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Nertea

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Everything posted by Nertea

  1. I mean, fiction, but the in-universe thing seems like it's a inertially-confined fusion drive (books frequently describe fusion pellets) that spews its reaction products out the back, plus some additional water as reaction mass.
  2. FFT Version 0.1.1 KSP 1.2.2 Added AVC support Updated bundled MM to 2.7.5 Updated bundled CRP to 0.6.6 Updated bundled B9PartSwitch to 1.7.1 Added a new ModuleEngineHeatDisplay component to all FFT engines to show engine heat outputs in VAB tooltips and as a right click option in flight Reworked entirety of FFT antimatter handling plugin Antimatter is now loaded in the flight scene, provided the selected vessel is at the KSC Loading interface allows loading and unloading of antimatter tanks back into the KSC reserve Antimatter storage tank plugin completely refactored Completed a number of tweaks and improvements to part names and descriptions Added better part search tags for many parts FusionPellets and FissionPellets have replaced FusionTargets and FissionTargets for compatibility with DSEV NuclearSaltWater has replaced NukeSaltWater for clarity Normalized all fusion tech parts to use either D-D or D-He3 fusion Removed tritium storage from fusion fuel tanks Normalized all nuclear fuel tanks (NuclearSaltWater, FusionPellets, FissionPellets) to have mass ratio of 4.0 Normalized all cryogenic fuel tanks (LqdHe3, LqdDeuterium) to have mass ratio of 5.0 Antimatter containers now have enough builtin EC storage for 10s of power loss NuclearSaltWater tanks have been respecced to be tougher and more thermally resistant instead of having cryogenic values] Converted a number of completed textures to dds Reworked fusion fuel tank models to look better and obey isotank design language Added textures to the inline antimatter tank Added KV-1 'Vulcan' Nuclear Smelter: processes EnrichedUranium -> FissionPellets, LqdDeuterium+LqHe3 -> FusionPellets, EnrichedUranium+Water -> NuclearSaltWater Added CX-A Particle Scoop: extracts LqdHydrogen, Antimatter from exoplanetary locations Added 'Hoover' Atmospheric Ramscoop: extracts LqdHydrogen, LqdDeuterium, LqdHe3 from atmospheres Added ZAP Gamma Spectrometer: detects exoplanetary Antimatter Added ALICE Imaging Spectrometer: Detects LqdHydrogen (atmo and exo), LqdHe3, LqdDeuterium Funny, I've been watching the Expanse too.
  3. I do not do anything to the IFS tanks that are added. The only tanks that get boiloff code added to them are basic fuel tanks (anything that has only LFO) and the set of hydrogen tanks added by the mod. I can only conclude that the IFS tank is doing its own boiloff somehow.
  4. Cryogenic Engines 0.4.6 Updated bundled B9PartSwitch to 1.7.1 Updated CRP to 0.6.6 Updated AVC link Added description to VL-1 Volcano Fixed incorrect naming of normal maps for 3.75m engines Fixed a boiloff issue that could occur when switching ships that were close to each other
  5. Kerbal Atomics 0.3.5 Updated B9PartSwitch to 1.7.1 Updated CRP to 0.6.6 Updated AVC link Fixed uranium consumption of LV-N in NFE mode Fixed a boiloff issue that could occur when switching ships that were close to each other
  6. Mark IV System 2.3.5 Fixed missing ModuleManager in the download Updated B9Partswitch to 1.7.1 Updated CRP to 0.6.6 Fix for crew hatch obscured problem on Mk4 Crew Cabin New drag cube for Mk4 Shoulder Intake Fix for cargo bay node occlusion (requires rebuild of your cargo bays!) Fix for large cargo bay's occlusion testing spheres Inverted animation directions for cargo bays; now open at start. Reduced air intake ratio of lift fans in LF mode (22 -> 14) Reduced all fuselage body lift values by 33% Fixed incorrect node for the AE-4 Turboramjet Fixed incorrect velocity curve for Arcadia-593 Turbofan thrust reverser
  7. That should indeed be changed. The "double set" is the thrust reverser engine, but yes some elements of that don't look quite right. I will fix the velCurve for now, but I don't really have a great idea of how these numbers should look. If someone with more experience with jet engines could chime in that would be great. Without CTT, that avoids crushing every single fuselage-related part into Experimental Aerodynamics. I guess I could look into changing that (basically every part +1 node to the right) for CTT, as there are now 2 expanded nodes behind Experimental Aerodynamics (used to be less).
  8. Still nothing interesting at this point, I'm afraid. I identified one more problem that's been logged on my git for ages, which is the timewarp Ec consumption bug. I solved this in CryoTanks a while ago, so some time was spent porting that code to FFT, in terms of creating a modular, interface-accessible library that both mods can hook into. For now, this will just exist in FFT, but will be back-ported to CryoTanks relatively soon. This is necessary so that the two systems can interact correctly. Still some build/test work to do tonight to verify it though.
  9. That's a fairly good point in some ways, but MkIV is mostly independent from NFT/CT/KA. It's considerably easier to balance because there are nice stock equivalents to almost everything. But yes, I expect an essay :P. Go nuts!
  10. I resolved this today, will be in next build. Here's a series of statements that I hope you can extract information you need. There is a MFT config in the pack that I do not maintain, I currently assume it works, it is community maintained. There is a PP config in the pack that I do not maintain, I currently assume it works, it is community maintained. I assume this only provides new tank types for PP to select. Fuel switchers do different things The configurations supplied with CryoTanks modify the stock LFO tanks only, and lets you change them to LF, LFO, O, LH2, and LH2O. Last time I checked, IFS core makes all sorts of changes to some subset of tanks to make them switchable to something. MFT is the whole deal which I think lets you switch whatever with whatever. What do I recommend? Obviously use the bundled stuff in the mod package (B9PartSwitch with CryoTanks). If you use MFT/IFS, there will probably be some conflicts as different mods try to target the stock tanks. However, if you just use PP + CryoTanks, there should be no incompatibilities - CT will handle the fuel switching on the stock tanks, and PP will do its own thing.
  11. If you've got some specifics for things that may need a tweak, it would be nice to hear them... but in the MkIV thread
  12. Good progress today. I tracked down the key bug that was affecting the Antimatter Factory component (zeroing out your reserves when you went into the VAB). I also went through all the parts, cleaned up a bunch of trailing tgas, did some general cost/mass fixes and ensured conservation of mass was happening for the converters. In addition I've also retextured the two fusion fuel tanks to look somewhat better, fitting the geosphere-type tanks that I've been using in the pack to visually identify a "futuristic" cryogenic tank. I also drafted a bunch of resource configs for exoplanetary H2 and antimatter. These will ship with this dev build as a custom CRP for testing out. Eventually they will get merged into CRP, but not yet.
  13. Documentation I certainly want to do, probably in both an online (KSPedia) and offline (well, but really online...) wiki thing. The former is something I very much do want to work in before 1.0. As Streetwind mentioned, it has lapsed a bit... but we'll probably get back to it. The latter would be a good place to put tutorial, examples, etc. Example ships too. Once the rebalance is done we could do a kind of submission thing for ships (chances are you will want to tweak stuff you build now. Meh, that uranium transfer thing. I'm really not hugely fond of it. I spent some time trying to simplify it a bit - making it so either of the fuels were only pumpable when a L3+ engineer was onboard, but that didn't seem to be possible. I do want it to be a bit harder/an additional consideration than a regular fuel, but I haven't settled fully on how to do that yet. Now that rebalance: I'm aiming to target it as a "second-last" update, meaning that all major content should be added before then. That means there's probably going to be a few NF versions before it happens, but do note that there will be a lot of tweaks, changes and I can't be totally sure that all your ships will still work right. Consider this fair warning! This should occur automatically if you have CRP installed as of the latest (well, second latest) version of NFC.
  14. Yes, I got occupied with other things. I had to do some ingame testing that I haven't had time for to confirm the fixes for the crew cabin and a few weird part load messages I was seeing referencing some missing normal maps.
  15. Hey everyone! As we get closer to NFT feature-complete, it's time for a major balance pass. Streetwind and I are going to be having a look at the stats of nearly everything in NFT. If you have a part that you think is too heavy, too light, too expensive, etc, feel free to make a comment here and we will look into it.
  16. So you're basically looking at the intersection of 3 mods providing fuel switchers., MFT, IFS and CryoTanks. I can only support installations with CryoTanks-only. Suggest picking one to use uniquely.
  17. Not in stock, but FFT includes a module. Way ahead of you - the change was made from FusionTargets to FusionPellets for coordination in that respect.
  18. The log doesn't contain any visible problems so this will be a tough debug. No idea what's wrong yet.
  19. Some last pictures of the scoop, which I'm pretty happy with now: Last resourcing part: the imaging spectrometer: So now we have the whole resourcing flow for the mod created: Detect concentrations of LqdHe3, LqdDeuterium and LqdHydrogen with the Imaging Spectrometer Harvest atmospheric LqdHe3, LqdDeuterium and LqdHydrogen using the Atmospheric Ramscoop Detect concentrations of Antimatter using the Gamma Detector (which is also a new science experiment) Harvest exoatmospheric LqdHydrogen, LqdDeuterium and Antimatter using the Energized Particle Scoop Use the Nuclear Smelter to create FissionPellets, FusionPellets and NuclearSaltWater from a number of seed resources (EnrichedUranium, LqdDeuteriun+LqdHe3, Ore+EnrichedUranium respectively) Use other mods' (NFElectrical, USI) production methods to get EnrichedUranium for the Smelter Additionally, use the patched stock ISRU to convert LqdHydrogen and Lithium from Ore (same patch as NFPropulsion and CryoTanks use) This should hopefully result in a new dev version within the next few days. After this the next goal is to work out the pulsed fusion tech, which is four more engines: Magnetized target fusion Magneto-inertial fusion Laser ICF fusion (magnetic nozzle) Laser ICF fusion (ablative nozzle) Here is an ingame shot for bonus!
  20. @FreeThinker, yeah, we might need to define based on planetary definitions. Not really a huge problem. My goal with LqdHydrogen distributions was to make it somewhat available everywhere in low concentrations but higher concentrations in certain locations, like I guess near Jool and stuff. I had a test of the atmo definitions today, looks fine mostly, however I'd say let's add deuterium atmospherically to jool in the correct relative concentrations. @RoverDude I have some questions about extractors, if you'd be willing to shed some light. In ModuleResourceHarvester configured as an atmospheric, there is the airSpeedStatic value, which sets the input airspeed at a "real" airspeed 0. So, for simplicity's sake, with a resource abundance of 100% and a harvester efficiency of 100%: How is the final value calculated? Is there a reference airspeed or something? Does the harvested value depend on air density? Does the harvested value depend on orientation of the part and a transform or similar? (with relation to the airflow) Similar question about exoatmospheric harvesting. How is the final value calculated? Does airSpeedStatic have any effect here? Does the harvested value depend on orientation of the part and a transform or similar? (with relation to the speed of the err... interstellar medium?) I greatly appreciate any answers!
  21. Thanks, appreciation is always appreciated. This morning's work involved working out the animation for closing the scoop. I added a truss structure in the middle to provide something for the bits to link to and add some more interest. In addition the new bits were unwrapped and a few ingame tests were done. Fun times. The collapsed version looks like this: Texturing still needs to be finished for both this and the atmosphere scoop, but things are looking pretty solid!
  22. I can't seem to access that link to your log, is there anywhere else you can upload it to?
  23. Yes I do. You can get the required bits in the MarkIV pack, though you'd need some additional scaling to be done. The bottom right intakes here are based directly on the Concorde ones. And the engine itself is the top right one here. 2.5m, so you'd want to resize it to 1.25 so it fits on the intake.
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