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Nertea

KSP2 Alumni
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Everything posted by Nertea

  1. You can, just go and remove the appropriate patch from this file: https://github.com/ChrisAdderley/StationPartsExpansionRedux/blob/master/GameData/StationPartsExpansionRedux/Patches/SSPXr-StockPartReplacements.cfg Keep in mind that now your basic docking ports will not match the two new docking parts from this mod.
  2. Maybe in 2020. Also maybe by then the PBR shader will not be quite as crap and look consistent between scenes. This whole pack is really very bad now compared to other work so I need to do lots of work to bring it up to spec, but I have other projects that take precedence.
  3. I thought I'd removed these from the album, but I guess I did not. It has been done now. And also the FAQ has been updated.
  4. I don't think it's very good design when there are parts in the game so ugly that you must use them in specific, hidden ways to avoid looking at them. I'm afraid there's a number of other models that compete for that crown. Thanks! There is currently some discussion in the thread about RealPlume stuff but we will not be shippping any configurations with this mod.
  5. Ah I thought about this on the way home, and it's because the stock poodle only has two TTs. I did not change this. This is to maximally preserve compatibility. You will need to target the fxTransforms (look in the config files for the exact names) Restock model does have that. However in a lot of cases the scale may be screwed up because of a thing squad did a while ago. You should always target fxTransform and such, because they are correctly scaled, using a rotation parameter as needed to rotate the plume effect.
  6. I mean... you have to treat this as if there is some re-engineering required. It's already enough of a pain to keep things perfectly compatible with stock, I can't really ensure perfect compatibility with all mods out there.
  7. That is a gameplay element though, if something worked in stock, it should work with Restock.
  8. With this Thursday update the Restock team brings you... service bays. By golly gosh these parts. I wouldn't even know where to start when talking about the intense disgust I feel when I place them on a rocket. So we redid them, of course. A few design goals: The parts should work well in a stack, and not stand out with weird colours or textures The parts should nevertheless be defined and be visible as service bays versus a fuel tank The two sizes of bay should be visually distinct A more detailed opening animation would help the parts be attractive Take advantage of normal and specular maps, of course I think we did some nice work here! The smaller bay is clean and attractive, with minimalist opening mechanisms, while the larger looks and feels heavier. Both bays have model variants, so they can be easily stacked or closed off as you will. The parts call back to the design language of fairings and blend that with white fuel tanks so they can work well together yet be identifiable at a glance!
  9. I don't have MH so there's that. Also the fact that allowing a single 1.875m part into my part sets irrevocably sets a precedent that people will ask for 1.875m reactors, fuel tanks of many types, engines, etc is annoying.
  10. Like @SpannerMonkey(smce) says, the best option is currently to ignore the idiotic new tools and use the old ones. The new ones, if used perfectly, provide approximately zero increase in capability for a bunch more work. A fully usable Shuriken exporter would be great but I doubt we'll ever get that. I'd say it's very possible to make very nice plumes in the legacy system though.
  11. Not really important, but I guess I'll look into them at some point.
  12. So, I keep getting people commenting about this and I need to reiterate - I don't know anything about the supported mods. I barely even play the game. The configs are community contributed and I don't have the expertise about the mods in question to configure them correctly, much less balance them. I've had people start working on complete revamps/fixes a few times and disappear, or have several people working on different versions of different fixes that are impossible for an outsider to reconcile. Until I actually get complete sets of upgrades there's little I can do.
  13. Near Future Propulsion 0.10.7 Fixed bulkhead profiles (thanks Streetwind) Fixed an argon tank localization problem Added German translation from Three_Pounds Automated system is the best. This takes about 1/10th the time of the previous semiautomated system.
  14. Mark IV System 3.0.4 Fixed some bulkhead profiles (thanks Streetwind)
  15. Very useful feedback, I'm still editing the post :|
  16. 3.3.6 Added German translation (Three_Pounds) OP is less ugly
  17. Heat Control 0.4.10 Added German translation (Three_Pounds) Added Russian translation (Dr. Jet) Fixed bulkhead profiles (thanks Streetwind)
  18. Kerbal Atomics 0.5.5 Updated CryoTanks to 1.1.1 Fixed missing bulkhead profiles (thanks Streetwind) German translation courtesy of Three_Pounds
  19. Cryo Engines 0.6.5 Improved German translation from Three_Pounds Updated CryoTanks to 1.1.1
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