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Nertea

KSP Team
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Everything posted by Nertea

  1. I am modding about 1 evening a week now (which is tonight). So far I have not got many/any comments about the development version of NFE. I was guessing from that one of two things: (1) there's not much interest and/or (2) it's perfect. So make of that what you will. For that thing I still need at minimum to unwrap/texture the 1.875m reactor.
  2. In my opinion, the best solution is the one that does not require SWFE or WFR to be aware of each other. What you propose requires SWFE to be aware of Restock. The currently implemented solution does not. As to your questions. Yes that was the original effect, all patches were like that. It is common for users to disable restock patches, or more than I would like :shrug: Yes this is generally easier than trying to patch the very complex templates with MM.
  3. I did not make it so I can't say, but you shouldn't need to change any textures or models, the props just need to be repositioned.
  4. Sorry, not from me. That mod runs it's own heat system and generally is not very compatible with my stuff,.so spending effort adding compat stuff is odd.
  5. Why on this green earth would that be intentional? Not authoratively.
  6. It's an improvement based on the user need of wanting to have effects for non restock edited engines. This request is more common than all other requests so it should not be discounted. The prior options were to ask users to do config surgery if they wanted this, which was not ideal. You're right that it creates a possible issue in a certain combination of mods, but that combination is fundamentally an installation error so I am not concerned about handling that case. Other options included upstreaming SWFEs templates into the base mod, replicating those effects in WFR or creating new custom effects for WFR for those engines. All of those options require more maintenance work than the new model. In this way, both WFR and SWFE can continue to evolve and iterate without stepping on any toes.
  7. The Ulysses is anomalously powerful for an upper LH2 engine. It's the outlier not the other way around.
  8. There's a story for adding a user-editable field for 'additional' drain/draw at some point... but not soon.
  9. You can do this with a MM patch pretty easily, but can't really do this automatically, you would need to know the part names. Realism-wise, it might not be accurate, certainly MLI is used to cover tanks that are not ZBO frequently!
  10. It is very likely that the only mod uses the old way of configuring CT. You can probably fix it by looking at the tank configs, comparing them to the ones that come with CryoTanks, and adjusting to match.
  11. You should probably use the same ratios the engines use for consistency and to match the fuel tanks. Still looking into this. Sorry for delays.
  12. This is intended behaviour, idea has been that side tanks are always mono.
  13. No? I haven't worked on this and probably won't anytime soon unfortunately.
  14. Not mine. Maybe kerbalism or some other LS mod? Suspect you have KIS. Clear your Kerbals' inventories before moving them in. Hmm. Investigation will happen. Make sure you have NearFutureProps. It should be part of the dependencies but make sure you have it.
  15. Hey @IgorZ, I've been trying to sort out this inability of players using KIS to put kerbals with inventory items into the expandable SSPX containers. Might need some help. You had previously given me some advice that it could be done in config, but I can't seem to make it work - here's what I'm doing: https://github.com/post-kerbin-mining-corporation/StationPartsExpansionRedux/blob/40e6482edde2c6630df5aa59430c4d7c186348e0/GameData/StationPartsExpansionRedux/Patches/SSPXR-KIS.cfg#L152 Help appreciated!
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