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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
Unfortunately no, though that would be cool. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Nah, there is no 1.2. Really there should be no AVC yet, oh well. So I've more or less decided to add more content before another release (sorry @helaeon). However there will be a lot of nice improvements so it's not a complete loss: 1. Profiling System The profiling system is getting some more upgrades. Now, there is... noise! The idea is that you can specify a tweakable that indicates how far away your detector will scan. However, the further you look from the sensor, the more random noise will be added into the measurement. Therefore, you can easily enter a system and do very long profiles, but you might miss something if it is far from the detector. You'll have to lower your orbit and get a little closer, setting the scan range lower to reduce noise, to get an easier measurement. This all requires some more code work to be 2. Chargeable engines I plan to have the Chargeable Engine system fully implemented. This creates engines that take some time to charge up at a high energy consumption rate, then once activated, require only a small trickle of charge to keep operating. This will include the two Z-pinch engines, the AIM and ACMF engines, and all fusion engines. 3. Multi-length engines Both the antimatter beam core engine and the mirror-cell fusion engine benefit from much longer reaction chambers. However, it's sometimes impractical to loft large reaction chambers. A new system is being implemented to let you vary the length of the reaction chamber. In the AM engine's case, it will be able to be set from about 1/3 the current length to about 2x the current length, with the current performance being equal to the longest model. Lower reaction chamber lengths will result in reduced thrust and specific impulse. 4. Thermal Fusion engines I'll be trying to deploy the fusion engine roadmap for this update. This means two new parts - the tokamak fusion engine an the mirror-cell fusion engine. The tokamak is a simple entry level fusion engine that heats liquid hydrogen using a fusion reaction. The mirror cell engine is the advanced model, that has great performance but is quite large. It will take advantage of the multi-length reaction chambers mentioned above. These are both specced as 2.5m engines. Here's a render of the tokamak engine (left) and two lengths of the unfinished mirror-cell engine (right). In addition, new fusion fuel tanks in 2.5 and 3.5m sizes will be constructed. So that's 4 new parts. Shouldn't take *too* long. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
*Alpha Centauri secret project completion sound* I've just finished off a new mod. It's called Near Future Launch Vehicles and is now ready to be released into the wild. Fly little birdie, fly! NF Launch Vehicles is designed to offer better, larger options for getting your stuff into into space. To that end, you get a lot of new toys. 5m size parts, based on an eclectic set of concepts including but not limited to the Russian Energia and the Blue Origin New Glenn. This includes tanks and a bunch of support components, like adapters, cluster mounts, decouplers and even a giant docking port. 7.5m size parts, based somewhat on the SpaceX ITS. You'll get a full set of fuel tanks, adapters and clustering tools, plus the usual decouplers, fairings and drone cores. Kerbalizations of the SpaceX Raptor, Raptor Vacuum, Blue Origin BE4, and NASA/AR RS-18. These methalox engines push the boundaries of LF/O engines and are meant as late-game upgrades to your rocket arsenal. No new fuels! They're all surface-attachable and designed for clustering. More support parts, like a heavy radial decoupler, specialized aerodynamics control thrusters, several heavy RCS blocks, and a new model of RCS based on the ULA IVF concept, which works as a combined fuel cell, battery and RCS. Full Screenshot Gallery Of course, everything plays great with NFT, Kerbal Atomics and CryoEngines. I wouldn't have it any other way. Testing has been pretty smooth but there are probably still issues. Raise them on git or here and I'll get to them when I can. Get it in all the usual places. Note the starting version number - 1.0. This pack is pretty much in its finished state and you can see the rest of the roadmap in Git. Here's a list of things I will certainly not be doing: 5/7.5m engines - clustering is the name of the game in this concept Highly specific things like ITS landing legs, cockpits, etc 3.75m parts - yes the lineup is sparse, not really interested in backfilling though. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Don't install the NFE integration extra from Kerbal Atomics? -
I fairly frequently use your engines for simplified piping reference and was modeling a LMAE-derived engine on Sunday. If only I'd waited a bit, haha, I'd have had an easier time!
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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
KerbalAtomics 0.4.5 Updated bundled B9PartSwitch to 1.9.0 Updated bundled MM to 2.8.1 Fixed missing @ in NFElectrical patch for Eel CryoTanks 0.4.4 Fixed dry mass of LH2-only ZBO tanks -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Minor quality of life update: NF Construction 0.8.3 Updated bundled B9PartSwitch to 1.9.0 Updated MM to 2.8.1 Stack symmetry on 2.5m multi-adapter can now take advantage of new B9PartSwitch functions -
I'll have some interesting new stuff to resolve this for you in a week or two...
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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
Around 1/3 of them do, the Neptune and the Stubber in the 1.25m category and the Poseidon in the 2.5m category. @Chimichanga I tested and failed to reproduce this, both modes convert well to LF and LFO in my install. -
[1.12.x] Heat Control - More radiators! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
So one thing you must understand is that the thermal system in KSP is very unstable and basically unfit to be used in the way you describe. There's a fairly simple killer thing - at 1000x+ timewarp, all heat in the vessel is redistributed and recomputed to ease calculations. This means that a crew pod with a temperature of 330K will be merged with an engine which has completed a burn at a temperature of 2000K. This fairly unpredictable merging essentially kills most complex uses of the thermal system, particularly in applications that require more than physics timewarp. Such a system would have to be implemented completely within the Core heat paradigm, which has it's own problems. However, throwing aside implementation details, I can't really fit this into the mandate of HC, which is to provide tools to manage heat in the useable context of KSP... which is more or less limited to cooling devices that produce heat. Limiting and adjusting the temperatures of crewed spaces isn't something that either KSP or the rest of my mods deal with so it's pretty strongly out of scope. Really, what I think you want is a whole new mod (It is very cold in space?) to manage the temperature of crewed spaces as a life support consideration. This could be quite a complex challenge if you are up to it, I don't think it has ever been really handled by any mod. I mean, you'd ideally create some kind of separation between the stock heat system (let's call it high flux heat) and the LS heat system (low flux heat), which is important for not dumping reactor heat into crew quarters. I can see how this would be architected, I just don't have time :P. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Easily fixed for tomorrow's update. Err... weird. Do the other dual-mode engines transform to LF properly? Ever seen a picture of the Skylon in comparison with other aircraft? It's huuuuuge. The answer is probably to use compact fuels for such projects, or as another person mentioned, use LH2+OX modes. In fact, it would be a fairly interesting architecture to have an SSTO take off on air breathing/augmented engines, then rendezvous with a big tank structure for travel in orbit. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
That's the idea! -
Looks good! I've merged it and have slated it for the next release. Thanks for your help here :).
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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
So there's a problem, but if you change that number you will have wrong values. It looks like the issue is here (In CryoTanksFuelSwitcher.cfg), yet another number I forgot to change... // ZBO tanks @PART[*]:HAS[@RESOURCE[LqdHydrogen],!MODULE[InterstellarFuelSwitch],!MODULE[ModuleEnginesFX],!MODULE[ModuleEngines],!MODULE[FSfuelSwitch],!MODULE[WBIResourceSwitcher]]:NEEDS[!modularFuelTanks&!RealFuels]:FOR[zzz_CryoTanks] { %LH2 = #$RESOURCE[LqdHydrogen]/maxAmount$ %massOffset = #$LH2$ @massOffset *= 0.00001417 // <- EDIT HERE (dry mass per unit LH2 capacity) That number right there is the correct number. The deployed build does not have the correct one :(. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
That will give you some weird values, I'm not seeing this issue in my install. Are you sure you have the latest version of the cryotanks package? -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
It should be fixed in 0.9.3 which happened just now. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I had to hotfix a paths issue so the current version is 0.4.4. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Ah damnnit. That's going to affect everything I just deployed. :'( -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
KerbalAtomics 0.4.3 Added Spanish translation courtesy of fitiales Split KA/NFE patches into separate files due to their complexity Fixed Scylla and Neptune having duplicated KA/NFE patches CryoTanks 0.4.3 Added Spanish translation courtesy of fitiales Updated DynamicBatteryStorage to 1.0.1 Reduced logging Fixed an issue with generator parsing on ModuleResourceConverters -
CryoEngines 0.5.3 Added Spanish translation courtesy of fitiales Added Russian, French, Japanese, Chinese, German translations courtesy of Next_Star_Industries CryoTanks 0.4.3 Added Spanish translation courtesy of fitiales Updated DynamicBatteryStorage to 1.0.1 Reduced logging Fixed an issue with generator parsing on ModuleResourceConverters
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[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
NF Electrical 0.9.2 Updated DynamicBatteryStorage to 1.0.1 Reduced logging Fixed an issue with generator parsing on ModuleResourceConverters NF Propulsion 0.9.3 Fixed a localization error on the small lithium tank NF Solar 0.8.4 Fixed a rogue debug logging call -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Great, look for a PM from me late tonight or early tomorrow