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Nertea

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Everything posted by Nertea

  1. It's a EL thing, so I don't know, don't use the mod. If you think it's reasonable submit it as a PR and I'll merge it unless people complain.
  2. You need an ID because the VariableIspEngine module looks for engines by their ID. Edit- after looking into this I don't think it'll work without a multimode engine.
  3. I'll have a look but that's pretty weird! I might die before I commit to IVAs fort hose parts, so don't get your hopes up :(. I can't reproduce this unfortunately. I'm going to say a mod conflict, you could provide more info, or preferably easy repro steps in a basic install. Yeah, but I won't do it. Stock historically doesn't have the ends with ladders. You should look at the container configs - it's not really hard to do, but as mentioned that's against the purpose I designed so I won't add it.
  4. There's a bug, fixed in dev but I haven't had time to test and release in 1.4.3 . Can't tell much without seeing the actual engine module. Make sure it's ModuleEnginesFX, not ModuleEngines, and make sure the mode ID is the same as the name of the VARIABLEISPMODE node
  5. Do you have the NFE integration installed? It needs that. And NFE. Right click on the tank in the VAB and select the variants.
  6. I'm working on it. No, that's abstracted as the EC cooling cost. Just turn on the cooling instead!
  7. I have no idea what you said, but interpolating from below, did you come in here and tell me how to make my kid again? I'll let you know once I find out how to manipulate time.
  8. I'm not 100% understanding your english here, but I guess you're seeing some bugs in 1.4.2. That's not unexpected because this mod hasn't been updated to that version, and there is no timeline to do so at the moment. Sorry!
  9. No problem. The active radiator core heat system is pretty solid in 1.4.2. The rest of the system remains unstable when going into high timewarp with large thermal masses holding lots of heat. If I want to use it for these engines I have to wait for squad to fix heat (unlikely), roll my own thermal system (lol), fold them into core heat (urk) or find a new way to balance things.
  10. Super unlikely. I don't have MH and I wouldn't want to half-ass a new size class. As mentioned I have a good amount of content that will "work" with it and I'm locking off mods, not scoping new parts. Radiators are already active cooling parts, they automagically teleport heat out of a part. This thermal bug is related to heat system time integration more than anything else. It' solution is complex and requires thought on my part.
  11. Nooo stop armchair debugging everyone it's a bug, it doesn't need constant draw, KSP 1.4.x broke it.
  12. I've had no reports of this. Can you be more specific? Kerbalism problems should be taken to the Kerbalism thread for sure, you'll get better support. I don't really provide such support for Kerbalism due to it being a beast with hundreds of tentacles and claws at the end of the tentacles.
  13. Not in this mod, no. Check the CryoTanks repo. Fair warning the new features are not as well tested as other things.
  14. @Zorg Went into your post expecting complaining the cryogenics aren't better 100% of the time as usual, was pleasantly surprised. Nice analysis! Was this with the latest thrust changes in the latest version? Addendum: you can use this with NFLV for the best volumetric experience was well.
  15. You have a weird idea of identical. In the same way, a cylindrical fuel tank looks nearly identical to any cylindrical fuel tank.
  16. Eh, might have packaged the wrong version file, don't really care. Will fix it sometime.
  17. There's a lot of flaky things about the kludge called welding in general. I'll think about it but don't get your hopes up.
  18. Crew.. transfer button? This will probably cause you some headache to implement. As you might have surmised, the model files contain all the variants which are unhidden and hidden on demand. I can't change that without a fair bit of work on my part. I can see how you would do it, it wouldn't be super pretty though. First, you'll have to determine what endcap you want on your welded station parts. Go into the config files and determine the names of the transforms for what you want. Typically there are two switchers per part with some exceptions, one for the top and one for the bottom. Also determine the names for what you don't want. You could then remove the B9PartSwitch blocks. Then, make your welded parts... then modify their configs to use B9DisableTransform to hide the subobjects that you don't want.
  19. Yes unfortunately I can't remotely delete the old file in your directory ;). The new version does not include this file - the canonical way to install is therefore to delete the directory first (but really, who does that :P) ============ INSTALLATION ============ I recommend removing any previous versions of ModName before installing an update.
  20. Get the latest version I released last night, it fixes this.
  21. Can you read the OP please? I think you will find that there is a clear solution to your problem.
  22. I'm expecting a few bugs but I hope the mini pre-release of CryoTanks will have addressed the worst of them CryoEngines 0.6.0 KSP 1.4.2 Updated bundled B9PartSwitch to 2.2.1 Updated MM to 3.0.6 Updated CRP to 0.10.0 Updated MiniAVC to 1.2.0.1 Updated DynamicBatteryStorage to 1.3.0 Recompiled DeployableEngines Added engine nicknames to tags Decreased mass of Volcano to 1.3 from 1.6t (TWR to 16.4/18 from 13.4/14.6) Decreased mass of Chelyabinsk to 0.55t from 0.7 (TWR to 3.1/10.2 from 2.4/8) Decreased mass of Odin to 5 to 5.75t (TWR to 19.6/21.4 from 17.1/18.6) Decreased mass of Tunguska to 2.25 from 2.75t (TWR to 5.2/12.5 from 4.2/10.2) Decreased mass of Mars to 11.5 from 12.5t (TWR to 20.7/23.5 from 19.0/21.6) Increased thrust of Yucutan to 1850 from 1450 kN (TWR to 12.0/21.8 from 9.4/17.1) Moved Odin to Heavier Rocketry Updated CryoTanks to 1.0.0 Fixed boiloff being disabled if a tank's fuel was disabled Fixed boiloff rates being calculated incorrectly at timewarp Redid all tank textures, particularly foils Added 3 new tank models Short 2.5m (standard, compact variants) Short 3.75m (standard, compact, bare variants) Short 5m (standard, compact, bare variants) Fixed attach nodes of 3.75m compact tank variants Rebalanced capacities, masses and costs of all tanks Decreased cooling cost of ZBO tanks to 0.05 Ec/1000u Added an optional ability to specify a set of OUTPUT_RESOURCE blocks in a BOILOFFCONFIG. This causes boiloff to produce that resource with the specified ratio and flow mode. See Config Documentation section Added the optional ability to specify boiloff as dependent on solar/planetary radiation input. See Config Documentation section
  23. I'm expecting a few bugs but I hope the mini pre-release of CryoTanks will have addressed the worst of them Kerbal Atomics 0.5.0 KSP 1.4.2 Updated bundled B9PartSwitch to 2.2.1 Updated MM to 3.0.6 Updated MiniAVC to 1.2.0.1 Updated CRP to 0.10.0 Updated DynamicBatteryStorage to 1.3.0 Updated CryoTanks to 1.0.0 Fixed boiloff being disabled if a tank's fuel was disabled Fixed boiloff rates being calculated incorrectly at timewarp Redid all tank textures, particularly foils Added 3 new tank models Short 2.5m (standard, compact variants) Short 3.75m (standard, compact, bare variants) Short 5m (standard, compact, bare variants) Fixed attach nodes of 3.75m compact tank variants Rebalanced capacities, masses and costs of all tanks Decreased cooling cost of ZBO tanks to 0.05 Ec/1000u Added an optional ability to specify a set of OUTPUT_RESOURCE blocks in a BOILOFFCONFIG. This causes boiloff to produce that resource with the specified ratio and flow mode. See Config Documentation section Added the optional ability to specify boiloff as dependent on solar/planetary radiation input. See Config Documentation section
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