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KSP2 Release Notes
Everything posted by Maffif
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Hi,
First, the tiny patch you made worked- thank you (although I'm struggling with the rescaled Jool in KSS)
I saw you made a release of the Spice, congratulations. I'm just starting development on my own mod
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Thought I'd update you and ask some opinons:
There was a pretty big delay from getting Unity to work/figuring out blender. I predict smooth sailing until the next hurdle (custom models, after pre-release) Now I'm working on common sub-parts/master texture. I'll be able to easily assemble them into several completed partsready to do a pre-release or two. The short term goal is around a dozen engines, with another few dozen engines/misc parts later on(no timeline yet)
Here's a taste: "Kerbodyne KN-1 Whirlpool Liquid NTR" (Flavor text about repurposed washing machine) 70T, 7000kN, 2000s, slow (10s?) spoolup. Water(LF?) in. Green exhaust (hydrogen incandescence at 5500k)
(still unbranded) Arcjet: 100 ec/sec in, 0.25T, 50kN thrust. Multimode: intakeAtm or MP (1000s)
FFRE: 100kN@527,000s, runs on uranium (or fission discs?)
Dusty Plasma: Same but 1,500,000s
^The above two and a few others will have built in radiator wings on looong trusses between the engine and the mount (making the 'engine' part take up a significant portion of the VAB height, and likely half the ship's height. By incorporating the radiators, I can handwave engine heating, treating it like a closed system, and sidestepping the stock heating issues.
I've noticed at least three such ZZZmods, and I'd definitely want to avoid looking like a knockoff. I've done most of the on-paper work now (Finding CC-0 textures, tech tree/balance plan, balancing, model sketches etc. Long term: There's a few things I'm still not sure how- but am in no rush- to implement, like (a part that outputs EC but only if 'connected'), (Persistent thrust module greater than the 1 m/s^s limit I have) ( engines that don't work or hurt reputation at the homeworld), or (engines that 'pop' nearby EVAs/manned pods, [or even exclude a cone area]).
What are your thoughts on community resource integration? The engines I'm making would, in real life, use one of: pure uranium, water, water/uranium, LH2, LH2/Uranium, LqdHe3, fusion pellets, and antimatter. I'm planning on keeping it pretty simple/Kerbal, and would have to add harvesters for everything I add- so maybe LH2 engines should just use pure LF (Stock NERV would use LH2 IRL) - but I'm back and forth on utilizing CRP for the rest.
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Since you're making a KSPI-alike system, I say you should get your opening release using a (small) variety of the CRP resources. Advanced players (and modders alike) will enjoy that you use fuels that are appropriate and not use simple LF/O on everything. If anything, make an optional config that changes your last advanced engines (in terms of just their propellants maybe) to use LFO then only release it if there's demand for it. (Perhaps cast a poll for it on strawpoll.me and link it in the OP of your dev thread once you make that thread.
Adding harvesters for everything will make things easier on players indeed and make things interesting in terms of tanks.
Some mods should be recommended on release day as they have the facilities already to produce or use some or all of your propellants. Pathfinder and DSEV in particular by @Angel-125 are such mods. His mods contain an ISRU feature unmatched by anything else in KSP. Any part equipped with a 'Prospector' module will sift out every resource in the active vessel's area once you have Ore or Atmosphere aboard your vessel, and there is absolutely zero clutter to the part's PAW. (You will need to dig a bit to reach the option, but assuming vessels built with your parts are always very large or will always need very long, continuous portions of time to produce fuel it should be a non-issue to dig through a little UI to reach the toggle). Right now, in-game, I'm setting up my Pathfinder/EL base to provide a freighter carrying FusionPellets and Water for my station and its torch drive.
CRP's pure Uranium resource is Uraninite and is so far only used by MKS. EnrichedUranium is derived from Uraninite in MKS, recycled from DepletedFuel in advanced mods like Near Future Propulsion, and derived from Ore in any mod after that.
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Thanks for the reply, I know you're a busy/prominent member of the community. Right now the plan is to get it all packaged and testable for a limited release with stock resources, then clone some stock tanks and use GTIndustries modules to create simple harvesters/processors for water and some sort of reactor fuel- probably use the engine modules as well. LH2 will come later, I'll see about sticking to Nertea's new definitions.
These vessels won't be humongous de facto- there'll be engines suited to landers and probes- but the gameplay will be different. While I don't want to make other mods truly necessary (especially a heavyweight pack like MKS or the pathfinder series), I think SimpleConstruction and a part-welding mod (or EPL/etc) as a minimum would be important- Imagine trying to launch a 100-200T engine roughly the size/shape of a mk3 shuttle. I'll definitely keep a recommendation list.