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Nertea

KSP2 Alumni
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Everything posted by Nertea

  1. Version 2.1.0 released KSP 1.8 Updated plugin to .NET 4.5 Add Russian localization (Sool3) Improvements to solar panel... panel Right clicking the target body in the solar panel simulator now decrements while left click increments Target body selection will now set the maximum orbital height to be equal to the SOI size (will improve results with large scale solar systems)
  2. One thing I missed in the changelog - we also have support for Simplified Chinese localization courtesy of Duck1998!
  3. I don't think shrouds will happen but I would accept a PR for top nodes for the tanks. You can use the old dll but some things will be broken, like compound parts, the ISRUs and potentially a few other things. Actually probably coming, I have to redo some NFLV parts and we'll piggyback off that. Aw, thanks. Yeah I was pleased to get the time to do something interesting there! Nope, will look into that. I think it was impinging on the outside of the bell a bit, so I tuned that. It's been quite a while since that fix though.
  4. Further to the posts made above, all the Restock patches now correctly declare :FOR[ReStock] to ensure passes run correctly. This may have affected how your derivatives for the engines are created.
  5. It looks like in the picture the two engines are clones of the LV-T45 and LV-T30. We switched to a 'correct' way of MM patching, may have affected things negatively.
  6. T The Spacely and Cogswell are unfamiliar to me, I'm not sure where those would be from. The Striker and Mallet were soft-deprecated and now replace the Mite and the Shrimp (see the changelog for more info).
  7. Another fun fact - the Restock versions of the new Squad 1.8 boosters are between 12 and 20% of the size of the originals, depending on how you count it. That gave us a massive budget for additional variants without increasing the size of the mod vs stock at all.
  8. Full release album Restock 1.0.0 The team has been super hard at work for the last few months getting the mod to a state we could call 'almost complete'. That is, we've finished almost every planned revamp in the stock game - the real only exception is the wheels, which will come in a future update! A full set of beautiful, industrial resourcing parts, with drills, scanners and radiators included The base game's structural parts like trusses, girders and multicouplers Utility parts like landing legs and ladders Struts and fuel lines (check out the variants!) All the new parts from 1.8 The few remaining fins that were relics from old, old KSP days In addition, we took on replacing some of the Making History expansion's parts. More might come later, but we haven't committed to this. The entire suite of fuel tanks, couplers and the like for the 1.875m size class. Several engines (one for each role in the 1.875m size class) Lastly, there are a lot of fixes and improvements, I'll highlight a few here: Depth Masks added to many parts, which allow things like intakes, solar panel boxes and RCS engines to 'cut into' their parent part when clipped Repainted 1.25m engine boattails New variants for many parts, including colour variants for decouplers and some engines This isn't all - consult the changelog for a list of everything that was added. Restock+ 1.0.0 There is also a significant amount of work done in the RS+ department. We've been hard at work filling in gaps in the stock lineups, so expect the following and much more! An entire set of 1.875m size class parts including probe cores, reaction wheels, batteries and the like (if you have MH installed, overlapping parts will not show up) A 2.5m nuclear engine Hemispherical fuel tanks in all sizes A few more 0.625m and 3.75m parts that were missing A monopropellant fuel cell! Consult the changelog for a list of everything that was added. The usual thanks are due, particularly to @Poodmund, who did so much QA, @cineboxandrew, who did all sorts of great work with parts that actually work mechanically (seriously check out the Klaw up close), @blowfish who wrangled plugins and @DMagic who helped with aero consistency. Also a shoutout to this update's screenshot division which includes @Beale, @Omega482, @Zorg and @GregroxMun.
  9. There will be a new way of doing this in the next version.
  10. Er, that would be uh, if I understand it right, redoing the entire mod. So no...
  11. There doesn't seem to be such a file in the AmpYear repo or the zip file. You can make it yourself - just make a file called MyMod.restockwhitelist and put these lines in it. Squad/Parts/Electrical/z-100Battery/ Squad/Parts/Electrical/z-1kBattery/ Squad/Parts/Electrical/z-200Battery/ Squad/Parts/Electrical/z-400Battery/ Squad/Parts/Electrical/z-4kBattery/
  12. It would be B. I'll try to find that file in the zip when I get home, it may not have been correctly formatted.
  13. Updates should be this week... almost done with Restock... I'm thinking of doing a thing for NF Solar though in the future, let me know what you all think: Currently solar panels are balanced based on their cell type, we have Basic - looks like stock (well, Restock) and has the same power/unit area and power/unit mass as stock Blanket - gold backs and rounded cells, has lower power/unit area and best power/unit mass Advanced - slightly rounded cell, has higher power/unit area and moderate power/unit mass Concentrator - darker with fresnel lens, highest power/unit area and moderate power/unit mass With the advent of B9PS being able to mess with modules between variants, it might be interesting to allow most panels to choose a cell type in the VAB. Deployable, curved and static panels could use Basic Advanced Concentrator And blanket panels would have... Basic Blanket (blanket with standard square cells) Advanced Blanket (same as current) Appropriate cost, mass and tech level balance would be assigned to these options. Overall it would mean considerable more flexibility in choosing your panels and power output - you would choose the form factor then the kind of cells you wanted on them. It also wouldn't be a huge amount of work compared to some other things I've done.
  14. Just checked this, made a 100 part random ship in the VAB: Load time 2.7 seconds. Then I added many Winstons: Load time 2.9 seconds. Suspect you have a mod that is doing something to my parts and spamming the log or similar. 1.8 only, but can probably be backported with appropriate dependency versions.
  15. I don't see any of this, can you provide more information?
  16. Nope, it's intended. Physical size does not necessarily correlate with engine power. The Erebus is optimized for higher TWR, the other is optimized for more raw thrust. I guess you must be running the LF patch, given that you have the Terrier in there? I can't vouch for that balance, it's going to be pretty same-ey, you're right. Outside of that, the engines have a clear split between vacuum and sea level optimized engines, with one for each size class. That should get you on the right track.
  17. People don't tend to read any resources, but.. https://github.com/PorktoberRevolution/ReStocked/wiki/Restoring-Stock-Parts
  18. Good to hear! I don't really have anything suitable for someone getting into the game, but if you really want to help, pulling the dev builds that I've set up for 1.8 and testing them is always good. Why would it be? You can keep updating the dependencies yourself and it should still work. If it actually broke I would probably be more invested in working on it.
  19. I did some upgrades to the plugin for this update cycle, worth trying it again, there were some unhandled edge cases that needed to be addressed.
  20. This is probably the finest body of artwork to come out of KSP. Congratulations @CobaltWolf - this magnum opus will probably only be equalled by your next release. I have been privileged to watch this evolve over the last few months and it's really stellar, and I want to highlight a few things. In my opinion it's not clear enough to the average user how much work Cobalt has put into making this accurate - from trawling through blurry pdfs for reference to getting ahold of actual industry personnel to confirm the locations of tiny RCS thrusters. It's an amazing show of dedication to the project and should be lauded. It's gotten so good that I now look at BDB models for reference *first*. Cobalt has a talent for distilling the elements of a crazy, wire-covered engine into something clear, recognizable and artistically clean. I love it. But not content with producing mad accuracy, Cobalt has in my mind singlehandedly managed to prove to the community that realistic does not have to mean importing NASA models into KSP or similar. It's not just accurate, it exudes style and all fits together damn perfectly. That's a massive achievement in my books. I think that he's managed to collect such a legion of followers and people who make screenshots that are too good is a testament to this. Watching BDB evolve has been a pleasure (and a sadness because now I have to compete). Congrats again.
  21. I'm viewing this as effectively able to do dependency checking - if I specify multiple INSTALL_LOC blocks I could check existence of MM, B9PS, etc with a similar syntax. I guess it (like version files) is clearly optional too, no need for the user to have the mod installed - it just silently does nothing. Same if a mod author hasn't configured these directories. So minimal burden.
  22. Yeah that looks nice. I assume that I could do directories in the filespec, like so? "INSTALL_LOC_1": { "FILE": "NearFutureElectrical", "DIRECTORY": "GameData/NearFutureElectrical", "MESSAGE": "message to display" },
  23. @linuxgurugamer, what if this was simply an optional block in the AVC version file and a feature that was rolled into there?
  24. I don't think it's a bug to them, they just took the assets, changed the colour and named them 'Super Capacitors' (SC whatevs etc). The models are pretty garbage. Besides being technically lacking (new ones are better optimized, more detailed, etc), they don't fit my art style. I've taken the overall approach that most stack parts that might be in a rocket stack (like these) should integrate better into the body, while leaving the radially attached ones to be used for craft detailing if required. The higher internal detail of the stacks works best when integrated with other hollowish parts, like service bays, most of the stack components in Restock, and my other projects.
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