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Everything posted by Nertea
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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
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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
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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
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[1.12.x] Space Dust - Atmospheric and Exospheric Harvesting (9/10/2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
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 -
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).
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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
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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.
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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.
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[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
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 . -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Change your graphics settings from Low. -
Sorry every time I've remembered about this the forum has been down. So your issue is... solved? Sorry hard to tell.
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Oh, while the forum was down there was a release: Fixed Antimatter Costs Science setting only working in Career and not Science mode Fixed an extra F in the Antimatter Loading window and tweaked the decimals displayed Removed antimatter cost from settings config file in case it confuses people
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I grabbed the mod off this official release page: https://github.com/post-kerbin-mining-corporation/SpaceDust/releases/tag/0.5.4 to confirm there wasn't a release issue. This is what I see (base game with no discoveries so only shows the two resources): The units shown are only a symptom of the problem, not the problem - note also how different your numbers are - they look like they're from an old version. I'm going to need logs, modlists, etc, but I really suspect you have a older copy of some SpaceDust stuff in your GameData (maybe a second one from another mod that's bundling it badly?). Another thing - you need to tell me where in the game world you're getting those readings from so I can replicate the problem. edit- also another weird thing: you have in that screenshot exospheric distributions of Oxidizer and LF. I don't ship those in this or any of my mods, so something else is going on.
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Based on your screenshot, you're using an outdated version of the mod. This conflicts with what you've listed as versions - the UI in Space Dust > 0.5.0 shows the PAW descriptions in mass per time, not units per time. Ensure FFT and all its dependencies are up to date - try a reinstall if needed.
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I don't mind suggestions being here, I can track them well enough. Heat Control has a fairly comprehensive plan that just needs to be executed. Problem is its quite... dry and boring to work on: https://github.com/post-kerbin-mining-corporation/HeatControl/issues/48. The reasons for not doing Orion were related to KSP2 doing it as a first class system and my lack of confidence in my execution. I got around those by spending a few months working on the support stuff (particles, animation drivers, etc). The reasons for not doing Daedulus are different, it's about scale and visual appeal. Like VISTA it's kinda just too big for KSP and I don't really like scaling things down that much.
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Sorry I didn't see your PR until I'd already fixed in dev thanks though. I'll probably work on this at some point Medusa I will probably not do, but never say never. It's a really edge case engine that drives too much of the core vessel design to make me want to do it Implementing the ejecting tanks I considered during development, but did not do because it adds a ton of complexity for an extremely minor, principally visual benefit. To resolve this, if you're using Tweakscale/L, ensure you're using the most up to date releases. FFT 1.4.1 Updated Waterfall to 0.10.3 Fixed the VAB tooltip displays for the new RCS blocks Fixed missing VAB descriptions for the new RCS blocks Fixed an effect that was on at all throttle levels for the Frisbee Tuned the Frisbee effects to add a bit more visual flair to the flare