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Everything posted by Starbuckminsterfullerton
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You're right! I normally run Nertea's Cryo Engines and NFP, which has a fuel switch patch that includes LH2 and converts all Nuclear engines to hydrogen, so I forgot that for most people it is still burning kerosene. That said, it's more of a stock fault for not having the proper fuel. They really needed to incorporate some for of fuel switch before converting the LV-N, but that's something for another thread.
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Nuclear lightbulbs just are that good... or at least they are in theory. KSP is a bit different than other games in that it has to allow for 'OP' things because technology improves. Just like you say they have to be balanced with things like mass and cost. Fortunately we have cost now, it makes more things possible for modders, but balance in this game still does present an interesting challenge.
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[1.1] RLA Stockalike 13.4 [25 Apr]
Starbuckminsterfullerton replied to hoojiwana's topic in KSP1 Mod Releases
I like the IKOTETS, the various n-gon form factors always made me wish for a simple cylinder. Can't wait to use these, I think you've done a good job giving them some variety. -
[WIP] Nert's Dev Thread - Current: various updates
Starbuckminsterfullerton replied to Nertea's topic in KSP1 Mod Development
Hot diggity, that's soon! And I for one actually like the hollow crew tank, I would never need as many karbonauts as a full one would fit, and now the space can be used in other ways. I thought Porkjet's intakes retained the mkII endcap texture on the back, and it was only the nacelles and such that got the turbine? -
[WIP] Nert's Dev Thread - Current: various updates
Starbuckminsterfullerton replied to Nertea's topic in KSP1 Mod Development
That is some Porkjet-level emissive work right there! The aerospike's vacuum FX is spot on too; it looks just like it came from a bunch of tiny nozzles. -
[WIP] Nert's Dev Thread - Current: various updates
Starbuckminsterfullerton replied to Nertea's topic in KSP1 Mod Development
All the big engine parts look amazing, they're going to open up a lot of new possibilities. Especially love how the curve of the nacelle pod continues into the (precooler?) behind it in that assembly on the right. A few versions ago, I would have said 2.5m is way too big for aero parts, but in this age of 3.75 and even 5 meters, they seem perfectly natural; it almost feels like they are missing. I guess not for long. -
That bay is neat, that's definitely a part that hasn't been made before and has some real uses. I've long built landers with high ground clearance so they could mount a rover underneath, this is a more elegant solution. Could ramp height be made tweakable? That might help avoid ground clipping. Another way would be ramps with built in landing feet. Using the ramps as legs would guarantee the right height, although you would have a couple extras and suspension might be unwanted.
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Thanks for the response, I helps to know how other modders are doing things so everything can work together. I had thought about forgoing the intake resource, but I couldn't think of a way to require the presence of an intake part without one. I hadn't thought of the jet parameters, that is a good idea it might be the solution. I could use the intakes and then create another engine mode for vacuum. Should have thought of the stock textures for MkII, I think I have an mbm converter extension for unity. Edit: noticed you might be planning on a ramjet, sounds cool and I am really curious to see how you make it work. You would have to disable throttle somehow right?
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it's been awhile since I've flown these engines, do the particles remain static like that or do they travel down the stream? I ask because while they do look like shock cells, I think that effect produces a standing wave and if the particles are behaving like most KSP FX, the wave they produce is not standing. I think it is just a product of the exhaust particles being circular. Shock diamonds or no, if you don't like the look increasing the particle rate/density would alleviate the effect.
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Porkjet just added some radiators of his own to Atomic Age, seems like you already have a plan here but if you want another example of stock integration might be worth a look. He doesn't have reactors to handle though. Will the conformals come back? Or are they just going to NFE? Second bit sounds like a question for Rover.
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Wow, what an update! Porkjet, you continue to make the most stunning heat emmissives anywhere? Edit: removed question that had already been answered a a few pages further back than I had read I didn't see anyone discussing this one though: Porkjet, could you explain a little of how the jet operates intake resource wise? I am working on some air assist turborockets, which other than burning Lf/Ox perform similarly to this engine. I was planning to MM patch the CRP IntakeAtm resource to all stock intakes, and use a atmosphere thrust curve approaching zero in vacuum, is this what you did? I don't have time to download it and test it out right now or I would do that instead. Also, when I eventually texture that engine I would like it to fit in with your parts. Is there any chance you have an image of the mkII endcap texture that I could use? I am not skilled enough to replicate it. Can't wait to use these parts!
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[WIP] Nert's Dev Thread - Current: various updates
Starbuckminsterfullerton replied to Nertea's topic in KSP1 Mod Development
Large jet parts look great, I thought they might end up looking awkward but not at all. KE-4 looks just like a model I made awhile ago. I should .cfg that thing... Are the Scimitar, little radial jet, intakes and such coming back for round 2? someone mentioned the nacelles and I wondered about the rest. -
The pod is looking really good! I'm really impressed with how well your landing legs interact with the ground, the 'ankles' appear to pivot, yet the feet do not sink into the ground. Could you explain a little of how they are setup in unity? I am familiar with how the stock legs work, but I can't conceive of a way to make that happen. Since the transform responsible for orienting the foot towards the ground is also the point of collision, everything I come up with sinks up to the ankle joint axis.
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Simpler Part Model Creation
Starbuckminsterfullerton replied to Avetho's topic in KSP1 Modelling and Texturing Discussion
You might take a look at this tutorial. While it still uses blender, it only does so for the UV unwrap. The modeling is all done in sketchup. -
[WIP] Nert's Dev Thread - Current: various updates
Starbuckminsterfullerton replied to Nertea's topic in KSP1 Mod Development
New engines look interesting! That spike nozzle looks heavy. Hollow drone core will be so nice to have. I had a double ended cargo ramp carryall type thing, and had to bolt a little probe nacelle to the outside since the old core had, well, a core. As far as adapters go, there are a lot of possibilities, but not all of them are worth doing. One that might be kinda fun is mkIV-5x 1.25m in a row. Kinda like NFC's trilinear, but spaceplane and 5. You have the two lump ones on either end, and three more bridging the gap between them. Maybe not too practical, but maybe kinda cool. Can't wait to be building mkIV craft again. -
Thanks for the info Rover, it's really helpful to know how new modules work. I completely agree, and they are one of the things this mod adds that no one else has. Is it possible for insulators to use the stock module now? Also, do you think given how radiators work now there is still a place for the conductive parts and pipes? Edit: read a couple pages back, Nertea I think lowering reactor conductivity is a great solution to the faux radiators because it also avoids overheating adjacent parts. I know we have insulators for this, but it makes sense that a part like a reactor would have some insulation built in.
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I remember being very excited for this ability and then never had time to use it. When the radiator-less stock heat came out you were the hero we needed, but it did mean taking a step backward with the placement thing. I hate to see all the work that went into balancing heatcontrol go, but just like last time sometimes progress means leaving something behind. I'm sure whatever you come up with will be just fine. What will happen to the pipes, insulators, and conductors? Does the stock module allow for such functions? I know that they might not be necessary because of the radiator mobility, but there are still plenty of applications. Edit: removed weird siamese twin post
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[1.x+] Community Resource Pack
Starbuckminsterfullerton replied to RoverDude's topic in KSP1 Mod Releases
Oh wow it's right there, I guess I was thinking it'd be in the USI section. Perfect, thanks! -
I assumed the input/output difference was accounted for in the ore resource def; I never actually checked. That's about what I did for my ratios though, I saw that the outputs added up to 1 unit, and adjusted for the hydrolox ratios. I added .1 so the ratio would be exact, thinking if there are already some mass shenanigans going on a little extra for precision's sake wouldn't hurt. Definitely room for improvement...