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Everything posted by Nertea
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[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
I'm working on some improvements to the FFT fusion tanks to make them look somewhat more unique (keep the isohedral look for hydrogen): -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I did a stupid yesterday NF Electrical 2.0.1 Fixed an issue where thermal output was not specified in the right context in configs, leading to low outputs Fixed a CTT patch issue that I THOUGHT was in the main release -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Guess I'll stop procrastinating this one. Probably still some bugs but we'll see how we go NF Electrical 2.0.0 Updated ModuleManager to 4.2.3 Updated B9PartSwitch to 2.20.0 Updated DynamicBatteryStorage to 2.3.3 ALL PREVIOUS reactor, processing and fuel parts have been soft-deprecated. They will be deleted in < 10 years Switched mod to SystemHeat backend: New reactor parts run on the SystemHeat reactor model, which is very similar but uses a different heat system Game settings UI to tune your preferences for fuel transfer, reactor repair, etc SystemHeat is now bundled (0.7.4) Adjusted overall balance paradigm for nuclear parts (only applies to new parts) Reactors now have ~25y idle life Minimum reactor throttle reduced from 25 to 10% Reactor thermal efficiency tweaked; now caps out at ~37% and maps to the approximate conversion technology Power-mass ratios are tuned to range from 190 to 300 EC/t New/revised parts MN-1 'SNAK' Fission Reactor : new micro 5 Ec/s reactor with 0.625m partswitch option MN-2 'Kerbopower' Fission Reactor: new micro 10 Ec/s reactor with 0.625m partswitch option MX-0 'Toaster' Fission Reactor: revised 0.625m, 60 Ec/s reactor with inline and compact partswitch options MX-1 'Garnet' Fission Reactor: revised 1.25m, 200 Ec/s reactor with inline and compact partswitch options MX-1B 'Prometheus' Fission Reactor: new 1.875m, 800 Ec/s reactor with inline and compact partswitch options MX-2C 'Hyperion' Fission Reactor: revised 2.5m, 2000 Ec/s reactor with inline and compact partswitch options MX-2L 'Excalibur' Fission Reactor: revised 2.5m, 2000 Ec/s reactor with inline and compact partswitch options MX-3L 'Hermes' Fission Reactor: revised 3.75m, 2000 Ec/s reactor with inline and compact partswitch options PB-SRG Advanced Radioisotope Generator: evolutionary PB-NUK-III with similar mass ratios but much better costs PB-NUK-II Radioisotope Generator: 2 scaled up PB-NUK with ~10% bonus on ratios PB-NUK-III Radioisotope Generator: evolutionary PB-NUK with ~10% bonus on ratios PB-ACK Radioisotope Generator: small entry level RTG with lower power generation than the stock one. Appears at 1 lower tech level -
Ok, sorry but I'm going to have to leave this to the author of that mod to fix. I don't think I understand their mod enough to effectively fix it and this blind releasing helps nobody. I've created a Git issue and pinged the author here: https://github.com/post-kerbin-mining-corporation/DynamicBatteryStorage/issues/101
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Release 0.7.4 Fixed a config oversight that made the heat exchanger always cost power no matter its settings Fixed a relatively harmless NRE on editor scene loads Fixed UI null reference spam when switching away from a vessel with SH modules in flight Fixed UI null reference spam when switching to a vessel with SH modules in flight after switching to one with none Added a few null checks/guards in places that might have bad things happen Ensure all debug flags are set to OFF by default and added examples of the hidden ones to the settings file Added an adapter module for ModuleCometDrill Adjustments to EXTRAS patches to fix a few issues Unnecesary SH modules for some NTRs Harvester patches now support Asteroid/Comet drills
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Hmm. This is a weird one. So I take your ship, installed what I think are the dependencies and did a quick teleport to orbit/set warp to max test. I saw what I'd expect which is that there's some flashing boiloff as the ship goes into to shadow, but it's not in your video which is constant the whole time. Some thoughts: Time warp rate: Just to confirm, you're using BetterTimeWarp and your top rate is 10,000,000x. WeatherDrivenSolarPanel: I noticed this is installed. It's not supported, but it looks like the output is behaving so this is not the issue. You could see if uninstalling it helps. I'll keep investigating though.
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Flip that Adavanced rollout on so I can see what's going on dynamically. You have a massive amount of [PR] [MechJeb] spam in the log as well which I'm told is from Persistent Ratation, and things from TweakScale, TweakScaleWatchDog, KSP-Recall plugins which have been known to cause install issues on occasion.
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I don't know what terrifying things the Kerbalism patch does so I can't really say (I would guess you're using the CryoTanksSystemHeat thing and something is causing the tank to toggle between needing cooling and not repeatedly), but the source tells me right now that DebugModules is on by default. I'll fix this in the next version, but in the meantime you can go to the Settings.cfg file in the SystemHeat directory and add a line saying DebugModules = false to remove the logging call.
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[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Updates to dev version Appropriately deprecated/re-added the nuclear fuel containers and ore processor so the part modules can be adjusted Tuned and balanced the RTG set - they should be release-ready now Adjusted many 3rd party partches to work correctly Remaining todo Cost and tech tree tuning for the new reactors Testing and tuning the fairing ejection module Some SystemHeat adjustments so the various Extras patches work ok The USI 3rd party patch Many testings -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
That's correct... though rather thinking at some point to moving this to Patreon or Ko-fi, Paypal does suck in a lot of ways. -
Yeah for the right ROI I'd do it, but if it's simply for a more user friendly way of categorizing unsorted mods... not really worth it.
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[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
The issue I have with that is the RS+ isn't designed to add a bunch of MH-like parts to KSP... it's designed to add useful parts to the game. So we already have a set of the standard 3x LFO engines for 1.875m before this update - what would the new engines add?