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4nxs

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Everything posted by 4nxs

  1. Not using Outer Planets but Kcalbeloh is fine in my experience.
  2. Looking good! What is the reason it is turnable? Separation of the metal from the slag or something like that?
  3. That's a happy coincidence! And makes complete sense to have it affect the speed of printing. I'm loving the naming scheme of these parts. Smart to have them share the IVA.
  4. I was thinking along the lines of sending a printer ahead and have start making some parts for when the Kerbals arrive. Like everything for a rover and then they can assemble it when they arrive. But see what fits your design best, Extraplanetary launchpads also covers that And if you Apple TV, I recommend Foundation if you haven't seen it yet.
  5. Looking good Angel, models looks very promising! Also the design choices for using the printers seem very reasonable, like the option of having manned and unmanned printing. Maybe the unmanned printers have a higher cost in resources and electricity, to cover machine errors in printing? For the Sandwave printer, maybe it can switch between either a single larger printer or two smaller ones? So that bringing the larger one could allow you to print several parts a once? Make sure to take some time and to do something enjoyable this time of the year. Merry Christmas and a happy New Year
  6. I think it has to do with reverting to the editor, I made a video, it's in the .zip. https://www.dropbox.com/sh/qpyf7du9asvfjxw/AABrRFnj556VlVgoUZcEPxGia?dl=0
  7. Hi Nertea, I finally had some time to test SystemHeat. First of all, I think that this will work . I read one of your latest post regarding FFT, how SystemHeat is nice to work with, and I completely agree. Once you get the hang of SystemHeat, heat management will be a breeze. It was very intuitive, matching the required radiators to the heat sources, changing the loops and, managing multiple loops is all easy to do with the overlay and information. I tested some stuff on the lauchpad, in space and on Eve in a clean KSP instal with no other mods. What I think/found that might help development: - The balance of the drills, converters and nuke engine is fine as it is now - The radiators feel a little bit off balance, the lower end one feel overly efficient and the larger ones less than expected. The following changes come to mind: RP (small) 50 -> 50, feels fine, for use with the smaller drill and converter. TCS (small) 50 -> 125, seems a bit low, now you would need a couple for a nuke or the larger drill/converter. RP (edge) 150 -> 100, felt a bit too efficient for the size. RP (large) 200 -> 125, felt a bit too efficient for the size, now you would need 4 for a nuke without being able to cool it as it balances out. TCS (medium) 250 -> 400, felt a bit low. TCS (large) 1000 -> 1200, 3x TCS (medium). - There is some wonkyness going on with the overlay system when just building stuff in the VAB. It gets messed up, is all over the place, blocks the vessel from view, sticks around until you exit the VAB. I made some screenshot of it happening, it does not go away when starting a new vessel without any relevant parts (see the vessel cost changing for the new vessels). I have not been able to reproduce it in anyway that would help you track it down. It just seems to occur during building. If I do manage then I will let you know. Screenshots: https://www.dropbox.com/sh/qpyf7du9asvfjxw/AABrRFnj556VlVgoUZcEPxGia?dl=0 But overall, great work!
  8. Makes sense, and still adds a heat management challenge to hotter environments. Fair enough, you got to hand it to those engineers, they know what they are doing Seems like a solid design for the system Have you considered heatsinks? To act as a pool/reservoir for heat in a loop? Each sink could have a maximum "storage" based on the temperature and flux. Activating the sink would temporarily remove heat from the loop to be added again later when you "discharge" it. Say for when you are running a reactor and have retract your radiators for re-entry. Not that I want to add to your part burden in anyway... But could be a nice feature if it can be implemented easily.
  9. The system you describes makes intuitive sense and combined with a visual overlay as you WIP image show or like the fuel flow overlay would make it easy to work with yet adds a challenging addition to the gameplay. This would be something I would definitely add to my game as it makes you builds a bit more "alive" and realistic. A few questions came to mind: How do you see environmental effects affecting the performance of the heat consuming parts? A decrease in the input flux? What kind of effect does distance between the heat producer and consumer have? I.e. do a need to have consumers near or on my producers? Are parts not assigned to a HeatLoop unaffected when the loop is overheating? I'll be following the development and thanks for another interesting addition to the game Nertea!
  10. You know this mod got me thinking about other drone based space missions. I found these: https://en.m.wikipedia.org/wiki/Venus_Atmospheric_Maneuverable_Platform https://en.m.wikipedia.org/wiki/Mars_Helicopter_Ingenuity No hint at all haha, just thought they were cool. And a BTDT scanner would work well in the mod I guess. Perhaps also an idea to make an alternative to the science package and make a resource scanner.
  11. Dude! Raving reviews here! It looks amazing and fits in very well with the stock and Restock styles. I like the little details on the parts (camera's on the body, the sampler on the legs) and the antenna tracking is a nice addition. Did a test run from the KSC to the Island Airport. It flies very well and was even able to land it With the current power requirements and without using the Near Future capacitors you could easily manage 40-50 km or something like that so the balance seems fine with me. Can't wait to bring this to another planet for a dragonfly mission. I will keep an eye out for updates or anything else you come up with!
  12. I am running into the same height effect as seen in the image. Not to sure about the upper limit when it disappears seems higher because I see it in LKO but definitely the 20km altitude limit. Below that limit and in timewarp all looks normal. Also running Spectra with it's dependencies so I don't know if the problem lies with them or with Scatterer. Is anyone familiar with the issue? And knows where I could go for support?
  13. Cant wait to see that huge solar sail in action. The UI is looking very sleek and professional. What are the underlying mechanics for using another vessel as a source of force (orbit restrictions, power availability, line of sight, etc)? Could a planet other than kerbin be used too? Or would that be another vessel landed on a planet? Cheers and thank you for all the cool updates!
  14. For ideas, information or just as a read: https://www.nasa.gov/directorates/spacetech/niac/2018_Phase_I_Phase_II/Breakthrough_Propulsion_Architecture_for_Interstellar_Precursor_Missions Thought it was relevant
  15. Have not had the chance to play KSP at all lately... :(, but I have been following the development of this for a while now and it is really making me want to start another career game. This is looking phenomenal, can't wait to visit these planets. Keep up the good work!
  16. I know we are not supposed to describe rocket parts as sexy but damn! Can't wait to see how they turn out.
  17. Ideas for solar panels: Phoenix lander, MRO, Stardust, Hershel/Spitzer/Kepler (could be combined solar/radiator), MER/MSL (the flight stage). On http://historicspacecraft.com/ in the space probe section there are lots of diagrams depicting space probes with their solar panels unfolded, maybe you can find some inspiration there? I would first focus on the space probe part before moving on to ground ops / EDL. Mixing them would involve a lot of different styles or purposes for the parts and I would have a hard time staying focused then.
  18. Hi akron, I did some quick testing (dont have a lot of playtime unfortunately ) of the latest Github repo, all parts seem to be working correctly and I found nothing of note. Liking the new additions very much, with you, Dmagic and BDB my science tab has been flooded . Might actually have to send some probes to places now... Looking forward to what will come after this!
  19. Wow looking good, I think it is high time I made some planetary bases. Will be following the development and if I run across something I will let you know. Nice work!
  20. I prefer the smaller version, and if anyone wants both at the same time you could change the names (of both file and config) of the 2,5 part .cfg's, they use the same as assets I believe. And then place files in the correct folders. Loving the mod, looks very good. I had a weird bug/issue when using the shrouded panels, when under aerodynamic stress the focus of the camera would drift away from the centre of the craft. Couldn't not grab the log. If they keep acting up I suppose you could make the shrouds into separate parts and connect them with nodes at the sides of the truck that you could decouple. However you would need to change the heat shield decouple function of the trunk to the shield. But the non shrouded ones work fine, the only thing I would say I am missing is a nose cone.
  21. Good to hear. Looking forward to the release. Checked out the WIP very quickly and I like the look of the parts very much. Did not notice anything weird regarding use but it is late here so might be that I missed things. Will keep an eye on this. Might look into the WIP properly if I find some time. Good luck!
  22. Nice to see you still going on with this. Still one of the first mods I much have and install for decent launchers. I was wondering if there are any specific directions where you take this pack or if there are things you still feel are missing. Just out of curiosity Keep up the good work!
  23. You could change the name to NF Energy Management. Joking aside, the new outlay seem interesting and not too expansive to comprehend, so looking forward to using it in game.
  24. Nice mod again Roverdude, been using it since the release and seems to work fine. I like the balance between TAC and snacks(tried them both). I modded the tanks so they store mulch because I like to run some resupply mission to stations and do some housekeeping. And made a converter for the mulch to supplies (2:1 ratio with some EC) for the longer duration journeys . Looking forward to the radial tank, would be a nice addition. Keep up the good work!
  25. Sounds very good Angel, looking forward to using the mod again
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