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Nertea

KSP2 Alumni
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Everything posted by Nertea

  1. 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
  2. It's limited and not hugely useful for my use cases. Glad you solved it, but recall - no support for 1.4.1 stuff with 1.3.1 mods. Speaking of which... 1.4.1 Update Status Breakdown NF Propulsion In the process of working on some 0.625m and radial Li tanks. Update whenever that's done ( > 2 weeks) NF Electrical Testing a number of heat fixes and tunings, as well as code improvements. Update whenever I'm satisfied ( ~2 weeks) NF Solar Recompile needed but otherwise no problems, update SoonTM NF Construction In the middle of some major work on new and revised parts, not updating until done (> 3 weeks) NF Spacecraft Seems good right now, needs a few tests, update SoonTM Also needs NF Props update, not a huge problem. NF Launch Vehicles No major issues found, update SoonTM
  3. Remember, all patches for mods that are not mine are community-contributed! Any help you can provide is great! Are you using 1.0.2? This was fixed there, and additionally I cannot repro it ( I just tried).
  4. Well I'd start by getting my dice bag and rolling some D20s to choose!
  5. I'd also point out that the analytic heat integration system shouldn't do a lot of things it does... just pointing out that this game has, uh, radically different coding standards than what we might expect it to :P.
  6. The peculiarity of several of KSP's systems knows no bounds. My guess would be that drag cubes are interlocked with the displacement and buoyancy calculations, resulting in unwanted interactions.
  7. B9PS recalculates the drag cubes on switch, so there might be a frame with bad values sneaking in. Disable drag cube switching by adding affectDragCubes = false Into the ModuleB9PartSwitch section of the container configs. This will be in the next release
  8. General notice - no 1.4 updates to any of my mods, delayed until at least 1.4.1

  9. Just an FYI, there will be no 1.4 update to this mod. There will probably be a 1.4.1 update. And here we are with a test article: So it appears switching tank cargos makes something go wildly invalid. I didn't pull a log, nor have I tested yet without all my other mods, so could be mod-mod interaction. Anybody else seeing this? So you are still using 1.3.1 right? They will not be assignable in the VAB. However in orbit they'll be fine. Same question as previous poster?
  10. Good to know. I wasn't clear on your wording - I'll go and investigate these extra changes.
  11. If there were no code changes and I was able to repro with stock and touching nothing, I guess nothing was changed. I mean, I'll check it all again but eh.
  12. Mad rush to find time to release hotfix NF Spacecraft 0.7.7 Fixed TAC patch problem.
  13. Nice station! Sorry it took so long to get it released (life has been very busy).
  14. NF Propulsion v0.9.6 Updated ModuleManager to 3.0.4 Updated B9PartSwitch to 2.1.1 Fixed overlarge volume of radial argon tanks Fixed trailing animation keyframe on cryo separator causing a visual model offset Fixed cost adjustment of stock xenon tanks, added support for fixing mass ratios of RLA Stockalike and MRS (kerbas ad astra) Minor adjustements to chinese and russian translations Added engine nicknames to part search fields NF Spacecraft 0.7.6 Updated ModuleManager to 3.0.4 Updated B9PartSwitch to 2.1.1 Updated NFProps to 0.3.0 Added KerbalHealth patch (Fraz86) Added fix for TAC-LS (Streetwind) NF Launch Vehicles 1.1.4 Updated B9PartSwitch to 2.1.1 Updated MM to 3.0.4 Fixed a missing bracket in the small 5m to 3.75m adapter which caused all sorts of problems Added engine nicknames to tags (Kerbas ad astra) Modified upper 7.5m cluster mount to be more space-efficient
  15. I made an upload mistake. Stockalike Station Parts Expansion Redux 1.0.2 Removed extra zip file
  16. Any of the reactor-added engines need throttle setting == reactor setting to not overheat. That might actually encourage people to install the patch, which I don't want to do.
  17. Stockalike Station Parts Expansion Redux 1.0.1 Updated ModuleManger to 3.0.4 Updated B9B9PartSwitch to 2.1.1 Fixed USI/EPL cargo container contents problem Cargo container contents can now be switched in flight Added a top attach node to the 3.75m cupola Added part nicknames to tag lists (Kerbas-ad-astra) Added KeepFit patch (Kerbas-ad-astra) Improvements to many LS compatability patches (TAC, MKS) Fix to CLS patch for 3.75m lab (Kerbas-ad-astra) Fixed rotation of 2.5m airlock, observation module IVAs Fixed a misaligned kerbal transform in the Mercury IVA Removed a hanging techRequired block in the CLS patch Increased base leg friction coefficients from 0.5 to 0.9 Porthole now has basic command module functions (control) but no reaction wheels Fixed engineer requirement under localized versions Fixed attach node coordinate reversal on 45 degree version of 1.25m multihub Fixed endcap misalignment on 4-way Planar version of 2.5m multihub Fixed inconsistent foil shader between variants of 2.5m multihub Fixed export issues with alpha channels of a few parts
  18. I will introduce a change that ties that to core heat because it was intended to be core temperature. You're right that you could get into a feedback loop where spent fuel heating would cause indefinite inability to transfer. That wasn't intended, reactor was just needing to cool down.
  19. I am tired of new tech nodes proliferating willy-nilly everywhere. Particularly when they don't really benefit more than than one mod. Seems like change for the sake of change and for needing more icons, really.
  20. Limitation. Can't do anything except disable that feature. More info? Can't transfer? What does the message say at that point? Not my fault. I'm not even going to try fixing any thermal problems until 1.4 because of the thermal allocation bug. It renders everything completely pointless. Just use proximity radiators for everything, it's the only way to be sure.
  21. As a fairly prolific modder, the wording of the modding-related clause in the new EULA saddens me, not so much in the sense that I oppose a company's need to cover itself in legalese to protect itself from UGC, but because this modding community is more or less the only one I've participated in (out of several) where that hasn't been an issue. That may be over now, and it makes KSP a lot less special to me. I believe that modders operating without the vague threat of corporate takedown and acquisition is partly what made KSP successful in its early pre-0.2 days. This direction (again generally seen as necessary due to rabid corporate fear of its users drawing weiners on rockets with TTI proudly shown in a screenshot caption) would create an environment that seems likely to limit that. The best people won't build open-source software that isn't legally theirs or spend hundreds of hours creating art that has an overarching copyright term for no pay. So that's unfortunate! It'll definitely push me away for sure!
  22. It should be included whenever I find time to release the next version. I've been really busy IRL though so that hasn't happened.
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