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Everything posted by Rakete
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[1.12.2] Fix Stock Docking Nodes (7th August 2021)
Rakete replied to JPLRepo's topic in KSP1 Mod Releases
@Nertea This might be of interest for you, as your mods contain many docking ports. Might be worth having a look, as I would guess the NF and Restock ports suffer the same drift, that came with stock 1.12 KSP. -
@JPLRepo thanks a lot for this, why not make it stock? I would guess, you can put it in 1.12.3 as Lead engineer. Also: does the effects of the Mod also take affect on mod-dockingports like the ones from @Nertea's packages (Restock, NF Launch Vehicles, NF Construction, etc?) or will they have to actively made compatible to use your docking port stabilizer?
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Okay, than i will modify my question slightly: Will this issue be in focus for the next "here and there when needed"-minor-bugfix-update? This bug is unfortunately a major one.
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I really wonder why we only get silence on this topic. We already spotlighted this showstopper issue already in the 1.12.1 thread intensively. @SQUAD, @Just Jim ... Can we please get a statement on this issue? Can we get a bugfix on this, as it prohibits any complex space structure (station/vessel) to last. Or are the complex-things-builders doomed to stay on 1.11.2 with all it's other bugs? Is this issue in the scope of the remaining bugfix team? Please communicate to us.
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Did you try timewarp (physics and normal)… i locked my ports and the stuff drifted… anyone else experienced this?
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@NerteaAddendum: I tested your fixes on target temperature of coolant tanks and the heat exchanger. Thank you, the issue with the tanks seems to be fixed. I played around with the heat exchanger, to get to know the mechanics, but something is odd (You really hate me right now, do you ?! ): If I have a heat exchanger transfering heat from somewhere (here an acctive vulcan smelter) to a 750K reactor loop and match the exchangers output temperature to also 750K all is plausible, but it turns down the target temperature and the real temperature of the whole loop (from 750K to 287K (means defacto environmental temp.), as soon as I shut the exchanger down. So if it's not active anymore it should not contribute to the target temp of a loop, I would think, as it would only pass through the hot coolant and just be a coolant reservoir and not a temperature sink. Think this might be a bug. :-) but a rather minor one, as it hits edge usecases. Unfortunately github doesn't let me in right now... so... yeah... - Maybe someone else would be so kind to put it into github as issues?? Thanks in advance. In this case here, all radiators belong to Loop 1:
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[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Rakete replied to Nertea's topic in KSP1 Mod Releases
@NerteaSide-plumes of the emancipator are not placed correctly. They are some meters away from the sidenozzels. Tested in newest KA version. -
@Nertea Some KA-engines (Scylla, Poseidon, Neptune, Eel) show no static waste heat in the lefthandsided parts properties of the partslist. You have to look them up in the PAW. But others nuclear engines do show the maximum waste heat (Deliverance, Liberator, Emancipator) in the part info box of the left hand sided part menue of the VAB. This heat variant scales by thrust. Is this behavior in the part descripton intended, or got the info about the static waste heat of the engine without thrust-heat-scaling just missing in the part description? Tested with newest KA and SH versions in a KSP 1.11.2 install. Apart from that: I love the KA-Engines and their implementation with SH. Great Job! Unfortunately I can't get into my Github account, so please pick the issues up here at the moment, and handle them to your liking. Github's account verification mail doesn't get through to me somehow.
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I really hope so. So please, dear squad team, can you confirm that for this really disrupting issue is a bugfix in the pipeline? That would be really really nice. Please communicate to us upon this disruptive wide spread issue. @UomoCapra Will there be a fix? E.g. i have many complex stations, and their sections drift to very very ugly positions. It's really really a visual immersion breaker.
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This is a showstopper for any complex station or vehicle. So I dare to ask @UomoCapra for a minor fix on this issue?
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Have a look at nerteas Waterfall configs for the erebus engine in the cryoEngines mod: it has waterfall plumes AND a smoke trail (the stock one)... so somehow it seems to be combineable. I'd love to see a set of waterfall configs for SRBs. Let's be honest: Waterfall is so much superior in plume drawing, than the stock plumes. KSP's SRB stock plumes kinda suck.
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So the new version of unity (i read of something like this?) that came with 1.12 does make no difference? Okay. Good to know. What happens to mod parts, that you updated targeted to 1.12 e.g. the circular dockingports in NFLV, NFC, etc? Will they work in 1.11.2 without crashing the game (just missing the rotation stuff?)... I thought your mods are compiled toward a certain target? Just for interest. Mhh... as nice as the interconnection between the mods are, I guess it turns debugging them into a nightmare for you. I really take my hat off to your efforts. (Is this a correct saying in english?). Maybe it was some miscalculation of DBS as it kicks in during timewarp. This seems to be pausible. But with battery storages this big (sufficient for half an orbit without energy supply), i would not have expected this. I tried yesterday again after draining the AM tanks. Couldn't reproduce it for half an hour, so i lost my bughunting mood, and went on. Few days ago it exploded several times upon am tank filling by nova facility - same station, same save... It's kinda Schroedinger's explosion. It will detonate and will also not... KSP decides this upon try. I kinda reminds me of an iteration i did some years ago, that tended to refuse convergence under very special input values - it almost drove me nuts. Seemed to have had some singularities. In the end i had to exchange the whole algorithm... damn, was i frustrated...
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Prepared partially the first module of the new Arakis-Station, which will be heading to ....... Duna, as you may already have guessed. Just a small 2,5m sciencelab, a 3,75m habitation module, some controll rooms and a 400kW Fission reactor with reprocession facility to strech out the usage of the stored uranium... just enough reactor warmth to keep Val safe and sound.... She loves her high power solarium, which is essential on long trips. The station parts will go unkerbaled on the next launch window and will be assembled roboticly. Afterwards a crewed ship with magnetoplasmadynamic drives will deliver the crew for this expedition.
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[WIP] Nert's Dev Thread - Current: various updates
Rakete replied to Nertea's topic in KSP1 Mod Development
Why this fixed date? You don't have to put yourself under too much pressure. We are patient enough. -
Thanks for your efforts. Maybe this is the case. Have you emptied the AM storages before, so that the Nova could run and produce heat? (Think the storages were unfortunately full in the save game) Anyway, I don't want to waste your precious time. Thanks for the effort. If someone else posts about exploding things you may pull out this save-file again, or if you want to test multi-loop builds - maybe it's nice to have some complex multiloop testrig ready on the hand. Yeah, maybe it had to do with the oscillation thing, I that reported and you already fixed on the current version of system heat (maybe producing heat spikes on certain warp settings or something like this). I'll keep an eye on this, with the newer mod version when i upgrade to 1.12 (Oh squad, if they'd only fix those bugged wobbly drifting docking ports and broken engine sounds...). If it happens again then with 1.12 and the matching mod versions, I will provide a newer save and file a new report - or if someone else notices similar behavior, as I don't post this for my fun's sake, but to help.
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@Nertea Update: I managed to test CE 2.0.3 in my 1.11.2 install, just by dropping the CE-Folder in, without replacing the other updated dependency folders (they contain dlls, which i assume to be compiled against 1.12 - so that I'll update them when I move over to KSP 1.12). The above mentioned centre of thrust and surface attachment issues seem to be gone (tested on Erebus). Thank you.
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Would a picture of the respective station help? It was considered as big refilling station for almost everything, that can generate many fuel types out of stored ore or enr. uranium. (it was some kind of big proof of concept in iirc. 500km (+- x) LKO for later deep space stations) It consisted of 8 big nuclear fuel drums, four huge ore storage containers (SSPXr), one pellet storage for intermediate production products, one big De/He3-Tank. And the following cooling loops were implemented, which were not interconnected due to the heatexchanger interferring with the target temperatures like the coolant tanks (yeah you repaired it, but i am not on 1.12 yet). One loop for the big fusion reactor with two expandable graphene radiators. Cooled to target temp. One loop for Nova AM facillity (I think this one exploded) with 4 graphene expandable graphene radiators, cooled to target temp. Running in heavy elements mode all the time until explosion. One loop for a IRSU cooled to target temp for resupplying docked classic vessels (cooled to target temp), but offline. One loop for the vulcan smelter, cooled to target-temp by 8 grey (HC) static fin radiators. Running on fission creation mode with cyclic leaving timewarp to refill the smelter and reengaging it. And one loop for two bussard collectors harvesting some particles of kerbins AM cloud for testing/learning reasons. Also cooled to target temp. One halo-solarpanel and some big batteries to ensure AM containment, even if the fusion reactor would be offline for maintenance (given that all converters and go offline)... And the rest of the concerning station was just typical station parts from stock, SSPXr like docking ports, some lights some, some controllroom for kerbals, little xenon tanks and four small VASIMIR-engines for orbital height corrections (which were offline). The explosion happend during timewarp at once. No cumulative temperature rise was seen before. It just went "bang". everything normal, next frame all red, next frame all yellow and boom - whole station blown away. I don't know, if it happened during timewarp or on transition back to normal time. It happend several times and seemed a bit random, just like if you hit a doomed combination of current heat production, rejection (maybe solar exposure if this makes difference) and stepsize due to timewarp. As it was finally filled up with AM, i shut down the Nova facility and the vulcan smelter and it seems to be stable. The requirements for containment (60kW for the storage container and 2kW for the containment in the Nova itself should be more than met by the big fusion reactor on De/He3, which provides up to 20MW) EDIT as i got back to my computer: Here is the respective safegame of my Proof-of-concept-/debug-playground before I use new mod stuff in my main safe: https://www.filemail.com/d/kvkrrduhtvdahhg The explosive-happy station is the Cochrane-Facility (you know Zephram Cochrane, do you ? ) in LKO. These mods are currently installed. I'll show them by zip-Archives so that you can see the version numbers of the packages: Not more, not less. KSP-Logfile: https://www.filemail.com/d/inrygkbszalfrcg Basegame: KSP 1.11.2. I think, that's all the information I can deliver, exept from my meal during watching the unexpected explosions
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Boattail-Shrouds of some cryo engines (e.g. Erebus) are slightly off centre and/or not perfectly point symmetric: If you put tail fins on your rocket and mound them on the boat tail (even if using radial symmetry) this will induce drift of the rocket to one side. If you mount the fins on the tank above the engine and offset them downwards, the effect is gone. So if you want to use these boat tails in atmosphere, don't mount the rocket's tail fins there. Mount them on tanks, that are perfect circular, or you have to fight induced forces to one side. Anyway... something is odd there, and might be worth having a look. (can't post it to github right now... sorry.)
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@Nertea Added some more information on the speculative AM overheating/annihilation report above. (Sorry, that it's not in github. It does not let me in due to some nit working account verification issues).
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Spacedust doesn't contain the bussard collector... it's in FFT.
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@Nertea I can't login to github somehow, that's why I post it here: I think I may have found a major issue: I built a facility with antimatter production and a storage tank. (A-Cy1-25) But somehow it explodes at random (two times at arround 75% AM filling) with a big yellow overhearing glow, even if containment is enabled (and in case of the AM production facility also all cooling requirements are met.) Why does the station explode? The ingame description says, it only needs energy supply for containment, which is ensured by a big fat reactor, that's more than enough for this job (and also battery banks)... This happened during timewarp, to fill up the storages. Timewarp was several times stopped to refill the vulcan smelter of the production chain (uranium to pellets to antimatter) and reengaged. On the 7th or 8 refill the whole station blew up during reengaged timewarp, respectively on disengaging it again. By the way: Every cooling loop was at target temp when engaging timewarp. Is this a bug, or have further containment requirements to be met, that are not mentioned ingame? Is there some kind of rounding issue during timewarp, that makes the station annihilate? Here is also my logfile: https://www.filemail.com/d/inrygkbszalfrcg Edit: After several tries nothing exploded in a yellow nasty heat glow. So I guess it's some kind of vulnerability against timewarp (rounding, truncation, stepsize?). The concerning station has several converters, every thing cooled correctly due to systemheat. All ran at the same time ; Uranium to fission pellets to anti matter - powered by a big fusion reactor. So missing energy or missing cooling of the converters was no issue. Second Bug Report: The bussard collector, does not collect, while vehicle is not focussed. (e.g. high timewarp in from tracking station). When focussed, than it collects. Both tested on KSP 1.11.2
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Little proposal for the next FFT release: Make the Vulcan smelter drain Uranium from Nuclear fuel drums (not from engines!) (analogue to how IRSU drain Ore from storage containers), instead of having to refill the smelter over and over again, when producing fuels. (why do I always think of fast fourier transformation, when I think of FFT )
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kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Rakete replied to Angelo Kerman's topic in KSP1 Mod Releases
Is this Mod compatible with all the Nertea-Mods (like Near Future, Far Future, System heat, Heat Control etc.?) What are dependencies?