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Nertea

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Everything posted by Nertea

  1. CTT 3.1.0 Marked for KSP 1.3 Converted all strings to localization system Updated MiniAVC to 1.0.3.3 Fixed some spelling errors in tech nodes Fixed icon of Orbital Megastructures Fixed cost of Specialized Command Modules (was 300, should be 550) Added Exotic Plasma Propulsion [Cost 10000, Electric Propulsion Branch] Added High Density Fusion Reactions [Cost 10000, Nuclear Tech Branch] Added Exotic Electrical Systems [Cost 10000, Electrical Branch] Added Extreme Fuel Storage [Cost 2250, Fuel Storage Branch] Added Experimental Nuclear Power [Cost 1500, Nuclear Tech Branch] and Exotic Nuclear Power [Cost 2250, Nuclear Tech Branch] Added new icons for Advanced Solar Technology, Cutting-Edge Solar Technology, Advanced PV Materials, Exotic Solar Technology, High Tech Electrical Systems, High Power Electrical Systems, Experimental Electrical Systems, Exotic Electrical Systems, Microwave Power I used a new deploy script for this. I hope nothing broke.
  2. I can't speak for the Depletion stuff (maybe @riocrokite would know) but I think you're right. airSpeedStatic used to work in 1.2.2, now two tests (one with speed = 50 and one with speed = 500) provided the same results. Maybe lets ping @RoverDude in here... possibly something changed in 1.3 that we don't understand. For reference: 50ms and 500 ms.
  3. Also gone. Should mention that in the changelog. Basically I'm removing everything that was soft-deprecated previously.
  4. You're shooting yourself in the foot for future updates.
  5. Since this affects CE as well as KA, please have a look at this post.
  6. I ran into a fairly annoying problem that I should have expected when cleaning up the new fuel tanks. Basically, using a more 'perfect' capsule shape made it so that the short tanks in the larger radii are not feasible. Imagine making a short capsule - the wider you make it, the larger your minimum height is before you start cutting off parts of the rounded end. I have three options to proceed, realistically two: Scrap the small 3.75m and the small 5m tanks (fastest option) Create completely different models for said tanks (adds ~2 weeks to release time for CryoEngines and KA, so like a month at least for now) What should I dooooo.
  7. Ugh, yeah, anything the wiki says should be considered suspect. Use tomf's docs or the official KSP ones at https://kerbalspaceprogram.com/api/index.html.
  8. The field airSpeedStatic = has always existed, I think in 1.3 its default value may have changed. Add this field to your harvester, and play with it a bit, it's supposed to be the air speed that is used when the part is not moving relative to the atmosphere.
  9. I think I found the answer to this. At this stage, updating the amount and maxAmount fields of the PartResource doesn't correctly serialize to the associated ProtoPartResource. I guess that would happen next tick. Directly setting the fields of the ProtoPartResource appears to successfully reverts the changes.
  10. I have a VesselModule that makes some changes to one or more PartResources present on a vessel in response to some changes. I want these changes to be reverted before the game is saved so that those changes don't make it into the persistence file. I can't quite work out how to do this. In my current attempt, ideally this function should fire before the save sequence starts. It really just reverts the amount and maxAmount of a PartResource to their original values that the VesselModule is storing. protected void ClearBufferStorage() { Debug.Log("Trying to clear buffer storage"); if (bufferStorage != null) { bufferStorage.amount = (double)Mathf.Clamp((float)bufferStorage.amount, 0f, (float)(originalMax)); bufferStorage.maxAmount = originalMax; Debug.Log(String.Format("{0}, {1}", bufferStorage.amount, bufferStorage.maxAmount)); } } I've tried to do this by overriding the OnSave method in VesselModule, simple enough. protected override void OnSave(ConfigNode node) { ClearBufferStorage(); base.OnSave(node); } Based on my logging, this should work. The log shows the game being paused, then the ClearBufferStorage() being called (the log calls to the PartResource showing the correct 270, 270 that should be preesent), then the save occurring after the storage has been cleared [LOG 08:52:15.008] Game Paused! [LOG 08:52:16.558] Trying to clear buffer storage [LOG 08:52:16.558] 270, 270 [LOG 08:52:16.558] Flight State Captured [LOG 08:52:16.559] Saving Achievements Tree... [LOG 08:52:16.559] [MessageSystem] Save Messages [LOG 08:52:16.560] Trying to clear buffer storage [LOG 08:52:16.562] 270, 270 [LOG 08:52:16.568] Game State Saved to saves/default/persistent However, when I inspect the persistence file or reload the game, it turns out that the resource has not been reverted to 270, 270 correctly. Am I not understanding the saving sequence correctly here? This seems like it should work.
  11. That's captured here, note it's still in the testing label, which means the fix has been deployed but I haven't confirmed it yet. It still needs to be tested.
  12. I'll post the preliminary changelogs here. Now is probably the time to let me know if there's a bug that's not addressed so I can add it to my todo list NF Propulsion KSP 1.3 Updated bundled MM to 2.8.0 Updated bundled B9PartSwitch to 1.8.0 Updated bundled CRP to latest version Switched to 1.3 string localization Fixed thrust transform on 1.25m VASIMR Rebalanced all Xenon tanks to have a mass ratio of 4 (including stock Xenon tanks) Modified the effective volume of all Xenon tanks to be closer to stock effective volumes Rebalanced all Argon tanks to have a mass ratio of 4 Rebalanced all Argon tanks to contain a similar fuel mass to Xenon tanks Rebalanced all Lithium tanks to have a mass ratio of 4 Slightly rebalanced the contents of lithium tanks to match stock volumes Changed nomenclature of thrust/Isp slider on VariableIspEngines Plugin performance optimizations NF Electrical KSP 1.3 Updated bundled MM to 2.8.0 Updated bundled B9PartSwitch to 1.8.0 Updated bundled CRP to latest version Full localization support for parts and plugins New sub-plugin: DynamicBatteryStorage Dynamically adjusts EC storage to combat KSP crap resource mechanics at high timewarp Should dramatically reduce instances of EC loss at high timewarp Revised many part descriptions, tags and names Revised costs of batteries to correctly match stock batteries Revised costs of capacitors to be slightly more expensive (~1.5x) than before Battery and capacitor mass values are now 100% consistent Reactor numbering system revised for better sorting All reactors are now their inline variant by default MX-3L Hermes reactor now generates 6000 kW, up from 5000 kW. All other stats adjusted to match Rebalanced cost and mass of all reactors Rebalanced mass and cost of all nuclear fuel containers Reduced price of PB-AS-NUK RTG Increased mass of Whirlijig Nuclear Reprocessor Adjusted recipes for Whirlijig reprocessing/extraction to be less weird DecayingRTGs patch now cuts price of affected RTGs by 50% Changed CLS patch to behave better when CLS is not around Cleaned up FissionReactor config blocks for clarity Significant improvements to KA integration code NF Construction KSP 1.3 Updated bundled MM to 2.8.0 Updated bundled B9PartSwitch to 1.8.0 Normalized some part internal names Improved naming of most truss parts Converted to KSP 1.3 localization string methods Small tweaks to masses and costs of many parts NF Solar KSP 1.3 Updated bundled MM to 2.8.0 Converted all part name/descriptions to localization system Rebalanced solar panel masses and costs for more consistency Removed retractable part search tag from parts that are not retractable Renamed some solar panels to increase consistency and ease of inter-panel comparison Reworked manufacturer names to reduce the number of new manufacturers Adjusted position of suncatcher transforms on SOL-A, NIV-3 and NIV-16 panels K7R 1x4 Concentrating Photovoltaic Panels are no longer retractable Adjusted shaders for many panels to improve looks Added K7R 1x4 Concentrating Photovoltaic Panels and K5R 1x3 Concentrating Photovoltaic Panels, variants of two current panels with added shrouds and retractability Added SOL-B Expanding Curved Solar Array (3.75m to 10m expanding curved solar array) Added OKEB-125 Blanket Solar Array (based on NASA asteroid tug concept) Added OKEB-75 Blanket Solar Array (based on SpaceX ITS solar array concept) NF Spacecraft OLD ORBITAL ENGINES FULLY DEPRECATED KSP 1.3 Updated bundled MM to 2.8.0 Updated bundled B9PartSwitch to 1.8.0 Full localization support for all parts New textures for Mk4-1, Mk3-9 and PPD-1 pods New model and texture for PPD-24 Itinerant Improved textures for all monopropellant tanks and service tanks Mk4-1 pod now has toggleable shroud "skirts" that change attachment options and slightly increase thermal tolerances Checked the exhaust transforms on all RCS parts Reduced vacuum Isp of all monopropellant engines by 10-20s All RCS parts have been set to physicsless Many IVA-related fixes Fixed USI-LS patch for Mk4-1 pod
  13. Work on the 1.3 NFT (note that this is just NFT, not KA/CE yet) updates is proceeding very well so far. I've pretty much completed the initial testable builds for NFElectrical, NFConstruction and NFSpacecraft, with NFPropulsion following some time today or tomorrow and NFSolar brining up the rear (some art issues) probably by the end of the week. Considering the large scope of the changes, I would like to get some testing done before an official release. If anyone is interested in privately testing some of these builds, drop me a PM.
  14. Huh maybe a node offset problem or something, I'll have a look when i get a chance.
  15. I only had one comment there. Good work otherwise! I did notice that you haven't set up the abbreviations for a good chunk of the resources, it might be good to set up dummy empty localizations for those.
  16. It was a proposal for structure which was now accepted, opening the door to further work. Technically those 6 resources are the only ones I curate so I chose them for the proposal. There are so many resources in CRP that I personally won't take the time to go in and create all the strings myself. I will probably in the next few days submit a PR to also localize the other non NFT-curated resources that I do use. However I will certainly not do them all, that's up to other authors.
  17. I've never done out of date KSP version support in the past, unlikely to start now.
  18. This should get updated to 1.3 by the end of this week. I want to spend some time converting the strings to localizable formats and also need to add in those new tech nodes. Anyone: let me know via PM if you are interested in proving any kind of CTT translations to the new language sets. @FreeThinker: Actually, I was the one who added the Unified Field Theory tech for antimatter technology way back when. I'd prefer to keep it as the one for AM stuff... in this way I would rather add a new node for more advanced fusion stuff at that level instead of what I would consider a duplicate of UFT.
  19. IMPORTANT ANNOUNCEMENT: I am currently working on the updates for KSP 1.3. They will include rebalances and possibly some craft-breaking changes. If you use the mod in KSP 1.3 in its current state, you will have a Bad Time when the updates release.
  20. I haven't seen this issue before, I'll look into it.
  21. IMPORTANT ANNOUNCEMENT: I am currently working on the updates for KSP 1.3. They will include rebalances and possibly some craft-breaking changes. If you use any of the mods in KSP 1.3 in their current state, you will have a Bad Time when the updates release.
  22. IMPORTANT ANNOUNCEMENT: Yes, I am currently working on the Kerbal Atomics update for KSP 1.3. They will include rebalances and possibly some craft-breaking changes. If you use the mod in KSP 1.3 in its current state, you will have a Bad Time. Yes!
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