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KSP2 Release Notes
Everything posted by Nertea
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[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
Nertea replied to Porkjet's topic in KSP1 Mod Releases
Congrats on the nuclear man's endorsement . I spend way too much time on his page. Oh and I'm not sure I mentioned... but these are really pretty . -
[0.90] KSP Interstellar port maintance thread
Nertea replied to Boris-Barboris's topic in KSP1 Mod Development
*raises eyebrows* CTT is supported by a lot more mods than KSPI's tree, and was developed in order to put any mod that wanted more nodes on the same, unified page. It literally contains every "type" of node that KSPI/NearFuture need and more besides. KSPI is literally the only incompatible "extension" tree (other ones redo things completely which is cool and different). I control the NearFuture techtree as well and I nuked it in favour of CTT. If you want to talk about standards, perhaps you should consider the most commonly used standard. Not to mention that at the time CTT was being developed, KSPI was running on a cobbled-together port of TreeLoader which didn't play nice with anybody. I mean, go ahead and make your own tree-ey thing and by all means have fun, but don't accuse me of tyranny and whine about me (and RoverDude, by extension) putting effort into trying to get everyone on the same page. -
Yeah that's the one I saw too. Bugs me because it conflicts with a good bunch of the description from the book. The whole thing is supposed to have a "sleek, aerobraking shape", which doesn't really work with that image The engine clusters are described as VASIMRs which don't have any reason to look like electrostatic thrusters It's pretty clear that the majority of the living spaces are rigid construction instead of inflatables from the descriptions The reactor room is pressurized and accessible (why I don't know), and in the centre of the ship (also boggles the mind) Apparently when the ship is spinning you can travel in a pressurized sense through the spin axis.
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Pretty interested to see how the end up envisioning the Hermes in the movie. Would be nice to see a realistic NEP craft get a high detail VFX treatment, assuming they stick to the approximate description in the book, which is pretty good. Only a couple flaws (why would you have the reactor room be pressurized? :S). There's a few visualizations on DA that don't actually match up with book descriptions and I... want one!
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[1.0.4] Endurance (from Interstellar) [DISCONTINUED]
Nertea replied to benjee10's topic in KSP1 Mod Releases
It's really very pretty Great work! -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Well if I fiddle with the shape I'll probably use a few more polys to round some areas out, and find a nice way to make the CofM align better with wings. Due to an issue with the way IVAs are loaded, the Mk4's IVAs are actually 20% too large, which supports a 20% size increase without changing really anything. Well it's not like I have time to do anything now anyways . -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Well technically the overlap exists because I wanted to make this and it was fun, less because I didn't know that redo was coming. I had some thought recently to modifying the overall scale to be about 20% larger for more flexibility with rovers, but then wasn't sure because I would need to re-finnagle many of the adapter parts. Opinions there? -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
WELL BALLS. Stated objective never to do this.... makes otherwise useless single-use pieces. I'll just revert to the old version of the cockpit, and maybe offer the other one separately as an alternate download. Good thing I kept the old model. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Progress Update: Progress on the next update is going along really slowly, I don't have any free time or motivation to work on stuff. I wanted to get a few more adapters at least in before updating but it's not going to happen anytime soon. These parts work fine in 0.90 though so I will just be flagging them as compatible for now. -
Forget the "accuracy", the movie fails on a storytelling level first!
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It probably doesn't help that with a UV map like that, you're going to have some distortion which will accentuate jagged edges (the problem pixels will be spread over more area than you intend). With a surface like that, instead of unwrapping from the top, it will look better if you unwrap each of the two sloping sides separately. I have no idea how to do that in Wings . Spending lots of time on the unwrap sucks, but it usually pays dividends for low-poly stuff. Particularly with conical shapes.
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Nertea replied to K.Yeon's topic in KSP1 Mod Releases
Mmm, great improvement in the textures! -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I'll look into it. I know that if you have one of the older versions with the huge intakes you WILL get that. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
No intention. Particularly since I don't use blender . Seems to work ok. -
Spaceplane Plus textures
Nertea replied to CaptainKipard's topic in KSP1 Suggestions & Development Discussion
Mk2 cockpit textures are really quite large compared to comparable stock parts, and keeping the same texel density on the Mk3 parts would have probably required some massive textures. It looks like some compromises were made to keep memory footprint lower, hence the lower resolution on the adapters. Ran into the same problem with my Mk4 parts, kinda said screw it and just tried to keep the texel density similar at the cost of footprint. Can't say I agree with what they did, but the reason is relatively sane. Alternately, it's a 2048 texture and they forgot to change the default max import size in Unity from 1024 -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Well there's your main problem. angle snap will not mount the wings, gear or anything in the cargo bays quite right - turning it off will allows you to mount things correctly on the colliders instead of KSP's strange angle calculation. Updating to 0.90 is even better, because the new editor stuff makes things much easier. I take the same stance as I do with the other interop configs - I'll ship them and test them only slightly, and rely on the community to tell me what to fix. It's better than someone with a half-baked understanding of say, FAR, trying to set it up themselves. That being said, I don't know how to solve any of those problems with TS, if you figure it out, let me know and I will implement the fix. -
First post has a link to a flowchart. You will likely be unhappy if that's what you want though, the goals of this project are not what you mention.
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[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
This probably won't be updated to 0.90 for a while. I'm very busy IRL and have to spend available time working on NFT stuff. Ah, I had hoped that the last fix would nail that down for good... trying to make the underside hatch prioritized but haven't managed that. Nah, I don't like it. B9 version requires Firespitter. There will be a different intakeless cockpit with more streamlining eventually. This is all for just that extended cargo bay? You're not seeing this with the extended LFO/etc fuselages? Meh, tweakscale is just for some people to have fun. I can't be responsible for all the physics bugs that making it smaller or larger might create. -
Had a test with that as my first idea - sadly, it doesn't work. Do you mind if I use a similar approach in the code snippet you posted above? I don't see a simpler/hugely different way to do it.
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So essentially, you need a plugin to change any icons? So a mod that say, added a resource (no plugin) would need to bundle a plugin to give it a proper VAB icon?
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Anyone worked out how to add part category icons? This is for resources, agencies and partModules, via the new filter toolbars.
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Nertea replied to Ven's topic in KSP1 Mod Development
I don't usually say this kind of thing but... Squad should stockify this, if only so I can target their quality in new stuff I make -
New Mk3 parts- A disappointment?
Nertea replied to ZooNamedGames's topic in KSP1 Suggestions & Development Discussion
What do you want him to see? That you think he stole B9's models (heh) and whipped up some new textures in 5 minutes? (also heh). Your "made do" argument can also be applied to 95% of anything anyone wants in the game. I'm genuinely confused about what you want here. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I think that makes more sense than the cargo truss! Might be an idea for the future. Now that's just being silly! Er, it seems pretty fine to me. Centered and all and the cfg looks fine... -
New Mk3 parts- A disappointment?
Nertea replied to ZooNamedGames's topic in KSP1 Suggestions & Development Discussion
This just in - space shuttle parts designed to look like the space shuttle.... look like the space shuttle. No, seriously. It's great work, and besides the fact that it's certainly *not* a retexture, doing the texture work for those parts is indubitably more time consuming than the modeling. Nobody "had the parts already done". :|. I don't mind breaking craft either. so there.