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Nertea

KSP2 Alumni
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Everything posted by Nertea

  1. Just white. Every size you go up increases texture needs significantly. It's probably just going to be deployable. Should generally fit in the footprint I have scoped out for it. Of course, we'll see how that survives contact with the enemy!
  2. A new major tweak has been pushed IVAs are now split and need to be installed as an Extras package Added two kitted out domes (still working on the hologram stuff for the observation dome) Some improvements to colliders for the empty dome to give more space Couple bugs fixed
  3. Thinking more, if I did it I would normalize it to the two stock panel sizes. Have to do a bit of model surgery, might as well make it so that it matches (1m square and 2m square).
  4. I do see what you mean for sure, it's just (as usual) not quite as simple as you make it. What would be the target size, for example? Similar to the stock structural panels?
  5. It's just surface attachable throughout. This would significantly degrade the uniqueness of the lab.
  6. You can post images here, I just don't want them filtering out onto reddit/etc so that people come looking for an unfinished mod, download it and complain. That's the motivation here. Don't think that'll be happening. Honestly the 'empty' dome is a bonus that I made only because it shares > 90% of its texture space with the kitted out domes. Couple dome images for those who don't want to download the alpha:
  7. Odd that it doesn't just look for parts with storage, but thanks, I'll try to remember to add that next version.
  8. I can't reproduce this. I put a GARNET reactor on the pad and set its manual power level to 100%. At full timewarp observed a 0.14 fuel consumption rate. Turning the power level to 25% I observed a 0.03 consumption rate. This looks fine to me.
  9. As promised, 5m parts are up on 2-0-0. Important notes: Don't use this on your mainline save Don't post screenshots all over the internet Experiment definitions need to be written for the telescope experiment There is a known issue with the size of the shutter on the telescope IVA for the science lab is not very complete Balance is embryonic
  10. Thanks team, it was a fun interview to do! So I'm probably trending towards releasing (read: committing to the 2.0 branch) an initial version of the 5m parts this weekend. It won't be fully operational and will be missing about 4 or so parts that are still planned, but probably good to get things out there to start working out bugs.
  11. This has been asked, it will not be happening. If MKS has one and you need it, you can use MKS. The second you unlock any lab, you unlock infinite science so I want to keep that gated behind a form factor. I.... will not be investing a hundred hours in making new centrifuges for labs. However, it is fairly easy to add the capability to have a lab in there in code, so you can copy the parts and change the configs as you wish.
  12. I got interviewed by Wired a couple months ago and they published a short article on FFT and some of the tech I based it on: https://www.wired.com/story/test-out-next-gen-space-tech-kerbal-space-program/
  13. Restock 1.3.2 Fixed collider location inconsistency with stock for 1.25m heatshield (#914) Fixed drag cubes (and occlusion) for 1.875m heatshield (#923) Added new FX transform nodes for Poodle (relevant for FX) Restock+ 1.3.2 Fixed drag cubes (and occlusion) for 1.875m heatshield (#923) Fixed SRB gimbal patch not functioning correctly on MH Pollux (#951)
  14. Waterfall 0.6.5 Resolved an issue that would cause waterfall data items (templates, etc) to be unpatchable with Module Manager (thanks al2me6!) Also WaterfallRestock 0.2.2 Fixed duplicated plume on Puff Updated pass specification of all patches Set up for compatibility with StockWaterfallEffects * Fixed Ursa plume position Fixed Poodle plume (need Restock 1.3.2+)
  15. I will have to investigate what that actually is once it's released. I usually build things up to the latest version so if I want to integrate it, that'll be a choice, not the result of not looking at it.
  16. Just a note - this depends on a new release of WaterfallRestock which I hope to get to in the next few days.
  17. It's definitely a strong engine. The Discovery does have a few nice features 500 kW of constant power (vs 150 kW of power only when the engine is on) Ability to go up a bit more in thrust as needed As you mentioned, lower heat generation Always happy to look at issues but I should note that I intended the Discovery to be very generalist - it has everything but nothing particularly well.
  18. Released Waterfall 0.6.4 Added a ThrustController controller which keys off engine normalized thrust Added a more verbose exception when failing to load a template Disabled SMR rebuilding as it wasn't doing much and was negatively impacting performance
  19. Nothing at all Yes. I am often shocked by this as well.
  20. I am happy, it's time for it to retire so I can stop wasting time fixing game breaking updates. So here is the science lab. It is different and interesting! Has a lot of exposed facility space to add experiments to. One fun thing is the inclusion of a new science experiment on one side of the thing:
  21. I have to do that for some IVAs at some point so I'll get to that but it'll be very low priority.
  22. Your log indicates a huge stack of non-waterfall related errors (mostly tweakscale) but nothing from waterfall itself. My suspicions are that if you resolve those errors, you'll fix the plumes.
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