-
Posts
4,859 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Nertea
-
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
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. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
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. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
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. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
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 -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Do you have the NFE integration installed? It needs that. And NFE. Right click on the tank in the VAB and select the variants. -
[1.3+] Stockalike Station Parts Expansion [retired]
Nertea replied to Nertea's topic in KSP1 Mod Releases
Go home Cobalt, you're drunk! -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
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. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
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! -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
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. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
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. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Nooo stop armchair debugging everyone it's a bug, it doesn't need constant draw, KSP 1.4.x broke it. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
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. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Not in this mod, no. Check the CryoTanks repo. Fair warning the new features are not as well tested as other things. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
You have a weird idea of identical. In the same way, a cylindrical fuel tank looks nearly identical to any cylindrical fuel tank. -
Eh, might have packaged the wrong version file, don't really care. Will fix it sometime.
-
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
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. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
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. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
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. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Get the latest version I released last night, it fixes this. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Can you read the OP please? I think you will find that there is a clear solution to your problem. -
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
-
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
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 -
[1.12.x] Heat Control - More radiators! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
There are 3 mirrors in the OP.