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KSP2 Release Notes
Everything posted by Nertea
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[1.3+] Stockalike Station Parts Expansion [retired]
Nertea replied to Nertea's topic in KSP1 Mod Releases
Here's two more redone parts. I think you can figure out which ones they are.- 441 replies
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[1.3+] Stockalike Station Parts Expansion [retired]
Nertea replied to Nertea's topic in KSP1 Mod Releases
I'll tease more stuff now.- 441 replies
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[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Looks like you're definitely getting some KSPI contamination there. Those are repackaged, stretched and recoloured versions of my parts. I'm not sure what the latest state of the integration between KSPI and NFT is (it's fully managed by FreeThinker) but if you're trying to run both mods at once, I'd ask him. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Decided I'm not touching this until 1.3.1 drops by the way. Use the above workaround if you need it. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
You can run some of the engines as electricity generating engines so being able to adjust the power downwards is helpful. In addition, running the reactor at 50% could be useful as it reduces the time for the spool up. However keeping enough radiators on your ship to handle power at 100% will be painful, so you could provide enough radiators to run it all the time at 50% and get some response time benefits. Additionally, if you turn the power down, the reactor will try to guess what power it needs for running the engine and automatically power up when your throttle up the engine. So you can safely in most cases keep power low and rely on the throttle compensation. Yes and yes. Reactor heat management is not related to things you can see in KER. All the Core Heat using components (drills, converters, reactors) use the... Core Heat system. It's a heating component that is orthogonal to the internal heat system and they don't really interact. That reactor power number is the amount of Core Heat generated by the part, which is directly dissipated by a radiator's Core Heat Transfer parameter. You can put radiators anywhere if they are configured that way. Some stock radiators (the small fixed ones) only work on parts up to 1 part away. Stock heat bug apparently fixed in 1.3.1. In situations at low timewarp, even 1 kW of radiator power can cool anything! Gotta love that stock code. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I don't know about the changelog, but I know I made no PR with this and the config files say otherwise... all we did was discussed it. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
@Lyneira This is a somewhat known issue. You may be interested in this discussion here: It's basically what you just went through. The person who defined the cfg values in CRP just went and threw "real" numbers in there. The changes just haven't gone through yet. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
See, this is the thing. I can add this, but then people will ask for another, and then another, and then another. There's nowhere to draw the line once I start catering to this. So probably not. Probably not going to happen either, sorry -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Yup that is what they are for. The actual engine cost is the same (which you can see if you remove all the uranium in the VAB). Delete SimpleBoiloff.dll. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
You probably want this mod, it's more or less the same as anything I would make. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Nuclear fuel is expensive. Because of the way KSP calculates costs, to add 50u of enriched uranium to the engine I must add the cost of the uranium to the part. If you change this, your engines will end up with negative costs. -
[1.3+] Stockalike Station Parts Expansion [retired]
Nertea replied to Nertea's topic in KSP1 Mod Releases
So here's some more finished parts! From left to right: the utility module (1 Kerbal and EC/mono), the habitation module (2 Kerbals), the station core module (2 Kerbals, command and control point). And lights!- 441 replies
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A plea to modders: we need more launch towers!
Nertea replied to DDE's topic in KSP1 Mods Discussions
Oh, something is coming along. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
This part doesn't show up in the editor because it's going to be deprecated next version. I don't mind you posting this here, love seeing people using my parts. Models are hideous. Lot of work to go tag all those, I'll make a better album when real release happens. RealPlume supports mods, not the other way around. Up to them. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Need more info, because I fixed it on my end. I tested the following cases Both reactors on the pad with both fuel types Both reactors on the pad with both fuel types, and an auxiliary 1.25m NFE reactor working at full power Screenshots of the craft while the event is happening and as much info as you can provide. Log too even though it won't be that useful. -
[1.3+] Stockalike Station Parts Expansion [retired]
Nertea replied to Nertea's topic in KSP1 Mod Releases
Oh please don't post screenshots if you pulled the repo! They're not done and I don't want them shown off yet! I'm also constantly changing the repo structure, stuff will break so be careful. -
[1.3+] Stockalike Station Parts Expansion [retired]
Nertea replied to Nertea's topic in KSP1 Mod Releases
I had a rough day at work so I require internet happiness. You all better like this.- 441 replies
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[1.3+] Stockalike Station Parts Expansion [retired]
Nertea replied to Nertea's topic in KSP1 Mod Releases
I don't believe that's an issue in this case because there aren't any side nodes on these parts. -
[1.3+] Stockalike Station Parts Expansion [retired]
Nertea replied to Nertea's topic in KSP1 Mod Releases
I remember now why I did this originally. It was CLS reasons. It seemed too easy that all crew tubes would be able to surface-attach via CLS into whatever. So the tubes were non-cls-passable, except the attach points. -
[1.3+] Stockalike Station Parts Expansion [retired]
Nertea replied to Nertea's topic in KSP1 Mod Releases
What do people think of this? It's done this way by convention (practically all KSP cylindrical parts attach like that) but I am open to changing it. -
[1.3+] Stockalike Station Parts Expansion [retired]
Nertea replied to Nertea's topic in KSP1 Mod Releases
Mmm, texture space on the 1.25m sheets is already used up unfortunately... This list doesn't include all of what I want to make. It however does include all that I want to commit to, because without these parts, I specced 33 1.25 and 2.5m parts already. That's idiotically ambitious. [New] PXL-1 'Hostel' Deep-Space Habitation Module: Might as well be new, different dimensions and art [New] PXL-2 'Shelter' Deep-Space Habitation Module: Half-sized Hostel [New] PXL-3 'Asylum' Storm Cellar Module: Windowless Shelter [Rev.] PXL-9 Extra-Planetary Octo-Aperture Module: Observation module [New] PXL-2 'Fate' Deep-Space Laboratory Module: Lab of the large variety [New] R4NCH-3R Hydroponics Module: Greenhouse [New] PXL-10 'Harbour' Station Control Centre: station core [New] PXL-E 'Mercury' Extensible Centrifuge: Three guesses as to what this is... -
[1.3+] Stockalike Station Parts Expansion [retired]
Nertea replied to Nertea's topic in KSP1 Mod Releases
So, some model work: Telescopic Clamp-O-Tron Docking Module and PTD-C Compact Adapter I don't see the point of making something that's just the same but bigger.- 441 replies
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[1.3+] Stockalike Station Parts Expansion [retired]
Nertea replied to Nertea's topic in KSP1 Mod Releases
Ok, I'll provide that eventually. Mostly things are just multiples of hitchiker lengths, so that's fairly simple. Eg. all the short parts are 1x hitchiker, all the long are 2x hitchiker, with some exceptions So important note: This version of SSPX will actually be a completely different project/path. This is to be nice to people who want to upgrade, as literally nothing will survive unchanged. This means that SSPX is only being maintained up 1.3.1 now. You can follow its development in the new git project I created. In addition, I have finalized the 2.5m parts list. This is fairly ambitious. [Rev.] PPD-A2 Pressurized Crew Tube [Rev.] PPD-A4 Pressurized Crew Tube [Rev.] EVAC-U-8 Service Airlock [Rev.] Pressurized CZ-15 Radial Attachment Module [New] PPD-8 'Wharf' Station Core: replaces old station core [Rev.] PPD-24 Observation Module [Rev.] PPD-20 Shanty Habitation Module [New] PPD-F412M Hydroponics Module: Hydroponics lab [New] PPD-TRUSS-L Storage Module Orbital-looking cargo bay [New] PPD-TRUSS-S Storage Module Orbital-looking cargo bay - shorter! [New] PFD-A Inflatable Habitation Module: BA-330-alike [New] PFD-B Inflatable Habitation Module: Half BA-330 [Rev.] PPD-HEX Multi-Point Station Connector [New] PPD-175 Extensible Centrifuge Module: Rigid extending centrifuge (2 arms) [New] PPD-225 Extensible Centrifuge Module: Rigid extending centrifuge (3 arms) [New] PFD-C Inflatable Centrifuge Module: Large (15m) centrifuge [Rev.] PPD-PTD Adapter [Rev.] PPD-Series Flat Adapter- 441 replies
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