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[WIP] Nert's Dev Thread - Current: such nuke, wow


Nertea

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On 6/20/2020 at 5:49 AM, Nertea said:

I am hacking through the weeds of system rewrites and have got to the point where I have the spherical tokamak engine ingame. 

Capture.PNG?width=792&height=1339screenshot234.png

This is a 3.75m part. In nuFFT this takes the role of mid-level fusion engine and has two modes that vary the amount of LH2 the engine uses. More LH2 gives you more thrust at the cost of specific impulse. It also functions as a fully operational fusion reactor, providing up to 500 kW of power to the ship. In contrast to old FFT, this reactor mode correctly hooks into heat systems, and acts basically just like a normal reactor (you used to get free cooling, not anymore). Reactor charge is still needed, among the new fun things are dynamic charge lights on the capacitor that show you when the engine is charged up or operating. 

Reminds me of the Magnetic-Nozzled Engine from KSP2. Yours must be better as you're well-known for your beautiful texturing and modelling. 

 

 

 

Edited by RandomKerbal
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7 hours ago, RandomKerbal said:

Reminds me of the Magnetic-Nozzled Engine from KSP2. Yours must be better as you're well-known for your beautiful texturing and modelling. 

Well, magnetic nozzles are pretty common! We're just drawing from the same sources...

 

Anyways:

 

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On 7/11/2020 at 12:33 PM, Plutron said:

:o I thought the inertial confinement engines were scrapped!

I brought one of them back :). Much revised and refined!

Edited by Nertea
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2 hours ago, RandomKerbal said:

Honestly, what application did you use to make these? Blender?

Six+ years ago he was using 3D Studio Max, but this would be easily possible in Blender.  Nertea may disagree, but in my experience with creating custom assets for another game, modelling is relatively easy.  The more challenging aspects are creating good textures using a limited texture space which have maintained a thematic similarity across assets and all of the necessary scripting config files which can be tedious and boring.   

On 1/25/2014 at 9:08 AM, Nertea said:
hieywiey said:
Nert, what modeling software do you use? (Cinema 4D, Sketchup, Blender, etc)

A really old version of 3D Studio Max.

Edited by hemeac
Posted before I finished writing...
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5 hours ago, hemeac said:

Six+ years ago he was using 3D Studio Max, but this would be easily possible in Blender.  Nertea may disagree, but in my experience with creating custom assets for another game, modelling is relatively easy.  The more challenging aspects are creating good textures using a limited texture space which have maintained a thematic similarity across assets and all of the necessary scripting config files which can be tedious and boring.   

 

In a technical sense, modeling is easy. I have a little maxim:

  • A good part starts with a good model, but...
  • A good model start with a good texture, but...
  • A good texture starts with a good unwrap, but...
  • A good unwrap starts with a good mesh, but...
  • A good mesh starts with the hardest part, design!

 

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3 hours ago, Nertea said:
In a technical sense, modeling is easy. I have a little maxim:
  • A good part starts with a good model, but...
  • A good model start with a good texture, but...
  • A good texture starts with a good unwrap, but...
  • A good unwrap starts with a good mesh, but...
  • A good mesh starts with the hardest part, design!

I'm a software guy, but with a little modification that applies to my line of work too.

  • A good UX starts with a good frontend, but...
  • A good frontend starts with a good backend, but...
  • A good backend starts with a good system architecture, but...
  • A good system architecture starts with good domain logic, but...
  • Good domain logic starts with the hardest part, design!
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On 7/14/2020 at 11:16 AM, Nertea said:

Noticed a few typos but..

N4TWEL8.png

 

I'm not well versed in Fusion engine principles. Is there a reason that the Impulse has 2 modes, one being both higher ISP and higher thrust than the other? Is there another trade off to that mode, or is that just one of the aforementioned "typos"?

Edited by TBenz
Clipping Excessive Images
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3 hours ago, TBenz said:

I'm not well versed in Fusion engine principles. Is there a reason that the Impulse has 2 modes, one being both higher ISP and higher thrust than the other? Is there another trade off to that mode, or is that just one of the aforementioned "typos"?

This one has different fuel types. As entry level it can use the cheap D-D fusion or the D-He fusion (only engine that can do that). The latter mode gives you much more power (and waste heat) to work with. 

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On 7/14/2020 at 8:59 AM, Nertea said:
 

In a technical sense, modeling is easy. I have a little maxim:

  • A good part starts with a good model, but...
  • A good model start with a good texture, but...
  • A good texture starts with a good unwrap, but...
  • A good unwrap starts with a good mesh, but...
  • A good mesh starts with the hardest part, design!

 

There's serious wisdom in that maxim.

The new engines are all gorgeous. Looking forward to the release.

Edited by panarchist
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