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Nertea

KSP2 Alumni
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Everything posted by Nertea

  1. @Wheffle Thanks for the well structured bug report and assistance. I think as a result I found the bug, which looks like it's to do with the parsing of electricity production on resource converters. If you're still having the bug (ie, you can go ingame and easily reproduce it), I'd greatly appreciate if you could test a new dll file out for me to check I've resolved it.
  2. You're welcome of course to tweak the crew capacity, it's very easy... I just don't think the 1.25m parts physically have a good amount of internal room to actually be space station parts.
  3. The idea is that you use the tube parts to connect parts that are well-suited to be permanent places for crew like a Hitchiker or a cockpit like a command pod. Not that every single crew passage supports crew. Plus every part I add that has crew capacity is another one that people start complaining about IVAs about.
  4. DBS is for managing any kind of large passive electricity draws. Without it some of the larger cryo tanks (say anything above ~40-50 Ec/x draw) will start malfunctioning at high timewarp due to the stock resource handling. So it's a shared dependency in any of my mods that deal with passive Ec consumption like NFElectrical, CryoTanks (CE/KA) and FFT.
  5. @blowfish, what's the feasibility for getting some kind of stack symmetry modifer for subtypes? Example - I have a part with a varying amount of engine cluster mounts that I'd like symmetry to behave well with.
  6. Hey, that took longer than I thought for the first issue to come up! Okay so... Hmm... looks like the killer event is an undocking. Can you get me screenshots of the ship and the AsteroidBase you have?
  7. I like it! So this is one of the things i have to finish before the 1.3 release. This is the first pass at the new scanning system. The idea is that the two atmospheric/exoatmospheric resource surveying parts are replaced with profilers. They cast out from the "lens" of the device (so manual pointing is needed) and give you a visual profile of the field of view in the form of a graph of relative abundances. In this image there's a spectrometer on the front of the cupola which is sampling the atmosphere and noting the increasing density of Argon as you get close to the surface. It is presented in a popup window. Same goes for exo resources, they get plotted up as well. So you could aim your probe around to hunt down the elusive antimatter belt. UI obviously needs some work, but this adds a bit of interest and makes it less tedious to look for antimatter, gases and the like.
  8. The "right" way to do it is probably with a debug switch. However, I've noticed in the past that with boiloff issues, the ones that I haven't found are terrible edge cases - so I thought I would help the player by making their logs provide me with most of the information automatically. At least at the start.
  9. It's... not though. If someone can demonstrably prove that it is, fine, there's something not right. Really - 1-3 log messages will be sent per vessel when: A vessel goes on rails A vessel is destroyed A vessel's part count changes A vessel is loaded into the scene If there are a lot of vessels in the game this might give the appearance of constant logging.
  10. That's... odd. I think there must be a duplicate patch entry in the NFE integration patch... I will investigate. -EDIT: Yes there are several. Don't know how that happened.
  11. You do know that it doesn't "spam" the log? It sends a bunch of data to the log when it detects an event that requires the plugin to refresh itself. There will be 1-2 log messages per vessel in the game. It does not send a million messages per second. But whatever, I guess you can tell me how to write a mod, right? Open source. Clone repo -> change what you want -> build -> have great fun!
  12. Well the issue is always continuity... if you're cool with understanding that things in this thread are seriously in dev, and that I'm even less inclined than usual to preserve ship useability, balance, etc between releases, then it doesn't cause me headaches.
  13. And just got Spanish translations in for CryoEngines, CryoTanks and CTT... :D. @fitiales is awesome.
  14. I had a good chunk of time to work out most of the 1.3 issues today when I was being mad at Mk4. Finished up the localization for the plugin and did lots of upgrade work with the UI and the plugin bits behind the scenes. I think at this point I could either: Release an update with a minimum of new concept Wait for some time before new content is completed (target is 3x engine parts and 2x fuel tank parts) Opinions?
  15. I'd say same way as you would treat any engine's heat... work within the constraints, don't run it at full power constantly, add some fixed radiators to help dump heat if needed. People seem to build pretty effective launchers with it - I know I have and there's one by Capt Sierra just a bit above, so I don't think it's too much heat.
  16. I'll throw my mods in here as well! Community Tech Tree - approx 1300 words, 153 lines: needs Chinese, Japanese, Russian Near Future Propulsion - approx 2500 words, 238 lines: needs Chinese, Japanese, Russian Near Future Electrical - approx 2800 words, 170 lines: needs Chinese, Japanese, Russian Near Future Construction - approx 2200 words, 160 lines: needs Chinese, Japanese, Russian Near Future Solar - approx 1400 words, 120 lines: needs Chinese, Japanese, Russian Near Future Spacecraft - approx 1200 words, 144 lines: needs Chinese, Japanese Stockalike Station Parts Expansion - approx 1000 words, 84 lines: needs Chinese, Japanese, Russian Cryo Engines - approx 250 words, 25 lines: needs, Chinese, Japanese, Russian Cryo Tanks - approx 800 words, 90 lines: needs, Chinese, Japanese, Russian Kerbal Atomics - approx 900 words, 40 lines: needs Spanish, Chinese, Japanese, Russian Heat Control - approx 700 words, 59 lines: needs Spanish, Chinese, Japanese, Russian There should be a small localization instructions file called Localization.md in each of the links above. Word and line counts are approximate, probably only 80% accurate. Current translation states: Near Future Propulsion - [Spanish] Near Future Electrical - [Spanish] Near Future Construction - [Spanish] Near Future Solar - [Spanish] Near Future Spacecraft - [Partial Russian] [Spanish] Stockalike Station Parts Expansion - [Spanish] Cryo Engines - [Spanish] Cryo Tanks - [Spanish] Community Tech Tree - [Spanish]
  17. The NSWR and the beam-core AM engine are certainly torchships. Some of the other higher-end fusion engines might be.
  18. Promise is a little strong. It's never been hard to disable, you can delete precisely two small config blocks and it's all gone. If a tank is affected by the CryoTanks patch it will have boiloff. I mean to be pedantic there are no LH2 tanks in any NF pack...
  19. I don't really have a parts list and the specs are certainly not final. The planned scope is to represent several classes of technologies: Magnetic Fusion Propulsion Comprising magneto-inertial, z-pinch and magnetic fusion propulsion with low thrusts and moderate specific impulses in the 4000 to 10000s range. Inertial Fusion Propulsion Comprises laser-ignited fusion engines with potentially exceptionally high specific impulses (hundreds of thousands) Thermal Fusion Propulsion Comprises thermal fusion engines that extend fission thermal performances with medium thrusts and specific impulses up to 50000s. Exotic Fuel Propulsion High thrust, fancy fuels comprising metallic hydrogen catalyzed engines and nuclear salt water engines. Typically overpowered. Antimatter-based Propulsion Ranging from catalyzed to beam core, so 5000-10000s for catalysed and up to 2000000s for fully beam core. Wide range of performance with tech level.
  20. Minor update with a new language, courtesy of @fitiales! SSPX 0.5.1 Spanish Translation courtesy of forum user fitiales
  21. It's in Far Future Tech, which is in development and not yet updated for KSP 1.3. Important update, fixing the dry mass of those LH2 tanks. KerbalAtomics 0.4.2 Updated B9PartSwitch to version 1.8.1 CryoTanks 0.4.2 Fix incorrectly exported model for small 2.5m hydrogen tank Fix doubled dry mass of all hydrogen-containing tanks
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