ra4nd0m
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Everything posted by ra4nd0m
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[WIP] Nert's Dev Thread - Current: various updates
ra4nd0m replied to Nertea's topic in KSP1 Mod Development
@Nertea Are these reactors going to have slow response like the ones we currently have? -
[WIP] Nert's Dev Thread - Current: various updates
ra4nd0m replied to Nertea's topic in KSP1 Mod Development
Amazing as always. But right now I don't understand why to use a rtg instead of reactors from gameplay perspective. One thing in which an rtg is better is not requiring any external cooling. But that's all? -
[WIP] Nert's Dev Thread - Current: various updates
ra4nd0m replied to Nertea's topic in KSP1 Mod Development
It would be a funny 1st april joke to add A TON of warning stripes to your mods) -
[WIP] Nert's Dev Thread - Current: various updates
ra4nd0m replied to Nertea's topic in KSP1 Mod Development
And you know this DOES MATTER! Yeah they are really out of place. Models look fine actually but textures really stands out especially those warning stripes and that metal texture it looks out of place and kinda weird. It would work just fine with new texture actually. -
[WIP] Nert's Dev Thread - Current: various updates
ra4nd0m replied to Nertea's topic in KSP1 Mod Development
What about reworking the big guys? There are 4 big guys left if I remember correctly. (To be honest they look really bad near these new toys) -
[WIP] Nert's Dev Thread - Current: various updates
ra4nd0m replied to Nertea's topic in KSP1 Mod Development
Wow. This looks like a make-a-mod speedrun. It looks like almost everything is ready. Or you have some additional parts to go? -
[WIP] Nert's Dev Thread - Current: various updates
ra4nd0m replied to Nertea's topic in KSP1 Mod Development
So we are going to receive more low power low mass solutions but how are they going to be placed in ctt? They should be entry level right? So we are going to have less powerful reactors at the start ? Btw can we expect some new gameplay with these like for example feeding molten salt reactor from external tanks so they can fit nicely between fusion and fission ones by having no need to charge capacitors but providing much less power. -
[1.12.x] Heat Control - More radiators! (August 18, 2024)
ra4nd0m replied to Nertea's topic in KSP1 Mod Releases
So these bad boys are going to be usable for ascend stages? Finally!! It seems my dream of eve ascend stage powered by a NSWR is finally came true. -
Why not 42? It is so close to the ultimate question of life universe and everything so why not?)
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
ra4nd0m replied to RoverDude's topic in KSP1 Mod Releases
Hi. I've noticed a new constellation pre release version. How stable it is currently? How many things i can expect to break when it will be fully ready? -
Oh it seems we do need new aerodynamic radiators at all. Switchable triangle shaped radiators help but not enough. I wonder is there a possibility of a part that converts current air flow into cooling capacity so we can get additional cooling while in the atmosphere.
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Yeah i know that. I just forgot that we essentially dealing with plasma at this point so it can be controlled with magnets.
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Wow it seems that third torch from that poll is finally makes its way into the game. Amazing! But can someone please explain me why is it using a magnetic confinement nozzle?
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totm dec 2019 Russian Launch and Mission Thread
ra4nd0m replied to tater's topic in Science & Spaceflight
I think they are doing this because of the upcoming election into the russian parlament. All of this storm will most likely end after the election. They thought that they can easily gain approval form extreme conservatists/loyalists by doing this but when things started to heat up they quickly backed off. This is how informational autocracy works after all. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
ra4nd0m replied to Nertea's topic in KSP1 Mod Releases
@Nertea I think you should remove sspxr metal textures pack from CKAN as soon as possible cause right now they can both be installed by mistake which qute literally summons a kraken of errors. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
ra4nd0m replied to Nertea's topic in KSP1 Mod Releases
How did you managed to assemble this truss segment? Robotic arm? Space tugs? -
[WIP] Nert's Dev Thread - Current: various updates
ra4nd0m replied to Nertea's topic in KSP1 Mod Development
I've finished RU localization of the new parts. Dunno why it was so tiresome I almost forced myself to do this. Best Nert's project to translate so far was FFT but still i've managed to do this. Have fun playing on russian at release! -
[WIP] Nert's Dev Thread - Current: various updates
ra4nd0m replied to Nertea's topic in KSP1 Mod Development
So i guess I have to finish localisation of new parts by August 14? If anyone who knows russian wishes to help feel free to ping me in pm. -
totm dec 2019 Russian Launch and Mission Thread
ra4nd0m replied to tater's topic in Science & Spaceflight
I guess vibrations caused by nauka docking caused leaks to open up -
[WIP] Nert's Dev Thread - Current: various updates
ra4nd0m replied to Nertea's topic in KSP1 Mod Development
Will this thingy is going to act like 2 engines in one, like its supposed to be in reality? -
[1.12.5] Grannus Expansion Pack [v1.2.8] [10 May 2022]
ra4nd0m replied to OhioBob's topic in KSP1 Mod Releases
So i've tried this mod on 1.9.1 and managed to pinpoint the exact problem of this logspam. It is not incompatible version. The problem is caused by latest version of Scatterer. Please see: https://drive.google.com/drive/folders/1rjEPjLuptMQCc7bo6anTQyyA546uaTiG?usp=sharing -
[1.12.5] Grannus Expansion Pack [v1.2.8] [10 May 2022]
ra4nd0m replied to OhioBob's topic in KSP1 Mod Releases
I've been testing this mod on1.11 and got logspam with EVE installed. EVE itself without GEP works fine. Logspam starts only with GEP installed. log:https://drive.google.com/drive/folders/1rjEPjLuptMQCc7bo6anTQyyA546uaTiG?usp=sharing -
[WIP] Nert's Dev Thread - Current: various updates
ra4nd0m replied to Nertea's topic in KSP1 Mod Development
But the problem exists. This node is very far from the beginning. I know only one mod that uses nodes that are so far. And it is KSPI-E. Such change should not wreck havoc around mods. It is not that significant. After all this change would fit into "unified field theory" -
[WIP] Nert's Dev Thread - Current: various updates
ra4nd0m replied to Nertea's topic in KSP1 Mod Development
So I've been thinking about science mode balance and I can say that there are some problems around it. The main problem is that Hammertong is on the same tech level as the torch drives and there is absoultely no point on using it. The only reason to pick fusion over Unified Field is Ouroborous. I think it can be partially fixed by allowing to unlock unified field only when both previous nodes are researched not one of them