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Everything posted by coyotesfrontier
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[WIP] Nert's Dev Thread - Current: various updates
coyotesfrontier replied to Nertea's topic in KSP1 Mod Development
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[WIP] Nert's Dev Thread - Current: various updates
coyotesfrontier replied to Nertea's topic in KSP1 Mod Development
It's from -
[WIP] Nert's Dev Thread - Current: various updates
coyotesfrontier replied to Nertea's topic in KSP1 Mod Development
Here's my take on a Kronos-1 replica: -
@NerteaA few more bugs I've noticed: -The footpads of the base frames are permanently sideways. -The IVA on the 1.25m airlock is upside down. -The 1.25m hub's blanket texture is the same as the white plating one. -The observation and agriculture domes have no bottom colliders. -The USI-LS and MKS patches throw errors upon load, but still function, strangely enough. -When activating the IVA overlay, the props (and in certain cases the windows) of some of the new parts are offset massively away from the vessel:
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[WIP] Nert's Dev Thread - Current: various updates
coyotesfrontier replied to Nertea's topic in KSP1 Mod Development
@NerteaSome bugs I've noticed: -The doors on the PPD-TRUSS and PPD-TRUSS-S modules are permanently open and cannot be closed -This might be intentional, but the 5m observation dome has no command ability. Feels kind of strange for the 1.25, 1.875, 2.5 and 3.75 cupolas to have command ability but not the 5m one, especially considering the IVA has full piloting instruments. -The PPD-24 Panorama Observation Module lights do not correctly turn from blue to yellow when enabled, being a weird combination of the two -Most of the 3.75m parts' hatches do not turn from white to grey when selecting a metal exterior. -The 1.25m airlock is missing its IVA -
@ensou04, can we see compatibility with Soundtrack Editor Forked in the future? (and by extension, the KSP original score project?). Currently, music from that mod has its volume lowered in space like other sounds, forcing me to turn it up to really high levels to hear it (and making the KSC birdsong loop extremely loud in the process).
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- sound replacement
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[WIP] Nert's Dev Thread - Current: various updates
coyotesfrontier replied to Nertea's topic in KSP1 Mod Development
Here's an idea for the habitation dome, kerbals would only inhabit the seats in the bunk rooms. Sorry for the awful sketch lol. -
[WIP] Nert's Dev Thread - Current: various updates
coyotesfrontier replied to Nertea's topic in KSP1 Mod Development
Is a habitation dome still planned for 2.0.0? I realize that it would be quite a bit of work, but it feels weird for there to be a greenhouse one but not a hab one. -
[WIP] Nert's Dev Thread - Current: various updates
coyotesfrontier replied to Nertea's topic in KSP1 Mod Development
That perspective is confusing the heck out of me! I still don't understand why 3D modeling programs default to an oblique projection. Amazing work though! -
I believe metric is superior in all cases, though I do have a soft spot for imperial with regards to temperature: 0-100 in Fahrenheit is a good scale of the temperatures humanity usually experiences, with 0 being very cold but survivable, and 100 being very hot but survivable. Meanwhile with Celsius, 0 is mildly chilly, while 100 is far beyond anything humanity experiences. Also, water boils at different temperatures depending on altitude, so Celsius' main advantage of being based on water's boiling temperature is negated for a lot of the world, making it just as arbitrary as Fahrenheit.
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[1.12.5] Restock - Revamping KSP's art (August 28)
coyotesfrontier replied to Nertea's topic in KSP1 Mod Releases
Short answer: Drag cubes are based on models, Restock changes the models so the drag cubes are changed. Long answer: The restock team could have kept the stock drag cubes, but that would result in the part's behavior having a disconnect with their models. Imagine placing an engine and having it behave differently with regards to aerodynamics then its model suggests, because it's using the stock drag cubes as opposed to ones fitting its model. Only really a small fraction of the community cares about absolute stock purism (which is really the only reason why you'd want to use the stock drag cubes), so the team appealed to the wider community and went with accurate aerodynamics for the new models. Really, the difference between stock dragcubes and restock dragcubes is incredibly small, as the team made the models to fit the size of stock as much as possible. Only on ships that exploit the aerodynamics system (like that 3-part duna-ike-minmus ship that stratzenblitz made) does it actually create a noticeable difference. -
For reference, Gurdamma has roughly the same surface area as the IRL continent of Asia. A level of detail at a scale that big is simply unheard of in gaming. Incredibly impressive work!
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@Nate Simpson, this is a kind of weird question to ask, but are planets in KSP2 the same scale (1/10 real life) as in KSP1? The Mun showcase seems to indicate so, but Gurdamma appears to be much smaller then expected.
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The reason planet modding was so hard in KSP1 was that until recently Kopernicus had no documentation whatsoever, and the few tutorials that existed were often outdated and didn't cover much. Thankfully there's now a very good wiki at https://kopernicus.github.io/wiki/, and hopefully KSP2 has something similar.
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[1.12.x] Heat Control - More radiators! (August 18, 2024)
coyotesfrontier replied to Nertea's topic in KSP1 Mod Releases
They are, the radiators just have to be near maximum temp to glow, which is pretty uncommon to see as most people place more radiators than necessary. -
[1.12.x] Heat Control - More radiators! (August 18, 2024)
coyotesfrontier replied to Nertea's topic in KSP1 Mod Releases
@Nertea Some things I'd like to see in heat control: 1.875m and 5m curved radiators Cooling devices designed for atmospheric use, incorporating fans into the design. (Possibly also cooling towers using water, but that would also require the creation of a pump part for water extraction) More "Streamlined" radiators for ships that fly in atmospheres. The current radiators are very unaerodynamic-looking. -
I made a refueling station on Tekto, which is the equivalent of Titan in the Outer Planets Mod. I'm really proud of how it turned out, although I just teleported it there as it would be insanely difficult to build normally. The ISRU system is a custom simplified version of Rational Resources with no additional parts or phase changing mechanics. Water (H2O) is drilled from the ground and broken into hydrogen (LH2) and oxygen (LOX), while nitrogen (LN2) and methane (CH-4) are directly extracted from the atmosphere. Monoprop (N2H4) is then created by combining hydrogen with nitrogen. The oxygen and methane are used for refueling the main engines of the ship, while monoprop is used for the ship's RCS. Full Album: https://imgur.com/a/gER7wKZ
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I feel that the current exhaust cooling system is way too punishing, as setting the throttle to 0, turning off the reactor, and turning off the engine all result in a very quick meltdown unless you do it very carefully. While a system like this would fit in something like Kerbalism or RO, I feel like it's way too difficult compared to the balance of the rest of everything in stock and the PKMC suite. I propose reducing the engine heat production to it's original values, and reducing the exhaust cooling percentage to half its current value. (for example, the LV-N's heat production would become 200kw from 2,000kw, and the exhaust cooling percentage would be reduced to 50%) This allows players to take 2 possible routes in building a ship: Either put enough radiators for the heat to be stable even when the engine isn't firing (for example, putting 200kw of radiators for a single LV-N), which is safer but less efficient, or put only enough radiators for the engine while it's firing (for example, putting 100kw of radiators for a single LV-N), which is difficult but more efficient.
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[WIP] Nert's Dev Thread - Current: various updates
coyotesfrontier replied to Nertea's topic in KSP1 Mod Development
So it actually is a heat shield, along with a radiation and possibly dust shield. -
[WIP] Nert's Dev Thread - Current: various updates
coyotesfrontier replied to Nertea's topic in KSP1 Mod Development
@Nertea, is a front dust shield like that found on the Kronus-1 going to be in the mod? It would be really cool for interstellar missions -
[WIP] Nert's Dev Thread - Current: various updates
coyotesfrontier replied to Nertea's topic in KSP1 Mod Development
Not docked together, they'd all be a single part. (each construction stage would be a different model) I don't thing the construction stage models would be particularly hard to make, as they could easily be made by splitting up the finished centrifuge model -
[WIP] Nert's Dev Thread - Current: various updates
coyotesfrontier replied to Nertea's topic in KSP1 Mod Development
@Nertea, small question: how is the 5m centrifuge going to be constructed? It presumably would be impossible to fit inside an extended 7.5m fairing, as even the largest 3.75m one barely fits. The original Kronus-1 concept was presumably intended to be assembled in space, so I have an idea for construction of it: Centrifuge parts are launched seperately: a ring hub which is attached to the vessel like any other module, and 3-6 ring segments which are attached in a abstracted way: Once the ring hub is part of the vessel, clicking a button in the PAW of the the ring hub will add any nearby ring segments to it. The ring segment(s) would now be part of the centrifuge, but all would be treated as a single part. Effectively, the centrifuge model would have a few "construction stages" as opposed to a deploy animation, each ring segment added to it will advance the construction stage by one. Alternatively, instead of warping ring segments to it, which would presumably be difficult to code, you could have a resource called "CentrifugeParts" or something. Advancing the centrifuge to the next stage of construction would require consuming a set number of CentrifugeParts from a tank that would be docked to the vessel. -
[WIP] Nert's Dev Thread - Current: various updates
coyotesfrontier replied to Nertea's topic in KSP1 Mod Development
He told you specifically not to post images...