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Everything posted by Starbuckminsterfullerton
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Lol I still do this. Rotate around vertex... Ion looks good, but I would urge you to bring back the yellow, and make the wires either the traditional red/black or stock red/blue. It's no good redoing the stock parts if you then have to redo all your mod parts too to match them. Edit: it occurs to me that what I thought was a grey wire is actually the neutralizer feed, and you might well have a red one hidden away somewhere.
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Thanks for the detailed response! That's exactly what I meant, and now I fully understand how you're parsing the pip strings. Because the system you've implemented allows for multi-character marks, you could even conceivably use the actual numbers: 1 2 3 5 10 etc. Which would be stupid, because you already have an eta written out right below it. But it's cool that you can! Maybe I'll make the last one say "FLOOR IT" or something...
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I like that OCGC model, have you posted it before, like in the dev thread? I guess I could check but then I'd lose this text... Anyway it looks great, love the little fins, although it's a little strange to me that it's barrel shaped and not round like the Liberator. Edit: Does this make the Liberator a closed-cycle gas core? Like a lightbulb? Oh boy
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That's a great chart! I like the idea of spaceplane specialized blocks, and others have brought up streamlined parts, so it's something I'd like to do. I don't have any images of the tanks next to stock on hand, but I'm in the process of updating the textures so when I take new pictures maybe I'll include some. For reference though, all tank heights are an exact multiple of the stack diameter, by either .5, 1, 2, or 4. These are also the same size as the equivalent KW tank if (it one exists). Adapters do have fuel in them! I don't plan on a 5m heatshield; I might do a 1.875 and a .0625 once the crew parts are done, but that's a long ways off and I don't have any 5m crew parts planned that would justify a heatshield. Thanks! Really? I make this on a Mac, and test every release beforehand with some common mods running. If you give me some more information I'll do what I can to help.
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This mod has been around for a little bit now, but it's the first I've encountered it so I'm just stopping by to say well done. The burn timer has always bugged me, to the point where I would use mechjeb just to get an accurate reading and then fly through the node myself, and I've never been great at landings precisely because I wasn't sure how much time I had left. You've solved both handily, small but badly needed changes are some of the best mods and this is a great example. Edit: also props for supporting spacedock, that's how I saw this!
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Nice update! Decouplers look really good, the arrows are clear yet tasteful, and I love the lit window on the lander can attach points. I'm a little disappointed that the 2.5m decoupler is still huge, did you do this to maintain node position? The numbers are clear and if you implemented them the way I think you did very clever, but I can honestly tell everything apart without them, and even if I couldn't a quick glance at the tooltip resolves any confusion.
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Excuse the double post, noticed some replies I missed... By heavy do you mean with double nozzles like the R8/R12? Can't argue with you on procedural tanks, but one of the goals of this mod is to use as few plugins as possible. If you'd like to see these tank models in procedural form I'm onboard, but I have zero experience with ProceduralTanks so I'll need some help. Same for model switch. I do plan on InterstellarFuelSwitch integration once the engines are done to avoid duplicating the same model. Yeah, engines are really overdue; I've been short on time for way too long. We're on the same page as far as models go, although I am going to differentiate them with semi-unique models. Thanks! I tried to imagine useful formations, so that's nice to hear. I hadn't considered aerodynamic models, but that's a good idea since spaceplanes often need the more unusual thruster arrangements. I'd have to think of a way to systematically model the shells, but it's possible.
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Thanks! The question of where to place things in the tech tree is something I've been thinking about; as you may have noticed the 1.875m tanks appear a bit early, so I'm very open to suggestions of where things should go. I don't play a lot of career anymore- I've completed the tree so many times already I mostly just test mods in sandbox- so it helps to have some outside input. Fairing adapter isn't something I'd thought of, maybe I'll come up with an MM patch to rescale one of the stock ones. I do intend to address all those important bits too, but they're further down the line, and you've seen how slow I work. I will get there though! In the more imminent future, the interstage adapters are coming. they're modeled and textured, I just need to pull them through unity. Blame both school and the holiday for the delay.
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[WIP] Nert's Dev Thread - Current: various updates
Starbuckminsterfullerton replied to Nertea's topic in KSP1 Mod Development
Sounds cool, NTR's are a little too simple now and I always like RCS blocks. Some of the Kerbal Atomics engines have built in radiators, would those be enough to keep the reactor 'idling' at propulsion temperature, or would even more be needed? Obviously the ones that don't have any by default will need some. -
You're moving fast! Love the fins/reactor chamber, can definitely tell which concept images you've referenced. Nozzle looks ok to me, although I haven't seen the animation; it's hard to make a magnetic that isn't ugly. Would an open cycle NTR even use a magnetic nozzle though? I've never read anything that says either way. I guess if it got hot enough to ionize the hydrogen... Perhaps a traditional bell with the magnetic coils mounted to the outside would look better?
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Glad to see this got updated along with Kerbal Atomics release. I don't have the ability to test anything out right now, how do these two mods avoid adding duplicate tanks? Also, how are third-party tanks dealt with by the ISF patch now, does it just assume anything that isn't one of the gold ones is a lifting tank?
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[WIP] Nert's Dev Thread - Current: various updates
Starbuckminsterfullerton replied to Nertea's topic in KSP1 Mod Development
Well that's cool. Does the orientation have to be mirrored, or can it be rotated by 90* increments (since they are square)? @Nertea Here's hoping that really is the last test version. I'm thinking about writing an MM patch to give these engine FX to other nuclear rockets, would anyone be interested? -
[WIP] Nert's Dev Thread - Current: various updates
Starbuckminsterfullerton replied to Nertea's topic in KSP1 Mod Development
Wow, those are some Porkjet-level emissives, gorgeous! FX look good too, glad you went with red. -
True, that alone is reason enough. Plus, as @SufficientAnonymity says, the fairings are funky. Window emissives look good! that craft is adorable, reminds me of a baby seal. It occurs to me that there are no .625m heatshields anywhere. Their usefulness is debatable, but such a part might not be out of place in RLA if you're in the heatshield mood.
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THANK YOU. It's looking good, love the black details. A little unsure on the door/ladders, if it were me I would skip the built in handholds and make the door texture a flush version of the hitchhiker/landercan/etc. hatch, it will match other mods and the rest of the parts better. I never really find myself wishing for handholds above the hatch. Don't worry about hatch size, they never look big enough. As far as other parts, the stock heatshields are relatively new and thus some of the better looking parts in the game. I think some of the older parts (you mention the decouplers and I agree) could benefit more from attention.
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[WIP] Nert's Dev Thread - Current: various updates
Starbuckminsterfullerton replied to Nertea's topic in KSP1 Mod Development
Neptune was only one that ever had disappearing pipes, yes. Have you thought about releasing DeployableEngines on it's own? The community could probably do a lot with it given some documentation, and BDAnimation is overkill for many things. Uranium consumption is a tough question because on one hand you have NFE reactors that use it and on the other you have the LV-N which doesn't. I would say for this mod (or will it be two?) leave it out and avoid adding another resource, but add uranium consumption for propulsion and power to the optional RTG decay patch in NFE. That way any uranium use is from the same mod. -
Thanks for maintaining RPM for everyone MOARdV, too many mods disappear when the original creators can't continue development. I was wondering if it is possible to install only the replacement indicator light panel. I love the displays and use them all the time, but this particular computer doesn't do well with the added strain in IVA. What parts of RPM are necessary for the indicator panel, and can I run them on their own? I remember the mod originally had them as kind of a separate thing, but I can't find any information on it anymore.
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[WIP] Nert's Dev Thread - Current: various updates
Starbuckminsterfullerton replied to Nertea's topic in KSP1 Mod Development
Tested X3 out, Neptune pipes did disappear again but only once; once they came back I could not reproduce it again, so I'd call it fixed. -
I just stopped by to say your roadmap spreadsheet is a chart after my own heart, and suggest reconsidering the plan not to build a size 3 landing engine. The larger the stack the more inadequate the landing gear become, and the more needed a low profile motor becomes. That said, I for one cannot control the urge to make too much stuff, and have thus ended up with sixteen RCS blocks...
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[WIP] Nert's Dev Thread - Current: various updates
Starbuckminsterfullerton replied to Nertea's topic in KSP1 Mod Development
I just gave X2 a whirl, and the Neptune plumbing is indeed rad. However, from certain camera angles it... disappears. Never seen anything like it. Edit: They done gone and changed how images work again