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Nertea

KSP2 Alumni
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Everything posted by Nertea

  1. Surprise 1.5.x update! Big functionality/balance things, let me know what you think. KSP 1.5.x Updated B9PartSwitch to 2.4.4 Updated MM version to 3.1.0 Updated CRP to 1.0.0 Updated CryoTanks to 1.0.2 Updated MiniAVC to 1.2.0.6 Fixed CTT node of nuclear smelter Cleaned up display modalities for most new modules (clearer text, better information) Significant improvements to ModuleFusionReactor (screen messages for important events, UI bit hiding, stability, VAB formatting) Significant improvements to ModuleChargeableEngine (screen messages for events, UI hiding, passive power generation, VAB formatting) Multiple fixes to ModuleMultiLengthEngine for stability Fixed ModuleEngineHeatDisplay display output being 0.5x what it should have been Tuned all engine thermal behaviours to reduce likelihood of explosions Renamed/renumbered engines for better VAB sorting Fixed several collider/model issues with the mirror cell and beam core antimatter engines Greatly improved engine FX for the mirror cell and beam core antimatter engines Removed custom resource distributions from package Rebalanced harvesting rates for new CRP atmo/exo resource distribution paradigm Balance updates to further differentiate engines FFRE now generates lots of power while in operation (still requires charge-up time) Thermal fusion engines power use model reworked Charge-up still required, but once activated, can generate constant power by slow but inefficient usage of fusion fuel (~50% of "real" reactor). While active, power output can be modified and engine has instant response. Tokamak generates 500 kW, mirror cell generates 250 kW Z-Pinch engines now no longer need external power when running (still require charge-up) Inertial fusion engines got a 150% Isp boost
  2. Great find! It will be in the next version. Some notes on that because I'm releasing some updates for some mods tonight but not this one: I have finished a number of upgrades and bugfixes, but am still working on the docking port rotation problems and a few minor bugs, as well as some updates to USI integration. It is next on my update list though when I have time to fix those issues.
  3. Updated for KSP 1.5.x, woo. KSP 1.5.1 Widened valid version range to up to KSP 1.5.99 lolsquad Updated B9PartSwitch to 2.4.4 Updated ModuleManager to 3.1.0 Updated NF Props to 0.3.5
  4. Kerbal Atomics 0.5.2 KSP 1.5.1 Updated B9PartSwitch to 2.4.4 Updated MM to 3.1.0 Updated DynamicBatteryStorage to 1.3.3 Updated CRP to 1.0.0 Updated MiniAVC to 1.2.0.6 Updated CryoTanks to 1.0.2
  5. Cryogenic Engines 0.6.2 KSP 1.5.1 Updated B9PartSwitch to 2.4.4 Updated MM to 3.1.0 Updated DynamicBatteryStorage to 1.3.3 Updated CRP to 1.0.0 Updated MiniAVC to 1.2.0.6 Updated CryoTanks to 1.0.2
  6. Heat Control 0.4.7 for KSP 1.5.1! KSP 1.5.1 Updated MiniAVC to 1.2.0.6 Updated ModuleManager to 3.1.0 The OP is now consistent with my other mods too!
  7. I'm sorry, I can't really support old versions effectively as I lack the time. Perhaps some other forum users that are running on 1.3.x can help you? For your own additional information, it looks like the patch that tries to set up containers to support your other mods has an issue with it. I remember user PRs fixing some issues like this in the early days of the mod. You may be able to fix it on your end without too much difficulty.
  8. Okay, unfortunately this is probably lower priority than what I though beforet. The root cause is the same (contract system doesn't care about the actual loaded part, but only about the base version in the config) but it's only going to be hitting a much smaller set of contracts than I previously supposed, which makes it a bit lot lower on the to-address list. The good news is that I added some more station-building contracts so you will have some more to do at minimum next update I guess...
  9. Hang on, that's a little different than what I thought. I was thinking that the deployed state was never tracking for the contract correctly so "Build a station with X crew" was never completable. You're saying that for the purposes of station expansion contracts, the station simply doesn't count the deployed modules as deployed with appropriate crew capacity when considering the current station it's designing a contract for. Is that correct? An example: Station generates a contract to expand to 6 crew Already a big crew inflatable on the station with 12 crew capacity. Contract is therefore instantly completable
  10. You would be able to add crew into the centrifuges in the VAB primarily, which will have unpredictable behavior on the rest of the mod. Most likely they will jus die on load but at least you will fullfil the contract? I can't find anywhere in the codebase that this is checked but I am still working on it.
  11. Nope, because of how KSP handles IVAs and crap, this was not possible.
  12. I have considered it but I have a lot of projects that are in need of more attention than this one.
  13. + 5 days to release timer, whenever that was. I suspect this was fixed in a 1.4.x era update. The second thing is a good catch. The first one might not be fixable.
  14. I can safely say that I don't know how that happened. PR coming in tomorrow.
  15. From the FAQ. Q: Why can't I refuel the Emancipator? A: It's a cheaty engine. It has a disadvantage. If you want to refuel it, you need to download NF Electrical and install the high complexity reactor integration I mean if has a specific impulse of 2850 seconds and a TWR higher than any chemical vacuum engine, it's really very potent...
  16. I noticed this one is tagged 1.4.x, will you be building this against 1.5.x?
  17. @RoverDude, what are your plans on releasing the changes we merged in September? I'd like the 1.5.x era releases of my mods to take advantage of the changes, so I will hold the appropriate ones until you're ready.
  18. Haha @Snark, I didn't need an essay of that length, just an indication of what IL actually does so I could address it! I do very much know how MCC works. It may be useful to others though. The actual solution is neither option 1 or option 2, perhaps an option 0 just pop in the included renderers and everything should be fine. Lowest amount of work. I mean IMO that's Squad's problem, not ours. It effectively means that the thermal overlay doesn't work for any section of a part for which MCC is applied, which is fairly unacceptable for a lot of things (goodbye engine throttle overheat glows for example). I don't think there's a point separating out all the glowing bits from every mesh, particularly since glows extend beyond just windows, so in some cases you're separating out chunk of contiguous meshes, leading to potential mesh seams and inconsistent smoothing, and even weirder looks than simply a missing thermal overlay. I accept PRs for other mods' functions as I don't consider myself well versed enough in their systems to add them. That'd be great if you want to add it. I'd like to work towards a 1.5 release within the next few days, if you want something in that please let me know.
  19. Updating all them framework mods, yup 1.5.0, the support, it is here.
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