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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
I expected it would be invisible or faint, I hoped I was wrong (haha). So all those animations from the Copernicus MTVs with the whitish blue exhausts are dead wrong then? Yeah, all my engines from hereon in will be targeted to match Ven's stuff. Not a huge fan of all of his revamps, but the engines take top place for sure. Translations are pretty accurate. I won't bundle these with NFPropulsion, it will be a separate pack. However it should be balanced against the electric engines to some extent, particularly if you use the CTT (effective use of MPDTs will need reactors, which are in the same region as the nuclear engine nodes). Gotta think about LH2/LOX tankage now. Have ideas. Might finally bundle FS. Urgh. Yes, the ones with the liney bit at the top are electricity producing. Deeply inspired by the Triton, hence the names Poseidon and Neptune . -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Or like this. Or this. Or this. Or wait this. Even... this. Why on earth would I copy another modder's parts? -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Bored at work! Excuse the crappy scan Sick of modeling things with people in them, or designed for operation near people. Got to make me some fire-spewing fire machines, with none of those goddamn internal meshes or "safeties". Expect to see models of these sometime in Feb (estimate). Some notes - Hey no tankbutts! Some people might like that. The ones that have large assemblies that look like tankbutts, that's an integrated radiator. With generator machinery inside. - Part of actual nuclear propulsion pack, with its own NTR mechanics (building upon my new heat model and compatible with NFElectrical) - Bimodal, trimodal, solid core, gas core, liquid core! On a side note, anyone have any images of semi-realistic NTR exhaust? -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Looks like an extra 1 snuck in there. It should be 50m/s! I would be ok with adapting to the Mk3 profile, but I really don't intend to make any actual Mk3 parts. Why would I help the competition? -
I saw this and was all "oh no! I did all that work on my system for nothing"! But looking at your source, this is way fancier than mine. Way waaay fancier . Won't be much overlap!
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[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I am seeing a couple of issues, among them the part categories. Will try to update in the next few days (few balance tweaks also). -
Updated the first post!
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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 knew they'd be pretty! Nice work. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Yeah that looks good. I'm not sure how that "requires NFProps" thing goes, as NFProps isn't a mod (yet....). Otherwise looks fine. I will probably make a docking port slice eventually... not sure when or what exactly it'll look like, but I'll take that idea into account when I do. Oh don't worry about that. It's gratifying that 90% of the problems are only mod interop things. The main things seem to work ok . -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
1.1.2 is up on CurseForge too now. DR wouldn't really help here without making the mod dependant on it, which I don't like. I heard lo-fi had a plugin where the animation's progress could be set via a tweakable bar though. It sounds almost like what this needs, I may look into it at some point. Indeed I am aware. Still, I would say it's "good enough for now" . Definitely going to need logs, because my test save always has those two (plus MM) installed. Pastebin or dropbox or google drive is good for log posting. With the fix from the last update this should work better, however, it's intended to overheat relatively fast at full throttle. Yeah, I think there's room for both. Plus, I have way more cargo parts . Ah good. It was a very odd bug! Those ones work pretty badly, I am not a great builder. That being said, I wouldn't mind throwing together a craft pack from things people have made. This is nothing I can change . Part to part collision on the same vessel doesn't occur. However, ferram has a mod, whose name escapes me, that reenables this. It might help You're right, I don't . I also really don't want dependencies with this project if I can avoid it at all. Of course, maybe another MM patch when I have a moment to write it and test it (someone actually made one already for the dev version of the mod). Thanks, I will take that into account. The docking cone should certainly be passable. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Ok, so in MM, FOR =/= NEEDS. FOR causes the patches to always load :S. This is of course Very Bad , and is the cause of practically all the bugs reported in the last pages. I'm really sorry, I should have checked things out a little better. This is my buggiest mod ever . 1.2.2 Fixed a major bug in the MM configs that would cause all parts to always have their FAR/DRE/TS patches loaded Fixed low impact tolerance of Mk4 Cockpit, Crew Cabin and Drone Core Fixed the dry mass of the Extended LFO and LF fuselages being 1/3 too low Fixed a few more FAR omissions Fixed attach symmetry on the Mk4 Triple Adapter Improved the look of the Mk4 Cockpit's intakes Disembarking from the Mk4 Cockpit should now be prioritized to the front hatch Hatches from the Crew Cabin and Cockpit should be easier to click on Besides that, I fixed some things including the ugliness of the cockpit intake area. Also have a cute WIP thing as apology. To all that asked questions/ other bugs/stuff, I'll get to you later tonight, have to run off now. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
About the first, cool good to know. I'll try to figure out what's wrong, probably incorrect symmetry setting. Have trouble... what does this mean? Can't attach them, collides? Can they attach individually? Is it only when you have many together that it doesn't work? Hardpoint bump: Raptor9 demonstrated that it's really easy to do this with Mk2 fuselages. Unless I can think of something that isn't just essentially replicating that, it's not really worth doing. What's "some parts"? The usual cause of that is improper installation location. Other than that, I really am not sure if I can help because I have no idea how DMP works. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Suggest you take that over to the TweakScale thread. I don't know what that might be. That would involve redoing all the parts completely . So I don't think I'll be doing that... Well, if it's completely illogical, I'm pretty sure it's a bug. Ok so for once and for all: FAR support needs the following: All parts' minDrag, maxDrag and angularDrag needs to be zeroed ModuleLiftingSurface should be removed for any parts that have it All extra nodes possible need to be removed Jet engines may or may not need thrust nerfed Jet engines need velocity curve adjustments Intake area is plainly logical Is there anything else I need to know to make sure I don't keep releasing tiny patches and missing something? So are you saying variable height ramp? I'm not sure what else you would mean. I am not really sure how I would accomplish that, particularly without a plugin. Sweet boat though. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
What version are you using? The newest? There was a serious imbalance in the v1.0 cfgs that made them about 400x as powerful as they should have been. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
v1.1.1 is up This has a bit more than I thought it would in it, I got a small VTOL jet based off of the TB2 thrusters in. It's calibrated so that 4 of them will be enough to lift an approx. TB2-sized plane. Also TB2-esque SFX for the SCIMITARs . Other than that, not much. Changes: Fixed DRE patch for SCIMITARs being wrong Changed how MM patches for mod compatability are applied for easier end-user tweaking Increased area of Heavy Structural Intakes slightly (about 1.25x as effective) Increased strength of Cargo Bay connections Added intakes to the Mk4 Cockpit (~1 Shock Cone intake effectiveness) Added custom SFX to the SCIMITAR Added Yellowjacket VTOL jet engine - high thrust, overheats easily -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Pretty strange. Let me know what happens. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
It's an error. I meant to try to fix it a few days ago but I haven't had any computer time to do so. Well I had a look at your log. There's nothing immediately evident to be wrong at all, all the parts even compile correctly. Does it work if you remove the new ATM? I'm still using the older one and it works fine. Maybe sometime. Don't plan on doing this, really. Thanks! It took me forever to figure out what you meant there . No plans to do this right now. Trying to run the mod on an older KSP version is always not a great idea... a log is the best bet. -
[WIP][1.4.5] VST (Vectura Space Technologies)
Nertea replied to Vectura's topic in KSP1 Mod Development
That's funny, I just finished modeling a somewhat larger version of something very similar. @Kipard The FRE-2 from Firefly Systems is pretty much exactly this, minus the multi-modal bit. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Shows up fine for me. Log? -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I tend to really like everything you make Sure. I'll include it in the hotfix tonight. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
That's a less than cool thing, I'll hotfix it tonight. And the intake areas again, it's same now but it's a wee bit lower than I wanted. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Whoa that's pretty sweet too. Love it! So much fire. I need to make custom effects for the SCIMITARs! No, but you are free to do it, and I'll include it! 1.1.0 is uploaded! Evidently I didn't get the adapters done, after the 3 extended fuselage parts I don't really want to do hull plating for a while . Maybe next I'll do something with no plating that's nice and simple. Engines or something. Highlights of this update include some better mod interop (better FAR support, DRE, TweakScale), better performance due to radically simplified colliders, and of course, extended fuselages and cargo bays! Enjoy! Curseforge link will be, as usual, behind. Added basic Deadly Reentry MM configs Added basic TweakScale MM configs Fixed a clipping error in the Mk4 RPM Cockpit IVA Fixed intake area for Heavy Structural Intakes Adjusted thrust and thrust curve for SCIMITAR engine in FAR/NEAR Adjusted and optimized colliders on LFO/LF Fuselages, Cargo Bay, Crew Cabin, Cockpit, Service Compartment, Drone Core, Adapters for better performance and symmetry Adjusted all cargo bay floors, hopefully things will fall through less frequently Redid colliders on cargo doors and service compartment top, should be more symmetrical now All Mk4 part connections now use size 3 attach nodes instead of size 2 (should decrease wobble) Cargo tail, all adapters, all tail pieces, nosecones can no longer be surface attached Fixed surface attach node on Crew Cabin, LF Fuselage, LFO Fuselage, Cargo Bay Parts can no longer be attached to the Mk4 docking nosecone Added missing description to Mk4 nosecone Fixed a mesh seam on the Mk4 Triple Adapter Added Extended Mk4 Cargo Bay (triple-length cargo bay) Added Mk4 Extended Liqid Fuel Fuselage Added Mk4 Extended LF+O Fuselage I used similar values for the DRE configs to the ones included in DRE for the Mk2 parts. Let me know if this is hugely wrong. Oh, and I'll keep that mini challenge open until this Friday. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I'm going to leave it as Mk IV . Anyone who want to change stock Mk-naming can probably do so via a relatively simple MM config. I'll try to add it in. I'm just in the process of finishing textures for the extended fuselages and would like to get them in the patch, but I expect TS isn't too hard. Alright, I'll see what I can do for you. By the way, I love looking at what people build . Keep posting, y'all. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
This part has nothing special about it. I'll need a log to debug. Urk. I'll have a check. I don't release psd as a policy, I'm afraid. Reexporting everything in png would take quite a while also. I can provide tgas to you if you really want, as I have them made (use them as an intermediary). Fair enough, that's probably what'll happen. I'm sure I can make it look good. Hmm, I think there must be something else up. The config doesn't say that, it says "replace the texture called blank in my own folder with the textures from the mk4pod folder". Works fine for me and for other people, apparently. And you're sure every single part looks fine? Engine pods included (that's where the intake texture is). Please verify you have the file GameData/MkIVSystem/Parts/Pods/mk4pod-1/mk4pod-1.mbm available. You might try redownloading and reinstalling as well. If not, well, I'll need a log!