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Everything posted by Nertea
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[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
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 ;). -
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.
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[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
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. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
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. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
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? -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
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. -
[1.12.x] Heat Control - More radiators! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
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. -
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.
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[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
From the OP. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
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 -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Works fine for me? -
[1.3+] Stockalike Station Parts Expansion [retired]
Nertea replied to Nertea's topic in KSP1 Mod Releases
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. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
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 -
Only if more than one mod author argues for and uses it.
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[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
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. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Well, aside from the fact that this surely belongs in the NFT thread, I do indeed accept these ;). -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
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. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
What an interesting and utterly incorrect assumption. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
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. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Nah, you can find the complete roadmap on the git repo. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
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. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Uh, one in @Angel-125's suite of mods. I would wonder though, what problems exist with fuel switchers and my mods? -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I'm not aware of any problems - report them if you find any.