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Everything posted by Nertea
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[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
It's the TIE Bomber pilot from this amazing Star Wars fan-made animation project. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I'm in a good mood so you're all safe! For now. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
@TK421d You're using CKAN, so that's probably why! I have no insight into these installs. Mark IV System 2.3.6 Fixed large cargo bay/drop bay counting its forward area as closed when opened as vice versa Fixed lift fans generating static lift at incorrect angles Reduced lift fans' static lift by 50% Increased the range and response speed of lift fan gimbals -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
@FirroSeranel: The real main reason that I have never liked CKAN is that the system defines a distribution standard which is different to the typical bundle of a packaged mod. That is, the mod should exist as a single GameData level folder and specify its dependencies separately. That has advantages (dependencies can be updated independently), but has one key disadvantage: I have to maintain not only several download locations, but two distribution models, one with dependencies packaged and one without. That's a fairly large amount of work to maintain the~10 mods that I work on. It's basically double the workload whenever a release happens. In addition, because of this dependency structure, this forces me to maintain metadata for the subpackages that I have that are technically dependencies, but should never exist in the wild outside of my mods. For example I know that there is a NearFutureProps distribution floating around on CKAN, when this really shouldn't ever exist. Same with DeployableEngines and CryoTanks. In my opinion, CKAN is not yet reliable enough to move uniquely to that distribution model, and only really provides advantages for me, the author, if I switch fully to that mode. So I won't. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
NF Propulsion 0.8.5 Fixed incorrect link in AVC file NF Electrical 0.8.6 Fixed animation corruption on Whirlijig model Fixed obsolete normal map on Whirlijig model -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
No, it's not. A typo in a version file could occur exactly the same way as a typo in a CKAN file. This also isn't a debate we're having, this is something that has already been decided. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Yurk some kind of animation corruption error in that model... I'll address that with a hotfix today. Also the other problem. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I finished the diffuse maps for the small VASIMR, on to the next one now. Also some minor updates for some packs. NF Electrical 0.8.5 Changed surface attach mode of Whirlijig to allow surface attachments on some areas of the part Fixed USI Patch PDU fuel rate NF Construction 0.7.6 Fixed octo-truss and spinal docking connector snap offsets Added bottom stack nodes to 1.25m multi-adapters NF Spacecraft 0.6.3 Fixed NFProps not being included… again Fixed resource flow modes for new monopropellant engines so that they mimic LFO fuel modes Fixed orientation of Mk4-1 IVA windows -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
A bit of AO and a well constructed model goes a long way towards that. A) Yes there's supposed to be sound, but I can't even recall the last time I opened KSP with sound on B) I doubt it. I'm probably going to knock them down to the low 300s in the balancing update to be honest. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
They should be more considered engines using advanced storable propellants. Though to answer your exact question, not really, but some of those new "green" propellants can hit ~285s in proven models, and there are some futuristic fuel concepts that can hit as high as 345s. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I think I found the solution to both issues... @sh1pman, are the missing areas properly occluded when the cargobay is open? The cfg seems to indicate that I flubbed an animation direction flip so the front sub-cargo bay would count as open when closed and vice versa. The fan issue is just a part lift direction issue. I haven't tested the fix yet, but it seems like a simple one. I guess these issues are large enough to warrant a point release, is there anything else I should look into before I plan that? -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
It's actually a recorded issue, even. https://github.com/ChrisAdderley/NearFutureSpacecraft/issues/41 I unwrapped and colorized the new engine revisions. This is going to be a whole bundle of fun to texture, but they look fairly good so far. Usually if it looks good with colorization it will probably look good when done. Did I mention I'll be overhauling the effects for these engines too, particularly the VASIMRs? Oh yeah and because coding time is orthogonal to modeling time, I started reworking the NF Electrical reactor UI for prettiness. I can't show it off yet, but so far it's looking sleek and far more functional than it used to be. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Read my post a few posts down. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
God I hate this mod. I should've never made it. Nothing but stupid problems. Can you please post a clearer picture of where in the cargo bay the shielded vs unshielded things are? Because I can't see much from that angle and lighting. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
I'll try to avoid future spoilers then ;). The only thing that goes against the ICF concept is that later the idea that a ship can "drop core" (eject the fusion plasma) is important. This wouldn't make a huge amount of sense for ICF because there wouldn't be much plasma to vent. I expect the drive reactor can operate at low power in closed cycle mode too to power ship systems. In a later book, for... reasons... the Roci's reactor stops working for a while, so the ship has to sustain everything via batteries. It's mentioned that this can go on pretty much forever if it doesn't have to do major maneuvering. Still implies that typically the reactor might run at low power to keep charge up. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Yeah, I've been a fan of this for quite a while, having multiple book reads under my belt. My own personal set of combined observations The drive is an open-cycle inertially-confined fusion reactor with a magnetic nozzle, expelling reaction products plus water as reaction mass based on numerous statements that they have loads of pellets when they steal the Tachi, and a bunch of later statements about needing to refuel on reaction mass, which is cheap, but being lucky the Roci's reactor is so efficient and that it was fully loaded, they don't need to buy new pellets too frequently (expensive also based on the show's art which shows the Anubis' main reactor as looking awfully ICF-reactor-like The "Epstein" component of the drive is the containment and magnetic nozzle essentially allows the ship to hit a much higher reaction rate and thus thrust/exhaust velocity without melting the drive/ship Fusion drives can be run in no-epstein mode with water as reaction mass at a much lower fuel efficiency, This occurs in the RCS thrusters (superheated steam) and older ships (no Epstein confinement for their reactors) The fuel cycle is proton-lithium basically based on the fact that in Cibola Burn, there's a decent number of statements that indicate that lithium is fuel for powerplants, and that it's very valuable on that way These items make logical sense based on the book. They make "vague" physics sense in that if you ignore heat output, it's probably ok. Yeah... I modeled the whole Roci (I guess Tachi because I used the MCRN colours) last year after watching season 1. Only got as far texturing the nozzle and reactor though. Got stuck on the exact structure of the midships area due to lack of clear references for the detail, but maybe now in S2 we will have some better shots :). PDCs were fun to make! -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Yes. The deprecated parts will stay around until 1.0 but they will eventually be removed from the pack. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Why would the existence of a props pack break other IVAs? -
This guy knows what's up. This is exactly why I changed my licenses. If a mod author doesn't want modpack redistribution, it is trivially easy to stop it for all versions going forwards. That warm fuzzy feeling of permissive licensing comes with requirements and caveats. Plan what you want people to be able to do with your stuff.
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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
Part descriptions indicate which engines should generate power: the Neptune uses excess heat generated by the reactor to run a compact generator system, producing 2 kW of electric power while the engine is running or idle. Using a secondary cooling loop, a portion of the reactor's heat runs a small generator that produces around 10 kW of electricity, even when the engine is idle. If you're very keen there's art indications of this too, modeled generator and radiator components. The Liberator does not include this, unfortunately. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
There is an update not too far in the future that will restore this functionality but take a hard dependency on the ASET props pack as well. Maybe log a Git issue as a suggestion and I'll see what I can do, I suppose it's a somewhat niche feature but code-wise it's pretty trivial to implement. The planned pre-1.0 restructure of the UIs was intended to fold many of the current options in an "Advanced" rollout, which is a nice place for that kind of thing. -
I bundle several (CRP, B9PartSwitch, ModuleManager, FirespitterCore) third party dependencies with my mods. In addition, some of my mods share dependencies and bundle common items (NearFutureProps, CryoTanks) across several packs. I see no problem with whatever you want to do as long as you do not interfere with the practice of bundling dependencies. In my eyes that would be a serious hit to the way I package content.
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[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Draft model for the revised 2.5m MPDT. I think these will need some iteration, but I'm fairly happy with them so far... gotta work out some more structural bit. I thought I'd make them more like the demo/flight models. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
It just creates torque against magnetosphere. Orienting the cyclotron magnets to neutralize each other allows scaling up to any number of engines such that their net torque (find the paper somewhere) is cancelled out. This just enforces a minimum number of flight units. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Sooo... starting to draft up the next set of replacement engine models. First, this is new 2.5m VASIMR. I went with a triple nozzle design and made it much longer. It's now something like halfway between the current squat cluster and the older, longer model. Here we have the revised 2.5m PIT, which will keep the bits I like (nozzle area) and add more structural components and power conversion equipment. In addition, I had a solid start at the newest 3.75m reactor, which is the last planned new part for NFE.