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Nertea

KSP2 Alumni
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Everything posted by Nertea

  1. Thanks muchly . Glad the tweaks worked out well! Last two parts I wanted to sneak in. There was some wasted texture space on the engine pod texture sheet, which turned into some really large radial intakes. One of them has a 1.25m node on the back, something I find I frequently want when building engine pods. The intakes are (if I've got Taverius' notes right) about as efficient as the stock ram intake.
  2. Clearly . Yeah, that was because a lot of the values needed work. That behaviour still occurs if you turn too fast, but it's less common now. It's not an intake, it's like an IntakeAir tank... shouldn't need to be closed or anything. It might extend your engines' use at high altitude for a few seconds, that's all. About that. I'm totally open to feedback on balance for this one. It may need to take some hits in other areas, but I haven't noticed it being particularly easy to get to orbit with it.
  3. Excellent . I put together a nice little album of parts and stuff for people who may be just looking at this thread.
  4. Man, I pop in here to drop an update and find I've missed a beautiful craft Ok so last update before moving to the release forums! I'm really interested in balance, minor but annoying bugs, etc. Major balance change: I noticed that I derived the lift values for the fuselages from the wrong-sized wing. It should be easier to get lift now . As testing bribery, there are three new parts: 2 wing engine/intake pods, a new higher-thrust multimode engine (looks like TB2's engine ). Some photos involving the relevant parts:
  5. As always, open to suggestions about nodes, but a bunch of early-game nodes for cardboard rockets are, well, not that useful.
  6. Thanks, those are the kind of issues I would definitely like reported.
  7. It actually looks to me like they might be slightly bigger in terms of cargo capacity - but, they're different enough that I will certainly continue development . Expect a first "official" release in a week, approximately. I have managed to redo the non-RPM instrumentation for the cockpit (even better than last time!) so it's mostly ready for primetime, and am working on the RPM version. The holdup is currently that NFSpacecraft and SSPX need a release at the same time due to changes to the NearFutureProps package. There will now be full internal instrumentation for those IVAs without needing RPM, so I need to lay those out and whip up the proper MM patches to implement the old ones when RPM is installed. I also want to sneak in a couple of other new parts .
  8. Updated OP. bbcode is annoying on a phone :-P.
  9. Use of Weapons is quite good, yes. I'm not sure what I'd peg as my favorite, they all tend to be good in different ways. I greatly enjoyed Matter and The Player of Games. Another Banks book I highly recommend is The Algebraist, which isn't Culture, but standalone (also sci-fi). Quite a clever universe he's built in that one, and quite impressive to do it in one book. I recently read... Transition, which was weird as heck and Against a Dark Background, another standalone, which also has a really interesting conceptual background.
  10. I still haven't fully decided what it's going to look like . I am thinking that the 2.5m one will be an realistic orbitally oriented greenhouse with no orientation, so will look something like a tube with very tiny closeable windows all over it. The growing space would be radial and there would be a simple crew access tube down the centre. Plants grown in hydroponic drawers, a few of which I'd make clickable to open. The 3.75m one could be more ground-oriented with a less realistic design.
  11. Added to the OP. I'm out of town, but I do intend to make a logo when I get back. A small version for everyone to use is a great idea .
  12. They're superb. Probably not for everyone, but there's great stories, memorable characters and generally cool ideas. They do pretty well for scientific accuracy, insofar as they represent an advanced civilization that has practically limitless resources and super-intelligent computers . Particularly like the battle in Surface Detail .
  13. Cabin lights are a great 20 minute diversion to improve morale . It's odd, I don't fly IVA either, but I am far more inclined to use (not download, I'll download anything, but actually place on my ship) parts that have IVAs than ones that don't. Must be the Kerbal portraits or something. It's also something I'm not terribly good at, so I like to work on it to improve. This cockpit is leaps and bounds ahead (technically and artistically) of the Mk3-9 and Itinerant pod IVAs that I've done before, so the work pays off. Bodes well for the SSPX IVAs, whenever those get done.
  14. I did forget, it seems, to update the ingame number. The file is correct though. Was it working for you with the last update? If yes, that's odd, because I'm looking at all the NFP nodes full of NFP parts right now. Generally I'm open to new suggestions, the more mods that are likely to use a node the more likely it would be to get added. I would have been leery of adding many of the NFE/NFE-specific nodes I have if I wasn't pretty sure that they'd be useable by some of RoverDude's stuff and KSPI.
  15. Yes, they all have their own lift . Anyways, PartTools seems to have somehow nuked my slaved-over internal props config . Very depressed! I came here to post a picture of the finished control consoles, but... I got nothing. Back to stage 1. At least the textures for the inside are still intact (halfish done). So here's a picture of cabin lights?
  16. I updated the download to 1.1. This fixes 1 major (incorrect specification for Advanced Metalworks) and 1 minor (Enhanced Survivability showing when it shouldn't) issue.
  17. I made a distorted warp bubble effect (complete with blue/redshift from the interior) for my other game. Want to see if I can port it .
  18. Nice, will add to the OP. The alternative is essentially a new release anyone someone wants to add things to the tree. I'd gladly take the issue you bring up (likely to be less common honestly) over the need for constant updates and downloads. This also puts control in modders' hands rather than my hands so should improve adoption.
  19. Interested to check this out when you've got a source up. I have some interesting code that I'd like to test out FX-wise for this.
  20. Excellent, exactly as planned . Good catch, I'll push a fix this evening. Ah yes, that's quite a good point. I'll update the guide to compensate for this type of user error
  21. Thanks . If you write patches for mods, feel free to post them here, I'll link to them in the OP.
  22. Very nice parts. I always want a 2.5m SRB and resort to clipping 12 or so 1.25m ones together, with suboptimal results and lots of fire going in directions it's not supposed to. Might I mention that this might be a great candidate for adding Community Tech Tree support ? We added some well-fitting nodes for Gigantic and Colossal Rocketry...
  23. It's a mesh for now. Lots of tris (~15k), might convert it to a texture later. It doesn't seem to have much of a performance impact though. I'm also trying to balance these parts a bit better now, so I appreciate input on numbers, particularly these points: Debating removing lift in stock aero from the monoprop segment to simplicity's sake. Still haven't decided whether to put maybe an FL-T400's worth of fuel in the Cargo Bay. How does mass/lift look in general?
  24. The issue isn't quite the same. CTT does not assign any parts to nodes, instead mods assign them via MM patches that are applied if CTT is installed. Because MM can't detect which tree you are running with TechManager, if you load a non-CTT tree with CTT present, it's possible that parts could be placed by MM in inappropriate nodes.
  25. Very nice drive, Rover. If you're not careful, you're cover all the ground that NFT *and* KSPI cover soon .
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