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Nertea

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Everything posted by Nertea

  1. I would like to! We will see though. Yes there should be no problem, that is the exact intention of the mod. There is not need for mods to explicitly support it for basic functionality.
  2. Sounds fine to me. I'll adjust it a bit later today....
  3. I do not. However the shafts of those propellers will work ok on 1.25m mounts, so maybe . Well, it's taken me 2 weeks to compile these . Still though, low poly modeling is fast, it's the texture work that always goes slow for me.
  4. So for the next update, I've gradually been reclaiming my free time so started modeling a bunch of this. First off, a new multimodal engine based on an actual SABRE, the CUTLASS. It will perform a little better in space than the BROADSWORD but will lose out on atmospheric power. All ingame and with FX already . Along with the new engine, some spaceplane grey 2.5m fuel tanks which are useful for engine nacelles and... such. Available in LF, LFO and empty. Oh, and another new engine (this guy is as yet untextured) - the Horsefly, a louder, larger and more potent version of the Yellowjacket. We've also got some new interesting parts coming - large 2.5m propellers. First, a turboprop. Then a propfan (basic texture only). Along with this - an electrically driven 7.5m lift fan. Should be fun. Evidently I deviated from my plans, but hey, that's life. Also in the works are a smaller electric lift fan, a bulkhead-style mk4 fuselage piece and the most difficult part, the hypersonic cockpit.
  5. Names in the gliffy do not necessarily represent the ingame names because we changed a few several times. Probably not my fault. I can't say much without a log, a few screenshots of your gamedata and a list of mods. Yeah just let me know what you would like (even in a generic fashion) and I can draw it up.
  6. Here's a Gliffy of proposed 2.2 changes, so far. Main changes include: Added a new command pod node (Specialized Command Pods) Added a new propeller/subsonic node (High Efficiency Flight) Added a new airframe/hull node (Adv. Aerospace Engineeering) Added a new mini branch off of High Efficiency Nuclear Propulsion - Experimental Nuclear Propulsion and Superheavy Nuclear Propulsion
  7. Considering some adjustment, but probably only after 1.1.
  8. If you're ok with a couple missing features (mainly breakability), you can use ModuleCurvedSolarPanel from Near Future Solar. It allows multiple solar panel transforms and directions.
  9. That cockpit *drools*. Also, that IVA *drools again*. Gonna have to up my game again ;-)
  10. Maybe I'll save that for a future update, because I finished this just now and want to proceed forwards . I'll update the OP album with renders of the frame-less engines at some point, not sure when though. 0.1.10 Updated ISFuelSwitch plugin to 1.16 Updated to latest CRP version (0.4.4) Updated ModuleManager version (2.6.6) Bundled Mini-AVC for versioning Fixed a capitalization error in CryoEnginesLFO patch Fixed MFT patch to be mutually exclusive with RealFuels Added new versions of all engines that lack the support ring around the top. Toggle in the editor. Added new optional patch: CryoEnginesSurfaceAttach, which allows all engines to be surface attached *sadface* I worked hard on those rings .
  11. Yes, I'm removing the rings as far as I can. It's a bit of a pain, not only am I having to rebake AO, but in some cases I have to add polys and texture to areas that were previously invisible. Luckily, as you point out, there's some space in the texture for a few extra bits. There are also going to be duplicate piston sets in the model for the ringed and bare versions. It looks like it's going well though, the realigned Vulcain is working out alright. Unfortunately that's about all I'll be able to do tonight. Will resume at next free time index.
  12. No problem! This is about what I'll be doing. The RL-10 needed few changes as the gimbal assembly was already really tiny. Seems good?
  13. It's not going to be a cluster, it's just going to be a version of the engine model that lacks the ring assembly at the top so it is more size-versatile. There's no reason it shouldn't gimbal at all (and it fact, removing ALL the gimbal hardware would be a bunch of work).
  14. Repo is up and functional, pull request away. I fixed a few things in the meantime. I'm going to start working on clusterable no-ring versions of the engines. I'm not sure what to do with the gimbal hydraulics though. Generally the pistons extend out to the edge of the ring except for in a few cases. To make a good looking clusterable engine I'll need to address this in one of 3 ways: Do nothing, the upper piston mounts floating at the deleted ring's edge is ok Move the upper piston mounts inwards as much as possible without breaking the connections to minimize the radius of the top of the engine Remove the pistons entirely What's the best option? You can do that yourself with MM pretty easily .
  15. Blowfish covered it pretty much - low profile hydrolox engines are unlikely. Methalox engines are more likely to be low-profile and lander based, there is a RS-18 analogue in NFSpacecraft, and I have considered expanding CryoEngines with a few methalox-based engines in the future. Main problem is the lack of designs, there would be the BE-4 and the RD-0162, the RS18 and maybe the Morpheus lander engine. And of course, the Raptor, but there's really no reference for that yet . Nathan... I'm working on it, the dev branch of NFE is now 100% git and I'm transitioning the rest .
  16. I added a large red statement to the front page and updated the thread description, something I should have done a long time ago I guess.
  17. I guess I forgot to kill it from the tech tree. It's a not-done part, as it has no texture, though I think it functions.
  18. As mentioned, I've been very busy, and continue to be busy. I have no intention of making 2 parallel development paths for 1.1, it's just not really a great idea based on my predicted available modding time.
  19. Hey, thanks for the notes about the bugs in the various patches. I'll ensure they are added to the next version of the mod.
  20. Well I got the stats of the radiators relative to stock sorted today. Seems to look good. I am trying to write a small additional plugin to sum generation/dissipation numbers on a ship for the stock system. It's simple enough to compute but as usual with this game it takes longer than expected.
  21. A small question for you all that I've been unable to determine. What are the purpose of the spherical tanks at the top of the NERVA? Diagrams seem to omit them, but hey show up on a lot of images and concepts. Tank pressurization?
  22. Starwaster, I'd like to request some changes to DRE re: it severely messsing with my mod. You do this thing where you define an arbitrary ridiculous maximum temp, and if a part has a higher maxTemp than than, you reduce the it. This breaks my reactors in Near Future Electrical, which depend on the internal temperature reaching a particular value (usually around 800K) to generate power. The reactors try to get to this temperature, then melt down and explode because the maxTemp is lower than expected (typically supposed to be ~1600K) I don't really get why you do this in plugin code instead of with MM, where you could more easily do dependency checking. I'd like to request you either add a check against a FissionGenerator module before you scale the temp, or alternately if you really must reduce the temperature, actually handle the proper fields in the FissionGenerator (reduce the nominal temperatures). I notice you could still do this LeaveTemp in an added ModuleAeroReentry, but I would really not rather have additional code/patches to unbreak my mods when other mods break them.
  23. Nah. Morally opposed to it . RealFuels is what you want. OP has what you need, plus I've answered it like 20 times in the thread.
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