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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
No it doesn't at the moment. I considered it but it looked kinda weird. Better to have a separate part, I think. I tried to do dev with a repo last time, and it ended up not working great for me. My modeling and texturing workflow doesn't work so well with what I had set up so I've abandoned that. It's great for code but not for the way I like to work when art-ing. Nah, no pressurization there. Plus, well, Apollo 1... I don't really quite get what you mean, but flat featureless adapter plates *are* a lot easier to do than a streamlined one... -
[1.12.x] Heat Control - More radiators! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
@mikegarrison: There is no re-emission simulation. Think about it for a while and you'll see why it's not terribly feasible . Honestly, Fraz's solution is good in a way - all radiators go to Heat Control and NFE works with no dependency there. However that doesn't mean they don't need to be balanced. In that test I did not really balance the cost or the mass of the NFE radiators. I would really, really like the conformal radiators to work (read: in proper count for a reactor) in their designed configuration through even if they are part of a separate pack - if they did not it would make me pretty sad . -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Wikipedia tells me that my primary reference, the GE-4, is a "nine-stage, single-shaft, axial-flow turbojet", so I'm pretty sure I can call it a turbojet. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Well, don't get too hyped. Things on my todo list before the update... Model and texture the revised versions of the Iguana and Armadillo tail pieces Model and texture the new crew cabin Model and texture the new rear tail cargo bay Unwrap and texture those 2.5m engine components Unwrap and texture the pod and shield for the Yellowjacket Finish specular maps for almost all the parts Adjust the main cockpit IVA so it fits the new shape Make a new IVA for the new crew cabin (sigh) See it's kinda long. Might be a prerelease this next week I guess, but at the moment I'm out of time to work on this until around next Wednesday. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
That's the plan . -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Got a little sidetracked today.... From top left, clockwise: Heavy Precooler, Large Engine Nacelle (of boringness), KE-4 Turbojet, KE-90 Turbofan, Large Circular Intake, Advanced Shock Intake Yup it will be part of the pack. Finally got a plane big enough to justify a bunch of 2.5m work . -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Nope. Lobes stay! So finished basic textures on adapters, took a break and textured the KE-90 'Dudley'. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Actually I think the crew container will be similar in capacity to last time, partly because it will be hollow with cargo room underneath. I'll probably aim for 8 passengers again. There may be underside cargo bays in this release, but then again there might not. It depends (my spreadsheet says 2.1) I plan to rework the Yellowjacket to have a openable/closeable shroud to make it more interesting. I don't think it will be enough to lift this new extra heavy stuff (some of the parts are super-heavy when full!), but still would be useful for smaller planes I think. Planning a 1.25m VTOL engine to work better with this new form factor. I think with the new finer control over jet engine curves I can make something that works very well. The SCIMITAR will of course stay but it'll probably get some cfg modifications because it's just not awesome enough. Re: wings, I agree that more big ones would be good, but they're certainly a far future item for this. One thing I should mention about adapters... one of the reasons I don't think many are needed is because there are adapter pieces already. Going from the 2x2.5m adapter, you can easily make 8x to 2x 1.25m mounts using the parts stock provides. It's going from small to large that sucks visually, so I'm pretty happy once I cover that. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
I'm locking off the adapters for initial rerelease at 3: Mk4 to 1x Mk3 and 2x 1.25m (shoulder) Mk4 to 1x 3.75m and 2x 1.25m (shoulder) Mk4 to 2x 2.5m and 2x 1.25m (shoulder) They're modeled, unwrapped and waiting for the textures to be finished. I have completed the service bay. It has 3 hatches that open that are enough to fit an EVA kerbal through (I tested!). It's also just pretty cool looking . -
What does the Devs use to model parts?
Nertea replied to RandomRyan's topic in KSP1 Modelling and Texturing Discussion
Porkjet uses Cinema4D! He's heroic. -
[1.12.x] Heat Control - More radiators! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Whoa, I hadn't even considered that things like my bad dude. Really sorry. I'll change them for next update. Also Rover, get on IRC later today . -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
It's supposed to be equivalent to the basic jet, but bigger. The turbojet equivalent is still in sketches. I have a large fan intake and 2.5m engine nacelle in the works as well, so you can make 777s with this. Sometimes I just like cruising in atmo, ya know... -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Glad you guys like it. The centre is oscillating between the actual jet engine and just the ramjet bypass. Regardless, looking forward to making the FX for this guy Edit: also the model for the 2.5m basic jet, and a generic heavy RCS blister -
[1.12.x] Heat Control - More radiators! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Release for testing only, of NFE only. Uses stock radiator system. Seems to work pretty nicely at the moment. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Not at my modding computer, but I took a stab at the 2.5m multimode engine (working name Cutlass, or Broadsword, depends what makes a better acronym). It's an aerospike built around a jet engine! -
[1.12.x] Heat Control - More radiators! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
*shrugs* If you care that much about an emissive constant that is too high, I can point out about a dozen things about the thermal radiative sim in KSP that are far more problematic than that. Physics is "being told to shut up" way more elsewhere in the game. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
I had already planned a forward-opening cargo bay for last version, if that's what you all mean. I also expect the new version of the rear-loading bay to be better designed this time. -
[1.12.x] Heat Control - More radiators! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
So I did some testing this morning and I'm quite pleased with the results of halving (read: returning to normal) the reactor heat values and giving the radiators an emissivity of around 4. Reactor temp sits around 600K for the MX-1 and its matched set (I should also test the other reactors). This still matches up well with the LV-N, because the heat production value of the part got just about halved. May need to do some adjustment of heat values for NFP as a result. Additionally I wrote a pair of quick new modules for radiators, one to restore the thermal animations, and another to add proper VAB info and flight UI readouts to the stock radiators. So really we're pretty good now! Looking like the plan right now is to release this with the stock system and my small tweak modules. Heat pipes, insulators and stuff will all still be in there. I will leave the plugin containing all the standard old HC modules around, and I will also place a MM patch to "restore" the 1.02 heat model for the radiators so people can have that if they want. This will also adjust the new stock radiators to use that model. There will be one test build later today, I hope. -
Marked for 1.04 compatibility, don't see any issues. Additionally trying to update the list of supported mods and provide some more up to date info in the OP, I've kinda let that slide due to lack of time.
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[1.12.x] Heat Control - More radiators! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Waste heat from panels is a KSPI issue (not aware of any other mods that do this), so I'm not sure why you don't want to install KSPI . You must have some piece of it installed still. Er, neither of these mods is 1.04 compatible yet... -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Olympus 593 does have a nice back bit, at least has a bit of character. Haha. They sit on my HD and collect dust until I find the willpower to do all the necessary 1.0 fixes to drag cubes, etc. -
[1.12.x] Heat Control - More radiators! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I really do prefer to operate as an complement to stock rather than a replacement. It's my basic design philosophy - everything I've ever done for the game I've tried to treat as if it were an extension to the game rather than something taken off in a different direction. There are many mods that operate in those spaces already, the most evident of them in reference to my own has always been KSPI. That is really not what I am here to do. I am not a plugin developer by desire, only by necessity. As shown by the existence of SSPX, MkIV and CryoRockets, not to mention the other parts of NFT, I really prefer making models. We should really look at things historically - the last large revamp of NFE came about not because of the stock heat system, but because of a pre-0.90 desire to allow players to place radiators anywhere on their ship. To keep structural design constraints around reactors from going out the window, I decided to work on a heat modeling and simulation backend that everyone could use. Squad came along with 1.0 and a base heat system that I went for instead, because it makes things a lot simpler for me to use their work. It was also about 90% of what I wanted with mine. I'm not afraid of throwing 100s of lines of code out the window if something more elegant comes along. So we worked with that to develop HeatControl and its supporting balance, resulting in a new gameplay element. However... what was the original goal here? Radiators wherever the player wants. Now, we have 1.03/4 with what? Radiators wherever the player wants. This is, really, what I wanted all along. We should not struggle and fight over maybe 4 hours of model work on a few things that won't be as useful, and really HC doesn't have much code in it. Therefore, the thing that I will be doing is finding a way to move NFE and the HC radiators into using the stock modules. You will still be able to get HC separately, but it will just be parts. This may require some rejiggering of a few parameters in NFE and I'll need to think about how to reconcile the balance. There is room in the future for this mod to evolve into something that "restores" localized heat flow management in a fork type of way a la DRE or FAR or whatever, but really that's out of scope for me at the moment. I have better things to do. Hope this works for all of ya . -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Yeah, it's more of a question of looks rather than functionality. It's more like "what engine has an interesting looking butt, that would look ok at 2.5m"? The mk3 fuselage, being about 3.75m high, is about 90% of the height of the total Mk4 profile, so it's not goi Hah, that's kinda cool sounding. Only those models for now. Potentially more later, but I really wanted each tank type to have its own model variant.