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KSP2 Release Notes
Everything posted by Temeter
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Nah, the classic discworld is a disc. It's novels mention a few times how you can, on a clear day, often see the central mountain range in the far distance.
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You couldn't, because there would be no way to correctly simulate gravity. It's just physically impossible to have even gravity on a flat plane. There is no logical way to transition between orbital and flat.
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B9 had a rotating Vtol engine. Not sure if updated, tho.
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Can't deny that I'm a bit happy the performance is gonna stay reasonable.^^ I found most KSP modders do create real life engines in a somewhat kerbalized fashion. Probably already makes sense because real engines are insanely complicated. Even stuff like FASA isn't fully relalistic. I'd say your engines are on the more high detail/realism end. Seems to work quite well. Oh, also an RSS/RO player? Awesome! Neat work on the 210. Seems like we can soon build a classic Proton's in stock KSP! Btw, I think the engine should be called RD-0210, not just 210? At least Wikipedia only knows it with an additional zero: https://en.wikipedia.org/wiki/RD-0210
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Hard to believe you're new to modding, pushing out high quality models one after another. That's some impressive work discipline! Also big thanks for taking the time to figure out the single emissive animation! That fixed ROs hickups. Phineas is also quite busy adding config after config to bring your engines to RO and RP-0.
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Poll - what rocket engine do you use the least / forgot about?
Temeter replied to George van Doorn's topic in KSP1 Discussion
I never use the Puff, but I never forget about it, because it's utter uselessness is a shining example. Also rarely using the dawn; in particular now, with solar panels scaling with sun distance, that thing is kinda useless. Weird so many people don't like the aerospike. IIRC it's more powerfull (t/w) than the other 1.25m engines, at higher efficiency. Bit expensive for the career, tho.- 80 replies
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@NathanKell Question, do you also have a complete lack of emissive using the current RO pre-release and SolverEngine version? Stumbled about it after some issue with RealEngines. For me, even the 'stock' RL10 and Merlin-1Dvac+ don't show any emissive after minutelong burns in space. (fasa, RF engines, bobcat soviet too; only exception SSTU, but there every engine glows, even ablator cooled RS68) Not sure what else this could really be caused by, I guess SolverEngines is supposed to activate emissives?. heatproduction doesn't seem to do anything either (deprecated?); even setting it to from 100 to 1000 for RF E-1 or stock/fasa F-1 engines didn't have any effect on emissive (or engine core temperature).
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Hey, @Alcentar , regarding of the problem with Realism Overhaul: Starwaster has taken a closer look at the files, and he got the issue. Your engines are a bit complicated in their setup, using multiple FXModuleAnimateThrottle, which isn't necessary. Basically, you can use a single FXModuleAnimateThrottle and 1 emissive for all engines bells. Current state doesn't automatically hurt your mod, but can break when other mods (like RO) try to modify them, and it's a bit of unecessary clutter and work for your cfg's. Can you make that change? Would be very appreciated! A secondary problem stems from RO not heating the engines enough, but that's a problem on our side and should be easily fixable. Might even affect more engines.
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1.3 And More: Confirmed Features
Temeter replied to Garrett Kerman's topic in KSP1 Suggestions & Development Discussion
Extensive IVA gameplay Also, even if you add something a mod could theoretically do, that doesnt mean a stock implementation wouldnt improve things. Think how Remotecontrol got better by stock adding it's antenna system.- 188 replies
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1.3 And More: Confirmed Features
Temeter replied to Garrett Kerman's topic in KSP1 Suggestions & Development Discussion
As said, not gonna Game is finished to me, and I got a whole lot more than my 'moneys worth' out if it, everything but more important fixes is a bonus. Well, I think technically I'm entitled to eventual DLCs, because I bought around 0.18 or so. Thinking about it, maybe they are going to announce DLC? They are updating the game via conventional updates for years now.- 188 replies
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1.3 And More: Confirmed Features
Temeter replied to Garrett Kerman's topic in KSP1 Suggestions & Development Discussion
Haha, I won't hype myself either. The game is already so complete it would be hard to pull a big surprise. Although a competent continuation to porkjets engines or enhanced IVA gameplay would be dope.- 188 replies
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1.3 And More: Confirmed Features
Temeter replied to Garrett Kerman's topic in KSP1 Suggestions & Development Discussion
I don't think they ever pretended that was anything other than an external project.- 188 replies
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Afaik there is no limitation at all, both versions work the same. Did you try a smaller texture packet? I've played 4k with the 4GB limit (it's close to the border when using some mods, tho). 8k always results in crashs. Also, are you using better burn time (useful mod!)? I had a similar issue trying to start RSS with RO, and it only loaded after removing better burn time. @Phineas Freak This is warmed up RealEngines in stock, everything fine and shiny: And this is Realengines in a clean RO install (same install, same settings, same daytime, not even RSS): edited; No, they arent actually brighter. Was the positioning of engines combined with lighting.. edit2: Made a github issue: https://github.com/KSP-RO/RealismOverhaul/issues/1547
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Oh, your engines work perfectly fine (thats what i ment with 'stock real engines'). After seeing it, I also checked your engines in normal KSP, so I could give some feedback. Seens this behaviour only in RO. (i hope you don't mind talking about the RO stuff in your thread because the git pr is closed? otherwise I and phineas could shift it to the ro discussion) Wait a sec, I'll give it another try in a clean RO install and make screenshots.~
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Nice work. Downloaded your commit and gave it a try. Would've written on your PR, but it's pulled: Engines seemed to work fine, but there is a problem with the heat textures (not sure how it's called, the texture that appear on it when it gets hot, emissives?^^'). Stock real engine work perfectly fine, yet in RO the Quad engine rockets only have 3 bells glowing (RD-0110 verniers don't glow), the R180 only has 1 engine glowing, and the single bell engines don't glow at all after continuing use. Also, mabye it's my imagination, but they seem a bit brighter than stock realengines?
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'Mk1 Cockpit' IVA Replacement by ASET[v1.1]
Temeter replied to alexustas's topic in KSP1 Mod Development
Oh wow this is sick! I love those new iva replacements you are putting out! -
nvm^^
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It is exactly what I expected, yet not what it could have been
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[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Temeter replied to Nertea's topic in KSP1 Mod Releases
Technically all nuclear reactors, including those in the engines, run on limited enriched uranium. You can get that with the near future electrics patch. As to why the core engine has limited uranium even at stock, no clue. Maybe it does actually shoot out a bunch of uranium?