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Nertea

KSP2 Alumni
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Everything posted by Nertea

  1. Ah hell no guys. Don't be hostile towards RoverDude or Squad or anything. This is not an argument thread, this is not a complaint thread, this is a supposed to be a nice, civil discussion about how best to handle a change that is a step forward in the base game. Me and RoverDude had been chatting about this during experimentals too. I was well aware that this was coming, and I was resultingly aware that there were going to be some conflicts to resolve, particularly with the changes from a localized heat system to a global heat system.
  2. Three planned: CUTLASS: 2.5m RAPIER, using a torroidal aerospike design that looks cool but may not actually work KE-90: Lower power and for cruisin' based on the GE-90 Unnamed turbojet engine: probably based on the J58 or something. Will probably do these when I get tired of fuselage pieces.
  3. That picture above actually contains a Mk4 to 2.5mX2 adapter .
  4. Well hmm, I gotta think about all of this quite heavily. Luckily I've got no time to mod until Saturday at the earliest, so by all means, keep discussing and I'll keep thinking too. The way I see it there's about four options at the moment: A) Move HC/NFE completely to the stock system Hide stock radiators and have HC/NFE continue as is B1) Instead of hiding, rework stock radiators to work with HC/NFE modules C) Some kind of horrific frankenstein hybrid?
  5. It just means that the tank mesh in the side pod disappears and is replaced by a frame. I feel poorly about double jointed doors, though they will probably happen for any ventral cargo bays. Hard to see on the pictures thus released, but I did improve the visibility from the windows - they're more vertical now and have a slice for pilots to see down. But anyways, here are some new pictures: I have mostly completed the textures for the cockpit, cargo bays and fuselages, and in addition did the drone core. Probably going to knock out the service bay and start work on some adapter next, though I won't have time to do anything until the weekend. New comments required: I need to completely change the adapters from the last version - the hull is just too large to be compatible with the previous layouts. I also want to keep them to a minimum number, because they're very boring to make and take time out of more interesting parts. I have confirmed for sure: Mk4 to 2x 1.25 m (on the sides) and 2x 2.5 m Mk4 to 2x 1.25 m (on the sides) and 1x 3.75 m These have the same profile as the cockpit, so the shoulder pieces can mount on the 1.25m nodes nicely. I'm for sure deprecating the Mk4 to 2x 1.25m and 1x 2.5m, it just doesn't work at all. So I guess... what else? I'll allow perhaps two more. Also, did anyone really use the Iguana adapter (short fat one)?
  6. Balance is going to be problematic. Medium radiator pulls 12500, costs 2250 and has a mass of 0.25. That's twice the heat dissipation for 1/10 the cost and 1/4 the mass of my largest radiator. Grr....
  7. The door is where it has always been, on the underside. I do plan an actual purpose-build ladder for it this time... and yeah, service shoulder piece is an idea I've been tossing around. Left space on the uv map for it too. Those mesh switching ideas are unfortunately out, as mesh switching colliders/multiple animations per part is going to be buggy as heck.
  8. I will not design for FAR, but I will ensure it's compatible somehow. Basically fuel swapping will be used to save the parts list, and better texture practices will save your memory. ISFuelSwitch, has useful features for me. So cargo bays! More interesting hinge than before, and yes, that's a size 3 tank just scraping in. All the bays can swap their side fuel tanks between nothing, LF, LF/O and MP. Also, I set up the other lengths of bays/fuselages. They match the lengths of the Mk3 parts. Going to sink some time into finishing the textures for these parts now. In the meantime, some things I've been considering: Drone core/ reaction wheel is hollow now, so it can be placed down a vargo bay easily The service bay is less useful now that everything can carry monoprop. Considering ideas to rework it, though the 1/3 Drop bays (cargo bays with opening floors) are now in the list. Don't know how many lengths to do though, the full set seems wasteful. With the new texture optimizations, cargo bay sections that don't open are quite feasible with a small footprint. As with drop bays, don't know how many sizes to do though. The inline crew cabin should be reworked so that it the part containing it can be hollow (cabin will be 1 level with ~8 kerbal capacity) All the adapters are going to have to be completely reworked. A 2.5m jet engine and 2.5m rapier are totally required. Opinions welcome!
  9. Mmkay, development of this is occurring in the WIP thread at the moment. It's shiny, go have a looksee .
  10. And here we go! Starting off with the revised cockpit again. Note 1: this form factor is now huge (can barely carry 3.75m containers)! Textures are just blocking out, but I'm already pretty pleased. Top left and top middle: mesh and fuel switching. Most fuel-containing parts (and even cargo bays) can now swap their fuels out. There's 4 combinations - LF, LF/MP, LF/OX, LF/OX/MP. There's texture and mesh variations for each... Those two images show a LF/OX/MP fuselage and a pure LF one. Top right: yes, we can eat Mk3 parts for lunch . Bottom: shoulder pieces for the cockpit. These also mesh well with the new version of the 1x2.5m + 2x1.25m adapter. Three at the moment. Intake, basic aerodynamic and RCS. They can also be surface-attached to make a shuttle-shoulder-like engine mount.
  11. Well, this is about what I was hoping the ideal endgame for the CTT was, but never really had time to actually implement it. I'll investigate it further to see if it's worth bugging all the mod people to unhide their nodes again, but I'm pretty optimistic...
  12. As I mentioned, you can give that field in Physics.cfg a try. Not sure how it will react, but... er, back up your save first?
  13. Haha, I'll try to be on this weekend, rather busy and only time I've been able to get is in the late evenings.
  14. Yes, use an exchanger ionly if you need it. If you're engines aren't getting heat to the fuel tank fast enough, for example. The exchanger will help increase the rate the heat moves out of the engine.
  15. Gryphon, I made a cfg and threw it on Dropbox for ya . Feel free to link it from your post.
  16. Haha, just a matter of preference I guess. The only place you might see aerospike engines from my stuff (soonish) is an upcoming 2.5m rapier thing, but that's part of MkIV and won't see the light for a bit. Glad to help! Thanks, I'll include something like this next version.
  17. Tech tree nodes seem to be my new achilles heel... urgh. I'd rather stay out of specialized radiators now, have advanced plans for there. I updated the OP with some better info about how the parts work. I can also say that I would love to see some nice screenshots of ships using the parts... I'd like to put some in the OP album .
  18. I'll get to it when I get to it. Kinda only have to do argon gas and the nuclear resources I suppose.
  19. I honestly haven't confirmed whether part occlusion works at all to stop solar heating. I thought it didn't at all actually. Operating near the sun is quite risky in general and you need to take exposed cross sectional area into account. To get close you'll need to minimize the amount of area that can receive radiation (ship like a long thin needle maybe and use the rotating radiators to dissipate the heat that's still hitting the cross section. The point of the exchangers is to provide convenient places for you to move heat to and from using pipes, kinda like a road intersection. They don't do anything else. The larger one transfers heat faster because it has a larger cross section. You can try increasing thermalMaxIntegrationWarp = 100 in Physics.cfg if you're brave. Not really at the moment. Would rather finish space solutions first.
  20. CKAN support requests belong with CKAN, not me. That being said, the incompatibility with DRE should be resolved with this patch.
  21. Incorrect archive! Should be fixed! You saw nothing!
  22. Minor update, with several new parts, including the oft-requested ISS-style triple radiator, surface curved radiators (make an Apollo radiator!) and a new mini radiator fin. In addition, two heat exchanger parts which have high conductivity and nice mount points for heat pipes and radiators. Heat Control 0.1.1 Added RBMK-1500 and RBMK-1000 Heat Exchangers Added XR-1500x3 Deployable Heat Radiator Added YC 600, YC 400 and YC-400 Surface Heat Radiators Added YZ-70 Heat Radiator Fin Fixed compatibility issues with DRE Fixed identical costs for all insulators Cost pass for all radiators, most got cost decreases. Reduced mass of Tau radiator to 0.07 from 0.10 Increased mass and heat rejection of XR-6000 (used to be XR-4500) to bring it in line visually with other radiators
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