, I can't imagine how many hours of pain-staking work it took to do all this, especially those centrifuges and inflatable modules.  The Near Future Tech mod set is still my favorite, but the new station part mod is so massive and with a lot of attention to detail.

Also the terrain-leveling functions of those module legs are quite nice too. :)

Yes, it's been absolutely hideous! The mod would have been done in.... november? if not for these damnned internals.

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Your props pack made DSEV's centrifuge IVA much less aggravating to make. Definitely using it in my top secret project too! :)

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