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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
Thanks. It's pretty good, I haven't decided whether to go with one pilot in the middle (180 degree visibility) or two side by side (~100 degree visibility) 's a little too late for geometry changes... the window probably look off because they really need a normal and specular map to match Porkjet's. Nice plan though. Yesterday I made a plane that launches a small plane. Wot wot. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
No I haven't. Aside from the fact that it will not be perfect (how to determine clearance? Ideally it would be adaptive, but that's probably not possible without making it a landing leg with suspension. Would that work, actually? ) This too forever, but I present Imitation Pork. Porkjet's style is damn slow to match over such a large area, but I feel it works ok (even without a specular map on my part). There are still additional details to add, small doors, widgets, etc, but at least I've established that I can do it. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Yes that's planned, though I don't know about the aft node. I had intended it to open upwards too to increase clearance and to allow it to be attached at the front of the aircraft, though I haven't modeled it yet, so it's possible that there would be enough without it. Of course, two separate parts would be possible (now I'm just getting greedy haha). -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Maayyyybe, that pack is still very much in the planning stage. As I go through and unwrap the pieces, they get model tweaks and such to fit in. When I get to the nosecones, they will indeed be made to sit flush -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
New MkIV test release. I added a Mk4 -> 2.5m adapter, a docking nosecone and an aerodynamic nosecone. Colliders and models for all parts got tweaks and improvements, some balance tweaks were also implemented. I started unwrapping some of the parts, so the fuselage and the cockpit have colours. edit- Sorry Dragon, not on the list at the moment. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
I do hope that these will show up, particularly the heavy landing gear he mentioned. If they don't, I'll have to make my own! I increased the mass of the cockpit to 5.5t, not including the mass of the monoprop. All segments do have fuel capacity, except for the cargo bays. However I'll not do the fuel switcher, that would involve more plugin bundling. You'll have to be content with an LF and LFO fuselage (and a small monoprop slice eventually). There's some instances where this is true, but I don't think they're any worse than for the Mk2 bits. I have three more solar panels that I'd like to make before I consider NFSolar feature complete. That's one of them, so it'll happen eventually! -
Add some hidden, empty science nodes
Nertea replied to Streetwind's topic in KSP1 Suggestions & Development Discussion
I'd really like this too. Please please. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Well I'm pretty sure Porkjet will be doing the Mk3 revamp, so I'm confident the texture work will be as good as mine . Part of the point of doing spaceplane parts though was to break out of my current comfort zone and work on better hull texturing methods, so I should really still do it for my own personal growth. It might be done before 0.26 too hehe. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Sure. I had based it on the Mk2 cockpit which is basically 1t/kerbal. Now that I know for sure that a Mk3 replacement is coming in 0.26, I'm not sure how motivated I'll be to work on this. We'll see! -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Yeah, there's a prerelease link on the previous page. Anyone can grab it, I'll add it to the OP at lunch. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Yes they do, though I can't say that I have the values correct yet. -
Yeah most serious. You have an attention to detail and layout (and the patience to unwrap all these tiny parts, it seems) that quite surpasses mine, IMO.
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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
These look fantastic Ven! Some comments on the last album: The 909 is my favorite I like how you unified the look of the docking port with the one on the inline ones (handle basically) You did a clever job of keeping the overall feel of the tanks. I also liked the dark stripes on the T800, but hey, you can do what you like. Looking forward to your take on the 2.5m ones The jet engines are gorgeous! -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Yeah, I tend to have trouble getting the parts to take off. Of course, that's been my problem for most of my plane designs, so I figured it was just me. -
It's so beautiful! You make me jealous something awful, Daishi!
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[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Very nice. I've finished up the last of the first group of parts; I hope to start unwrapping soon, just going to wait maybe a day or two for general feedback to come in. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Well, it's not certain that I'll do that slice, even. This is the way it's going at the moment: -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Well, you can all have a test of the MkIV parts if you like. I appreciate general input, but mainly I'm looking for feedback on the general shape, concept and (vaguely) balance. Parts are textureless and in some cases don't look that great, so be warned. I'm also testing out GitHub as a more comprehensive workflow with this, so get the test from my GitHub release page There are a few ideas I am thinking of: Openable nosecone with extending docking port Integrating docking port into crew cabin Specific "slice" with port like SP+ Your idea seems interesting, but for some reason I don't really like it . I think if I did it, I would put it in SSPX and make it a 1.25 or 2.5m airlock+extending port part. -
Official Mod Compatibility Thread for .25
Nertea replied to NathanKell's topic in KSP1 Mods Discussions
Just updated my packs: Near Future Technologies [version 0.3.0] Stockalike Station Parts Expansion [version 0.2.0] -
The "You know you're playing a lot of KSP when..." thread
Nertea replied to Phenom Anon X's topic in KSP1 Discussion
Car seatbelt lock indicator malfunctions, displaying a "SRS" light on the dash. All I see is SAS. Heh. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
It's a good thing that I don't particularly mind it not looking like B9 stuff then Yees, both should end up being supported. Sure. Once I finish updating SSPX and NFT. The nose is decently sharp, I just have a shock cone intake on it which blunts it off quite sharply Should be soon... I hope to have them ready tomorrow. -
[1.2.1] Taurus HCV - 3.75 m CSM System [v1.5.3 - July 1, 2014]
Nertea replied to bsquiklehausen's topic in KSP1 Mod Releases
Very nice. Textures have improved greatly from that first iteration (and the orbital engine is very cute).- 786 replies
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[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
I'll let you know when I have something for you to test then. Thanks!