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Nertea

KSP2 Alumni
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Everything posted by Nertea

  1. This seems unlikely for two reasons: 1) There's nothing complicated about this pack that would interact with something like SVE 2) I'm using SVE in one of my screenshot-taking installs with no issues Can't say much without a log, but crash on scene load is typically a memory issue.
  2. If you made a nice station with these releases, I'd like to see it, and possibly include it in a release album.
  3. KSPI-E changes many things about the game that I don't keep track of. They're compatible but KSPIE may be causing those effects you saw. That's up to that mod's dev.
  4. There appears to have been a regression sometime last year that broke this. They should have a specified flow mode but it was reverted in a commit in March.
  5. SSPXr 1.0.0.A3 Remaining textures converted to dds Fixed 3.75m cupola specular windows Added science blurbs for the fish experiment Fixed centrifuge internal model rotation resetting when crew are transferred into the part Added plugin component to handle friction for adjusting base legs Updates to USI patch (Pulsar) IVA improvements Completed internal mesh, seat locations, prop layout, blocking mesh for aquaculture module Completed prop layout, seat layout for 3.75m large centrifuge Fixed seat locations, improved blocking mesh for 3.75m compact centrifuge Completed prop layout, seat layout and blocking mesh for 2.5m centrifuge Completed prop layout, seat layout and blocking meshes for 1.25m compact habs (Thanks Stone Blue) Completed prop layout, seat layout and blocking meshes for 1.25m large hab Tweaked blocking meshes and prop layout on 1.25m centrifuges Fixed a seat location on the 2.5m station core This is probably the last dev release! There are no in progress issues left. I do need to do a specular + texture unification pass, as I noticed some missing things the other day, but hey, almost done!
  6. Yeah that module is slated for some improvements, particularly screen message popups when stuff happens. Do you want this in the next dev version? https://www.dropbox.com/s/nxw03rsa9j9jt9j/FarFutureTechnologies0_2_4.zip?dl=0
  7. Yes, it's been absolutely hideous! The mod would have been done in.... november? if not for these damnned internals.
  8. There's a download in the OP if you really care a lot. The improvements are irrelevant to anything currently in the releases forum though.
  9. Please go learn to mod yourself, look at the effort required and see how it makes this idea less feasible.
  10. No idea what's going on there. Mod conflict? KSPI-E installed?
  11. Though I do plan to do a final pass on most diffuse and specular maps to ensure a decent uniformity, Such comments are useful. I obviously forgot to handle one layer of windows on that specular map. Railings seem fine to me. You can let me know about these problems as you wish.
  12. New release As usual, read the git Issues page before reporting anything. Changes: Updated B9PartSwitch, ModuleManager to latest versions Converted all external textures to dds, some internal textures Corrected weight of PXL-10 Added compatibility with Simple Construction (Thanks JadeOfMaar) Added compatibility with TAC-LS (Thanks JadeOfMaar) Added compatibility with KerbalHealth (Thanks Fraz86) Added compatibility and credits list to readme A few fixes to part descriptions and names Fixed object name of large 1.25m crew tube Some mesh adjustments and refinements to the 2.5m crew tube set Fixed ladder/airlocks on Shanty, Cupola, MPL Increased extension distance of 2.5m airlock's extendy bit Fixed science collection of 2.5m greenhouse Fixed a few localization issues IVA improvements Now targeting dev version of NFProps 0.3 (included) Completed prop layout, seat layout and blocking mesh for 2.5m greenhouse Completed prop layout, seat layout and blocking mesh for 2.5m control core Completed prop layout, seat layout and blocking mesh for 2.5m airlock Repaired issues with props, seats and mesh for legacy-based 2.5m observation module and habitation module Completed prop layout, seat layout and blocking mesh for 2.5m small inflatable Completed prop layout, seat layout and blocking mesh for 2.5m large inflatable Completed prop layout, seat layout for 3.75m Cupola Completed prop layout, seat layout for 3.75m large hab Completed prop layout, seat layout for 3.75m small hab Completed prop layout, seat layout for 3.75m shelter hab Completed prop layout, seat layout for 3.75m science lab Completed prop layout, seat layout for 3.75m greenhouse Completed prop layout, seat layout for 3.75m control room Completed prop layout for 3.75m compact centrifuge Completed prop layout for 1.25m large inflatable hab (ISE) Completed prop layout for 1.25m compact centrifuge Completed prop layout for 1.25m centrifuge (Stone Blue) Completed prop layout for 1.25m airlock (Stone Blue), fixed blocking mesh location Completed prop layout for 1.25m utility module (Stone Blue), fixed blocking mesh location Completed prop layout for 1.25m hab module (Stone Blue), fixed blocking mesh location Completed prop layout for 1.25m cupola (Stone Blue) Completed prop layout for 1.25m control room (Stone Blue), fixed blocking mesh location Give @Stone Blueand @ISE a hand for helping with some layouts in the 1.25m layout!
  13. You can cool it to nominal temperature with either. For reasons that are to do with KSP's thermal simulation, it is nontrivial and unstable to try to create a perfect equilibrium system. Patience, I have a life. It's a time warp cutoff.
  14. I couldn't repro this in testing today. Science mode, part on pad, clicked button - got science with no issues. Now that I think about it I recall seeing some bugged stock screenshots on reddit with only kerbal eyes and mouths being rendered. I'm going to chalk this up to a stock bug until some consistent repro comes up. Good find!
  15. Yeah I just want to ensure you're running the latest build.
  16. Well uh... have you tried actually running the engine? It runs, sure, you can force propellant through a cold reactor, but the thrust and efficiency are very low. Having faster burn up rates is a design decision intended to make the consumption of fuel relevant. If your core lifetime is 10 years, but your engine burns are 10 minutes or less, your reactor will basically never run out of fuel in normal operation. Therefore either the fuel capacity has to be lower or the burnup rate higher. I chose the second option.
  17. It is in fact the best idea. It's persistent and most likely to not get forgotten, unlike forum posts!
  18. Yes. 1) Not all reactors have electricity-generating equipment. Read the part descriptions to see which ones have it installed (offhand there should be one in each size category). 2) Running the generator at maximum power takes 1% of the full reactor output which is only needed for thrust. That decreases effective burnup rate by 1/100.
  19. This was fixed and I got confirmation that it was fixed in October. So... weird. What version are you using and where did you get it from? Eh, I think that's FAR's problem then.
  20. Thanks, I will look into these. Not sure what would be up there. Are you referring to the clipping kerbals and things? Because I can say for sure that the small centrifuge IVA is very not done. CRP resources so it's compatible, but KSPIE does its own thing with balance. I check things, but I have not much time so it takes me a few days to get to it.
  21. Thanks, I've resolved all except the last, which is not really worth the time right now. I'll keep it in mind though. Nice catch! This has been resolved also, will be in next build. I think your way makes the most sense - makes each part more interesting. I will include it in the next release build.
  22. The magnificent @JadeOfMaar has already provided me with a patch. It'll be in the next test release.
  23. You should probably post things like this in the dev thread, but glad you like. I don't really understand the install structure here though, so SC doesn't need EPL, but needs EPL files? That will certainly cause a problem. It would be good to have someone who uses SC inspect the patches for compatibility.
  24. I don't think I can fix these, or at least I don't see issues in the layout. I think this might be an artifact of overlapping ladders Should be addressed next version Intentional! I assume on the airlock you mean the drawers on the side. I'll push it out a bit so that it kinda works. Check out this bit of work on animated props I did yesterday!
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