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Everything posted by NBZ
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[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
NBZ replied to NecroBones's topic in KSP1 Mod Releases
After all the attention given to CCC (with great results, I must say), I'm back as SpaceY commentator: 1. The Stack Guidance Systems' inner walls are currently generic tank-inner-wall textured, and practically indistinguishable in the menu. Could you make the 5m blue and the 3.75m orange? I think that wall's color would show clearly in the menu. 2. title = SpaceY Stack Guidance System description = [as now] title = Kerbodyne/SpaceY Stack Guidance System description = A smaller (and therefore inferior) version of the SpaceY SGS, developed in partnership with Kerbodyne. Now with interior in Kerbodyne's trademark orange! 3. Can I have a 0.625m attachment node in the center of Dibamus' backplate? Useful for mounting on surface-attached tanks. 4. What happened to developing the Super-Dibamus? I suggest beginning with scaling the Dibamus up to a 1.25m backplate with node. Dual nozzles in all directions. The "outwards" nozzles as a horizontal pair. I've got a heavy Tylo lander that could use some for higher TWR. 5. The landing gear needs further work. For some reason it doesn't stick to its stack. If that can be solved, it is usable: Cut down to 4 legs, and make them much less slanted when extended. you don't need more clearance than the Raptor cluster. 6. Can you upscale the (already working) LT-2 and modify it? Make it rectangular in cross-section, and make it much wider than thick, with a huge square foot. Oh, and make it white with blue trim. 7. Adapter names: SpaceY A2-1x Stackable Adapter < the long one SpaceY A2-1 Stackable Adapter < the short one SpaceY A3-1q Stackable Thrust Plate < q for quint (=5) SpaceY A3-1s Stackable Thrust Plate < s for sept (=7) SpaceY A3-2 Stackable Adapter SpaceY A5 "Rose" Stackable Thrust Plate < the special 8x1.25 + 1x 2.5m lookes like a flower – "Le Petit Prince"'s flower. SpaceY A5-2d Stackable Thrust Plate < d for double (=2) SpaceY A5-3 Stackable Adapter - - - Updated - - - If you prefer, then this roman numbering (in upper- or lowercase) would work too: SpaceY A3-1v Stackable Thrust Plate SpaceY A3-1vii Stackable Thrust Plate SpaceY A5-2ii Stackable Thrust Plate -
[1.4.1] Color Coded Canisters 2.0.1 (2018-03-14)
NBZ replied to NecroBones's topic in KSP1 Mod Releases
Maybe you should also advertise that your mod doesn't break mods and part-packs that re-use the stock textures. Not what I had in mind, but I like it because it keeps the multi-cylinder-ness of the 2.5m tank. And the total composition with lined up rim-holes, and the beautifully executed top is just wow. Can you add a yellow warning top to the 2.5m one? The three jet-engines don't have domes, but like SRBs, they are recognizable and always 1.25m, so I don't know if it is worth it. Now, if only there was a way to make open construction nodes a different color for each size when you place a part in VAB...- 356 replies
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[1.4.1] Color Coded Canisters 2.0.1 (2018-03-14)
NBZ replied to NecroBones's topic in KSP1 Mod Releases
Just covering the gap until the dome comes up would be good too. A high rim that really "catches the air" looks far worse than a blunt flat front. Right, but some may want to use SpaceY without CCC, and would prefer a stock look to the engines. By letting this be part of CCC, the functionality could automatically appear on SpaceY parts. Many mods include changes to other optional mods.- 356 replies
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[1.4.1] Color Coded Canisters 2.0.1 (2018-03-14)
NBZ replied to NecroBones's topic in KSP1 Mod Releases
That certainly looks nice, and it is becoming really helpful, since the stock sorting by size doesn't mean radial size. All the 3.75m tanks are perfect now. I especially like how the black and white paint meet down in a groove. Comments on the engine markings: 1. I bit weird that the top of a tank is right above an engine, but still, it keeps the visual consistent, and really, maybe it is a helium tank to keep the main pressurized... 2. I think you can let the 1.25m domes go until almost at the edge: a) they are very rarely placed under something tiny, they can be a little small on the menu, especially the tall LV-N. 2. The 2.5m and the 3.75m domes could be shrunk a little to match the next smaller size. This way it will look fine even if placed under a smaller stack. 3. Are you able to add end cap shrouds to the top of the KR-1x2 and the KS-25x4? 4. The FL-R10 and FL-R25 mono tanks are almost indistinguishable too. Could you give the larger a green dome where the ​¤ is replaced with the original markings. 5. Oh, and both of those would look amazing with real groves too. 6. Wouldn't it be easy to just MM @PART [*]:HAS[ModuleEngines] once for each size, and be over with it. If you are using this mod, you probably would like the color coding on all engines. 7. At least add auto-caps to SpaceY tanks, and blue domes to SpaceY engine clusters, and yellow to Ratite and Moa, and green (!) Kiwi. 8. I thought I saw two lines of TweakableEverything's "Fairing Enabled [ ]" before. Now there is only one. Did you change anything?- 356 replies
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Consider this: Yes, in TR 2.2 beta suits can have level-specific body and helmet textures. Could you make a pack with 5 different suits for each color to indicate experience level. Ideas: One arm-stripe for each star, but a star if 5. or Stars centered on the back of the helmet. or Leaving the wide top-of-the-head stripes gray, but adding colored lines for each star, with 5 being completely colored:
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Wanted: Informative Colored Kerbal Spacesuit Uniforms
NBZ replied to Jasonden's topic in KSP1 Mods Discussions
I recommend klesh's color coded stock suits. Yes, in TR 2.2 beta suits can have level-specific body and helmet textures. -
[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
NBZ replied to NecroBones's topic in KSP1 Mod Releases
No actually. The range is about 4.5 degrees, as can be inferred from Figure 8. The numbers on page 1 are gimbal rates, i.e. how quickly nozzle gimbals. That is 5 degrees per second (6 degrees per second total on one HPU). However, it will rarely turn at full rate for a full second. Comes out that the SRBs have a relatively low range compared to liquid fueled engines (especially the SSME). Maybe Squad limited gimballing to make steering more of a challenge. If real world ranges were available, almost no crazy contraption would ever flip. Being that SRB are so cheap, they had to have a downside, so "modelling" lesser gimbal range as no range was an acceptable choice for more interesting play. In the same vein, the NERVA-equivalent was nerfed and made heavy, to prevent it being the only engine in use. And so too, engines and tanks are heavy, so people will have the aspect of staging. -
How does the "Generic suit: Random/Consecutive/Experience" selector work? Is it possible to have 18 different suits automatically assigned based on both experience and role?
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[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
NBZ replied to NecroBones's topic in KSP1 Mod Releases
What is 0.7.1? It's not on the "Change History". -
[1.4.1] Color Coded Canisters 2.0.1 (2018-03-14)
NBZ replied to NecroBones's topic in KSP1 Mod Releases
Wow, now I really want to build something using that tank. The end-caps are just such a eye-relief for mismatched sizes, but I noticed that the 3.75m ones are slightly too small to cover the rim holes: I had a contract to build a base and test the KS-25x4, both landed on Minmus. I strapped four big tanks to its corners (for low COM), and two Hitchhikers to its sides, and it had almost enough Delta-V to go there and return. For the little extra push, I put a 1.25m decoupler with a SpaceY S109 under each corner tank (strutted criss-cross). When I staged, the falling boosters looked quite odd with a 3.75 m disk on a 1.8m stick. I have TweakableEverything, so I can disable the bottom cap, but maybe there should only be one on top? Usually the inner-tank is visible from below a rocket stage: The very best thing would maybe me to have it, but default to disable, and enableable with TweakableEverything.- 356 replies
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[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
NBZ replied to NecroBones's topic in KSP1 Mod Releases
I got a contract to test the heavy launch clamp while landed on the Mun. While the payout was reasonable, I figured it would be quite impossible. Is it something you can disable? Minuteman-I (all-solid) had four nozzles, however, newer versions have only one, to make steering easier. And so did the all the Polaris missiles: Which brings to: The large SRBs can be difficult to control. I don't know why the stock SRBs don't gimbal, but the space shuttle SRBs did most of the initial steering by gimballing. Maybe add some to the SpaceY ones too? -
[1.4.1] Color Coded Canisters 2.0.1 (2018-03-14)
NBZ replied to NecroBones's topic in KSP1 Mod Releases
Feel better. Perfect. Just perfect. I have TR with helmet reflections too:- 356 replies
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[1.4.1] Color Coded Canisters 2.0.1 (2018-03-14)
NBZ replied to NecroBones's topic in KSP1 Mod Releases
I love the 7200! Just to nit-pick: It is obviously made of 3-slats panels, exactly beneath the 3-holes on the rim elements. On the rim, it didn't bother me that the holes were in groups of 3. I saw it as the manufacturer's interface standard. but on the side it looks a little odd when so close to being even-spaced. Would it be possible to tweak to visually be even-spaced? If they are flush like tank's end-caps, I don't think they will cause any problems even if extended until the edge. If someone places an engine on a girder or smaller diameter tank, it will be ugly anyway. In worst case, people can add TweakableEverything to disable the "fairing" in VAB. Very unlikely that the decoupling end will face a tank, adapter, or engine. And even if, it unlikely to cause harm. Oh yes, real life. Good luck. I'll try to survive without having my ideas being instantly implemented. Here is some more rep for you to much on while studying and working. Enjoy. - - - Updated - - - The "moa" engine. Think Merlin: A flightless bird with an M. – Moa. No more than two shrouds are allowed. KSP goes bananas if you put three or more. NecroBones tried it, as described in the SpaceY thread. NecroBones, do you want me to respond to CCC and SpaceY things like this, beginning next week? - - - Updated - - - Forgot to comment on those three: T800: Perfect. T100: The verticals are good, but I think you can subdue the horizontals equally or make it match the latest iteration of the T200. In any case, leave the black only on the very thin FL-T style edge. Jumbo: Almost perfect. I like your middle band. Can you make the two black bands orange? Especially since a little of the orange bubbly surface is visible in the ripples.- 356 replies
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[1.4.1] Color Coded Canisters 2.0.1 (2018-03-14)
NBZ replied to NecroBones's topic in KSP1 Mod Releases
Ingenious! However, it could be both below (no fairing/next wider size), and on top (flat end-cap/next smaller size). It would solve the problem with ugly rockets in career, and avoiding adapters for weight reasons. But it should obsolete SpaceY A3-12, A5-123, and A5-3. (A5-3 is already made redundant by A5-123) My only reservation to including such functionality into CCC, is that it changes gameplay. Currently it is a purely visual enhancement mod. Necrobones, maybe you could include both this and remakes of the NASA clusters in a separate stock revamp pack – of which CCC would be a subset (like 0PIF lite)?- 356 replies
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I really hope the OP will respond, but even if not, the license allows you to develop it. This mod is so essential to enjoying gameplay. Regarding your options: 1. How does "Run one-time only" work? It would need a value threshold like ScienceAlert. 2. When "Transfer science to container" is active, would it be possible to detect duplicates and avoid cases of accidental transfer-and-discard-without-confirmation-prompt? I have lost many science points this way. And a new functionality: Essentially, the mod does an EVA to remove data and store it. (Not really, because it works even when EVA is unavailable in career.) Would it be possible to detect if EVA is available, i.e. researched and (AtmosphericDrag+CurrentAcceleration)<X m/s², and then add EVA reports automatically? It would save lots of clicking.
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Yesterday, Jebediah was doing many EVA's on the Mun, jetpacking over ridges, over a km away from his ship. He was startled to discover that his altimeter jumped from 000000m to ASL as soon as he would cease to touch the surface. Since his suit does not have a navball, he was unable to switch his altimeter to above terrain mode. I promised him to enquire if his Landing Height suit plugin could be updated to include this functionality.
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[1.4.1] Color Coded Canisters 2.0.1 (2018-03-14)
NBZ replied to NecroBones's topic in KSP1 Mod Releases
The T800 needs it the most too. It is both higher contrast, and likely to be stacked with a T200. The 14400 is worse than the 7200 because its fake ripples are wider. Maybe just change the 14400 to match the 7200? Be careful with that. So far CCC is only a visual mod, and can be added and removed without any functional changes to existing builds. I don't like models either, but you should at least stay within the current bounding box, if not the same collision mesh. Yes, that is a good idea. Your SpaceY adaptive structures display their "fairings" in the parts list, but engines don't. I don't know how that comes about, but if you can add flat shroud tops (like the new concept tank covers, but colored) to be displayed in the parts list, it would be really cool. You surely do not need to re-model all the engines – at most, a slight modification of current texture would be enough. (I don't know about modelling at all, but I assume that it isn't like compiled C++programs that are not readily decompiled.) Make that 4. First automatic tank end-caps. It looks amazing. Definitely a GO! No more crazy-looking career stacks, and asparagus landers can be made nice-looking by adding a physics-less cubic octagonal strut to the top node and sinking it in with the Offset gizmo. Maybe "The Emperor of Shrouds" would be a better title?- 356 replies
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[1.4.1] Color Coded Canisters 2.0.1 (2018-03-14)
NBZ replied to NecroBones's topic in KSP1 Mod Releases
Nah, it is probably best to keep it matching the other 2.5m tanks, and if 3.75m stays the color it is now (other mods match the existing 3.75m design), the hues will be too close. It's okay though; the SSET's inner-tanks were apparently silver. Either or let that area be rippled like X200-16, but orange. Browsing tank pictures, I can't help noticing that inner-tanks (except for the pointy SSET upper tank) are hemispheres. Obviously you can't go that far, but how does it look if you increase 2.5m curvature to half the height of an X200-8 and 1.25m to half the height of an FL-T100, and leave a next-smaller-size area flat? (That would be a quarter of an S3-2600 at 3.75, because the smallest tank is missing. R&S Capsuledyne adds it.) This applies to SpaceY tanks too. New points: I think the FL-T100 needs a treatment similar to the X200-32. Just as you replaced the X200-32's horizontal belt with a panel-weld, so too replace the FL-T100's vertical bars with panel-welds. The tanks don't need their distinguishing features on the outside, now that we have color coding! The FL-T800, S3-7200, and S3-14400 are nice, but considering how amazing the FL-T200 and X200-16's ripples look, they appear too "painted". How hard would it be to make the ripples real? The 3.75m parts have lost their tube connectors between the inner tank and the outer wall. When you add them, remember to turn them the right way. The stock S3-14400 is rotated 90 degrees off. Are you up for revamping the KR-1x2 and KS-25x4? The latter could include a fake fuel tank dome to make it more believable. (Yes, it is a ridiculous-looking part.) And a huge one: color coding all engines' thrust plate tops (i.e. hidden in all but the strangest builds) to indicate their size. - - - Updated - - - It would be polite to include a warning to color-blind people, something in the line of:- 356 replies
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[1.4.1] Color Coded Canisters 2.0.1 (2018-03-14)
NBZ replied to NecroBones's topic in KSP1 Mod Releases
I'll try out the update. Only now has it become enough parts to actually be useful. Now that the inside of the X200-8's outer-wall can be seen, there must be a sticker saying DKAPC. Orange tank: I especially dislike how the bottom third seems off-colored. Maybe it is possible to match the 2.5m inner-tank color to the outside? Instead of the gray rings, try putting gray panels from ring and out, then match the end-curvature to begin at ring height. It will look like a inter-tank fairing on a pill-shaped tank. Alternatively, let those panels be rippled orange like the real thing. Is it possible to adjust the curvature on the inner-tanks, so it is exactly at node height at the radius of the next smaller size? This way size-mismatched constructs without adapters will look better. Really, all adapters should be available from the beginning. How much technology is really needed to build an empty cone? Maybe when stock aerodynamics gets an overhaul... Which brings me to another crazy idea: Is it possible to make "pancake fairings"? If every tank that has it's top node in use would "cover itself", it would look much less bad to mismatch sizes.- 356 replies
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Great. This will replace the old one as the only image for Image Viewer. No need to Alt-Tab, just Alt-I, right there in VAB.
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[1.4.1] Color Coded Canisters 2.0.1 (2018-03-14)
NBZ replied to NecroBones's topic in KSP1 Mod Releases
Good, but I just noticed two potential clashes with the stock C7 parts: The Mk3 parts look the same yellow as the 2.5m parts. The C7 fuel-filled adapters all have visible inner-tanks that are gray. Really, I'm quite disappointed with Mk3. Squad should have just replaced it with 3.75m parts. Pressurized cabins are cylinders anyway. Isn't eight radial pieces a bit much for 1.25m? Maybe six or four?- 356 replies
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[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
NBZ replied to NecroBones's topic in KSP1 Mod Releases
You know you can just right-click and set detachment impulse, thrust, and solid fuel amount, right? -
[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
NBZ replied to NecroBones's topic in KSP1 Mod Releases
Should have been 0.6.1. I hope it won't result in automatic mod-handlers doing endless update loops.