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KSP2 Release Notes
Everything posted by Nertea
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Fairly important update, which should see massive performance gains in all LH2-using engines due to the dry mass being fixed. CryoEngines 0.5.2 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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[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Various updates fixing some bugs (mainly important for NFP), dependency updates and finally a new language, courtesy of @fitiales! NF Propulsion 0.9.1 Updated B9PartSwitch to 1.8.1 Worked around a Squad localization bug that causes a bug in KER Added Spanish Translation courtesy of forum user fitiales Fixed all VASIMR engines having bugged Isp/power use/thrust values not representative of those shown in the VAB NF Electrical 0.9.1 Updated B9PartSwitch to 1.8.1 Added Spanish localization courtesy of forum user fitiales Fixed a small bug in the localization file NF Solar 0.8.3 Added Spanish Translation courtesy of forum user fitiales NF Construction 0.8.2 Update B9PartSwitch to 1.8.1 Added Spanish Translation courtesy of forum user fitiales NF Spacecraft 0.7.2 Updated B9PartSwitch to 1.8.1 Reenabled drag cube switches on Mk4-1 pod due to B9PartSwitch update Fixed renamed parts not being handled by CTT/USI/CLS Spanish Translation courtesy of forum user fitiales -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
It's something like third on my priority list right now, and yes, one of the main reasons it won't work is because a recompile is needed. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I'm aware of this, it's logged on git in the CE repo. It's.. fairly close to intended? I have nothing in my set of mods that's any good at launch so I need a kind of endgame launch engine. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Much detective work: Long story short - Squad bug related to localization, I will provide a band-aid fix (remove the nicer localization names), but it will still be broken in non-english localizations and really Squad has to fix this one. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Nertea replied to cybutek's topic in KSP1 Mod Releases
So I figured this out - there's a bug in the MultiModeEngine code (Squad's fault). The localized display names of the primary/secondaryEngineID (primaryEngineModeDisplayName) fields are pushed to the MultiModeEngine.currentID field, when it should be the non-localized version. So in the following example if #LOC_KerbalAtomics_Multimode_LH2 is not the string LH2, then indexing into the EngineIDs of the ModuleEnginesFX will fail because it will be localized. MODULE { name = MultiModeEngine primaryEngineID = LH2 secondaryEngineID = LOxAugmented primaryEngineModeDisplayName = #LOC_KerbalAtomics_Multimode_LH2 secondaryEngineModeDisplayName = #LOC_KerbalAtomics_Multimode_LH2OX } MODULE { name = ModuleEnginesFX engineID = LH2 thrustVectorTransformName = thrustTransform exhaustDamage = True runningEffectName = fx-sc-lh2-core powerEffectName = fx-sc-lh2-plume ignitionThreshold = 0.1 minThrust = 0 maxThrust = 60 heatProduction = 270.4343405 fxOffset = 0, 0, 0.574338 engineAccelerationSpeed = 0.6 engineDecelerationSpeed = 0.9 PROPELLANT { name = LqdHydrogen ratio = 1.0 DrawGauge = True } atmosphereCurve { key = 0 750 key = 1 340 key = 4 140 } } This explains my stock issues (my mac's KSP was doing something weird with localization), my modded issues (I had put nice human-friendly localization strings into the DisplayName fields) and @Kerbal101's issues (Russian localization). I'm not sure how you guys will work around this bug but unless Squad fixes it there might be a bit of a hack to do. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Nertea replied to cybutek's topic in KSP1 Mod Releases
I'm also seeing this - any part with a MultiModeEngine module fails to produce DV measurements. This occurs with both the stock parts and modded parts. Of particular note is that this only occurs running the OSX version of the game - DV measurements draw fine on my PC (W10) but not my Mac. Repro steps are pretty simple - go to VAB, place fuel tank, then place a RAPIER on it, and notice it not getting calculated. There seems to be nothing in the log of interest but I can post it if desired. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I am seeing this on my Mac, but not on my PC, but I think it may be a bug with KER. Removing the VariableIspEngine module does not improve things, and other MultiModeEngines don't seem to show DV, like the KA bimodals and even the stock multimodal atmospheric engines. Can I request you check the Rapier in your system, for example? Indeed, I need to know a bit more about what you intend. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Yeah that's just a temporary fix if you can't wait. You'll need to be far more precise about your mod, what parts you are using, and what the intentions are. Maybe send me a PM with details. -
Yeah that's not right. Looks like when I fixed the patch that determines the fuel capacity (it was filling some tanks 2x much) I neglected to adjust the unit mass of the tank patch, leading to probably halved mass ratios for the LH2Ox and LH2 tanks. I'll fix that early next week when I have some time. That example ship should get ~4220 m/s (vs 3700) with a mass of ~25.4t (vs 27.5). Also important to remember that the 2.5m cryo engine weighs ~ 1.75x the poodle's mass, so increasing the payload mass or using a smaller engine will have better results. Take the 1.25m cryo engine instead with that low payload mass, it'll add ~800 m/s and cut another 2t off the stage mass. For the best benefits of cryo, use it for larger payloads that need really high energies. It shouldn't compare well on the low end of the payload mass/energy spectrum.
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That was fast! Thanks for the quick fix!
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[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I think I figured it out, but have no way of testing it. The code assumes that the fuel ratio is fixed at 0.1 - an outdated assumption since we changed the ratios to 1.0 in the latest update. In theory changing the ratio in the configs back to 0.1 should resolve it if this is indeed the case. When I get back I'll fix this in the plugin for real. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Can you tell me whether it's just that one engines or all of them? And this is in orbit right? If it's all of them it's a plugin thing that I can't fix until late this week -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Some updates, ranging from minor to major. NF Solar 0.8.2 Fixed specular exponent of T22 1x5 Concentrating Photovoltaic Panels being applied to the whole panel and not just the cells Fixed specular exponent of T14 1x5 Concentrating Photovoltaic Panels being applied to the panel instead of the cells Normalized specular exponent of blanket panels Fixed attach orientation and scaling of PX-STAT 1x2 Photovoltaic Truss Fixed electricity generation of all curved solar panels Fixed mixed up names of NIV-10 and NIV-30 Curved Solar Arrays Fixed typos in a few panel names NF Spacecraft 0.7.1 Disabled drag cube switches on Mk4-1 pod, fixes map view issues but drag might be a little weird until this is really fixed NF Construction 0.8.1 Fix localization error on Octo-Truss Angled Crewed piece Fix localization error on Annular Truss (m) -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Somewhat important update with a lot of key fixes. Kerbal Atomics 0.4.1 Fixed localization error on Scylla part switcher Fixed incorrect mass, cost, thrust, specific impulse of Eel Fixed missing shroud texture of Eel CryoTanks 0.4.1 Fixed volumes and descriptions of 5m hydrogen tanks Normalized specular exponents and normal map depths on all tanks Fixed a mesh duplication issue on 3.75m tanks Reduced instances of distorted tanget normal map seams on all tanks, where I couldn't fix it I've covered the worst instances with 'intentional' seams Restructured UV of 5m tanks to reduce tangent seam frequency -
An important update if you use the large cryogenic tanks. CryoEngines 0.5.1 CryoTanks 0.4.1 Fixed volumes and descriptions of 5m hydrogen tanks Normalized specular exponents and normal map depths on all tanks Fixed a mesh duplication issue on 3.75m tanks Reduced instances of distorted tanget normal map seams on all tanks, where I couldn't fix it I've covered the worst instances with 'intentional' seams Restructured UV of 5m tanks to reduce tangent seam frequency
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[1.12.x] Heat Control - More radiators! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
A minor update with only one fix. Heat Control 0.4.1 Fix description of EF-1K Microchannel Graphene Heat Radiator Panel -
[1.12.x] Heat Control - More radiators! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Well, I go up the file from the crash report and see what's there. In this case the last thing before the report stops is that line. -
No problem, thanks for investigating so fast! There's an acceptable fix at the moment, which is just re-rooting so that the command pod is not the root part, so I'm not too worried.
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Grab the most recent release of NF Spacecraft (https://spacedock.info/mod/708/Near Future Spacecraft). Replace the /GameData/NearFutureSpacecraft/Parts/Command/command-pods/command-mk4-1.cfg filewith the one from my dev branch (https://github.com/ChrisAdderley/NearFutureSpacecraft/blob/dev/GameData/NearFutureSpacecraft/Parts/Command/command-pods/command-mk4-1.cfg) as I've fixed some bugs. To reproduce, just create a ship consisting of a single Mk4-1 Command Pod and launch it, and then check the map view.
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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
Yeah... mistake there. Hmm. They also lack descriptions! The stats posted earlier are close to correct. The mass is indeed in error. I'm familiar with it. Unfortunately, I think I'm done with new KA content for the foreseeable future. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Not in my install. Or perhaps you mean the helpful node that lets you attach the bottom to a stack? This looks like it might be an issue with B9Partswitch... we'll see. In the meantime you can resolve it by making the command pod the second part of the vessel (even re-rooting should work). You have millions of ModularFlightIntegrator errors in your log, likely not my problem. As with every issue you've ever posted in one of my threads. Well, those example stock parts are some of the most sewage-looking parts in all the game. Sorry if you don't like the exact colour matching, but I've got to the point in my art that targeting stock 'quality' isn't something I can do and still have a conscience. I can and will still target style, but that means targeting the style of competently-textured parts, like most of the plane parts. -
Hey @blowfish, I'm having an issue where a part (command pod) loses its Vessel icon in the map view when the part is equipped with a switching module. This doesn't occur if the part is the second part on the vessel - only if it is the first part. The relevant code: MODULE { name = ModuleB9PartSwitch moduleID = meshSwitch switcherDescription = #LOC_NFSpacecraft_command-mk4-1_switcher_title SUBTYPE { name = Basic title = #LOC_NFSpacecraft_command-mk4-1_switcher_variant1 } SUBTYPE { name = 375m title =#LOC_NFSpacecraft_command-mk4-1_switcher_variant2 transform = ShroudA //node = bottom02 maxTemp = 1300 } SUBTYPE { name = 5m title = #LOC_NFSpacecraft_command-mk4-1_switcher_variant3 transform = ShroudB //node = bottom03 maxTemp = 1300 } }