-
Posts
4,858 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Nertea
-
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Major correction required! End of the world guys. Deal with it, I'm burned out and need to take a break from KSP. Just stop breaking the panel Huh. That really shouldn't be happening though... -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Hence why I'm not too bothered about update speed. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Paradoxically, people asking for updates make me want to work on it less. In fact, they make me want to stop making mods for the game. Who'da thought! Every time someone asks me for an update, I insert another FFT model (4-6 hours of work ) before I touch Mk4 again! -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
But... if it was before stock heat, then how would stock radiators have worked instead of HC radiators? Yay more stock heat bugs. I can't repro this at all. I tried transferring a bunch of fuel and waste from 2.5m reactors, recyclers and fuel containers (using a level 5 engineer) with no problems. Well, except a small localization bug... Additionally I tried transferring with a level 1 engineer, could successfully transfer fuel but not waste, so everything seems to be working as planned. I tried a bunch of repros using many NFLV and stock tanks as both the host and the child and could no repro this on the launchpad or in flight. Can you get me repro steps without Ven's tanks? -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I'll investigate. Feh.... ok so here's what happened. The KSP PartTools exporter swizzles the channels already, and then tacking a DXT5nm conversion on top swizzles them again, losing the A channel in the process. Never thought to check. This is going to be a horrible pain in the ass to fix. -
[1.12.x] Heat Control - More radiators! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
This means nothing, I'm not sure why stock has a field for this. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
This would have been useful to mention, but I can't see how that would be a thing. HC has no plugin bits, it's purely configs. Sounds like a bug in the UI, that should say level 4. I'll look into it when I can. Can you transfer fuel with a level 4/5 engineer? -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
That's not awful I suppose. More compression for more mass. Learn how to write configs? Oh yeah, that's pretty easy to miss (just like i missed your post :P), but also pretty easy to fix. That latter idea is indeed an interesting idea. I don't know much about the upgrade system so I'm not sure if it's possible. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
What is fun is finishing off the textures for this engine and testing it ingame! -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
I fixed all the custom props, so I have to go back and adjust all the IVAs to fix their locations I changed plugins to run the rotors, this is great for the future but has some teething pains. It's just not something that's fun to do on my Saturday off. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
There's a reason I made NFLVs... So, new progress! Profiling scanner code is complete (at least to a first approximation). Chargeable engine stuff is looking good. Tokamak engine and the new tanks are done and ingame, mirror cell engine needs its texture finished but is otherwise ready. Was also working on updating MkIV... got frustrated and started working on the ICF parts. This is the magnetic-nozzle one (ie low thrust high impulse). Everybody and their dog seems to make the VISTA engine, which is cool, but also seem to forget that the VISTA engine is about 150m wide. I don't want to go off by quite that factor, so a new design is needed. Luckily the Hyde design for an ICF engine is pretty cool. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Yeah... going to need a lot more than that. Full log of event, descriptions and screenshots of vessels involved, mods installed, etc. Again, lots more details needed, like what part, what radiators, screenshots, etc... -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
...yes. I'm not at my KSP computer but things should be calibrated so that any tank of Jumbo-64 size should contain 32000 units of LH2, or 6400 units of LF, Ox or LFOx, or the proper LH2/LOx amount, whatever that is. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Probably differing ideas of balance. I obviously like mine better, but there's always a space for people who want to have a lack of balance. The mass ratios are probably different too. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
That was a bug in the older versions. The volume of one unit of LF is typically considered to be 5L, so the real volume of that size of tank is 32000L (CRP resources are defined as 1L/unit). There was about 2x as much fuel in those tanks as there used to be. In contrast though, the mass ratio of those tanks was improved by about 2x. Between KSP 1.2.2 and 1.3 there were a huge number of changes, rebalances and revisions to all of my mods. This was one of them. I tested this just now and was unable to reproduce. Please provide a detailed bug report following usual conventions. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Well, glad it mostly worked out for you, at least :). -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Uh, probably not. Test it, see what happens. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Keywords that are not recognized by 1.2 should be ignored by the loader and not used. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
It's not even a pointing issue, it's just a label. Not worth a new release to fix that IMO. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
More progress! Zoom in on the nozzle: Top injector: -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I'm glad you appreciate it but please check the thread! I have recently posted this: And this: I've made it clear that I haven't forgotten and that I'm still working on it. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
It would compile, but I can't say for sure that it would work. You'd have to strip out all the Localizer.Format calls and replace them with String.Format calls, and reconstruct the strings from the localization file, at the very least, to get any kind of thing working. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Yes you have all of that right! The stock thermal system is very confusing and quite stupid. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Uh... looks like there is a typo/miscopy in the AVC file for NFLV. It's trying to tell you that there is an update for that mod, the label is just wrong.