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Nertea

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About Nertea

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  • About me
    Recovering Modder
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    Scarif resort for retired modders

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  1. CryoEngines 2.0.8 Removed Deinonychus and Eagle engines They are soft-deprecated so crafts in flight will not be affected. The reasons for doing this should be evident. They may be replaced in the future by different models.
  2. Near Future Spacecraft 1.4.6 Removed the Nereid and Tethys command pods and the Chickadee engines. They are soft-deprecated so crafts in flight will not be affected. The reasons for doing this should be evident. They may be replaced in the future by different designs Near Future Launch Vehicles 2.2.2 Fixed VABOrganizer subcategory assignments for RCS parts Removed the Otter and Sphinx engines They are soft-deprecated so crafts in flight will not be affected. The reasons for doing this should be evident. They may be replaced in the future
  3. These screenshots don't work with me. The new reactors also work fine with this mod for myself (and this is the first I've heard of it as well). I recommend you make sure you have the latest version, or take a reinstall if necessary. Edit: reviewing your log - KSP-Recall and associated plugins are known to cause issues - You have several outdated mods from my suite installed. Consider ensuring they're all updated.
  4. I've been cooking something with Beale and a few others to add to Resurfaced. https://imgur.com/LzRkaGI https://imgur.com/tNx6hLc This is a lightweight, low friction team colour implementation that builds off the shader work that has been done. Excuse the garish colours, just for demonstration
  5. Systems Monitor 2.3.4 Stability updates: breaking the mod will now break it less Performance updates: cut frame time cost of DBS on a 200 part vessel by something like 75% Fixed issues with edtor reverts and reloads failing to reset the UI until you made a change to the vessel Code cleanup Reworking of layout of handler code for ease of use Remove old thermal handling code now that nobody has missed it
  6. System Heat 0.8.0 Updates to zn-ch localization Corrected an issue where the heat simulation would not be reset when using the Hangar mod to launch ships. Note that if you are experiencing this you will need to re-save the ship in the editor Additional performance improvements and code cleanup Added the ability for radiators to have their output scaled by atmosphere depth and/or acceleration Fixed a fission reactor related logging incident
  7. Unless someone has specifically written support, probably not. Space Dust 0.5.5 Fixed an issue where multiple SPACEDUST_RESOURCE entries with the same body and resource overwrote previous entries rather than concatenating them Added the missing debug switches to the config file
  8. It looks like there's a logic bug with specifying multiple SPACEDUST_RESOURCE entries with the same body and resource versus just adding more RESOURCEBAND entries. This can be fixed. edit: this has been fixed and a new release of Space Dust is out with it. I will update the bundled FFT one eventually, I am fixing a couple things in FFT first. Yeah newer versions have a more descriptive message (eh, there was one but it was bugged) and also fix the litany of logic bugs that resulted in those appearing at all (the intent was to only really have that cutoff if people wanted to enable it).
  9. That's not quite what I meant - I don't think players should timewarp for resources much if it all, so the existence of this band at a very low concentration is meant to do a couple things Telegraph that it's something you can do in general "hey I can collect LH2 in orbit"! Indicate via its low useability that there's probably better places to look for it. Provide a close-to-kerbin proving ground where you can test the harvesting, even if it's not very effective. Provide a nice 'treat' for the player if they were to go away and do missions for years, they come back and have some free fuel
  10. Ok this is slightly embarrasing but I was looking at a different logfile haha. Back to investigating. Quick check - are you using the newest Kopernicus and the newest version of this mod?
  11. Unfortunately often the order one expects is often different per person :D. The secondary sort order for identical bulkhead profiles (ie the order when 2 parts are the same) is based on part alphabetical title to have maximum correspondance with stock. This could probably be changed though.
  12. Can you attach the config files you're using? This is a case where we might have to check expectations. The way I've set it up is that liquid hydrogen is slow to collect because it's literally just free fuel that allows infinite travel. If I let you plop an extractor in Kerbin orbit, it's just a free fuel factory now. That has to be slow... Here's a poorly pasted table of the exospheric bands that are in the default spaceDust distributions, with a what if for how long it takes a single scoop in about the 'middle' of the distribution to collect a gram of product. Resource Name Time for 1g of product, d Antimatter kerbRing 2,012.3405978 Antimatter kerbRingHigher 192.2191496 Antimatter joolExo 17.4879609 Antimatter laytheAreaRing 415.5530293 Antimatter laytheRing 332.4708279 LqdHydrogen kerbinExo 2,207.00 LqdHydrogen SunExo 331.18 LqdHydrogen joolExo 0.1126180 So in this case if you're scooping at kerbin, I expect it to take years to get anything in LH2 land.
  13. It's the main Quality preset. On Lowest with KSP it sets the number of bone weights to 1, and to look correct the solar panels need 2 bone weights .
  14. Weather Dependent Solar Panel is not supported right now, which is the cause of your issue.
  15. Always need logs and screenshots. Can't reproduce with a basic install of NFS, DBS. Need reproduction steps.
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