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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
... damn, that was pretty awesome. Additional tweaking goes well... I added a wide-angle light and a new flat adapter. Oh, and everything has those new-fangled toggleable lights now. -
[WIP BETA] Nasa IXS Warp-ship for Interstellar
Nertea replied to Stevie_D's topic in KSP1 Mod Development
That's great. I love the integrated hangar! -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
I do like windows. Anyways, this is almost ready for first stage release, with the exception of IVAs. I'm leaning towards not doing or just blocking them out for the first go. Are there any other major bugs (bad colliders etc) remaining that people have seen? How are the costs? Masses? -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Thanks, things like these are good to know. Generally, I don't intend on radial attachment for these - if you need a flush port, just add a stock Clamp-O-Tron. Yeah I do plan to do some more Karbonite models at some point. I did have a 1.25m converter almost done... I also kinda wanted to do some particular NFT parts using Karbonite as a backend at some point. However I have so many modeling things on the list at the moment that I don't know when it'll happen Yeah it was less immediately simple than I thought it was, so it won't be in the first release Here's a start on three of the Part 2 parts, the 3.75->2.5 and 1.25 adapters and a try at the 3.75m crew module -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
I've finished all the Part 1 bits. I probably won't do IVAs for this release, and I moved the cargo pod to Part 2, because I'd like to wait for those future stock cargo bays. Here is a new prerelease - please delete the old one before installing this one, because the folder structure was modified. No part names changed or anything, but there's improved colliders, textures, new parts and stuff. -
Congratulations Porkjet! I'm only a tad jealous
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[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Ok, in order to stop the insane part creep in my head, we gotta have a plan. Green are done, red I haven't started yet, orange are modeled. Iteration 1: 1.25 and 2.5m parts 1.25m long crew tube 1.25m short crew tube 1.25m radial attach point 1.25m radial attach airlock 1.25m docking node 1.25m observation window 1.25m station hub 1.25m to 2.5m adapter 2.5m extended crew module [iVA] 2.5m observation module [iVA] 2.5m station hub 2.5m docking node Iteration 2: 3.75m parts 2.5m cargo module 2.5m hydroponics bay [iVA] 2.5m radial attach point 2.5m to 3.75m adapter 1 2.5m to 3.75m adapter 2 3.75m crew module [iVA] 3.75m utility module (cross of cargo bay and crew module) [iVA] 3.75m hydroponics bay [iVA] 3.75m station core 3.75m docking node Iteration 3: Bonus stuff Decorative lights Retractable ladder rungs Various landing legs This is the "solution" to the problem, a heavy docking node. Some tests indicated that this size plus a weight of 2.0 gave a decent amount of stability. Integrated monopropellant tanks and the same node type as the Senior. In addition it's going to integrate a small plugin to allow you to rotate the thing you're docked to, and have the art to match (geary things woo). Got any concept ideas? I don't have a good idea in my mind yet. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Yeah. Mmm, it's no so much "have to" as "want to" . The command pod is nice, but it looks really weird connected to, say, a 3.75m tank. Works better with 2.5m pieces imo. The 3.75m parts set I'd like to do (this would take a while) would include: Crew tank Station core (analogous to the 2.5/1.25m ones I've just done) Probe core Flatter 3.75-2.5 adapter (Kerbodyne style) Flat 3.75-2.5 adapter (station/Hitchhiker style) Docking port Orbital propulsion system Flat monoprop tank 2.5m attach point (trivial to make) And yes, lights are on the menu, as well as some kind of heavy RCS port. I also want to do ladders that retract into the hull! -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
The amount of output that happens when my wife is away for a weekend is staggering 's already unwrapped, don't want to change it, and I like it . I do want to make a 3.75m pod, I just haven't settled on a design that I would like yet. I'm laying out a style for the 2.5m parts (Hitchhiker-esque) and for the 1.25m parts (as I've designed them). 3.75m is still empty and I want to establish it before I start on any such parts. Plus, such parts immediately require a 2.5 -> 3.75 adapter, and there's an argument to be made for a 2.5m attach point then... etc. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Few more parts... First, long hitchhiker geared towards habitation instead of storage. Would divide the IVA into a top (bunks) and a bottom (storage). Wraparound ladder for fun. Cargo/storage module with opening doors! put stuff on the inside, profit! Finished initial texture work, looks decent. -
[WIP][PLUGIN + PARTS]Project HLLV: Nuclear Propulsion parts
Nertea replied to landeTLS's topic in KSP1 Mod Development
That shuttle is very cool! -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
It's 2.5m actually, and yes, I did a 2.5m command pod (it's released in NFT). It would be nice to have a decent 2.5m landing thing though. It's be cool. There's actually no difference at all between a docking node and a standard node, it's totally dependent on mass and connection "level". If you want to test this, take a part that's flat and light like the Senior (say a flat 2.5m battery). and use it in the same way you would a docking port. You'll see flex, squishiness, all the usual things you'd expect from a docking connection. You can even see this with parts that are larger but low mass (try emptying a flat 2.5m fuel tank). Long story short: you could use a plugin to add more struts/connections (which will only help to a certain extent), or make the part sufficiently massive (judging by stock parts, ~3-5t) to hit that rigidity/flexibility sweet spot. Well, alcor is a off-octagonal shape.. with lots of deformation, this is an... octagon . Should have mentioned - no inflatables or spinning things . -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
I'd like it to be able to hold crew and stuff (I'll give it a 1 kerbal capacity). If making IVAs didn't take so damn long, I'd make them for all these parts . Working on testing out a generally impractical (realistically) part that I've always wanted for my surface bases. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Near Future is just a label for the part packs. Technically NF Construction, Spacecraft... they're not that all that futuristic. This'll add in just fine. Awesome. Let me know if there's any parts you feel like you're missing when building an awesome station too! -
Umbra Space Industries - (Roadmap and WIPs)
Nertea replied to RoverDude's topic in KSP1 Mod Development
That's looking pretty sweet! Love the equipment bay notches. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Nah. Only the airlock, though I might consider making some better light parts. They function only like a radial attach point with integrated light. You can easily stick a docking port on the end though. So here's the parts in their completed state. I haven't done normals yet, because they match stock well as is. Normals might happen later, but right now the pack is quite memory-friendly, using only 2 large textures (and one smaller emissive). Here's an image of the parts with all the other parts (stock and NFT) that I think should match: There are 7 parts now: - 1.25m long crew tube - 1.25m short crew tube - 1.25m Radial Airlock - 1.25m Radial Pressurized Attach Point - 1.25m Station Core - 2.5m Station Core - 1.25 to 2.5m Adapter As a prerelease, you can get them here. They will go in the Near Future Spacecraft pack when 100% done... keep in mind these are WIP so I might break colliders etc. No complaining allowed. If this is a success, I've got big plans. Big plans guys . -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Thanks guys! Good feedback always keeps me going . I finished modeling the 1.25m set and unwrapped them. Managed to fit them all on a single texture. This is just AO + blocking out so it's not exactly there yet, but it does look nice. The airlock has an integrated toggleable light now. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
No real point in making all the smoothing perfect while the meshes are in flux. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
And for my next trick... station parts, suitable for orbit or for ground. I can't be the only one who hates using Structural Fuselages for crew tubes, right? So I'll be making a crew tubes expansion. Styled like the Hitchhiker and the Lab, they'll be pretty useful, I hope. There will be two main tubes: a FL-T400 sized, tube and FL-T800 sized tube. These two are pretty standard. Added to them is an airlock piece. Besides being stack attachable with the other tubes, it has a bonus feature where it works like a radial attach point. Combine this with a tube and you can easily make any configuration of station hub! Of course, we'll also need a 2.5m to 1.25m adapter in the correct style... and a 2.5m piece specifically designed as a station core (It'll be planned to look good with or without airlocks stuck on it, and will probably contain a probe core and reaction wheels). I just realized that the render misses out the corresponding 1.25m core piece, but it's not that special. Just a shrunken version of that 2.5m core. I've realized that ingame tests before unwrapping help a lot (please forgive smoothing groups and... holes), so here's a little mockup of what can easily be accomplished with this set. If anyone can think of a part that could fulfill a particular role here, feel free to suggest it. Keep in mind that I already plan on making a couple more hitchhiker-sized modules such as a hydroponics bay and an observation deck. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Released this in the latest Near Future Spacecraft pack with a WIP IVA. -
[WIP BETA] Nasa IXS Warp-ship for Interstellar
Nertea replied to Stevie_D's topic in KSP1 Mod Development
It should be an emissive map. Use the shader KSP/Emissive/whateverkindyouwant, and assign the emissive map (RGB or RGBA) to the slot. By default it'll set the emissive color to black, set it to white to fully show your emissive texture. -edit: Oh and very nice . -
Open Resource System (ORS) - Mod Resource API - version 1.4.2
Nertea replied to Fractal_UK's topic in KSP1 Mod Releases
Here's mine then. Pretty much agree with Rover's notes. RESOURCE_DEFINITION { name = StoredCharge // Capacitor resource. Translates to Ec unitCost = 0 density = 0 flowMode = NO_FLOW transfer = NONE } RESOURCE_DEFINITION { name = EnrichedUranium // Nuclear fuel density = 0.005 unitCost =75 isTweakable = true flowMode = NO_FLOW transfer = NONE } RESOURCE_DEFINITION { name = DepletedUranium // Depleted fuel to preserve mass when burned, can be recycled unitCost = 0 density = 0.005 flowMode = NO_FLOW transfer = NONE } RESOURCE_DEFINITION { name = ArgonGas // Common electric engine propellant density = 0.00005 unitCost = 0.25 flowMode = STAGE_PRIORITY_FLOW transfer = PUMP isTweakable = true } RESOURCE_DEFINITION { name = LiquidHydrogen // General propellant, used for high thrust electric engines density = 0.0004 unitCost = 0.5 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = true } RESOURCE_DEFINITION { name = Polytetrafluoroethylene // Electric RCS propellant, not used atm, might be renamed unitCost = 1.0 density = 0.000072 flowMode = NO_FLOW transfer = NONE } -
Open Resource System (ORS) - Mod Resource API - version 1.4.2
Nertea replied to Fractal_UK's topic in KSP1 Mod Releases
Hmm, that's good also - we could merge on EnrichedUranium/UF4 as well then. Let me know what you'd like to do. All of the resources in NFT I mention are in Rover's sheet and their specs are correct also. -
Open Resource System (ORS) - Mod Resource API - version 1.4.2
Nertea replied to Fractal_UK's topic in KSP1 Mod Releases
I'd say change it to Ec/s for consistency with stock, or even specify a field in the module cfg to allow the units to be changed by the modder/user.