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Everything posted by Nertea
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[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
There's luckily already a mod (as it's a stock problem) for that which also work with Restock. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Consistent, matching colours is my #1 artistic pet peeve with stock, I'd be pretty unhappy if the Restock parts didn't conform... Seriously, I think there's about 4 distinct 'whites' in stock that really should be the same, not including inconsistent specular intensities within those whites. You've got at least: Airplane parts white Old standard white (as on the 3.75m tanks) New fuel tank white (which is not very consistent between size classes either) New RCS block white (also using a different shader!) IIRC the stock Mk1 pod also has a weird, different white, but you don't notice it because of the angular variations. It's like they baked the angular lighting compensation into the texture... Orange and yellows also have some variation, windows are pretty nasty. Greys and metals , I'll allow differences, but even then those differences should try to be consistent, eg use a similar grey for fuel pipes, similar black for ablative nozzles, etc... -
[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
This has actually come up a few times so I have a good answer for that. KSP's lighting model, particularly in the VAB, strongly accentuates the brightness difference between surfaces at different angles. Take the pod, and use the rotation gizmo to match its angle to the fuel tanks' vertical sides. You'll find that the white on all the white elements matches the standard white, the grey stripe matches the grey striping present on certain tanks, and the dark grey-ish matches the standard dark grey. The 'soviet' orange/grey on some of the orange/grey tanks is indeed a slightly different grey with a tint of green in it - this is considerably toned down and closer to the standard dark grey compared to the stock version, whose green-grey was pretty unique. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
After some help from CKAN people, I determined that it's marked incompatible as the Community Resource Pack is a dependency, which has not yet been marked compatible for 1.7.x. You'll have to add 1.6 as a compatible version for it to work. CRP is totally fine in 1.7.x. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Too bad that you feel that way - I personally feel like the heat-resistant structure is pretty iconic from the Mercury/Gemini capsules. The stock variants, when revealed with the revamp textures for this part, were really the first sign that Squad was going in a weird inconsistent direction with variants - some would change the look at feel of the part completely (like this one) and some would be meaningless colour tweaks. We've tried to take a middle ground with the colour variants and so I don't feel like changing the surface texture with variants here is quite warranted. I'm satisfied, I didn't make the Terrier so that's all good. We only did some renovation on the PJ overhaul parts - added the compact variants, cleaned up the meh emissives and a few minor tweaks. They are fairly inferior though. I do fully intend to redo the boattails of all the Porkjet engines at some point. probably the entire Terrier too because it is pretty weak in its non-compact configurations. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
You're out of luck - generally I will do new things for feature complete mods on a simple 'if you pay me' type of model. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
It looks like people have already answered your actual question, but I'm always down for understanding which engines you don't like and the why of it so I can improve things in the future. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Yeah the -75 was really really ugly before. Even ignoring the difficulty of fitting it in the tiny shroud, it suffered from poor animation and texture resolution. There would be no way it's coming back. This looks like vertex weighting is malfunctioning. The vertices that are in the wrong place are all partially weighted ones. Since you have a self-described potato computer, I would suspect this may be due to the hardware capabilities, but it's also possible you might have set Unity's quality settings to Single Bone weighting somehow. You can't do this in the ingame settings as far as I remember though. I don't suppose you've fiddled at all with settings.cfg in the main directory? You could try deleting this file and restarting the game. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
No, there is no scope for crewed parts in this mod, it is purely for engines and power. Also no, because IVAs are more work than 10 parts, and I can't fathom how much work a huge IVA like that would be. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Pretty large difference - this slide is pretty solid. Happy to help. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
More or less. It hasn't had as much work done on it, but I'm fairly confident that any raw numeric improvements in part performance are countered by the need to design around boiloff. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Generally, for every replaced part, we have: A MM patch, which makes the actual changes to the part itself (changes the model file, modifies some fields as needed, adds new FX) A blacklist entry, which stops the (now unneeded) old models and textures from loading. If you want the actual original thing back you need to: Whitelist the appropriate models and textures (as you have done Edit the ModuleManger patch file that affects that part Once that is done you'll have the original part back in all its glory. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
The redo started out there, but it rapidly became apparent that to hit the quality targets new UVs would be needed and many animations would need to be redone. That's most of the work vs starting from scratch, so I started from scratch. Honestly there are very few panels that aren't "the same but better" in the new version, I'm curious which ones you're talking about. Had no reports of this before. Definitely need a list of the affected panels plus some screenshots. Likely to need logs as well. I would say that thanks to the work we put in (mostly @Streetwind) there are not many things in the suite that are actually overpowered. They give more possibilities, with interesting new design tradeoffs. The only things that I think are objectively better are some of the engines in NFLV... but honestly only by a few s of ISP. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
There's a limit to what is doable without affecting the base game, but I will see if I can set the 1.875m size class to default without causing issues. As for balance, well, the key is that art-wise the RS+ parts must match the original dimensions as well as possible. I think there is some freedom in working through the balance though, we can at least attempt to fix what squad did poorly. I think it's important to note that we haven't committed at all to any complete replacement of MH. I won't put tickets up until I'm 90+% sure that I will do them and feeling motivated to do engines (12+ hrs per part) isn't really guaranteed. And yes in this case it's just me working on engines ;). Long story, I won't scope MH things for 0.3.0 until I'm sure. Yeah that's how it goes really. They're liquid-poor replicas (inconsistent roles, bad scaling, confusing balance) and functionally fail to conform to the Lego idea of the stock parts. Pick one thing, do it well. I can't think of anything we do that could affect recovery values. I will try to find time to look at your log later for any clues but offhand I don't even know how to touch such things. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I have only actually committed to 4 MH engines (would be 3 but doing the RD-107 without its verniers felt odd). Things that are issues are commitments, other sources for information are aspirational. The ones that have been chosen were chosen primarily because they work well as basic 1.875m parts (the set of booster, sustainer and vacuum). Other sizes are less relevant. One thing I've noticed while working on these is that the MH parts are pretty terrible in terms of technical design (as well as artistic). I mean, this was pretty obvious before, but it definitely reinforces my thoughts that only certain MH parts will ever be redone. In particular, I'm never touching those service modules. So yeah, I'll try to fix what I can, but it's a slog to do it and keep compatibility. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
That's really the goal so I'm glad you felt that way. Always happy to see people trying out the mod and having the reaction we hoped! It would be cool to do a boattail nerv variant with little holes for the turbopump exhausts. Many more MH parts coming in 0.2.0... -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
A noble goal, but I would point out that it almost never works when messing with KSP's module internals :P. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Check out what's going on here. It's not enough to purely change the max thrust if you're messing with the ratios - you need to use the propellant ratios to derive the flow rate you want. If you just change the maxThrust, nothing will change as it's not changing the actual fuel flow rate. You need to modify the appropriate ratios to get the fuel mix you desire, apply them, then calculate the maxFuelFlow, apply that, then modify the max thrust. This is kinda from memory but the code in that snippet looks like it agrees. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I'm not certain that's not intentional but I'll check. I... don't think anything in the plugins has the capacity to do things like that. The closest thing would be VariablePowerEngine, which allows a slider to vary the power input for a different heat generation. I think based on your ask you should derive something separate. It seems fairly different from anything in the mod and I like to keep the focus fairly narrow. Feel free to use anything you want for reference though, although I know the older code in the plugins is not clean, well commented or anything. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
If you install Restock with MH installed, it will already replace the covered parts. If you install RS+ too, the new parts that overlap with MH will be hidden to avoid duplication. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
It will not work well. Squad replaced many part models in 1.5, 1.6 and 1.7, which Restock targets in terms of proportions and part names. These parts will not work. In addition several parts use the features (like shaders) that were introduced in a later versions, so you'll have issues there. It's worth looking into I suppose. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Probably 2021. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
You don't need to change anything. The warning is not important. -
This mod does not affect part locations, so you should track down whatever is moving them and look there.