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WarriorSabe

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Everything posted by WarriorSabe

  1. Not OP, but my assumption was that that meant nuclear thermal engines that also generate electricity, like the Neptune or Eel. They did link a fission engine module as a suspected culprit, and those are parts that have all three things mentioned in one (engine, reactor, electricity generation)
  2. I love that top one, it feels like a circular house with a patio all around it. I might find myself clipping an airlock or something into there
  3. Oh, I never noticed that update I guess. Yeah, sounds like a bug then
  4. It is intended, you're supposed to use kerbals on EVA. Might be a setting in the mod to disable that, but I'm not sure
  5. Oh, yeah, I was thinking just like the other containers in SSPXr. Fuel would be weird to store in that kind of container
  6. Just fyi, when you use insert image from url, if you want the image to show in your post you need to add the file extension (.png, .jpg, etc) to the end of it
  7. Nertea does not do Kerbalism compatibility though - all the compatibility you see is on Kerbalism's end. And the latter thing is what I was asking; if it functioned akin to the actual SSPXr container parts
  8. That doesn't mean it *actually* stores anything ingame. It could just mean that's what they're meant to be visually, or maybe are inventory containers rather than resource containers
  9. Does it actually function like one of the container parts?
  10. Good, I was going to mention, this part is really flat and while having a flatter part is good, if they were all that flat it'd be annoying to build anything normal-shaped with them
  11. Ah, yes, that's the result of the second thing I mentioned: Getting HDR into KSP (which is not normally HDR) means using post processing mods like TUFX, and unfortunately basically every config for them uses several effects and grossly overexxagerates them.
  12. Hmm, not sure what you're referring to with the smearing. The effects of not having an HDR monitor would be more a washing out
  13. HDR means High Dynamic Range. Basically deeper blacks and brighter whites; higher contrast all around, and richer color. It's not necessarily supposed to look any specific way in particular; the appearance there is probably a result of a) of not having the monitor as you guessed, and b) the post-processing filter used to add HDR to the game (note the background is also affected, and the precise language used: HDR support, as in, works with it if you have it, rather than adding it)
  14. Ooh, I just updated and noticed that you now have a patch to make the RD-70x analogues tripropellant bimodal. I've already been running my own custom patch for this, but now that it's got an official one (which probably also has effects for the second mode unlike mine), I'll definitely be switching over. Just need to rework the tanks on my two rockets using it a bit
  15. It shouldn't be, my laptop has an i5-8250U and an MX150 and notice no lag from engines at all
  16. My engines appear to be producing lower thrust when I'm timewarping, is this a known issue with 1.11? At 1000x they're down to only 15% thrust (fuel and power consumption follows so it's not impacting Isp; basically just throttling down), and I double checked that I have enough power to run them.
  17. What's the one with with the truss on it, between the dome and the adapters? Looks like it has some kind of special purpose
  18. No, there's not really a good way for the mod to test for that in a way that's accurate, performant, and user/ui-friendly as far as I'm aware. You need parts with the flag saying they provide the gravity comfort (generally centrifuge parts), or being landed on a planet (even if it has almost no gravity - it just looks for the landed flag).
  19. I mean the deployable radiators in stock KSP (especially with Restock) are clearly modeled after the ISS's radiators, so considering the ratio it could still happen. I was picturing like a 5 kW capacity or something small like that
  20. Will those radiators radiate, even if just a little?
  21. Just curious, what's up with what appears to be red dwarf lighting?
  22. 0.17.1 hotfix - Gelis's 10x scale atmosphere, and atmospheres from other planet packs in 2.56x or 10x scale, should now function properly
  23. Guess I didn't quite get it within the week, but version 0.17 is now out. The highlights: Kere and Prometheus terrain issues fixed Tidally locked planets are properly aligned with Principia Sigma Dimensions no longer required for rescale New Scatterer atmospheres and updated Cerberus IMPORTANT: Cerberus is bigger now. If you have any craft below 391km altitude above Cerberus (760km or 2378km in higher scales), it will end up inside its atmosphere or possibly the planet itself after updating. Landed/splashed vessels should be safe, but flying ones might not be. Its moons have moved outward to compensate Full changelog in the github release
  24. I decided that with the recent uptick in users, and with the increase in stuff preventing me from getting as much work done as I'd like, I'll push the bulk of the Prometheus terrain stuff to the next update so I can get the fixes for the fairly noticeable bugs that 0.16 and 0.15 brought that I didn't catch in the subsequent patches out. That includes black terrain with Prometheus homeswitch, missing ground on Kere, 2.56x scale Damocles appearing flatter than it actually is from a distance, and Kerbalism radiation belts/magnetosphere being missing from Haven. It also removes Sigma Dimensions as a dependency for the rescale, which should fix other rescale-related issues I've seen people have recently as a result of an update to SD. I also may have a fix for the rotation alignment of bodies being wrong with Principia, but I haven't tested that yet and depending on results the fix may not come with 0.17 It's not only bugfixes, which is why it's a 0.17 instead of a 0.16.4 - it includes that Cerberus revamp, as well as a total redo of the Scatterer atmospheres, and a small part of the Prometheus improvements coming down the line. Some previews of the refined Scatterer coming with the next update. Overall they have much less of that stereotypical Scatterer haze now, and the colors of the atmospheres of Eterna's planets should better reflect the actual lighting. Sunflare-related changes still require the not-yet-released update to Scatterer, so they most likely won't be included in 0.17 Hopefully 0.17 should be ready within a week, barring any further distractions or major bugs cropping up.
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