Jump to content

Nertea

KSP2 Alumni
  • Posts

    4,858
  • Joined

  • Last visited

Everything posted by Nertea

  1. Glad you enjoy :). I'm pretty close to finishing the Capacitor window and the layout tweaks to the Reactor window. Just a few niggling clip issues to deal with.
  2. That is a fusion pulse engine from the in-development Far Future Tech mod.
  3. I finished texturing the two reactor models. Probably will release this wednesday or so, plugin needs some fine-tuning Some more pictures in this update album. Whatever it is now is the way it is. And I'm not even sorry ;).
  4. Nothing has changed in the plugin or in the thermal values in about 4 releases. You'll need to provide much more information in order for there to be any effective troubleshooting, for example a mod list, reproduction steps, a copy of your KSP.log. Were you the one that made like 10 PRs to fix this? If so, you know you can combine many changes into a single PR, right? If you want to get technical, the case-sensitiveness of this depends entirely on the implementation of the PartLoader :| Relased NF Propulsion 0.8.7 Fixed small typo in VAB VariableIspEngine display Fixed thrust transform typo on 0.625m VASIMR Fixed surface attach node on 0.625m VASIMR Enabled surface attachment on the 0.625/1.25m VASIMR casings New version of NFP Tweak Patch from Streetwind
  5. There were a couple requests to make the engines obey LFO fuel rules so that was changed last update. For example, to stop lower stage engines from draining your capsule RCS.
  6. Using an engine for landing is going to be tough. You will need to have some amount of radiators to keep the reactor hot. If you think the radiators aren't working, ensure you have enough radiators (lots are needed for full heat operation) or make sure they are on... or within 1 part connection if you are using the stock static radiators)
  7. Yes, it's 100% based on TB2. The old one, not the new one :).
  8. If you're using that patch, you need to stage the part in order to activate the reactor.
  9. If something like that did get made it would probably go into Mark4, but it isn't very likely at the moment.
  10. Minor announcement: there won't be any support for any of my mods in the KSP 1.3 prerelease, I simply don't have time.

    1. shynung

      shynung

      Wait, 1.3 is about to come?

      I've been out of the loop for so long...

    2. Kerbital

      Kerbital

      Sorry to hear that. I can't play this game without your mods. I hope you will eventually find some time. Good luck!

  11. @Streetwind - glad it was easier - that's a masterfully short patch you've created there!
  12. Well there's at least one part of a hotfix :P. Sorry about that dude! I forgot about that one.
  13. It has not been decided yet, but will probably be between 5000 and 6000 kW. Near Future Propulsion 0.8.6 New models for KP-XL PIT, Colossus MPDT, all VASIMR engines All electrical RCS parts and AiRES Atmospheric Sounder are now physicsless to match similar stock parts Cryogenic Separator now properly pumps air (does not need to be accelerated to high velocities to get good resource flow) Rewrote VariableISPEngine plugin Improved support for cfg customization Code optimizations Support for multiple engine throttle animations Deprecated NFPAnimateHeat in favour of stock ModuleAnimateHeat, which now has the necessary capabilities It's totally possible there are bugs of some sort in the new engines, please let me know if you find anything, I'm expecting to need to do a hotfix already.
  14. You're always free to peruse the dev branches. Busy day of work today. Finished off the revised model for the FLAT reactor. Because this is strictly an inline part, it won't have a Also completed the final draft model for the large 3.75m reactor. It has an inline version!
  15. I have to make a bit more room anyways, that set of controls is in an expandable vertical stack, so the lifetime display can't really overflow onto the basic controls like that. Finalizing the two smaller VASIMR models. The 1.25m one can be swapped to a variant that dispenses with the ring structure. Revised their FX too: Some more QOL improvements to the plugin today... heading towards release tomorrow or Friday, depending on some more testing
  16. Here is a small preview of the revisions to the reactor window: Essentially, most readouts have been iconified and cleaned up. Additionally, you can now persistently choose an icon and rename your reactors in the UI interface (a sometimes-requested feature). No more losing your backup power reactor in the mess of other reactors. There's also a new timewarp limit feature, which you can activate to auto-shutdown a reactor past a certain timewarp level (off by default). There's still some positional tweaking required but it's looking pretty nice I think. The capacitor window is getting a similar revisit.
  17. There won't be any part name changes or anything, but because the zero points and attach node positions will change, some of your ships might look a little weird. Yeah I'll take a look at it eventually. No promises on when though!
  18. I don't like doing kinda half baked models like that
  19. Wouldn't it be better to have a custom model for that? It's something I've been planning to support, but it's out of scope for < 1.0 stuff for sure. We had fully automated capacitors at one point. The thing is, at that point they're just 8x mass efficient batteries, which is fairly boring... In other news, I completely rewrote a huge chunk of the NFP plugin for better everything. This moves us closer to a release on this version of NFP. In other, other news I finished the models and effects for the 3 new 2.5 m engine models. Check out the album!
  20. So has anyone had a look/a test recently? I had one report requesting an infinite antimatter setting, which is reasonable, but not much else.
  21. Confirmed, there's a bug with the capacitor panel, it's not reading the fixes that I made in properly. This bug will be resolved in the next version of NFE, probably in a week or three.
  22. Er, this was a draft part that never went anywhere, and was removed from the download because it was only accidentally included in the first place, just so you (and anyone reading this) know.
  23. Yup some of them are certainly easier than others. However you know that as soon as I open the gates with that implementation, I'm going to start getting a bunch of requests to do the rest which are considerably less trivial
  24. This is intended behaviour to stop people from using capacitors as really long term trickle batteries. Might change if a lot of people want it, I can at least look into providing a cfg setting. Also,the fact that there are two discharge rates looks wrong to me. You may have discovered a bug in the UI component. Not really planned, unfortunately.
  25. Oh wait, is that talk of IVAs I hear? Too bad, I guess I was in a good mood.
×
×
  • Create New...