-
Posts
98 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Cochies
-
The biggest problem with KSP is the partcount. Inserting transformed end caps into modules is a wonderful thing. Great care for the players from the author, who understands that his mod is not just for beauty, but also for a pleasant game and practical use. I am very glad that many authors understand this. Thanks Benjee!
-
[WIP] Nert's Dev Thread - Current: various updates
Cochies replied to Nertea's topic in KSP1 Mod Development
I would prefer fewer surface objects. Not such overloaded models, a good foundation for building, not a ready-made module. -
[WIP] Nert's Dev Thread - Current: various updates
Cochies replied to Nertea's topic in KSP1 Mod Development
And to be honest ... Nertea, you are undoubtedly a good modder, but it seems to me that these parts are too much. Too much detail. There is too little room for creativity. The work is beautiful, but how to play it? For example, here is this detail: there are two places where you can fix solar panels. What if I want 4? Or do I want x3 symmetry? Or I want bigger tanks. The seat is already taken. Even the devices are difficult to install - there is almost no space. Of course, no one can tell you what to do, but ... You have always made mods that give space and variety for creative freedom. This mod is not like yours. Just an opinion. -
[WIP] Nert's Dev Thread - Current: various updates
Cochies replied to Nertea's topic in KSP1 Mod Development
Small mistake. -
Wonderful job!!! I follow the beta release mod, I'm very pleased with the final result. Your greenhouse is the best place to relax in space! I started thinking about removing the Planetary Base Systems. Does the author of thoughts have to add resource-processing parts? They would perfectly fit both HubTech and this mod.
-
[WIP] Nert's Dev Thread - Current: various updates
Cochies replied to Nertea's topic in KSP1 Mod Development
I've always thought FF is so good because it doesn't look like Interstellar. Therefore, it always saddens me to see that many people want the FF to become more like Interstellar. -
"Amyl" is the traditional name for dinitrogen tetroxide in Soviet rocketry. Also, Unsymmetrical dimethylhydrazine is often called "Heptyl". Speaking of fuel for engines: I know what kind of fuel they run in stock. I gave the screenshot just as an example of which engines I used for hypergolic fuel. My "Amyl-Engine party"))) I can't say anything about the fuel switch in OPT. In recent releases, if my memory does not fail me, B9 is used. There is great switch, no problem with it if you need to add a new type of fuel to the tank.
-
No. All is well. Make your own amil-party and let people know what it is. ))) (If I could advise something, I would advise only to transfer the RSC to hydrazine)
-
Adding hyperholics is good. But just adding them is not enough. An integrated approach is needed - using the settings for the engine ignitor, setting the boil-off for all other types of fuel. Otherwise, hyperholics lose their meaning. I did something similar in my assembly . The balance of advantages and disadvantages of hydrazine fuel is manifested only in comparison.
-
Check the Kopernicus version - it should EXACTLY match the KSP version. Also check if you've forgotten the RSS textures.
-
[1.12.5] Restock - Revamping KSP's art (August 28)
Cochies replied to Nertea's topic in KSP1 Mod Releases
And what prevents you from just installing the BlueDog? The mod fits perfectly with restock details and expands the possibilities. Why would modders do the work that someone else has done for them and done well? -
It seems to me that this is caused by an excessively real surface height map. The case when too much realism is bad. This is the best RSS release, but such trifles spoil the whole impression. I will be very happy if a new heightmap appears.
-
[1.12.x] Near Future Technologies (September 6)
Cochies replied to Nertea's topic in KSP1 Mod Releases
VLB - very long ......... )) From Near to Far. -
[WIP] Nert's Dev Thread - Current: various updates
Cochies replied to Nertea's topic in KSP1 Mod Development
Waterfall updated, thanks) The problem with fresnel is somewhat: 1 - now the balance is such that the "low thrust" mode makes it possible to build a propulsion system of about the same mass as the installation in the "reaction products" mode, with a close delta-V, but with a better TWR. RP: 100 tons load, 50 tons propulsion system, 31000 delta. 0.05 TWR, price over 2.5 million LT: 100 tons of load, 75 tons of the propulsion system, 21,000 deltas and as much as 0.2 TWR - which makes it easy to increase the fuel reserve and have the same 30,000 delta, but with TWR 0.15. And the price is about 1.5 million What choice will 99% of players make? 2 - the "reaction products" setting will be much more expensive because of the expensive fuel. 3 - "reaction products" setting requires much more radiators 4 - setting the "reaction products" fresnel engine has less impulse than the less perfect Hammertong. Why? In general, it seems to me, the player does not get the feeling that he has a reasonable choice between two good, but different modes. There is a good mode. And bad. 160,000 impulses on a 6-meter RP-Fresnel will give about 80,000 delta. Yes, the TWR is not big, but 80,000 is not 30,000 at all. You might really want to use this mode. Speaking about the problem of nuclear reactors, raising ThrottleIncreaseRate to 5-7 still requires attention to the throttling of reactors, but already allows them to be comfortably used in propulsion systems. This may not be the best solution, but why not?