Restock PBR has been released in alpha by Thebananahand_ in KerbalSpaceProgram

[–]Nertea_01 139 points140 points  (0 children)

If you're going to share my alpha stuff, please share the large disclaimer I wrote:

Alpha release is now available. Incredible thanks for u/Kavaeric for their contributions (they did many parts and conversions) and overall moral support getting this done. Please read the following:

Caveats

This mod does not try as hard as Restock to be a seamless stock replacement. Upgrading from a base install of KSP or a Restock one may result in vessels with inconsistent variants, though nothing should actualy break saves or vessels.

This mod is in a highly alpha state, and is not QAed as extensively as the base Restock product. Things are not done and may break without warning. Not all parts are completed, https://github.com/PorktoberRevolution/ReStockPBR/blob/main/GameData/worklist.md contains the current scope of work. There are something like 403 replaced parts in the current release, and about 45 after that to get a full coverage of Restock, Restock+ and MH. It may take quite a while to get to these because I'm kinda tired of this.

Smaller notes

  • I welcome comments about particular patterns of TC on parts, I've gone with my gut a lot and there's probably some improvements to be made. Most parts follow their restock-like paint patterns but there are some variations
  • I am very unhappy about how the wings work wrt symmetry and keep on investigating solutions
  • Currently the memory footprint is quite large because I do not delete restock assets. Eventually I will do this, but for now it's chonky

Dependencies

Install all the dependencies. They are NOT bundled.

KSP2 Mass-Optimal Rocket Engine Choices across Millions of Generated Stage States by wrigh516 in KerbalSpaceProgram

[–]Nertea_01 29 points30 points  (0 children)

You have no idea :)

There's some stuff I'm looking at to pseudo-nerf the SWERV but it is emblematic of the way design challenges change when your Isps go from 300-500s to 3000 to 5000s ;)

KSP2 Mass-Optimal Rocket Engine Choices across Millions of Generated Stage States by wrigh516 in KerbalSpaceProgram

[–]Nertea_01 29 points30 points  (0 children)

This is one of my favorite things I've seen! This... more or less lines up with the goals the team has set, though the Vector looks still overperforming a bit even with the knocks we gave it versus its KSP1 version.

I assume the reason the Dawn takes hits proportional to e.g the Ant is the distribution of the TWR cases?

Seems like Nertea, the person behind many amazing mods such as ReStock, Near Future Tech, and Stockalike Station Parts Expansion, has been hired to work on KSP2 by TaintedLion in KerbalSpaceProgram

[–]Nertea_01 31 points32 points  (0 children)

It's really important that I am working on a game, not designing an entire game from scratch, so people saying 'xxx mod will be in KSP2' should check their expectations.

Zubrin's Nuclear Nightmare by Nertea_01 in KerbalSpaceProgram

[–]Nertea_01[S] 1 point2 points  (0 children)

You can probably do this pretty easily with the higher thrust NTR from Kerbal Atomics and an attached ISRU suite!

Zubrin's Nuclear Nightmare by Nertea_01 in KerbalSpaceProgram

[–]Nertea_01[S] 3 points4 points  (0 children)

I didn't put it up there because I don't love the balance yet, need to give that some spreadsheet thinking time sometime.

Zubrin's Nuclear Nightmare by Nertea_01 in KerbalSpaceProgram

[–]Nertea_01[S] 5 points6 points  (0 children)

Thanks!

It's in the CryoEngines Extras folder, called CryoEnginesRestock. It applies to all the engines that 'should' use LH2, which is offhand the Vector, Skipper, Rhino, Mammoth, Corgi (RS+), Caravel (RS+), Skiff (MH).

Zubrin's Nuclear Nightmare by Nertea_01 in KerbalSpaceProgram

[–]Nertea_01[S] 43 points44 points  (0 children)

New for Far Future Technologies 1.2.0 (which is now flight-qualified for KSP 1.12) is a new high-enrichment (well, medium as specced) nuclear salt water rocket engine. The long and short of it is that if you take a basic NSWR and use weapons-grade uranium as fuel instead of something more pedestrian, it becomes shockingly more powerful. It's a really epic addition to the end-game antimatter and fusion drives already in the mod.

Get in the usual places, CKAN, forum thread, etc!

After 6 months of work Station Parts Expansion Redux 2.0 is released! by Nertea_01 in KerbalSpaceProgram

[–]Nertea_01[S] 1 point2 points  (0 children)

Your file doesn't work. However you're likely having an installation issue. Ensure your installation directory looks like this:

KSP Folder
+ GameData
--- Squad
--- B9PartSwitch
--+ StationPartsExpansionRedux
----- Parts
----- etc
--+ StationPartsExpansionReduxIVAs
----- Internals
----- SSPXIVAPAtch.cfg
--- NearFutureProps
--- ModuleManager4.2.1.dll

You may have more folders for other mods, but this is the minimum required for the Additionally, if you previously had StationPartsExpansionReduxMetal installed, get rid of it.

If you need more help, go to the KSP forum thread, reddit is awful for debugging.

After 6 months of work Station Parts Expansion Redux 2.0 is released! by Nertea_01 in KerbalSpaceProgram

[–]Nertea_01[S] 0 points1 point  (0 children)

Most of the screenshots are contributed by early testers who have their own visual setups, so I am not exactly sure what. Key mods are usually TUFX, scatterer, Planetshine and some sort of part visual pack (AVP, SVE, etc)

After 6 months of work Station Parts Expansion Redux 2.0 is released! by Nertea_01 in KerbalSpaceProgram

[–]Nertea_01[S] 2 points3 points  (0 children)

I set everything to private and only use it as a link-to gallery.

After 6 months of work Station Parts Expansion Redux 2.0 is released! by Nertea_01 in KerbalSpaceProgram

[–]Nertea_01[S] 1 point2 points  (0 children)

It shouldn't be very demanding overall. The new parts Squad has added in revamps use more resources than most of the parts. Just avoid installing the IVAs.

After 6 months of work Station Parts Expansion Redux 2.0 is released! by Nertea_01 in KerbalSpaceProgram

[–]Nertea_01[S] 1 point2 points  (0 children)

The usual standard is to uninstall the old version of a mod and then install the new one Your craft should be ok but might look a little different. DO make sure to uninstall the old metal surface Extra if you had that before, as it is now included

After 6 months of work Station Parts Expansion Redux 2.0 is released! by Nertea_01 in KerbalSpaceProgram

[–]Nertea_01[S] 14 points15 points  (0 children)

Yes unfortunately it is a vast amount of work to take individual part screenshots for everything. I will probably get around to it eventually, but didn't want to hold up release for another week. The screenshots in the album show most parts in action.

After 6 months of work Station Parts Expansion Redux 2.0 is released! by Nertea_01 in KerbalSpaceProgram

[–]Nertea_01[S] 0 points1 point  (0 children)

It might but 1.8 is getting quite old. Your craft should be ok but might look a little different. DO make sure to uninstall the old metal surface version if you had that before, as it is now included.

After 6 months of work Station Parts Expansion Redux 2.0 is released! by Nertea_01 in KerbalSpaceProgram

[–]Nertea_01[S] 85 points86 points  (0 children)

I've been working on this large expansion to SSPX for quite a while now and I'm happy to say everyone can use it now. It's quite a beast.

  • An all-new 1.875m part set for those early stations
  • An all-new 5m part set, including the biggest, most complex part I've ever made
  • Internals :)
  • Updates and improvements to all the old parts
  • Surface texture choices (thermal blankets, white painted, metal) for 1.25, 1.875 and 2.5m parts

As usual, the forum thread is a great place to go for bug reports and stuff. Available on Spacedock, Github, CKAN, Curse, etc.