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KSP2 Release Notes
Everything posted by Rakete
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[WIP] Nert's Dev Thread - Current: various updates
Rakete replied to Nertea's topic in KSP1 Mod Development
That's what we think now. Let KSP2 age 8...9 years...,then we might want restock 2 and might cry out for a retired modder and part of the ksp team to adapt ksp2s graphics to a even more modern age. Let's see, what's possible when we all run on GTX 8000-series... What I have seen from trailers, the Kerbin graphics are rather... simple... So i hoped for more. I am rather sure, that there will be graphics mods very soon after launch. -
[WIP] Nert's Dev Thread - Current: various updates
Rakete replied to Nertea's topic in KSP1 Mod Development
Doesn‘t retirement require to be grey and old … Somehow i think of the movies R.E.D and its part 2 with Bruce Willis and Helen Mirren. “I kill Kerbals, Darling“ -
[WIP] Nert's Dev Thread - Current: various updates
Rakete replied to Nertea's topic in KSP1 Mod Development
So the roadmapped agenda of HeatControl Expansion is scrapped from the agenda after completion of NFE 2.0? Or delayed to "some not further detailed point in the future"? -
[WIP] Nert's Dev Thread - Current: various updates
Rakete replied to Nertea's topic in KSP1 Mod Development
Fully understandable, but also kinda sad for all of us as fans or your stuff, that the stream of new Nertea stuff will come to a stop until KSP2 will be in stores and running... I expect a bumpy start for KSP 2 as any new software has nowdays. -
[1.12.x] Space Dust - Atmospheric and Exospheric Harvesting (9/10/2024)
Rakete replied to Nertea's topic in KSP1 Mod Releases
Two small questions: 1. is it intentional, that the small siftotron can‘t extract LF from Eve like the bigger brother can? Bug or intention? 2. could you add action groups at some point in future to both siftotrons part to enable automatization of vessels eg. to enable solar panels, cooling and siftotron at once? Just an idea. @Nertea -
@Nertea Would you consider to add some actiongroup controls for the PX-1F heat-exchanger part with a new update any time in the future? Somehow it would be nice to be able to toggle it synchronous with a reactor. E.g pressing AG 1 to activate the reactor, deploy cooling panels and activate the heat exchangers... Somehow this would be nice to automatize my vehicles.
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[WIP] Nert's Dev Thread - Current: various updates
Rakete replied to Nertea's topic in KSP1 Mod Development
You became part of the KSP2 Team? Really?! Wow... Seems I missed that info somewhere along those lines... thought it was kinda a joke. Thought you were into some space agency things and not into game development in real life. Anyways, I highly appreciate your work. This gives me a much better feeling about KSP2. And I think many of us would still love to see some Nertea-Stuff for KSP 1. So don't feel put under pressure - but there is still a market for all your great stuff. I have already many usecases for your NFE expansionnat hand, that wait to be turned into vessels -
[WIP] Nert's Dev Thread - Current: various updates
Rakete replied to Nertea's topic in KSP1 Mod Development
Is the NFE 2.0 major release near? -
[WIP] Nert's Dev Thread - Current: various updates
Rakete replied to Nertea's topic in KSP1 Mod Development
Really looking forward to the main release of NFE 2.0… Nuclear reactor powered propeller planes everywhere . Don‘t let them crash…. -
[1.5] KOOSE mini reentry pod aka escape pod
Rakete replied to TiktaalikDreaming's topic in KSP1 Mod Releases
Does this work for KSP 1.12.2? -
[1.12.x] Near Future Technologies (September 6)
Rakete replied to Nertea's topic in KSP1 Mod Releases
@Nertea I have uploaded this issue to github at least twice, but somehow it gets deleted... Don't know why. Maybe you want to pick it up here. I may upload it the third time, but am not sure if it will not get deleted again, (like the two times before). -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Rakete replied to Angelo Kerman's topic in KSP1 Mod Releases
I think it's on a good way - but there might some steps to take. Here my thoughts - you may consider it or drop it : The bugged behavior mentioned above should be fixed The double sound crack if moving throttle fast should be fixed A optional speedlimit for usage in a unmodded solar system would be usefull (to make it work with sensible speeds... e.g. 2c is enough for the vanilla star system - but enough to make it feel wooooow! Otherwise a modded star system would be a dependency. Just give a speed limiter option of the maximum reachable Warp speed in the main config, and scale the throttle setting and warp effects to it. Other option: maybe consider to kerbalize the value of c by factor 1/10 to match the size of the vanilla solar system. The drive should not require to turn on it's main power supply in order to work. It should instead also accept power sources e.g. fusion or fission reactors from FFT or NFE (both Nertea stuff). The speedcontrol is kinda complicated. You have to increase throttle until some threshold is reached, to get the vessel even moving. This is kinda unintuitive and the minimal warp speed is kinda unpredictable. The warpspeed depends on SOI and has hard jumps. This makes it complicated to controll and not to overshoot The auto-circularize button is not available in most cases even if activated in settings, as soon as you accelerated once using the warp drive. Bug, needs fix. Hope it helps. Feel free to use this as polite input. (no native speaker, so don't misunderstand me, if things should sound unpolite - this is not intenional) -
[WIP] Nert's Dev Thread - Current: various updates
Rakete replied to Nertea's topic in KSP1 Mod Development
Also keep in mind: My reported bugs were just the last 1% to perfection. So... others struggle to make their stuff even work. So today I uninstalled some of the WIPs, that were sold as finished, from other mod makers... :-) Some where so much bugged, that I wasn't even in mood to report all the not functioning stuff... So yeah! Somehow I feel a mod from your workbench can be installed without thinking about it - it will be a good experience. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Rakete replied to Angelo Kerman's topic in KSP1 Mod Releases
No tweakscale involved - haven't got this mod. This is the Nereid command pod from Near Future. But changing the commandpod doesn't change anything. So I took my multipart warp drive from the first post suddenly it worked. Than I removed the LqDeut tanks and relaunched. It didnt work anymore. Re-added the SAME tanks and launched again. Didn't work anymore. So to my mind mind, this mod needs still some debugging. -
[WIP] Nert's Dev Thread - Current: various updates
Rakete replied to Nertea's topic in KSP1 Mod Development
So I didn't find the 2.0.0 branch on github to test anything... so silence might be due to people didn't find any bugs? Or not finding it on git (like me)... Maybe the other guys just wait for new reports from your dev workbench... ?! At least I am looking forward to the upcoming mainrelease of NFE ! I have recently tried some mods from other mod makers and none of them reaches the quality and low bug level, that your mods do. Keep up the great work. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Rakete replied to Angelo Kerman's topic in KSP1 Mod Releases
Edit: a ready to use warpdrive does work if I add LqDeut AND activate the Main Power (Power generation) other power sources are not used. But my build above with a seperate big fusion reactor (from FFT) does not accept the LqDeut and the provided energy. Broken Patches for FFT ?! Need building advice OR if it's a bug a correction. Also noticed a soundbug: There are cracks if you accelerate to fast. Some kind of double click. I am using the newest version of Blueshift (1.6.0) and KSP 1.12.2 Also: Is there a way to limit the maximum Speed at full throttle? I'm using no planetary expansion right now and want to limit it to 2c at maximum.. Can I set a limiter somewhere in the configs? If not, would you consider providing this setting? @Angel-125 Another Bug detected: If I turn the auto-circularizer on in the settings, the button is still hidden in the menu of the warp drive if I arrive at a planet. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Rakete replied to Angelo Kerman's topic in KSP1 Mod Releases
Yeah, I had a game crash on trying verything. also staging. Also tried switching to engl. localization. Same problem. What can I do? What have I built wrong? There is no button to make the displacement generator run. So... What to do here?! -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Rakete replied to Angelo Kerman's topic in KSP1 Mod Releases
How do I get this ugly testrig-ship to warp? It says, that it needs more power. Playing with Nertea's Mod compendium installed (including FFT and NFT) How can I get this displacement generator to work? Playing on german localization. In the VAB it says it can go to warp: -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Rakete replied to Angelo Kerman's topic in KSP1 Mod Releases
Yeah, i asked for this kind of pre-filling with graviolium for me to get started in e.g. a sandbox to get to know the mechanisms. And do some proof of concepts before I would carry this knowledge over to my real savegame. What does the patch for the stock big docking port do to the port? I already have the drift-bug-fix from gotmachine installed and fear of too many mods conflicting, if they fire down on the the same part. It adds a WBIDockingAlignmentLock. Somehow i wonder if it is a problem with the new stock-locking mechanism and the driftbug-fix. All these things target the same mechanisms. Can somebody help me out to understand before I mess up a savegame with many existing stations using the Clampotron senior? -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Rakete replied to Angelo Kerman's topic in KSP1 Mod Releases
Do you have to mine Graviolium or can you fill it up right away from the start of a vessel from the SPH/VAB (interessting for Warp-capable-SSTOs...) at a certain cost? Are there also converters planned to generate graviolium out of other ressources (e.g. stuff from the NF/FF Mods or the community ressource pack?) What are those fission pellets and electroplasma ressources for. They are not mentioned in the wiki? And as i scanned through the configs of the mod, I saw you do something with the stock docking ports. What does it do? Does it interfere with the driftbug-fix-mod from gotmachine/JPLRepo? -
[WIP] Nert's Dev Thread - Current: various updates
Rakete replied to Nertea's topic in KSP1 Mod Development
Is NFE 2.0 complete or are further feature increments in development? Just a curious questipn -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Rakete replied to Nertea's topic in KSP1 Mod Releases
Again... little showcase of SSPXr as advertisement for this great mod... Lovin' it.... -
Supplied Chandra-Station with its Krew: Here you can see the new munar station with one of my Phoenix-Class SSTOs docked to the long docking arm. Welcome to your new home Lansby, Elsa and Radec... The centrifuge in the back is now deployed and rotating.... (Jim and Sharon are only support team to boot up the new station)...