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


Nertea

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On 5/20/2021 at 3:36 AM, Starseeker said:

Oops, forgot to post those other shots I promised!

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Also, loving the look of that module!

Wha?!?! is there a dev release somewhere kicking around or something? Where might one find it ;-)

x

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1 hour ago, rextable said:

Wha?!?! is there a dev release somewhere kicking around or something? Where might one find it ;-)

x

there is a SSPXr indev (not finished product, still indev) branch on the SSPXr github

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Minmar Temporary Research Station for my science save:
Screenshot_958.pngScreenshot_959.png
Mission profile:

Spoiler

The mission starts with two kerbal scientists on the capsule and nobody in the lab.
Screenshot_940.png
Liftoff with a 3.75m rocket
Screenshot_943.pngOrbital insertion
Screenshot_953.pngMinmar injection
Screenshot_963.png
When low minmar orbit is reached, everything gets deployed and the kerbals are transfered to the lab. The station has 3 normal experiments and 1 scansat.
Screenshot_974.png
When all the science has been taken, the station brings itself and the capsule out of minmar orbit and back to low kerbin orbit before transfering the two kerbals to the descent module and undocking. Since I obviously forgot parachutes, a different spacecraft will hopefully come rescue them :P

 

Edited by Beccab
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1 hour ago, rocketman525 said:

What mod for the upper stage crew pod?

In this post on page 148, Nertea provides a link to the dev branch of StationPartsExpansionRedux. It is open to the public but is currently in a test state, and should be noted that bugs may be present.

The parts you are referring to on Beccab’s lander are the 1.875m station core, and the 1.25m airlock.

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6 hours ago, lemon cup said:

In this post on page 148, Nertea provides a link to the dev branch of StationPartsExpansionRedux. It is open to the public but is currently in a test state, and should be noted that bugs may be present.

The parts you are referring to on Beccab’s lander are the 1.875m station core, and the 1.25m airlock.

1. Thanks, it looks nice!

2. And the station below? (Also looks nice!)

On 5/22/2021 at 10:51 PM, Beccab said:

Minmar Temporary Research Station for my science save:
Screenshot_958.pngScreenshot_959.png
Mission profile:

  Reveal hidden contents

The mission starts with two kerbal scientists on the capsule and nobody in the lab.
Screenshot_940.png
Liftoff with a 3.75m rocket
Screenshot_943.pngOrbital insertion
Screenshot_953.pngMinmar injection
Screenshot_963.png
When low minmar orbit is reached, everything gets deployed and the kerbals are transfered to the lab. The station has 3 normal experiments and 1 scansat.
Screenshot_974.png
When all the science has been taken, the station brings itself and the capsule out of minmar orbit and back to low kerbin orbit before transfering the two kerbals to the descent module and undocking. Since I obviously forgot parachutes, a different spacecraft will hopefully come rescue them :P

 

 

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28 minutes ago, rocketman525 said:

And the station below? (Also looks nice!)

1.875m cupola and 1.875m lab, also from the dev version of SSPX. The rest of the parts there are from mainly all of Near Future, Restock and also Planetside, which fits amazingly with SSPX and NF Spacecraft

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If I want to make @Nertea 's metal station parts reflective, would I use magpie mod or is there a better one in this case?

I also heard that Bigalow Inflatable Habitats had to lay off all 80 of their employees due to COVID. Sad, sad. 

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25 minutes ago, Probus said:

If I want to make @Nertea 's metal station parts reflective, would I use magpie mod or is there a better one in this case?

I also heard that Bigalow Inflatable Habitats had to lay off all 80 of their employees due to COVID. Sad, sad. 

I think that you can use TU and then I think there is a new mod called Quicksilver which automatically applies TU effects to parts.

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4 hours ago, Spaceman.Spiff said:

I think that you can use TU and then I think there is a new mod called Quicksilver which automatically applies TU effects to parts.

Oh wow!  What a cool little mod.  Unfortunately it turned everything a metallic shiny in the Station Parts Expansion.  Even the painted and insulated surfaces.  I might try playing with it a bit and see if I can get it to only focus on the 'metal' surfaces.

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Just a suggestion, have you considered giving the crew tubes a small amount of crew capacity? It'd kinda make sense.

Amazing work as always, don't give yourself too much work, you deserve all the rest you can get.

 

(if you do give the tubes crew capacity then dont bother making a fancy IVA or anything, they don't need it they are literally pressurised tubes. You're awesome Nertea!)

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4 minutes ago, The Dressian Exploder said:

Just a suggestion, have you considered giving the crew tubes a small amount of crew capacity? It'd kinda make sense.

Amazing work as always, don't give yourself too much work, you deserve all the rest you can get.

 

(if you do give the tubes crew capacity then dont bother making a fancy IVA or anything, they don't need it they are literally pressurised tubes. You're awesome Nertea!)

I disagree with your point, there need to be structural crew passages that are unmanned, for for example vast space stations that only have small ''pockets'' of labs and habitats and most of the crewed space is just passages

though it's I think possible that you or someone else can make a patch for part(s) to hold crew

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1 hour ago, Starhelperdude said:

I disagree with your point, there need to be structural crew passages that are unmanned, for for example vast space stations that only have small ''pockets'' of labs and habitats and most of the crewed space is just passages

though it's I think possible that you or someone else can make a patch for part(s) to hold crew

I agree with that, though, I'd also like to see them count towards habitat volume/surface area with Kerbalism

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1 hour ago, WarriorSabe said:

I agree with that, though, I'd also like to see them count towards habitat volume/surface area with Kerbalism

Kerbalism calculates those values for habitats automatically, so the trick would be getting it to calculate the volumes of the crew tubes.

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I have been lurking for some time now, and having finally decided to poke me head above the waves let me just say that all this work is phenomenal! I recall downloading some mods when I didn't even know how to even play the game several years ago and yours were among them. Unfortunately I didn't really get to playing the game until some years later, though a lot of that time I have spent not playing so much as developing a project. I plan on changing that soon with a new save. After being exhausted after 2-3 years and seeing how much you've done and how long you've done it for, I seriously envy your tenacity and effort!

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@Nertea I've updated the patches for MKS and USI-LS to include the new 1.875m parts, however when trying to pull request on github I get 20k additions and 10k deletions, which means I am certainly doing something wrong.

By looking into the 2.0.0 configs, I've noticed that some of the deployable centrifuges are also missing the module DeployedCrewCapacity, which should be already taken care of in the current release.

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On 6/5/2021 at 6:05 PM, Nertea said:

Happy... June?

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Absolutely splendid! I have longed for a part like this.

23 hours ago, Nertea said:

Yes, there is a fishtank feature in the centre bulge in the IVA.

I see you have your priorities in the right spot. :wink:

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