RedParadize
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[WIP] Nert's Dev Thread - Current: various updates
RedParadize replied to Nertea's topic in KSP1 Mod Development
Installed Persistent trust, it change everything really! My new favorite engine was the nuclear salt water, now its the nuclear fragment. Compact, not expensive and not too heat intense. Perfect for my Current project: Pegasus Lifeboat/Taxi Playing at 6.4 scale and with Life support and failure (kerbalism) can turn a perfectly planned mission to Jool into a disaster. For that reason I made this lifeboat, its light, compact and relatively inexpensive. Idea is to send it unmanned to Jool and serve as a backup return craft in case of failure. With 120k deltaV and its triple redundancy it can bring back 4 astronaut safely home in less than a year and half. The Engine can be replaced but I doubt it would be worth it as at that point most of the craft will be past its life expectancy. Will see. -
[WIP] Nert's Dev Thread - Current: various updates
RedParadize replied to Nertea's topic in KSP1 Mod Development
I would certainly love to have a LS done by Nertea. His stuff is high quality and easy to work with. Problem is, he is only one guy! If I had to define priority (I don't claim to have that prerogative, obviously!) I would say that a persistent trust would be at the top, Nertea almost have a monopoly on low trust electric engine, kind of make sense to have it handled by him. Below that would be a electric system that has separated loops, like his heat management. Then, a LS mod would use a similar loop system for air and else. The heat management could get a tad more sophisticated, a low temperature loop (habitat) can't really use the same loop as a high (say nuclear) one. Not sure how to format that into something that is easily understood by player trough. Gonna give a shot at persistent trust mod and see if I can make it work for me. Thanks btw -
[WIP] Nert's Dev Thread - Current: various updates
RedParadize replied to Nertea's topic in KSP1 Mod Development
There is a couple of part failure mod. On my current gameplay I am using Kerbalism. So far I like what it does. Few annoying thing, like part not having this or that feature, I can handle that, but need to restart every time. What I was thinking about is having habitat management using Nertea system. Would be really cool is to also have heat, atmosphere and electric management as well (air filter battery accumulator etc...). Building station and long range spacecraft would become much more fun. -
[WIP] Nert's Dev Thread - Current: various updates
RedParadize replied to Nertea's topic in KSP1 Mod Development
When Nertea decided to redo FFT because he trough it wasn't looking good enough I was thinking that it was completely unnecessary, it was looking great. But now that I seen and played with the new stuff I think it was worth it. The new exhaust FX look amazing and the heat system is really cool. Make me wish we had a life support system that work the same way. There is still one obstacle in the way, low trust engine is... unplayable. Who want to accelerate for 18 days right? There was a "on rail" acceleration mod long ago, if I recall correctly it was not working with the engine charge thing. Is there a mod that allow time warp acceleration that work with FFT? -
Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
RedParadize replied to Paul Kingtiger's topic in KSP1 Mod Releases
Anyone has a MM config that multiply mass and resource amount of US2 wedge? I use to have one I think, I do not remember how to do this with modules like USFuelSwitch- 1,553 replies
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Give them a chance. Will see. Anyways KSP on its own never have been much, it always have been about mod. I do not think I played it more that 10h stock.
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Yeah, to their defense Squad were indie developer with limited experience and knowledge. But I would bet my hand that new dev saved as much as they could. Producer are there to push for economy. I still hope that they aim high.
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Exactly. There is hope on that side. The KSP2 trailer probably costed more than KSP game original development. They have more technical resource and fund. I am a bit sad they retained Unity trough...
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Given what we see in in game footage floppy Unity rigidBody will be a thing again. Trough it seem that on the second launch was not floppy so they might just do both to show the difference. Anyways, it should be something that can be adjusted. Wheel collider should be fixable. As for SSTU, it vastly surpassed its original goal. I would find it hard to play KSP without SSTU even if the part count problem was not a issue. Stretchable tanks looks better and are easier to play with. Engine stack too. All of it make it easier. If anything, I would hope they inspire themself from SSTU. Forgot to say, they retained the weird part look of KSP1. Trough not on the new stuff, there is hope.
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Redoing your work is never fun. But they said they re-coded from the ground up so they might be less frustration. Its a different team. They seems to have more experience than Squad when they started. I will buy KSP2, no doubt and no regret.
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You guys got my money already. I have been waiting for that for so long. Please tell us more about the new feature. Specially the colony part, I always had wished to have something like this in KSP(1)!
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OMG. have you seen the KSP2 trailer. Of course its not in game footage but it seems pretty cool. The colony part is something I have wished for a long time. Hope you gonna mod on that Shadowmage because looks like we will get these premade fuel tanks again.
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@Daishi they look fantastic. Do they open?
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hi @Shadowmage Is it me or the inflating part do not get their storage volume multiplied anymore?
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Hi there! In my opinion KSTS is one of the best non part mod around. For veteran player like me its really good to skip the repetitive launch from kerbin. @whitespacekilla You mentioned a newer fork that allow off Kerbin operation. I am really interested into that. You see I am building a refining station around Minmus, I would really like if I could automate the resupply from Minmus mining site. Think its possible?
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
RedParadize replied to Paul Kingtiger's topic in KSP1 Mod Releases
@Paul Kingtiger It seem that angular lift is inverted on the tapered fairing 1.875-1,500. I have no idea how the new drag system work, but it seem that you cant invert angularDrag anymore.- 1,553 replies
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@Well I like the Phoenix allot. Since its one piece It fly very well. Have you considered adding a cargo bay? I think that small one, just few cubic meter near the center of mass would make it perfect.
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[WIP] Nert's Dev Thread - Current: various updates
RedParadize replied to Nertea's topic in KSP1 Mod Development
@Nertea Yeah I miss FFT too. I remember that fast forwarding caused explosion due to overheat. Personally I would fine if the compromise was lowering the temperature generated, even if its not accurate. -
@Shadowmage You know the ticket that have been openend about part reseting on spawn? Just wanted to say I have it too. It seem to happen very often with the common bulkhead/split tank setting.
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Thanks @Shadowmage I even like the description! Edit: looks like available volume wont go over total volume. It make sense I guess. Is there a totalVolumeModifier too?