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Nertea

KSP2 Alumni
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Everything posted by Nertea

  1. No worries, I just had one really nasty RL month so I know the feeling Sorry, but I'm not likely to add it. It would require a new model and I have specifically not scoped anything new here. I'll see if I have time to check this out soon.
  2. Ok, update is nearly ready. I would like to ensure that any LS mod problems are fixed or at least recorded... so far in my fix list I only have KerbalHealth patches apply only when KerbalHealth is installed Better EPL resource compatibility for containers Feel like there must be more?
  3. Not really. In name only. Add the new mod, retire your ships, then delete the old mod. Or keep it around, they don't hurt each other. You'll get this in the next update, but I won't be bringing back the docking modules of ugly hideousness.
  4. I mean, you're talking about SSPXr here, but I haven't noticed that any parts lack seats. Could you post this in a detailed fashion in the SSPXr thrad? There was a really old bug with a version of NFLV that had a wrong update link (to FFT). You should update NFLV to fix that. It shouldn't cause a CTD though!
  5. Hey that's pretty cool, I'll try to remember to put that in the next version.
  6. Sorry work's been crazy and I haven't had any time at all to work on these.
  7. You really can't expect everything in the world to stay static. I didn't intend that my mods would become a standard, except for CTT, and if I want to change some things, then I can totally do that... unfortunately others might have to adapt. Squad sticking with the same screwed up balance forever, for example, is why KSP's balance is utter excrements because they were too concerned with not breaking anything ever, and now it's too late. This is still just a proposal with gathering feedback. Yes that's correct. If you just stuff more crap in all the tanks, you create inconsistency which I hate even more than anything else.
  8. Clarification: The intended behaviour is that this is a new mod that can be installed alongside the old one as mentioned in the OP The new mod will continue to be maintained when I have time (I don't right now). The old mod is no longer maintained (as shown by big red text in the OP of the thread) If there is something in KSP 1.4.1 that causes the old mod not to load, I'm sorry, but... no future versions will be supported beyond 1.3.1. If Squad broke some excrements, I've made my intentions clear for the old mod This mod really isn't technically supported in 1.4.1 yet anyways, so if you're in 1.4.1 and using SSPXr 1.0.2 alongside SSPX whatever-the-version, that's an unsupported configuration for both mods.
  9. This is not realistic. This is because KSP physics have issues dealing with the large size of vessels that use LH2 propulsion, especially if they are assembled in orbit. I've slowly come to the realization that I probably need to gamify this a little more than I have. Currently things are a little gamified, but not that much. As always, Real Fuels and RO are still things!
  10. Transparent pods are a feature of stock (IVA overlay function), not any other mod. It would really be best if they didn't, IMO.
  11. I'm thinking of doing a thing in the next update which will break stuff. Currently combustion ratios for the engines are a bit hydrogen heavy (15:1 cfg ratio). I would change that to 10:1, which has the advantage of making it a little closer to realism, mass-flow wise. However the interesting thing is that tank ratios might become more attractive to people who don't like large parts, as I will modify them something like so: Old LH2/O Revised LH2/O Old LH2 New LH2 38,400/2,560 38,400/3,840 64,000 96,000 Basically artificially compressing the LH2. The fuel mass ratios will not change, so performance will be identical. However the total vehicle size will be ~ 30% smaller. In addition, I would be slightly decreasing the power needed for boiloff, which would increase net performance a little.
  12. Updated for KSP 1.4.1. Minor changes KSP 1.4.1 compatible Config fix to mug prop Config fix to glovebox prop
  13. Well, you asked a question about CKAN, I added my canned response, which is just letting you know that actual CKAN questions are not supported. And well... a changelog is what it is. I can't describe it any better than that really, it would just be similar words in a different order. I'm sorry if I offended you.
  14. What people do with this mod and CKAN is their business. Also, there's a changelog in the post above yours.
  15. Update: KSP 1.4.1 Small restructure to nuclear nodes and connectivities
  16. Rgh. I wasn't aware MKS could actually function without CRP, I thought they were pretty inextricable...
  17. No thanks - will continue to use B9 as fuel switching is important. Thanks for the offer though.
  18. This mod is designed to overwrite Ven's changes if they're installed (I assume you want things to match). You can delete the configs if you don't want that.
  19. That's a pretty minor change except for verifying new coordinates. Care to take a stab at it? Maybe add to this PR?
  20. In a similar fashion to KA... 1.4.1 Update Status Update paired with Kerbal Atomics Fairly major set of fixes/revisions for ZBO tankage, about halfway through, need at least 3 weeks (considering other mods) to finish Need to recompile/test DBS component
  21. As a PSA: 1.4.1 Update Status Update paired with CryoEngines Fixes to NFE patch will improve QoL for all (needs NFE update first though...) Fairly major set of fixes/revisions for ZBO tankage, about halfway through, need at least 3 weeks (considering other mods) to finish Need to recompile/test DBS component
  22. I'll look into it For the impatient: 1.4.1 Update Status Super low priority mod to update due to loathing Minor fixes required ETA???
  23. Glad that solved it, I almost had a heart attack, it was a really nasty bug to deal with and I was worried... 1.4.1 Update Status Would like to have a revision of the LS patches to go with any TAC/USI/other updates by contributors Recompile plugin Minor fixes ETA ~1-2 weeks
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