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Everything posted by Nertea
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[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
This set adds a bunch of translations, adds some missing translation credits from earlier, and fixes most of the bulkhead profiles issues (NFP will come a bit later) Near Future Electrical 0.10.6 Add bulkhead profiles to missing parts (thanks Streetwind) Added German translation courtesy of Three_Pounds Near Future Solar 0.8.15 German translation from Three_Pounds Fixed missing bulkhead profiles (thanks Streetwind) Near Future Construction 1.0.6 New translation from Levin845! (Simplified Chinese) Near Future Spacecraft 1.0.3 Added German translation from LeLeon and Three_Pounds Near Future Launch Vehicles 1.1.10 Fixed engine CTT patch (LouisB3) Added German translation (Three_Pounds) Near Future Aeronautics 1.0.4 Fixed bulkhead profiles (thanks Streetwind) Please note that if you've found a bug that isn't resolved by now in the NF suite, I forgot about it/don't know and you need to repost it here or even better, post it on the appropriate GitHub repo. I don't lose those ones. It has a dependency on a mod that the author has formally requested stay off CKAN. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Because I'm a pillar of the community. Thanks for all these PRs, saves me a bunch of work. Time to stress test the automated release system on Monday... -
We're mostly using cleaned up versions of the Porkjet engines. They needed some tuning in some areas.
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[WIP] Restock: KSP Part Art Revamp (Released March 06)
Nertea replied to Nertea's topic in KSP1 Mod Development
Probably no white variants. It's just... variants are more work. So much scope creep can be added really easily, I have to be aggressive when treating suggestions. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I would... question the statement that the work Squad has done since adding the variant system in any way improved part identity, in fact I would say it has damaged it. I think it's pretty clear where the system came from - they wanted to player to make Saturn Vs and were stuck in a hard place when there were no white fuel tanks. It all flows nicely from that assumption - the flaws in the initial implementation and the routes they took to resolve some of those flaws. It's a moot point really though. Even without fuel switching B9PS is more capable and has the advantage that if I need a feature, I can actually propose it to blowfish and he's pretty good about implementing it if I can make a good case. Yes this is always helpful! Each mod has a folder like this one that holds all the localization data: https://github.com/ChrisAdderley/NearFutureSpacecraft/tree/master/GameData/NearFutureSpacecraft/Localization You can look at the files in there to see what languages have been done and make a new one as per the Localization.md file's guide there. Once done, submit a pull request via GitHub to add it to the mod and hopefully it will make it into the next version. -
[WIP] Restock: KSP Part Art Revamp (Released March 06)
Nertea replied to Nertea's topic in KSP1 Mod Development
They're some of the most difficult parts to make drop in replacements for so not right now. Yeah. It's quite shocking what the game can look like with this installed alongside a few visual mods. It's one of the reasons the newer squad revamps are so depressing, they waste a lot of potential. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I can do some of them but not all. It's not complete enough that I wouldn't need to bundle both. Maybe some of the mods, but it's really not worth the effort. B9 is just nicer... -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Besides what @NHuntersays, you can also use the Whirligig processor to reprocess some of your depleted fuel to extend its life. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Ok, big update dump. Near Future Propulsion 1.0.5 KSP 1.6.x Updated MM to 3.1.3 Updated B9PartSwitch to 2.6.0 License change for code and configs to MIT Near Future Electrical 0.10.5 KSP 1.6.x Updated B9PartSwitch to 2.6.0 Updated ModuleManager to 3.1.3 Updated DynamicBatteryStorage to 1.4.0 Small change to license of code/configs (MIT) Near Future Solar 0.8.14 KSP 1.6.x Updated MM to 3.1.3 License change for code and configs to MIT Near Future Construction 1.0.5 KSP 1.6.x Updated MM to 3.1.3 Updated B9PartSwitch to 2.6.0 License change for code and configs to MIT Near Future Spacecraft 1.0.2 KSP 1.6.x Updated B9PartSwitch to 2.6.0 Updated ModuleManager to 3.1.3 Updated NFProps to 0.5.0 Fixed tiny docking nose not having a docking node Changed licensing of code/configs to MIT Near Future Launch Vehicles 1.1.9 KSP 1.6.x Updated B9PartSwitch to 2.6.0 Updated MM to 3.1.3 Changed license of code/configs to MIT Near Future Aeronautics 1.0.3 KSP 1.6.x Updated bundled ModuleManager to 3.1.3 Updated bundled B9PartSwitch to 2.6.0 Updated bundled KerbalActuators to 1.7.1 Updated bundled DynamicBatteryStorage to 1.0.0 License change for non-art assets (MIT) These are almost 100% just boring version bumps and 1.6.x compatiblity checks, but they validate the whole new deploy pipelines which fully automates releasing new versions. I have some backlog bugs to fix according to GitHub eventually but nothing urgent. Important thing - the sub-plugins (DynamicBatteryStorage) are now fully qualified mods with versioning and such. This means that quite shortly, CKAN will be supported for everything except Near Future Aeronautics. Also please note the removal of the Dropbox D/L. It was annoying to update, if you want you can now get it from the Github releases page. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Station Parts Expansion Redux 1.1.0 KSP 1.6.x Updated ModuleManager to 3.1.3 Updated B9PartSwitch to 2.6.0 Updated NearFutureProps to 0.5.0 Minor change to licensing of code/configs (MIT now) Also please note the removal of the Dropbox D/L. It was annoying to update, if you want you can now get it from the Github releases page. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Mark IV System 3.0.3 KSP 1.6.x Updated ModuleManager to 3.1.3 Updated NF Props to 0.5.0 Updated B9PartSwitch to 2.6.0 Changed licensing of code/configs to MIT Also please note the removal of the Dropbox D/L. It was annoying to update, if you want you can now get it from the Github releases page. -
[1.12.x] Heat Control - More radiators! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Heat Control 0.4.9 KSP 1.6.x Updated ModuleManager to 3.1.3 Minor change to licensing of code/configs (MIT now) With this update, CKAN will be supported officially. Also please note the removal of the Dropbox D/L. It was annoying to update, if you want you can now get it from the Github releases page. -
CTT 3.3.5 KSP 1.6.x support With this update, CKAN will be supported officially. Also please note the removal of the Dropbox D/L. It was annoying to update, if you want you can now get it from the Github releases page.
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Cryogenic Engines 0.6.4 KSP 1.6.x Updated ModuleManager to 3.1.3 Updated CryoTanks to 1.1.0 Updated B9PartSwitch to 2.6.0 Updated DynamicBatteryStorage to 1.4.0 Updated DeployableEngines to 1.0.0 Minor change to licensing of code/configs (MIT now) Fixed EngineLight patch (thanks Nightside101010) Renamed CryoEnginesMarkIV to CryoEnginesNFAero for accuracy Important thing - the sub-plugins (CryoTanks, DeployableEngines and DynamicBatteryStorage) are now fully qualified mods with versioning and such. This means that quite shortly, CKAN will be supported. Also please note the removal of the Dropbox D/L. It was annoying to update, if you want you can now get it from the Github releases page.
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[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Kerbal Atomics 0.5.4 KSP 1.6.x Updated ModuleManager to 3.1.3 Updated CryoTanks to 1.1.0 Updated B9PartSwitch to 2.6.0 Updated DynamicBatteryStorage to 1.4.0 Updated DeployableEngines to 1.0.0 Minor change to licensing of code/configs (MIT now) Important thing - the sub-plugins (CryoTanks, DeployableEngines and DynamicBatteryStorage) are now fully qualified mods with versioning and such. This means that quite shortly, CKAN will be supported. Also please note the removal of the Dropbox D/L. It was annoying to update, if you want you can now get it from the Github releases page. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
'xtra cfgs in the deployable engine plugin download' -> There are no extras related to DeployableEngines, so I don't know what you mean. If this thing comes from CKAN, I currently don't support things that come from CKAN... maybe soon though. -
[WIP] Restock: KSP Part Art Revamp (Released March 06)
Nertea replied to Nertea's topic in KSP1 Mod Development
Today, let us Poodle. And pod. The Poodle follows Porkjet's concept sheet closely. After close examination of the master's concept work, modeler @riocrokite determined that this part was based on the quad-nozzle, single turbopump RD-0124. This configuration gives a nice balance to the model, and calls back to the bulky centre of the original model. We managed this way to easily have nicely vacuum proportioned nozzles with high expansion ratios. It might be a bit contentious, as stock has gone for a dual nozzle interpretation, but we're confident in our choice and really like the result. Included is also a compact variant for effective clustering and as usual, new effects. The Mk1-3 command pod was a bit more challenging. Two requirements drive this model - firstly to resolve the awful too-small top area and make it consistent, so nosecones, parachutes and covered docking ports would fit well, and secondly to preserve the window footprints to avoid redoing the IVA. This was challenging, but after a few throwaway prototypes and much swearing a result was had. The final version is well unified with other parts and sports the general set of improvements that we make to everything we redo.- 438 replies
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[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Intentional so you know you're wasting propellant. Ckan is not supported as per the OP -
[WIP] Restock: KSP Part Art Revamp (Released March 06)
Nertea replied to Nertea's topic in KSP1 Mod Development
I post updates on Thursdays. -
[WIP] Restock: KSP Part Art Revamp (Released March 06)
Nertea replied to Nertea's topic in KSP1 Mod Development
Yes, I locked these off yesterday. No plans. -
[WIP] Restock: KSP Part Art Revamp (Released March 06)
Nertea replied to Nertea's topic in KSP1 Mod Development
It looks pretty nice with white tanks too. Don't worry, the interstage is white. Rhino FX looks like garbage too though :P. Indeed! We're fixing all the stupid garbage decisions that we can. Unfortunately not in this picture - what you see is just painstakingly tuned non-PBR metals. There is use of the newer shader in other places though like gold foil. Thanks! I hope we'll get to your dream someday. I have developed a fairly efficient procedure for converting my textures to a PBR workflow which is pretty nice, but the implementation of this is not going to happen here. There's really two things holding this back: The stock implementation is not there yet. As you fully know, especially compared to TU it's woefully incomplete - particularly when it comes to lacking emissive support. This is annoying because windows and polished bell engines are where reflectivity and metalness would really shine (pun intended). It increases workload considerably - a proper implementation of PBR in KSP definitely involves generation of the proper maps for all the old workflow parts, even the plane stuff which we're hoping to avoid redoing. If the first gets resolved, I suspect I will have another look at things. Right now we use the metal workflow uniquely for gold and silver foil, and eventually solar panels. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Oh weird I though there was actually a problem, I had this marked to look into. In other news I guess now that 1.6.1 is here I will start checking up on updates. I'm mostly working on a new system that will allow me to deploy many mods seamlessly and automatically but it's taking a while - updates are on hold until that is done. -
[WIP] Restock: KSP Part Art Revamp (Released March 06)
Nertea replied to Nertea's topic in KSP1 Mod Development
The airplane parts are fine and will be left alone for the most part, though we are going to try to add normal maps to the ones that lack them. Almost everything else is fair game, priority to things that make me wince when i look at them.- 438 replies
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[WIP] Restock: KSP Part Art Revamp (Released March 06)
Nertea replied to Nertea's topic in KSP1 Mod Development
Today, the Mainsail! One of our more detailed engines, this one is a collaboration between @riocrokite, who did some crazy modeling, and me, who did the texture work and such. We built primarily off the Porkjet design sheet, basing this on the NK-33, and made sure to include our usual boattail and compact variants. The Restock Mainsail naturally comes with emissive textures and unique engine FX for maximum... fire.- 438 replies
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