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Posts posted by CardBoardBoxProcessor

  1. Some things to look forward in the next Release... There is obviously quite a hole in launching ability. You either go with the severely underpowered RD-0146 which was not designed for ascent or power but instead ISP, or go with the over qualified RD-275K as your second stage engine and suffer the weight and lower ISP. There is no true dedicated Second Stage vacuum rated ascent engine....

    So a new engine is in the works and here is some lure. The RD-58SS, super sport, second stage.. we will leave it for you to decide. The RD-58 originally classed and manufactured for the RD-0146's role. but the RD-0146 so out preforms it that it is obselete. Rather than trash a good design it was recycled into a second stage engine via beefing up some components, adding more capable booster pumps and upping the chamber pressure with minimal loses to ISP it becomes a great for this missing role.

    Of course I could merely recreate an RD-58m or MF off the hi-res images I came across but instead I need to account for the aesthetics into account. which part will be the best :/ choices...

    RD-58%20Development.png

  2. Nk-33 shouldn't be missing a texture. unless you didn't remove the old files before the new ones.

    anyway two competeing shapes for the next engine. you have the current shape on the left (green) the next one to the right which is the new design for the same engine that the russians will be making AKA better. also green. followed by Nk-33 Chmaber and Rd-0146 chamber. Which is better of the two green ones?

    engine_chambers.png

  3. What are they now? 1024 square? If so, I'll definitely be bringing them down to 512. That's half the res but 4 times less pixels to save. That should go a long ways and make this workable. Once I get it working minimal lag, then you guys get a free feature on my Saturday stream.

    yes they are mostly 1024. the reduced resolution should not matter so much. I personally keep it that way as they look nice and some peoples rigs can support them. But I have converted them to TGS to allow for others to solve this. But when i texture i try to keep all my lines aligned to pixel alignment to reduce stair stepping. So only a few things will look different anyway. a free stream eh? nice

  4. Speaking of which, ballpark ETA on next release?

    It is all ready to roll aside form waiting for Normak to add the descriptions lol. he disappeared. giving him another week I suppose. If not NMB will have the task while we wait for Normaks return.

    I can already tell it's going to take some time to get my head around the new parts and the design possibilities they bring!

    not to mention how you cna edit the .CFGs to make your own longer tanks lol.

  5. excuse me, CbBP, you might have answered this already; but will we get more interiors/IVA's? particularly for the docking-end/front of the tks? (since the capsule is technically on the propulsion end of the craft.)

    I have plans to. when that comes to fruition i am not sure. The real issue is not every part has an airlock to get to the IVA through. you cannot currently move kerbals form part to part yet. so it seems like a moot point.

    I was just wondering. Is their a document for this mod? Maybe explaining the use of the modules. The problem I am having currently is that I have built and awesome station, and I cannot figure out how to get my kerbals inside it. I keep looking for a "crew hatch" to show up on an exterior and I cannot find one anywhere. Is there another way to get them inside the station? Please forgive me if this issue has already been addressed somewhere, I am not much of one for digging through forums.

    you need the crew manifest mod.

  6. Fairings, like potato chips and Klingons, are better with ridges.

    Good news. you will get both.

    Are those 0.625m tanks? That are not tiny oscars? YEEES!!!!

    Though I have one complaint. I have been playing around with the mod again recently and I encounter the same problem and it really makes this mod a pain to use. It's lag inducing. After installing it, my lag tolerance goes way down.

    Intresting you say that.. it is probably the texture size. In this new release most, yes most, some textures have been lost and need re rendering. but most textures are now .tgas so you can resize them to your hearts content. But you will receive them in their large format. Also, it is looking as if the mod will only increase by 2mbs download size. I removed several shared texture issues. There are a few more to fix but mostly anything that looked similar now has the same texture. So you can reduce the lag as you see fit. thus making some room for URM.

    the more textures you rescale the better. I am leaving them large so the user can choose what they want to resize.

  7. Well the main textures are post processed. It was quite repetitive but it is done. Just need Normak's descriptions now and quality control. In the mean time i will tank the time to make a few more odds and ends perhaps. .crafts and such. but URM is almost out the door.

    this little 2 stage rocket might look short, its second stage encapsulated in its fairings, but with a mun direct slingshot without circularizing your orbit it can shoot a probe pretty far and pretty fast.

    URM%20small%20probe.png

  8. The URM tanks look awesome. Are they "fixed size" or could they be made as "stretchy" tanks as well? I'd much prefer the latter version. Actually I love every mod that cuts down on parts number (and the accompanying memory footprint...), and procedural parts are a great way to do this.

    they arn't stretchy or prodeual but you can stack segments in the CFGs and make them as long as you want. You can also scale them... but I dislike that aspect because it would use the same texture. In the future alternate textures would be nice or better yet alternate peices that are already of the correct sizes.

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