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Everything posted by Nertea
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It's more involved because a fusion reactor power cycle has more player interaction. E.g with timewarp hibernation you would have something like... Timewarp starts Reactor turns off Depending on user capacitor setting, reactor either starts charging capacitors or doesn't If yes, sudden transient power drain If no, nothing happens but now there is a need to charge later Timewarp exits Reactor turns on If charged, no issues If not charged, now need to charge the reactor (takes time) and appropriately queue up a reactor on event once charged (which could take a long time or never) Lots of edge cases in there... Short answer, no, not anytime soon, those edge cases are messy.
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No, the old configs just did not apply effects to an engine if Restock was installed at all. This caused players to need to do config surgery if they wanted to install both mods and get effects on a maximum amount of engines. If a player has installed SWE, Restock and Waterfall without WaterfallRestock, that is a user installation error and does not need to be covered by the system. If there are specific parts that are not handled by this system, then it would be best to indicate which parts these were so this can be sorted out.
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[1.12.x] Far Future Technologies - August 23: new engine!
Nertea replied to Nertea's topic in KSP1 Mod Releases
Appreciated but this is a lot more involved that it looks. There is probably a better solution in the works but have no idea when I will get around to that. -
[WIP] Nert's Dev Thread - Current: such nuke, wow
Nertea replied to Nertea's topic in KSP1 Mod Development
I'm sure Nate will make me write a dev blog eventually... -
[WIP] Nert's Dev Thread - Current: such nuke, wow
Nertea replied to Nertea's topic in KSP1 Mod Development
I mean yall don't even know what I'm doing there. But let's keep KSP2 speculation in a KSP2 place, ok? -
[Most 1.12.x] Near Future Technologies (August 26)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Yes but it's very low priority. I'm not tracking any issues related to this. Can you provide more information and a reproducible test case? Have to fix docking ports. Haven't fixed docking ports. -
I can't reproduce either of these with the current development version so I don't know whether I've actually fixed this during or something else was happening. I will issue a new release after work but yeah for the 'boiloff at max timewarp' thing, you'll need to give more info, specifically a test case I can test.
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[WIP] Nert's Dev Thread - Current: such nuke, wow
Nertea replied to Nertea's topic in KSP1 Mod Development
Well no, I'm literally retiring. I don't intend to make any more content beyond continuing to fix bugs and hopefully pushing the NFE thing out the door. Anything that might have been on a roadmap is probably not happening! Always could change but.... -
[Most 1.12.x] Near Future Technologies (August 26)
Nertea replied to Nertea's topic in KSP1 Mod Releases
That model was removed from the mod some time ago (and has been under a removal warning for some time). Install an older version of the mod and remove the part. Sounds like B9PS is missing. Check your install for ALL dependencies. -
[1.12.x] Far Future Technologies - August 23: new engine!
Nertea replied to Nertea's topic in KSP1 Mod Releases
The z-pinch drive already exceeds its realistic parameters. The antimatter drive you can cut the thrust and increase the Isp if you want, but functionally if your motivation is 'realistic' then you should also increase the needed radiators by 1-2 orders of magnitude. You can do whatever you want though with the configs. -
[WIP] Nert's Dev Thread - Current: such nuke, wow
Nertea replied to Nertea's topic in KSP1 Mod Development
Yes. Let's just say it's tough to do one thing the whole workday and then come home to do... generally the same thing. -
[Most 1.12.x] Near Future Technologies (August 26)
Nertea replied to Nertea's topic in KSP1 Mod Releases
That is literally what DBS does, if there is some type of consumer or producer that is not correctly accounted for, there may be an edge case to handle. Please ensure you provide me with the following: KSP version, modlist, vessel description, logs, reproducible test case. Install the System Heat optional patches for converters and radiators, it does that. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (June 12, 2022)
Nertea replied to Nertea's topic in KSP1 Mod Releases
SSPX 2.0.5 Fixed usage mask of observatory experiment so it requires a kerbal in the vessel, not in the part More improvements to bad triangulation/smoothing on the observation module -
[Most 1.12.x] Near Future Technologies (August 26)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Well that's somewhat embarrassing, it was supposed to go in the SSPX thread. Your question is more subtle but if I had to guess that module does not support B9 switching. Such switching usually needs to be considered in the module's code. -
[Most 1.12.x] Near Future Technologies (August 26)
Nertea replied to Nertea's topic in KSP1 Mod Releases
It's a bug, don't overanalyze it. -
[WIP] Nert's Dev Thread - Current: such nuke, wow
Nertea replied to Nertea's topic in KSP1 Mod Development
I can't say, I don't have a ton of motivation to spend all day on KSP2 and come back to this. -
[WIP] Nert's Dev Thread - Current: such nuke, wow
Nertea replied to Nertea's topic in KSP1 Mod Development
Looks like I forgot to push the last.. push. Should be good now.