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Nertea

KSP2 Alumni
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Everything posted by Nertea

  1. How detailed do you need in terms of volume? Real volume... cylindrical volume... etc.
  2. This is a problem with USI Core. This file is an outdated spec. I will make a PR to fix this today but it'll be up to @RoverDude to release the change. edit - PR is done
  3. Don't be snarky. You only need to click previous page once. No need to start at the beginning and read the whole thread.
  4. Haven't decided yet... All I know is that it looks like something that someone would use to remotely drive a probe!
  5. B9 doesn't have the ability to do this unfortunately. You're better off just implementing ModuleMultiEngine and having two engine modes. That sounds kinda weird. can you tell me what tanks exactly?
  6. So, let's reveal the revised 1.25m parts list. Many faces, both old and new: [Rev.] PTD-1 Pressurized Crew Tube [Rev.] PTD-2 Pressurized Crew Tube [New] PTD-8R 'Pier' Station Core: Replaces the old station core - crewed control point with retransmission properties [New] PTD-5 'Sunrise' Habitation Module: 1-2 crew hitchiker [New] PTD-6 'Star' Utility Module: 1-crew utility module with monoprop and battery storage [New] PTD-C Storage Module: Orbital-looking cargo bay [New] PTD-E-1 'Winston' Inflatable Habitation Module: 3-crew inflatable module [New] PTD-E-2 'Eclair' Inflatable Habitation Module: 6-crew inflatable module [Rev.] PTD-HEX Multi-Point Station Connector [New] CTD-10 Inflatable Centrifuge Module: Larger (10m) centrifuge with larger stowed footprint (~4.5m) [New] CTD-5 Compact Inflatable Centrifuge Module: Smaller (5m) centrifuge with small (~3.75m) stowed footprint [Rev] SCATTER-1 Service Airlock [New] PTD-C Compact Adapter: Adapter to 0.625m size category, doubles as an endcap. [New] Telescopic Clamp-O-Tron Docking Module: Replaces old docking module, telescopic docking port This is basically 100% final. It covers most of the requests here and the requests I get, so that's good. Still working on the 2.5m list, but that's quite far off.
  7. No plans, no. Those parts all needs redos though, so after SSPXr is done, I'll look at them. Bug me then.
  8. Oh that's a big problem. For now don't used DSEV and FFT in the same install, even if you don't see ay problems trust me, there are many going on behind the scenes.
  9. :| IVA suggestions will result in the firing squad. Unfortunately it's not possible to do this with a mesh switch. However, I will probably limit the number of hatches to 1 or 2 even on the largest parts, there are some bad offenders. Plus, the new hatch looks quite a lot better It's an interesting suggestion, so I might consider it, but what's stopping you from dropping a clamp-o-tron right on top? it wouldn't look very different. Probably NFC scope. Yes.
  10. You can suggest pie in the sky, but the chances I'll do it aren't great... Rotating a part with other parts attached is a huge mess... that's something best suited for IR, I don't want to replicate the code needed to do that (it's an awful process).
  11. Don't get your hopes up ;). I don't really make parts to support other mods specifically, unless they are thematically pretty (like a hydroponics lab say). 1. I'm not a huge fan of these specifically designed hubs. The idea was always that you would use a station core part and the radial attach nodes to make this kind of part yourself with far more flexibility that I can give. 2. I'll be totally reworking the dimensions of the 3.75m habitat, so you might get this in a way. 3. That part will probably get fully redone in some way. Probably without the top hatch! 4. yeah... Probably not. I am working to make the newer crew tubes look better when stacked though. 5. I'll do a 3.75m station core for sure, probably with attach nodes, see point 1. 6. Yeah we'll see. It's a toss-up between more big parts are more medium interesting parts, like inflatables and centrifuges.
  12. I hear that mod's pretty comprehensive and "real" with those fuels :P.
  13. Yes, pending design work on these. Not completely, 100% the docking modules. However this is almost going to be a clean-sheet mod at this point (so much that I might actually release it separately to be honest), so there's not much you go do to prepare. If you're cool with no IVA... Yes, x2 (2.5, 3.75m), on the roadmap.
  14. Hey guys, a heads up. I've started planning and concepting work on the next iteration of SSPX. There's going to be part deprecation, dimension changes and other craft-breaking changes. You have been warned, I'll continue to point this out over the next months. A few major changes: Part dimensions will be uniformized (they're all over the place right now) Some parts will be completely deprecated, such as the docking modules (ugly and no point in these parts) All parts will be completely revamped. Now's one of those really, really rare times where I want to solicit input on the current part lineup - what is missing in your station/ship building endeavours? Oh, don't suggest stuff that's on the git roadmaps already.
  15. Ok, I think I fixed it... at least the first one, I couldn't repro the second one, so that might have been fixed as a side effect. Also added a kinda WIP thing (not well tested) for the Metallic H2 engine, you can now vary the mixture ratio so it uses less LH2 per unit of MH2. Less LH2 puts it closer to the theoretical max of 1700s Isp and increases thrust, but does increase heat generation significantly. More LH2 makes the engine operate cooler, but has performance drawbacks. By default it's set at the same values it used to have. FFT 0.2.3 Fixed a bug where a field for the fusion reactor was visible in the VAB when it shouldn't be Fixed some fusion reactor localization bugs Fixed an issue where fusion reactors would shut down on startup when using D-He3 mode Added new functionality to Metallic H2 engine, can vary mixing ratio. Higher ratio = lower heat and performance, lower ratio = higher heat and performance
  16. That's pretty weird, I'll look into it. Read the OP.
  17. Nah that's not bad. I will probably need to find a better way to show players what the up direction is, it's not clear.
  18. The intention is that it's a relative measure. Once I add the noise in (it's config disabled now), it will not be perfectly reliable, which encourages you to get closer. A bit odd. The 'lens' is the large dome up top, which should point up. Are you not seeing that?
  19. Factory storage and rates are also something you can play with in the FFTSettings config file... they're also subject to balancing eventually.
  20. I don't use MFT so don't really have the chops to test it. If it's working fine for you it's probably good to submit to them!
  21. Far Future Technologies 0.2.2 This release has a lot of major improvements to balance, as well as one new engine (fission fragment rocket) and both planned fusion reactors. The whole project is getting close to model completion, just the 3.75m AM tank and the magneto-inertial fusion rocket left as fully new things. Added FX-2 Fusion Reactor 2.5m fusion reactor, 4-8 MW power output Added FX-3 Fusion Reactor 3.75m fusion reactor, 10-20 MW power output Added Asimov Fission Fragment Rocket Very low TWR rocket with integrated fuel, very high specific impulse, low heat generation, no EC consumption past charging Increased thrust of Z-pinch fusion engine to 375 from 160 Reduced constant power usage of both Z-Pinch engines by 50%, now 50/65 kW from 100/125 kW Reduced constant power usage of tokamak fusion engine from 125 to 75 kW Reduced mass of magnetic ICF to 20 from 25 t, reduced heat generation by 2/3 Reduced mass of Casaba to 11.5 from 15.82, decreased Ablator to 4250 Tweaked propellant ratios of Casaba so that the consumption of all the Ablator requires exactly 1/2 an antimatter storage ring and 1 small full fission pellet tanks Increased Isp of Microstar to 90950 from 60950, increased thrust to 150 kN from 60 kN Tweaked propellant ratios of Microstar so that 1 full short 3.75m fusion fuel tank takes very close to 1 full antimatter ring to consume Reduced Antimatter consumption of the Dirac by 75% in Medium Density mode Increased thrust of Dirac in Medium Density mode to 190 from 122, increased Isp to 75,250 from 55,000 s Increased thrust of Dirac in High Density mode to 870 from 720 Tweaked Ablator use of ablative ICF so that the engine burns through exactly 1 full small pellet tank with its ablator supply Reduced dry mass of ablative ICF to 20 from 30 t, increased Ablator amount to 32000 from 15000 Increased power usage of mirror cell fusion engine by 85 kW per segment Decreased specific impulse of NSWR to 5650 from 6730 Increased cost of NuclearSaltWater to 8 funds/unit from 4 funds/unit Decreased mass ratio of NuclearSaltWater tanks to 3 from 5 Adjusted science costs of all fuel tanks Adjusted part and science costs of all resourcing parts First stab at costs for engine parts Increased the number of FusionPellets in the toggleable tanks by 5x Fixed a bug with the ModuleResourceProfiler's range setting Fixed a localization issue with the VAB ModuleResourceProfiler's info box Fixed a few textures that were still tgas Fixed small nuclear target tank mass and cost when using fusion pellets Fixed missing CTT nodes for some engines
  22. That's actually one of the main changes I've made :).
  23. Of course :). Haha, sure. I still recommend waiting for the next version of the mod (either later today or tomorrow) as I at least went through and made all the costs sane.
  24. Not so much start as "already done them and will ship tomorrow"... This is the result of something I tweaked last minute without accounting for all the consequences, it's more a bug than anything else...
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