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Nertea

KSP2 Alumni
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Everything posted by Nertea

  1. In a technical sense, every variant they add that we want to support adds additional artwork to our plate. And because I have an obsessive need to make every part have a distinct character to it, it adds real design work to be done to take what they've tried to do and build it into our aesthetic
  2. @Critter79606I have an update in the pipe that should resolve this but I haven't had time to put it together.
  3. I should probably remove the engine slides from the OP, but the majority of people prefer the modularity. It also makes the mod way easier to maintain for me.
  4. It'd be pretty sad if they did, they remain the best assets in the game. Definitely! You can already see hints of this with the LV-N there (though I wanted to preserve the sickly 'nuclear yellow').
  5. As I mentioned in the OP, I think the stock replacement work has gone in a stylistic direction that is a quite different than the original game. As such, the 1.6 work doesn't really affect this beyond making more work for me (part variants are stupid).
  6. Most upper stage engines should have invisible plumes, but we've got to take some creative license here.
  7. It has been done! It's a fair chunk of work to import the models, make sure their textures are set up right, and render them out in the same position. Realistically I don't have time to do this, sorry
  8. There will be a 3.75m antimatter tank but not really anything else. The ring works fine for use with the catalyzed engines and the other two are for larger things. I mean, depends on how much you want to pay for all this content... If I understood the resource distribution lecture roverdude gave correctly, that just means that the band will be located at .1 (no randomness between two values) so it extends linearly out from the planet. Nope it scales the bar to the maximum distribution. So it should always be at one. This whole bit needs work, it's just low priority right now. I am working on redoing most of the AM engine ART and stuff. Resource thing rework will be next. Also possibly intended to encourage smaller, maneuverable probes!
  9. ITS THE NOVA! I hope I stayed true enough to your original work! Thanks dude! It's certainly worth looking into. There's some work in the specular to make the metallic stencil core stand out but it might need some looking at. I'll have a think about painting the trefoil black or a darker grey for more contrast, but I've always been partial to that yellow for nuclear stuff.
  10. Yes, they have had several improvements since I last showed them off To goal is to provide a seamless experience with stock, so any stock part that has variants will get them too.
  11. Restock Updating and reworking KSP's art It's no secret that some of KSP's artwork is not great. Placeholder art made by a number of amateur artists throughout the game's development has resulted in a scattered mess of styles and qualities which is most evident in the part artwork. Recently Squad seems to be attempting to do something to attempt to address it, but they're taking the art in a direction I stylistically disagree with. Sometime last year, myself and a number of other modders banded together to start a new community project, which we're calling Restock, which will attempt to resolve a lot of gripes we have and just generally make the game look better. We've been working on this a lot in the last year and finally have enough content for a thread, but maybe not quite a release (though I have sneakily been releasing stuff as part of my other mods for a while). Project Goals We have defined a few specific goals for the project: Create a unity of design and style for all parts: In order to minimize work we'll be targeting the revised aircraft parts, which are the largest consistent block of parts. Preserve the general aesthetic of KSP: We will do our best to keep the stylings of the more iconic parts while updating quality and fidelity. Create consistency in detail level: no more 4k textures for minuscule pieces! Minimize performance impact: use atlasing and efficient texturing to limit the need for any kind of better hardware than base KSP. Do not affect gameplay or part balance Restock+ We believe that there are a number of places where KSP is missing key parts - for example, where a stack class is missing parts that exist in other classes. Restock+ aims to create parts that fill this niche, and is a wholly optional project. More details on that later Download The mod was released on March 6th, get it in the Release Thread Showcase Check out the Imgur albums linked below for some previews and content. We'll periodically (hopefully once per week) post new part previews and content, so stay tuned! Part Previews Screenshots Current Contributors Artists Plugin Code Lead Testers @Nertea @cineboxandrew @Beale @riocrokite @passinglurker @blowfish @Tyko @Poodmund If you feel like you want to contribute and conform to some fairly rigid design and quality guidelines, let me know via PM.
  12. I'd check for a mod conflict. Just to be certain, the Gyro series (there should be 3) are using xenon, and have blue glows (vs purple)?
  13. @Sbarandato, nice find. I can probably rework how this engine works now actually, might not need two engine modules anymore
  14. Thanks for letting me know. If you have some kind of fix/upgrade, feel free to submit it to me, I don't maintain these patches. Maybe. What do you want to see?
  15. I'll investigate when I can. You get the smallest argon tanks at the same time as the smallest HET.
  16. The resolution is quite easy, go into the configs and change the scale for the readouts from 100 to 1 (I borked this). Pellets include the propellant. If you dig into the papers, the pellet is essentially a lithium coated fuel charge so contains both. There's really no point in separating this out in terms of gameplay... much easier if you didn't have to keep track of fusionpellets, fusion+li pellets, etc... None of these engines really work in that paradigm, to "gear" them you would vary the mixing ratio instead. I don't really intend to do this beyond a select few engines (the plasma core AM and the metallic H2 engine). None of these are planned, soory.
  17. I would ask - why have both? Have your MM patch remove the fuel switching components that use B9 and only use the MFT ones. This may need some work, you're correct, in the instances where the art changes with the contents. Hard to reconcile that. I mean this was happening before for sure. Two separate modules can't manage resources on the same part, they would need to talk to each other. What would have been happening was that one mod would have been overwriting what the other did, potentially with unclear undesired behaviour. The newer B9 versions have better error detection so you can ensure that your patches are silent-error free.
  18. By popular request: Retirement update Minor fixes for KSP future proofing Updated dependencies. There will really be nothing after this.
  19. Small update to 1.0.11 Updated B9PS to 2.5.0 Fixed an issue with the 2.5m extendo tube that caused it not to dock Reduced mass of 2.5 m cargo bays to 0.6 and 1.2 t from 1.5 and 3t
  20. So you've heard of the SuperDraco, right? It's tiny and provides 73 kN of thrust per chamber. That's the direct inspiration for these engines. It doesn't seem unreasonable (recall that KSP hardware tends to be some factor, I think 66% of RL is often used). The balance is configured to provide reasonable capsule aborts, not landings (I agree, if you wanted to handle only landings it could be lower). This means that a craft TWR of ~3 must be achieved for each of the 3 capsules in question including heat shield, capsule, engines, fuel and chutes. That's the number that has been targeted with the thrust levels. Specifically 3 chickadees must be able to handle the 1.25m capsule, 4 must handle the 2.5m capsule and 4 mockingbirds must handle the 3.75m capsule. If you reduce the thrust by a factor of 5, that's not at all possible. The balance chain is pretty clear to me. Capsule mass balance is roughly proportional to number of crew transported, with some tweaks for internal fuel tank size. This is relatively invariant. The specific impulse of the engines is designed to be around 230s, any higher and they become too useful. To provide good landing and abort experiences, some playtesting indicated that 300-500 m/s of DV was required for an average player. Combining the capsule mass with the required hardware (again, chutes, heat shield and engines) and the rocket equation, it's possible then to estimate the total system mass that is required. This gives the mass envelope of the engines. From there, the target TWR of the system is set towards 3 and the thrust numbers are established. Of course, if you disagree, there's always Module Manager.
  21. It's intended. If you want to spend all your dollars on fusion fuel that way, you can have some free radiator capacity.
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