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Everything posted by Nertea
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[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Any part that has a high thermal energy content (mass*temp approximately). This can happen in stock too, but it's more common here as the very heavy FFT engines get high temperatures easily. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Huh not as bad as I remember. I'll think about it. Nah. Kerbalism things should be handled by Kerbalism as it basically breaks everything so I leave patches to it. There is a bug in KSP that is causing this. I have a workaround for next version. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Cryo cooling, taking the burden off other energy sources... few things maybe. It was taken into consideration. You're free to turn stuff on or off as you want, in fact it's even encouraged. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Yeah generally. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
But it was so uglyyyy. Probably won't be coming back though. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Engines have reactors, which act like the NFE reactors, they need to start up and reach operating temperature. They will overheat if not cooled. There are two ways to cool them, add radiators or run the engine. Some reactors generate power when active, turn the reactor power down low so you don't need to many radiators. -
The colours aren't mods, they're themes.
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Yeah, no easy way to change the canvas size as far as I know.
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[1.12.x] Heat Control - More radiators! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Yep. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
On hold until (I dearly hope) 1.4 fixes some of KSP's heat system bugs. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
That's a problem with Kerbalism, not here then. Have them adjust the volume values to fit their resources. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
If you want a real reason, a lot of these highly fragile structures IRL are not designed to retract in order to save mass on hardware that would be required to re-fold or store the folded array. In this mod, non-retractable arrays have a mass bonus as well. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Good find, I'll look into it. Yeah, there are none, sorry. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Unfortunately no. Maybe sometime, but not now. Nice! Looks like your adjustment of greenhouse lights worked! -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Sounds like you're running 32 bit ksp. Ensure 64bit? -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I'd totally accept PRs to support more rtgs. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I know, it's a pretty terrible thing I did, giving a hideously OP engine a downside. I'm not sure how you'll cope, but I'm sure we can find you a support group. -
[1.12.x] Heat Control - More radiators! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Yeah... I have it submitted as a bug, hope they fix it for 1.4. -
[1.12.x] Heat Control - More radiators! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
So I still can't tell what's going on, however, I have a theory. All ship-wide radiators are affected by this horrible heat bug: You may unknowingly be working around it, because those stock radiators affect only nearby parts, right? So they will be allocating properly (because they are restricted in what they can cool) while the HC radiators (ship-wide) suffer from the heat request bug because they can cool anything. You can overcome the bug with enough extra cooling which is probably what you're seeing. Can't do anything about it, sorry. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I don't have any thoughts, but either the next release or the release after will have reskinned stock docking ports. As to the rest - I'm really open. I don't use TAC, so compatability is in people like you and @JadeOfMaar's hands. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Because I wanted it to be. -
[1.3+] Stockalike Station Parts Expansion [retired]
Nertea replied to Nertea's topic in KSP1 Mod Releases
Oh bollox you found the secret!. I got pretty far on that part before I decided it sucked. I don't know when I'll finish it. -
Near Future Propulsion VASIMR engines problem
Nertea replied to emilb's topic in KSP1 Mods Discussions
Streetwind is the balance boss, and he's very right. RO makes their own patches, I guess NF is not popular enough in that crowd for compatibility.