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Everything posted by The Dressian Exploder
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[1.12.x] Far Future Technologies - October 9
The Dressian Exploder replied to Nertea's topic in KSP1 Mod Releases
A lot of those parts (Daedalus, thermal engines, some radiators) can be found in the wonderful Sterling Systems mod, which has some level of interplay between itself and FFT. It contains several fancy radiators but quite a few of the ones you've described are also in the Heat Control mod which is designed to be complimentary to FFT. I'd definitely recommend installing it if you haven't done so already. -
With regards to bad aero, have you made sure every side of the part models are textured? As someone mentioned earlier in the thread the BDB guys had issues with X-15 that were caused by that.
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[1.12.x] Far Future Technologies - October 9
The Dressian Exploder replied to Nertea's topic in KSP1 Mod Releases
Babe wake up FFT Orion just dropped -
This mod isn't really supported any more, you're best off looking to Artemis Construction Kit and ORANGES for SLS and similar rockets.
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[1.12.5] Supplementary Electric Engines
The Dressian Exploder replied to triple cheeseburger's topic in KSP1 Mod Releases
YOOOOOO -
KSP2 wished it could've come close to what you've achieved. This is absolutely stunning!
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Gas core NTP spacecraft rendering with KSP 1
The Dressian Exploder replied to Paul000's topic in KSP1 The Spacecraft Exchange
Pretty sure Sterling Systems has a gas core nuclear thermal rocket in both closed and open cycle varieties; you'd have to build a spacecraft around it though. Alternatively there's also the older Atomic Age mod, which I believe also has a gas core NTR. As for visuals, I can best recommend KSRSS at:https://gitlab.com/ksrss/KSRSS which will replace the stock system with the real solar system at a stock scale. Combine this with Environmental Visual Enhancements, Scatterer, TUFX (plus a good config), PlanetShine, Distant Object Enhancement, Shaddy, and Deferred as well, and you'll have a pretty damn nice looking install. If you're taking any shots near the surface of a planet you might want to add Parallax too. If you want a working spacecraft as well as one that looks nice you might also want to grab Heat Control for some big, powerful, pretty-looking radiators. Other mods that could be useful for actually constructing the spacecraft could be Near Future Construction for big trusses as the main body of a spacecraft, Near Future Electrical or Solar for fisson and solar power generation respectively, Stockalike Station Parts for any crewed section, and if your design calls for it, Coriolis Space Systems has tethers for any spin-gravity shenanigans you might desire. If, aside from the beauty shots, you also want to show off the functionality of the spacecraft design you use in your render, Kronal Vessel Viewer has some handy tools for making blueprint-like design images. -
A question I've had for quite a while now is this: How do you go about texturing a model you've made? Is there anything specific you do that might not be obvious?
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[1.12.5] Restock - Revamping KSP's art (August 28)
The Dressian Exploder replied to Nertea's topic in KSP1 Mod Releases
HOLY excrements RESTOCK THUD ENGINE YEEEEAEAAAHAHHHH BABYYYYY -
Have you considered making a 'propeller engines' category for mods like Airplane Plus? It seems that currently all the props are in the miscellaneous category, and I think there's enough of them both in Airplane Plus and other mods to warrant them having their own category. Helicopter turboshaft engines and tail rotors could potentially go in their own category as well. EDIT: Looking through the config, it appears this exists, but given that the prop engines all appear in the 'Miscellaneous' category I'm guessing that the prop engines category needs to be defined somewhere.
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[1.12.x] Near Future Technologies (September 6)
The Dressian Exploder replied to Nertea's topic in KSP1 Mod Releases
Is there a reason why NFP's Argon tanks have their own VABOrganiser category, but the lithium tanks don't? Speaking of NFP's tanks, have you ever considered consolidating the tanks into a single set with switchable resources? -
[1.12.x] VAB Organizer (August 18)
The Dressian Exploder replied to Nertea's topic in KSP1 Mod Releases
Have you considered automating the categorisation of parts to some extent through looking through a part's config and adding it to a category if it satisfies certain criteria (e.g an engine might be added to the liquid fuel category if it contains an engine module which uses LiquidFuel and Oxidiser) Not entirely sure how feasible it would be to do with something like an MM patch but if it's possible it would add compatibility to a lot of mods without requiring configs be made. -
[1.12.x] Far Future Technologies - October 9
The Dressian Exploder replied to Nertea's topic in KSP1 Mod Releases
Is VABOrganiser support soon to come? Edit: Never mind, it's already there! Excellent! -
[1.12.5] Sterling Systems v0.4.9 [Sep 22, 2024]
The Dressian Exploder replied to JadeOfMaar's topic in KSP1 Mod Development
Do you plan to add VABOrganiser support to the mod? -
Pretty sure the water physics are managed by Scatterer, not Parallax. Best ask on their thread.
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Gets winking bull. Inserts bull excrement.
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