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Nertea

KSP2 Alumni
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Everything posted by Nertea

  1. Looking for something in this thread and I noticed I missed a few questions. MH is what, 35 parts or so? With an average build time of at least 12 hours per part (maybe a fuel tank takes 6 but an engine takes 24). That's about 3 months of one person (realistically me) working full time. I'd do it if someone paid me (maybe even for cheaper than my engineering rates). But I don't get paid and I don't even own MH so... I wouldn't say they're iconic, more like... just kinda average. Something different will certainly be done. Collisions with other mods are really only tangential problems. We can't really just target the lowest common denominator of all stock-ish mods with this project - the goal is to move the art forward. This means that yes, I'm aware that there will be some fundamental mismatches with NF for a time. I hope that eventually I get the change to move the wayward NF parts up to this standard - however this is a really long term goal. I would add too that the styles will still match, at least in case of the batteries... the colours and overall look will match alright. They just kinda suck. It's lower priority but it should certainly be addressed. We have done something with the mk1 port's external shell, but since then I redid the port itself so that will have to be propagated eventually. Consistency is *really* important to us, all the artists share palettes, techniques and visual elements to make sure that everything stays aligned.
  2. Unfortunately I don't have the time to go through everything in the mod, so I can recommend: Readme: https://github.com/ChrisAdderley/FarFutureTechnologies/blob/master/readme.txt Changelogs: https://github.com/ChrisAdderley/FarFutureTechnologies/blob/master/changelog.txt Issue list (also roadmap): https://github.com/ChrisAdderley/FarFutureTechnologies/issues
  3. Cineboxandrew can explain more about why they are functionally flawed (ie, would not work in RL), but I can comment on why the art needed an improvement. Actually, I don't need to comment, I can just post pictures. To be honest, no. We gain very little from releasing unfinished content, unlike Squad we do this out of our spare time and don't need to rush release dates. It'll be made public when it's complete enough to be enjoyable. I would prefer to keep things limited to people who will actually reliably test and report bugs in the clear and concise nature we need to move the project forward.
  4. Thanks! In the sense that NF is designed to match stock already, it matches fairly well. The consistency of work in terms of design will work well together. The Restock parts are a cut above NFP parts in terms of quality though. In the context of other mods, even if they're not actively participating, we have pretty much all the top artists in community weighing in on draft work and being actively involved in the design process. Besides the people in the OP, I could mention @CobaltWolf of BDB, @Daishi of US2, @Orbital_phoenix of IPI who have given great help and direction to the things we're working on. Tons more too.
  5. It's this mod. I am also making new effects for everything. Yes, unless you're really serious about testing and finding bugs.
  6. Today the Restock team brings you our Twin Boar! Definitely one of the meh-est models ingame, the original suffers from technical flaws like an inconsistent diameter and artistic flaws like... well, I won't get into that, it'd take all day. Anyways, we've completely redone it with all the bells and whistles you've hopefully come to expect from us, like detailed, accurate piping, high fidelity gimbal hardware, new effects, subtle emissives and inter-part consistency. Of course! I have no idea. Yes and no, to both questions! Not this project specifically. I'll try to work something out though.
  7. Merry Christmas from the Restock team! This week we'll show you the xenon-related parts - the Dawn and some inert gas tankage. And some terrible screenshots because I'm trying to port our stuff to 1.6.x and it's annoying. Well, I still don't really get why it's easier - you should educate me, so I make sure I take it into account!
  8. Not bothering with any updates to my mods until 1.6.1, so don't ask!

    1. Murdabenne

      Murdabenne

      Tis the season for Wise Men.

    2. Raptor9

      Raptor9

      @Nertea, I wish you and all your fellow modders, that put your heart and soul into their work for little to no reward, a Merry Christmas and hope you find time to kick back and relax for the holiday season.

  9. Have baby, can confirm that this is one of the colours I've seen.
  10. Maintaining a number of different distributions is a nightmare I don't want to deal with. I'm not sure how a standalone thing would be easier to manage. I'll point out that Ven's GameData structure is confusing and it's very difficult to identify what does what. Restock's is much cleaner IMO. (also, it seems like there is a popular misconception that MM patches create a heavy install. Whatever overhead there might be, the overhead from loading the currently finished stack of ~70 parts is much higher) Uh, part of my design goals is always to provide some kind of artistic differentiation that makes sense for parts. That being said there are a lot of parts that look worse than the decouplers so they're low priority. We did some things with these, you'll have to wait and see. Apparently some people like poo brown though.
  11. Some fun ideas there - I wish you luck. My attempts to play MKS often run into a wall because while I like setting up logistics, I don't actually like flying supply missions. So I spend 24 hours in the VAB making a giant colony barge and towing it wherever and feeling satisfied. Then bored because I'm done now. I think you have a good start, here's some random thoughts I have when playing KSP. Production chains for resources and tons of resources in general: KSP just doesn't handle this well. Manually transferring things between bases, shuttles, miners, etc really contribute to the one-shot-base approach, because many small missions end up being repetitive. I'd honestly abstract the resources completely: drop a factory, it produces N per day when all is said and done, no need to deal with the actual resource bins. Colony building shouldn't feel like building rockets and ships, it seems like ships (to me) are micro and colonies are macro. If you think of it in RTS terms, playing MKS is so very micro that the higher level meta shrivels and dies. Not a bad thing if you like that, just... not what I would want. There should definitely be no out-of-game math required to play. Maybe to optimize perfectly, but not to play a decent game. I think this is a UX problem and totally solveable. I'm not sure that making busy-work like needing to return crew to Kerbin is especially helpful in solving problems, but if you want to gate things with specific measurable missions it's a decent solution. My attention span is def. < 20 missions :P. I think you could build replayability by defining a particular challenge for each body that needs to be solved. As you've indicated, the challenge shouldn't be something that's solveable with just "bring more stuff", but with mission/base physical design. The design challenges should be specific and not repeated and almost fall really naturally out of the geometry of the system Hot/cold extremes: maybe a mechanic can be devised that makes you need to physically huddle the base together for heat on a cold planet, versus a hot planet needing to be spread out Deprivation: remove a "pillar" of a base and have a need for an alternate, ineffective workaround in some cases. Maybe farming doesn't work on Pol due to the lack of substrate, what do you do? Location: I'm sure location can be a challenge element - if you make orbital bases useful, you can totally tie that in so that maybe around Eve it's not possible to effectively Gravity: perhaps as you mention. Every challenge should bring with it a bonus too, maybe your base doesn't need cooling at all on Eeloo! Anyways, good luck! MKS is a huge project, I'd recommend trying to build something small first.
  12. Well I'm not doing anything related to MH so there's that, but I think my opinion of the redo parts is summed up in the OP - namely that they are lacking. Hope so! I have to clean them up a bit so it's not a drop-in.
  13. God no. That would be quite a large departure from how the original parts work and as such would need to be carefully considered.
  14. Guess I'll make some hypothetical parts then! No seriously though, scope creep is a huge problem for this mod and unless it's a ridiculously ultra awesome idea, I am not going to add work to the ~100 part plate.
  15. Any external mod support should be contributed from others at this point. If you have a solution to add something that switches the container to a KIS inventory type, then that'd be a great PR, but I don't really have the time/knowledge to do this myself.
  16. I mean fundamentally it's because NFE does some background processing, building off the stock converter mechanics, but TAC does something different. Totally internal to that mod, nothing I can do to solve it.
  17. I don't have the numbers in front of me so there might be an issue, it should have the same volume as an LF tank of equivalent size (J64 size should have 32k units). I'll check it at some point. I do not model pressure vessel sizes in tank volume calculation, only the envelope, it's way more player transparent. NF spacecraft is done and will not receive more content beyond fixes. Not as part of this mod.
  18. There was some discussion in our dev group about SRBs being more useful with TVC. Of course, we aren't changing stock itself, but there seemed no harm in modeling gimbal hardware and rigging the models correctly for it - they can easily be used with gimbals with a tiny MM patch.
  19. Alright, here's an update showing off the Flea and the Hammer! Two parts, because they're similar and I've kinda shown a version of them before. The Flea is based on the upper stage of a Minuteman ICBM, which gives the nozzle area a decent amount of character but keeps the part sleek. The Hammer is a two segment version with the same nozzle hardware. And a pair of ingame shots.
  20. I have an eventual action to update these albums, but I don't have time to make new renders anytime soon.
  21. Touching IVAs is out of scope unless I get a dedicated full-stack high fidelity IVA developer (no, laying out props does not count). It's also worth mentioning that those albums linked are pretty old, and stuff looks better now than it did ;).
  22. It's nice but we'll probably wait to see what the final version of whatever Squad drops is like, then adapt ours to that. I'm not certain I follow, but I guess you mean not do redone variant versions of a part unless they change a lot between variants? We're doing something with a single Boar for sure! Certainly! Hah, this was restock content from the get go. Trying to build some better 3.75m parts for NF Spacecraft and getting fed up with the garbage I had to work with was what finally convinced me to get off my butt and work on the project in earnest.
  23. A variant is exactly the same amount of work as a regular part, unless it's something low effort like a colour change. Uh, I've done something a little different from the Rhino's concept in the sheet (the J-2 is already in MH), and there have overall been minor changes to make the designs work ingame, but we've tried to be faithful otherwise. Squad's work on the upcoming release is very ehhhh and I'm personally going to take pre-1.5 artistic design as my goal, but where needed I guess we'll support new stuff. A good example is the FL-A5/10 adapters, which used to be metallic in nature and I guess now will be white/black or orange. We already have a bare metal version, so I guess this will be added as a new variant, but I also suppose we'll have to come up with new logical designs for black/white and orange variants. These will take overall goals into account (match with other white/orange parts) but won't follow Squad's design cues unless they are actually good.
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