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KSP2 Release Notes
Everything posted by Nertea
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[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Everything is on feature lock aside from things I have in the git roadmaps until the next update cycle has finished. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
New testing release 0.2.1 Updated CryoTanks to 0.4.7 Added a popup that appears the first time a save has an active Antimatter Factory that tells you how to use it Clarified some tooltips and part descriptions to indicate that antimatter must be loaded on the pad/runway Fixed mirror-cell fusion engine choking on startup Worked around stock KSP bug regarding atmospheric harvesters Fixed an issue that caused a harmless exception during game loading -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Move the ModuleChargeableEngine block below ModuleEnginesFX in the config, this fixes it. Almost all of these engines are far more nuclear than anything in KA.... For now the MtlH2 engine is your best bet, it's the only one that won't turn anyone looking into the plume into radioactive slag... -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
*chuckles*. So I noticed a problem in the latest NFLV release, I missed a texture in the shipped version (new skeletal adapter). I'll resolve this when I can. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
So I can't repro this at all... nothing seems to be wrong in the log. Can anyone repro it? -
Why do people scale down mods?
Nertea replied to Next_Star_Industries's topic in KSP1 Mods Discussions
What precisely is going on in this thread? Are you saying that everyone should build parts to exact real proportions in the game? -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
A pretty cool update with some new parts! NF Launch Vehicles 1.1.0 Fixed a typo in the AVC file identifying the package as Far Future Technologies Fixed cost and mass of 5m nosecone Fixed CTT location of 7.5m drone core Fixed basic fuel switchers not working at all Fixed label of fuel switch on smallest 5m fuel tank (fixes CryoTanks label conflict) Fixed removal of Structural type for 5m nosecone when CryoTanks is installed Fixed normal maps of all parts Fixed drag cube of 5m drone core Increased the side count of all 7.5m part colliders (fixes fairings not attaching) Added NCR-1, NCR-2, NCR-4, NCR-8 Cargo Bays (5m) Added NCR-N Nose Cargo bay (5m) Added N-Series Service Bay (5m service compartment) Added Z-32k Rechargeable Battery Bank (5m) NR-AD-K1 Adapter (5m to 3.75m exploration upper stage style adapter) -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Well, I'd be happy if someone could tell me whether it is my fault or not. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
This is a small but important update that fixes a bug with the FL-T800 fuel tank and possibly some mod tanks not loading properly when patched. This is because the game was written by monkeys. Kerbal Atomics 0.4.8 CryoTanks 0.4.7 Fixed an issue where parts with '_' in their name would not be patched properly -
This is a small but important update that fixes a bug with the FL-T800 fuel tank and possibly some mod tanks not loading properly when patched. This is because the game was written by particularly stupid monkeys. CryoEngines 0.5.8 CryoTanks 0.4.7 Fixed an issue where parts with '_' in their name would not be patched properly
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[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
That chart isn't very final - I will make a better one once I start to get some feedback Huh, can't see any simple-to-fix problems. Weird. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
No. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Engine design flows out of the engine itself quite well. For a real engine it's quite clear. For a fictional engine I look at what the required inputs are, so what fuels do we need, and how the fuels get in there (turbopump, pressure-fed, etc). Next we should look at the way the reaction chamber should work, and how the nozzle is cooled. Then I draw inspiration from real engines to model those components. Turbopump types, ways of piping, etc. Really the parameters of the engine shape the look in a lot of cases. Ok so holy changelog batman. There's probably still a lot of bugs but I have to release this to start finding them! Far Future Technologies 0.2.0 KSP 1.3 KSP 1.3 localization support for all parts and plugin components Updated bundled MM to 2.8.1 Updated bundled CRP to 0.7.1 Updated bundled B9PartSwitch to 1.9.0 CryoTanks is now bundled Added DynamicBatteryStorage component to distribution for timewarp EC management The PulsePropulsion plugin was merged with the main FarFutureTechnologies plugin for easier maintenance Lots of improvements to UI components Antimatter handling was improved: Antimatter is now visible and tweakable in the VAB Antimatter tanks now have "virtual" contents in the VAB, which are not carried to the pad, for compatibility with KER/MJ DV displays Antimatter loader interface now reloads the antimatter count periodically Added infinite mode to antimatter factory which sets factory capacity to the maximum (activate with CTRL+SHIFT+A) Improved ModuleEngineHeatDisplay's performance and utility Improved PulseEngineAnimator to be more flexible, support "initiation" animations and heat animations ModuleAntimatterTank's timewarp compensation was removed (Handled in DBS) Fixed antimatter tank only drawing power from itself and not the entire vessel New ModuleChargeableEngine component Engine must be charged by a flow of EC for some time before being activated at a customizable draw rate Engines using this method typically don't require as much EC during operation New ModuleMultiLengthEngine component Engine reaction chamber length can be varied in the VAB Higher reaction chamber length gives better performance New ModuleProfilingScanner component Replaces stock atmosphere scanner module ModuleProfilingScanner scans detect concentrations at the sensor but also direct a scanning beam in the direction of instrument pointing Running a scan opens a window showing the measured concentrations out into space at a player-defined distance Z-Pinch engines received nicknames Various changes to nomenclature of engines for better VAB sorting Most engines fuel gauges were modified - EC no longer draws, and the two most "important" fuels are drawn Reexported all engine plumes with correct layers and tags Mass ratio of He3/D tanks was normalized to 6 (same as all cryogenic fuels in my other mods) Rebalanced energy usage of all engines, typically now scales with thrust power (magnetic nozzle field strength) Rebalanced heat production of all engines to typically lower values Increased emissivity and max temp of most engines Fixed small nuclear target tank containing 4000 pellets (reduced to 1800) All fusion fuel tanks now require cryogenic cooling Nuclear smelter now has an Ablator Refurbishment mode that can transform large quantities of ore into Ablator in-place Increased visual pulse rate of Z-pinch engines by 25-33% Casaba, MicroStar, Pleiades, Polaris engines now use the new ModuleChargeableEngine component Cochrane engine completely rebalanced Uses new ModuleMultiLengthEngine implementation Engine reaction chamber length can be varied from 5m to 30m Higher reaction chamber length gives better thrust (linear scaling) and better efficiency (geometric scaling) at the cost of higher mass, energy usage (linear scaling) Added JR-35B 'Jet' Tokamak Fusion Engine Chargeable engine Simple entry level thermal fusion engine using D/He3 and LH2 Added J-18 'Fresnel' Mirror Cell Fusion Engine Chargeable engine High efficiency thermal fusion engine using D/He3 and LH2 Engine reaction chamber length can be varied in the VAB between 6m and 30m Higher reaction chamber length gives better thrust (linear scaling) and better efficiency (geometric scaling) at the cost of higher mass and thrust (linear scaling) Added K-29 'Hammertong' Inertial Confinement Fusion Engine Chargeable engine Magnetic nozzle, very high specific impulse, lower thrust Added K-49 'Stardust' Inertial Confinement Fusion Engine Chargeable engine Ablative nozzle, high specific impulse, medium thrust Added 'Implausability' Metallic Hydrogen Engine High TWR, high impulse chemical engine Added ST-4L3R Fusion Fuel Tank (3.75m) Added ST-824 Fusion Fuel Tank (2.5m) Added MH-4 Metallic Hydrogen Tank (2.5m) Added MH-8 Metallic Hydrogen Tank (3.75m) Reexported all normal maps for correct-ness Oh, and a link to the download -
Cryo Engines 0.5.7 Fixed normals on all engines CryoTanks 0.4.6 All tanks can now be cooled. Lifting tanks cast ~10% more to cool and have cooling disabled by default Repaired normals on tanks Fixed science costs of many tanks Refactored plugin to support multiple cryogenic fuels per tank Updates to MFT Compatibility DynamicBatteryStorage 1.1.0 Refactored plugin for many improvements Proper support for RealBattery
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[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Kerbal Atomics 0.4.7 Fixed normals on all engines Some improvements to NFElectrical integration - make sure you get the lastest NFE CryoTanks 0.4.6 All tanks can now be cooled. Lifting tanks cast ~10% more to cool and have cooling disabled by default Repaired normals on tanks Fixed science costs of many tanks Refactored plugin to support multiple cryogenic fuels per tank Updates to MFT Compatibility DynamicBatteryStorage 1.1.0 Refactored plugin for many improvements Proper support for RealBattery -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Alright, let's try to hammer down some of this technical debt: NF Propulsion 0.9.4 Fixed corrupted export for two models Fixed incorrect MM version Chinese translation courtesy of Q654517651 NF Solar 0.8.6 Improved chinese translation Fixed wrong version of MM NF Electrical 0.9.5 Added Chinese translation courtesy of DYZBX from the Black Domain Studio(BDS) Added Russian translation courtesy of Dr. Jet Fixed normal map channels Fixed a localization error on fuel transfer messages Fixed a localization error on destroyed reactor cores Fixed a few missing units in UI fields Modified units in UI fields and panels to be localized Fixed an issue where reactors would overheat after restart after timewarp (I think...) Fixed FissionEngine not caring about core damage Updated DynamicBatteryStorage to 1.1.0 Refactored plugin for many improvements Proper support for RealBattery NFLV coming along tomorrow, then I'll start working on the NFC/NFSpacecraft fixes. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Let's just stop reporting goddamn bugs for a while and let me catch up, ok? -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Some more hours later, I have a workaround. Hopefully the next release will include it. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
The first thing i see from your log is that B9PartSwitch v1.9.0.0 is installed, which is only for KSP 1.3. -
Oh dear.
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[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
This is hideous. I spent some hours (3 in fact) attempting to track down the exact origin of this. It certainly has nothing to do with my code, so I'm going to be forced to create some kind of ugly, ugly hack to stop this. All updates delayed x days, where x >= 3 . -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Oh woe is me. @Wyzard, @DStaal, we're going to defer this discussion on patches to the next update cycle, as the scope of the next set of updates keeps increasing, which is delaying things a lot. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
You're clear, don't worry. What you seek is not infinite lifetime, but significantly improved lifetime. I'm saying that if you want significantly improved lifetime, the option exists, but requires a tradeoff of your personal attention to your ship. That's a balance lever I have. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
You want infinite lifetime, you deal with the need to manually tweak the power bar. Or write a kOS script. You can't just say "just give people enough uranium for a few (hundred)thousand EC". The balance is more complex than that, as you should know from your own project, because a reactor is basically a battery with a maximum flow rate and a maximum total power delivery amount. Both are important factors and this mod's integration with other mods depends on multiple factors. You weren't around for the automated capacitor fiasco, which is what happened when it became too simple to manage a powerful electrical storage part. I think it's fairly obvious that I don't want this. You are welcome to make a PR. Depending on how much work it will be to maintain it, how well it functions, and your dedication to handling the associated support requests, I may or may not accept it.