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Everything posted by NiL
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Is it known what settings exactly mess with the panels? Can't be the texture resolution, surely, or anti-aliasing, or something of that nature.
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Good news. The forum software license has been renewed for 6 months.
NiL replied to Vanamonde's topic in Announcements
I would suggest not advertising such projects, actually. If current forum is closed, it would be a tremendous loss, and a new forum can't entirely replace it. This forum accumulated userbase and content over a decade, it is the official forum which has been and currently still is promoted by KSP social media. KSP passed it's peak popularity, it seems (or at least we're in a slump period), community doesn't have fast growth, even if a new forum would be sucessfull, it will not have the same activity as old one, and inevitably speed up the decline of community through fragmentation and obscurity. Current forum is literally linked in game's launcher, to find the new one a new player would need to first get on reddit or such, and then find the link - additional steps for a person who might not be interested in a forum that much anyway. Current forum's data is being archived right now, several initiatives are underway. But I have doubts about how complete can conservation be, and whether it would be technically possible or even legal to "carry over" the posts, threads etc to the new forum. Of course, carrying over the accounts is almost out of the question, I don't see how this can be done at scale with official forum down (right now perhaps it can be possible to implement some "you write a request on this forum from your account, administrator of new forum somehow gives you acess to account on new forum", but, ehh...). Realistically, the best we can hope for is a somewhat complete archive of current forum - a husk of broken links and missing images - and a new forum with a fraction of the active users. Which is better than no forum, and a lot of people would appreciate this (I am one of them). But. Creating a new forum (and even archiving) can be a self-fulfilling prophecy. If the community has a new place, we wouldn't have as much will to fight for the old one, and whoever makes decisions on existance of this forum can just shut it down to cut on expences, seeing as the community has already moved on. And considering that any new forum will not be a proper replacement, this is a bad outcome. So I won't speak on the prospective details of the "new forum" idea. If it comes to that, perhaps the community on Reddit or Discord can come together and make something. But this is not inevitable, let's not make the situation worse. -
Good news. The forum software license has been renewed for 6 months.
NiL replied to Vanamonde's topic in Announcements
Could community pay? I mean, could there be ways, however unlikely, for the community to completely or partially take over the management of the forum, some kind of deal? -
[1.12.5] Restock - Revamping KSP's art (August 28)
NiL replied to Nertea's topic in KSP1 Mod Releases
AFAIK no, but would be nice if someone made this -
[WIP] Boring Crew Services - Stockalike Starliner Mod
NiL replied to DylanSemrau's topic in KSP1 Mod Development
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If people want, I can make new higher quality models in Blender, through I'll likely need help with the rest (animation, texturing and importing into KSP)
- 38 replies
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- hooligan
- hlairshipscore
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[WIP][KSP 1.12.X] GemstoneLV - Stockalike JAXA and NASDA
NiL replied to Beale's topic in KSP1 Mod Development
Can i humbly ask if Epsilon is in the cards? -
[1.12.5] Supplementary Electric Engines
NiL replied to triple cheeseburger's topic in KSP1 Mod Releases
Hyyype, thank you. This is one of my favourite mods, it's great, goes just so well with everything -
An update of sorts from your forum moderation team.
NiL replied to Vanamonde's topic in Announcements
I will pitch in on harassment being a very bad idea. But to be clear, ...if - -
On the other hand, gyros in KSP are also buffed
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- totm march 2020
- mod
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They all look so good! Are you open to sharing them?
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What if the reactor is heavy enough so the centre of gravity is close to the engine? Plus or minus some possibility of thrust vector offset (not nessesarily in flight, perhaps the thrust is angled from the start)?
- 22,596 replies
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- totm march 2020
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Since we got the modern texture variant on Apollo CM, could a version without chute assembly or with an adapted one be added, please? Top of the capsule itself (not counting the chute assembly) is already 1.25m more or less, and the assembly is modeled as one part, so it is as easy as deleting that very part and adding an endcap. Reasoning behind this request is very simple - presently, 1.25m ports (both stock and modded), or even 0.937m ports cannot be used without looking goofy and oversized, the protruding "tunnel" gets in the way, and original Apollo docking system doesn't always fit a modern playthrough. I have tried removing the chute assembly on my own in Blender, and the capsule looks fabulous with a combined parachute+1.25m docking port piece from ExtraDockingPorts mod, one can fit a LES on it. Unfortunately, the addon I use for importing .mu files into Blender (the standard and afaik only KSP importer addon) messes up textures and materials, creating z-figthing all over the capsule. Maybe the variant could be included in the extras folder, if it doesn't fit any real life prototypes or ETS designs, but it just makes so much sense for a modern capsule to use a modern docking port, and it's just such a simple modification for anyone with Unity.
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Well, I'm certainly using them now Can't believe I missed Sterling release, I waited for it since who knows how long ago. Thank you for all your beautiful work!
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Hyyype
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[1.12.5] Supplementary Electric Engines
NiL replied to triple cheeseburger's topic in KSP1 Mod Releases
I personally think it's better to release resistojets and tanks as an update. Those little things look so cute! -
[1.12.5] Supplementary Electric Engines
NiL replied to triple cheeseburger's topic in KSP1 Mod Releases
Absolutely love the concept and the mod, the models and concept drawings/pics look so good! As for resistojets - maybe arkjet mode could be incorporated as an upgrade/mode on resistojects, having higher isp and thrust at the cost of consuming more power? Adding them as a separate part seems unnessesary, they wouldn't be unique enough from a gameplay perspective, both RJ and AJ would be multi-fuel electric engines. Or maybe you could have smaller RJ thrusters and bigger AJ ones. NF solid fuel RCS were useful as a self-contained option to add to your satellite (without adding monoprop tanks), if electric thermal thrusters would have integrated fuel tanks, they could be a more attractive option considering they look multidirectional on your pic. Or they could use the fuel from engine's integrated tanks, but people might want to use them alone. As for fuel choices - water seems really interesting, but then it may be better to add custom small water tanks, because life support mod is a pretty substantial dependency to include, and not all of them even have water (maybe a small circular tank in addition to integrated ones?). Liquid fuel seems like a strange resource to use (assuming it's kerosene), but stock nuke uses it, so idk. Another interesting idea is cold gas thrusters, they are used extensively IRL and to my knowledge nobody has implemented them in KSP yet. Their tradeoff could be having higher thrust and not using electric charge, but having really low isp, use case - rocket stages, kickstages, tiny satellites that don't have much electric charge. IRL they mostly use nitrogen, which is a great propellant option from a gameplay standpoint - it can be used both for RJ and cold gas thrusters, but a more stockalike alternative may be to just use oxidiser: yes, lox is not an optimal choice for RJ, but has less uses than LF, and every rocket stage would have it no matter the propellant (so instead of having separate RCS parts or variants for LF/Ox, ch4/ox, lh2/ox one could just have RCS that uses OX). CG RCS could have two modes - high and low thrust. This way both cold gas and electric thermal sets would have two variants each (resistojets/arkjets, low-thrust CG/high-thrust CG), and the mod wouldn't be too overcomplicated. And nano-fuel tank could have options of holding either water or oxidiser, or just have water and for ox NFE's tiny tanks could be used. Or CG could be a mode for RJ thrusters. Of course, that's all my personal opition and/or suggestions, I don't know what your artistic vision for the mod is, I'm just throwing ideas/suggestions out in case something would sound interesting to you. Also, I know it's a lot of incoherent text, but have you thought about monoprop ion engines? They exist IRL, and also provide an interesting gameplay option. -
Do you happen to be inspired by the Aldebaran? https://www.secretprojects.co.uk/threads/martin-antares-arcturus-and-aldebaran-rockets.41051/ https://www.reddit.com/r/WeirdWings/comments/b9xdja/aldebaran_spacecraft_a_proposed_cargo_flying_boat/
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[1.12.5] WaterDrinker - Stockalike Propeller Engines [0.4][09.08.2024]
NiL replied to Beale's topic in KSP1 Mod Releases
Yay! Also, are helicopter-type engine in plans? Uncexpectedly, may look nice on that cockpit, with a round stock nosecone would have a kind of stretched-nose Sikorsky H-34 vibe. -
A little rough, but looks like it was made with love.
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- planet pack
- opm
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Yes, it's a purely cosmetic glitch with no effect on heating or aerodynamics. At least if we're talking about the same thing - https://imgur.com/gallery/gSuonBZ
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Had the same issue since forever, reported it in the thread, even got a response from Nertea. The advice was to up the graphics settings, I never tried it, because I did run a lot of mods and it wasn't worth it. I don't believe you can fix it in any other ways, it is not a mod conflict. Do you also have a similar issue with ReStock antennaes?