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Nertea

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Everything posted by Nertea

  1. That's ok, I just think you were misunderstanding here... my support for TU would be a full PBR conversion with a particular style that I would develop. Don't enjoy the half look so much I would leave it up to other modders to do the quick 'n dirty methods and not ship those configs with the mod. I bet it would look pretty sweet if you replaced the main core with a very long model of the Fresnel engine ;).
  2. I don't use said browser... suggest you have a look on Gliffy's website to check support. Unfortunately, I don't own Gliffy ;). You may have to use a different browser or be content with the static image.
  3. I'm not very good at maintaining the text at the top of the files, I think the numbers are right in the file, not the description. Don't really have a great method, the original balance work I did was by feel and not systematic, because I never really considered that patch a canonical part of CE.
  4. I'm pretty sure I know what specular maps are. What I mean is that I handcraft the specular values with focus on KSP's shader model - there's no "right" value, even particularly between similar parts. Bundling TU to normalize all the specular exponents seems like overkill and not what I want to do from an aesthetics point of view. So going back - I'm not sure how that MM patch helps me? If I wanted them uniform the best way would be to literally type the numbers into the shader when I export the parts. I might add a bit of weight? All the station cores have been baselined at 0.625t/ kerbal, plus a bit of mass for the integrated battery. That's the same as the other orbital parts, but I guess the station cores could be a bit heavier per kerbal. edit: I think my spreadsheet had a copy error, mass should already be 0.75t/kerbal. The 3.75m pod should be 3.7725t.
  5. Well... that's not really my problem until I actually decide to tackle a PBR conversion, no? Unfortunately adding suspension to the legs creates a situation where there is no analytical solution to the leveling (nightmare time). I can say that you can use the autolevel function above the surface too, it'll level to above your destination terrain which will help a bunch. If you could enumerate for me the parts that have problems that'd be great.
  6. Been away for a while, so I'm back now. Nice to see a distinct lack of bug reports! I'm wary of including this if it directly affects behaviour of another mod. Seems like that could be a problem, though from what you've written, I agree with your changes. I wonder if the dev of KerbalHealth would be open to your suggestions? Effectively FFT has been on hold for several months. I don't usually work on more than one mod at once, though I'll point out that . Can't see how a part mod would care really. Not sure what you mean here. Is this for PBR stuff?
  7. I'm not really sure - atmo engines are a bit opaque to me and I've repeatedly asked for suggestions/PR/etc with respect to them.
  8. Not, I'd say that vessel design is probably the culprit here, or even the part itself. Most parts shouldn't be doing that... the skin thermal mass should be configured so that doesn't happen.
  9. That seems like an overly convoluted way to let me know that the link is broken. It'll have to be changed, I let that domain expire. I'll let you know when I have an alternate. Works fine for me. You need to give it some time to load.
  10. Ah I see. There's no download link in the OP, but it's supposed to link to my last post there so that's fine now
  11. Sexy! Also nah, I prefer the deterministic control rather than the node-based one. And if you want to test! There's now an official testing release in my dev thread. Should be mostly stable, but the usual caveats of warnings, etc still apply.
  12. Time for some more structured, more public testing of the new station parts pack. Highlights Completely redone textures, models, configs for the mod Full set of new 1.25m station parts, including several inflatable modules Full set of 2.5m station parts, including several inflatable modules Full set of 3.75m station parts, including some large expandable centrifuges Logistics and container modules to store consumables, with support for many mod resources (eg. USI, EPL, TAC-LS) Several self-levelling ground base components in stack and radial sizes Extendable grappling tubes for connecting bases A vague commitment to IVAs for all crew-containing parts Known Issues: Please look here first. A significant amount of IVA components exist in a ~kinda done~ state. This means: Kerbal transforms are incorrect in many cases Some textures are missing (down to two parts) Prop layouts are incomplete If you want to help me with prop layouts I would be greatly obliged!!! Git it here (ha): Stockalike Station Parts Expansion Redux - 1.0.0.A1
  13. Only if more than one mod author argues for and uses it.
  14. Read back to my last post. I'm looking into it, there's a really nasty stock bug with heat allocation in 1.3.1 and it is extremely nontrivial to work around. @Jimbodiah Nobody's that annoyed, we're just mentioning that just because you made that tweak, one should not expect me to actually do it.
  15. Well, aside from the fact that this surely belongs in the NFT thread, I do indeed accept these ;).
  16. Yes @Shadowmage is exactly right. Though I would like to support TU at some point, the collection of mods contains something like 900 textures. Assuming about half of these are support files (emissives, normal maps), that leaves about 450 textures that would need to be restructured to create proper PBR versions of the context. That's a hideously large amount of work, and it's a project that I wouldn't want to half-ass just by creating metallic masks for things.
  17. What an interesting and utterly incorrect assumption.
  18. Yeah it should take you there. This is for developers only, any of the packages in that thread (and elsewhere) should be fully updated.
  19. Meh, I'm trying to make some kind of balancing hack to work around this, but it's hard. I can force the reactors to take way too much capacity (bye bye drills) quite easily (eg, the state in 0.9.7) but I'm trying to find some kind of balance that will... restore balance.
  20. Nah, you can find the complete roadmap on the git repo.
  21. That looks cool! I would point out that that's about the use case for those engines - main propulsion. The chargeup limits their use for precision maneuvering, which helps to balance out the immense efficiency. As you've noted, certain engine types are more flexible for that, typically the ones that have a bit lower Isp, exotic fuel types, or higher tech.
  22. Uh, one in @Angel-125's suite of mods. I would wonder though, what problems exist with fuel switchers and my mods?
  23. I'm not aware of any problems - report them if you find any.
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