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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
The good thing: After the 1.12 Mod repair stuff, which Nertea will go through, he'll likely never have to do this again - meaning (given that he wants to) more time to feature upgrades to his mods, as no further 'mod repair orgies' (tm) after ksp major releases have to be performed... long term a win win thing So I can wait for a stable release. Maybe sooner than expected, after the 1.12 repair stuff. -
[WIP] Nert's Dev Thread - Current: various updates
Rakete replied to Nertea's topic in KSP1 Mod Development
Isn't this an unstable branch? I like stable versions for the sake of integrity of my Carreer saves. So i just dared to ask, when a stable version of this expansion is roughly expected. -
[1.12.x] Near Future Technologies (September 6)
Rakete replied to Nertea's topic in KSP1 Mod Releases
Yeah, understandable. Somehow I hope i find some youtube video on System heat, as I didn't really get, how it works with fluxes and temperatures from the SH opening posting. Reality physics are clear, but how it's abstracted in SH... Some good hint to a good video on System heat ? Does SH only effect modules that had core heat (generation or sink), or other parts as well. Do the cooling loops bring extra mass etc. to a craft, or will old vehicles continue to function as they were before? -
[1.12.x] Space Dust - Atmospheric and Exospheric Harvesting (9/10/2024)
Rakete replied to Nertea's topic in KSP1 Mod Releases
Mhhh... It didn't... does it also need time like the telescope? I tested it in a 200km eve orbit and press start scan. But no concentration values were shown in orbit until i entered the atmophere at 90km. And it didn't discover the undiscovered ressources. If it takes time, maybe I was impacient. But if there is no timer, than it was a bug. -
[WIP] Nert's Dev Thread - Current: various updates
Rakete replied to Nertea's topic in KSP1 Mod Development
That ... is.... huge.... really looking forward to. Is there a roughly scheduled E.T.A. for the expansion of SSPXr ? This year? -
[WIP] Nert's Dev Thread - Current: various updates
Rakete replied to Nertea's topic in KSP1 Mod Development
Wow ! What's the diameter of the central structure? 5m? -
[1.12.x] Space Dust - Atmospheric and Exospheric Harvesting (9/10/2024)
Rakete replied to Nertea's topic in KSP1 Mod Releases
Some questions to guys who are used to space dust: #1: Whats the difference between the two Scanners which can be mounted to a probe (Sniffer and Looker)? Both show nothing in Orbit (tested on Eve), but show the same information as I enter the atmosphere. Shouldn't the spectroscopic one detect gases without entering the the atmosphere? #2: If there are tiny traces of gases above the atmosphere (given the configs are adapted to do some trace gases...) Are there tools to collect them? The sift-o-tron only works in atmospheres. #3: As a dev-proposal @Nertea: Maybe some tool/display in the scanner which altitudes are associated with the ressources once you probed them? Otherwise it's not possible to get to know, that LF for example is only below 8km at eve. (Apart from picking pencil and millimeterpaper as the probe sinks into the atmosphere and drawing a curve yourself based on the values over time (reminds me of some physics experiments at university) -
[1.12.x] Near Future Technologies (September 6)
Rakete replied to Nertea's topic in KSP1 Mod Releases
Can you translate #1 for non-Programmers? I love NF electrical in combination with NF propulsion. What's going to change and why? Just curious. ;-) Will we have to use SystemHeat (whether we like it or not) to be able to use NF electical in future? -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Rakete replied to Nertea's topic in KSP1 Mod Releases
Bug Report (minor): Plume of emancipator at zero throttle still shows litte flickering in the middle of the nozzle. -
[1.12.x] Near Future Technologies (September 6)
Rakete replied to Nertea's topic in KSP1 Mod Releases
@Nertea Bug Report NF Electrics: minor Message "Use left mouse button to transfer..." while tranfering uranium between storages does not disappear after successful transfer. Testcase: Build testship on launchpad with smallest reactor, let it run for a while (timewarp maximum), Stop reactor, transfer depleted uranium from little reactor to whirlijig centrifuge. Transfer works, but above mentioned message does not disappear. Message is only cleared by switching vehicles. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Rakete replied to Nertea's topic in KSP1 Mod Releases
Nope... no redistribution intended. Just want to pick from different mods to my own private (!) package, to easily re-install after setting up KSP new or windows re-install etc. (and foremost: to learn something xD) Yeah, Janitors Closet i heard about. But I'm not keen on adding more and more mods with even more dependencies. It makes pin pointing in case of crashes really really hard. So the less mods (with real code) the better. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Rakete replied to Nertea's topic in KSP1 Mod Releases
A short question. If I want a certain module from Restock Plus - just one, that has no IVA and no special extravanganza stuff to it: (Certainly it's the Cherenkov (big brother of the Nerv, right?) which I assume to not have asset dependencies to restock, which i don't want to use either) If I extract all its assets (all .dds .mu etc. files that contain the modulename in its name), and extract the config file from another folder of the mod (maybe with adaptings it's assets path in their cfg), and add the waterfall config out of Waterfall for Restock+ to the folder ... Will then the module will load correctly? Or is there more to a part than its assets (.dds, .mu.), one part config-file and one waterfallplume config-file? (Yeah, I'm trying to get into tailoring my partmods, as I'm kinda flooded with usage overlapping parts from my mods, so I like to choose and try to understand how the partloading of KSP works and which files are required. Some mods are only installed because of on or two modules. The above mentioned is just an example, which I might adapt to other modded parts from somewhere... That's why I want to understand the underlying mechanism of partloading works). Please don't be mad on me. I just try to learn something about KSP and try to optimize my individual KSP package for me. I really love nertea's work. -
[1.12.x] Near Future Technologies (September 6)
Rakete replied to Nertea's topic in KSP1 Mod Releases
Just stick with 1.11.2 for a while longer... (advantage: you will directly go to an 1.12.1 or 1.12.2 ans skip a maybe buggy 1.12.0 version, with some bugfixes, as soon, as the mods are upgraded to 1.12.x) So do I... -
[1.12.x] Near Future Technologies (September 6)
Rakete replied to Nertea's topic in KSP1 Mod Releases
Yeah, but I still don't get it, how this works... i read all of the star dust thread, but usefull information on how-to are rare. (as I don't understand what the toggles on the bottom line of dynamic battery storage do). Whats missing is a nice how-to-video on YT. But for spacedust I found nothing usefull on youtube. Also lithium: whats the conversion rate? As an engineer, i love to look at a datasheet and pull out some excel or my pocket calculator... -
[1.12.x] Near Future Technologies (September 6)
Rakete replied to Nertea's topic in KSP1 Mod Releases
Yeah, but the general amount of drills has to be considered before in terms of power supply, cooling, surface area etc. So it makes a difference if we talk about 2-3 drills or 20-30 drills... so the rate with which the centrifuge consumes Ore would be a nice starting point for calculations. And a second question: Is there a way to produce goods like Xenon, Argon and Lithium for the NF Propulsion stuff? As I saw there can Xenon be centrifuged out of depleted uranium, which I have to "produce" first by waiting years for a reactor to run dry... But what about Lithium and Argon? Can I somehow generate it on the fly as well? Is saw something like space dust as further mod - but again: no documentation how the stuff works and where to start. (No complaint, but I love reading stuff about how the parts work) Some nice charts/tables with the relevant parameters would be nice. As an engineer in RL, i love datasheets of parts and tables in order to properly plan a mission. Simply trying out for hours is not very engineer-ish. -
[1.12.x] Near Future Technologies (September 6)
Rakete replied to Nertea's topic in KSP1 Mod Releases
Question: If I want to start a mun based uranium farm (just for fun), how many big drills with a 5-star engineer will I need to feed the whirlijig centrifuge to produce uranium at full speed constantly? (Given that I land them down in an ore-rich-area.) Is there a rule of thump? I tried to test it with a full big stock ore container, but the centrifuge ate up the ore in an lash of an eye. So how many drills should i press in the virgin soil of the mun? Is there a given ore-eat-up-rate (ore units / minute), which I can assume? (some documentation on these NF parts like the KSP wiki would be a dream. Maybe someone else whos know the drill (pun intended, got it? ) of the fantastic NF stuff, as Nertea is too busy with Ksp 1.12 at the moment, i think) -
[1.12.x] Heat Control - More radiators! (August 18, 2024)
Rakete replied to Nertea's topic in KSP1 Mod Releases
So they have the same mechanics like a cooling panel? The point is, I like their compact look, but want to understand them. One of them managed to cool a small NF Electrical Reactor Core. That impressed me as this compact part supports my style of aestetics. Whats the idea behind the part? Second question: do all of the heat control panels pull core heat from distant parts from the same vehicle or are there parts, that only pull from neighboring parts (like some of the stock panels do?) -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Rakete replied to Nertea's topic in KSP1 Mod Releases
Is that waterfall-compatibility upgraded version already available? Bug Report (major): Plumes of Oxidizer-boosted nuclear engines do not show up (only the inside of the nozzle turns purple). -
[1.12.x] Near Future Technologies (September 6)
Rakete replied to Nertea's topic in KSP1 Mod Releases
I've got a question: In NF Launch Vehicles there is 5m fairing. As I have making History, the Mod overwrites my 5m fairing from MC. Since I love the shiny metal look of KSPs stock fairings, I want to know, how I can stop the mod overwriting the 5 m fairing from stock, and let load the original one? Is there a "how-to-do this" ? The Actions described here don't work: https://github.com/PorktoberRevolution/ReStocked/wiki/Restoring-Stock-Parts Or ist it possible, to transplant the shiny silver fairing hull to the NF Launch Vehicles 5m Fairing?! The grey one from NF Launch vehicles can't visually compete with the silver metal fairings by squad. Sorry to say so. -
[1.12.x] Heat Control - More radiators! (August 18, 2024)
Rakete replied to Nertea's topic in KSP1 Mod Releases
Question: What do the heat exchangers do? What's the difference to coolingpanels? The german ingame description is okay, but does not tell about the game mechanics tied to these modules. They also seem to pull core heat out of other parts. So what's the trick, with these beautiful thingys? (Currently I play without system heat and am only used to the stock core heat thing. System heat is just to much brain buffer overload at the moment, as I slowly dive into Nertea's Mod Cosmos) Thanks in advance. -
[WIP] Nert's Dev Thread - Current: various updates
Rakete replied to Nertea's topic in KSP1 Mod Development
Is there some kind of wiki for all of the NF and FF parts from nertea, that explain the mechanics behind the shiny new enginetypes that come with all those fantasticm mod packages? So some "how-to" and "consider-this" would be nice somewhere. E.g. I understood the core cooling system of stock ksp through reading ksp-wiki as the game does not tell much. I'd love a place to go there and read about the underlying game mechanics of the new engines from near future, far future and kerbal atomics. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Rakete replied to Nertea's topic in KSP1 Mod Releases
Just a silly question: Is there some kind of wiki for this and the other NF-Mods, that describes how the newly invented mechanisms work and give a little starting help in How-to-do ? -
Bug Report: (minor) The Current-meter (power flow) on the left in the NF dynamic battery storage menue does not actualize to zero if you cut off an engine with alternator by pressing X. It still shows a positive energy balance, even if a electrical powering rocket engine is shut down. Testcase: shoot up a rocket without static solarpanels, rtgs etc. Reach space, cutoff engine (press x), watch the power-flow-o-meter in the menue. It should go to zero. Instead it still shows the full powerflow from the engine. Set thrust again to 50% and then press x. The powerflow value in the menue freezes at 50% of the engines alternator power flow. Playing with the monitoring toggles do not change the before mentioned behavior. @Nertea KSP-Version 1.11.2 Not a complaint, just a help for development.
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BugReport ( @Knight of St John ): I noticed that on the Rhino (maybe some other engines too) the Engine-Active-Plume plays for a second after switching to the vessel in orbit, even if the engine should not fire as throttle is zero (as it always is after loading an orbiting vessel). I could reproduce it with the latest (and the version before) of waterfall and Stock waterfall effect (actual version and version before). AP and PE do not change, so it's purely a graphical issue. Can't tell if it's a waterfall or a configproblem. Maybe you want to look at it. Installed Version KSP 1.11.2. Edit: Forget the posting... The reported bug is a KSP-Problem. I could finally reproduce a minimal PE/AP-Change by switching to the KSC and the vessel repeatedly, so the beforementioned bug is not a waterfall bug, but a KSP bug, which is now just visualized by waterfalls big nice plumes even on low throttle. Sorry.
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[WIP] Nert's Dev Thread - Current: various updates
Rakete replied to Nertea's topic in KSP1 Mod Development
So I can not simply install Restock+ and only the assets of Restock (some folder)?