-
Posts
4,858 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Nertea
-
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
I have completed the mesh for the nuclear smelter. In case ya'll don't remember, it converts the appropriate raw materials (He3, Deuterium, EnrichedUranium, Ore) into NuclearSaltWater, FissionPellets and FusionPellets. It's a reasonably large part, massive enough that unlike an ISRU, you'd be discouraged from putting it on every vessel. This makes 3/4 of the ISRU meshes, only the particle detector remains, then unwrapping begins. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Could you be more specific and perhaps provide some pictures? I inspect parts with sarbian's debug tools, with no visible collision anomalies. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Oh yes it is supposed to be like that. Nope, you get what's there. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
@DStaal and @Streetwind are correct. It's merely a mining tool. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Some WIP stuff: Very draft atmospheric scoop. About 2.5m in width right now, will have much more greeblies, structure and pipes on the back. Will have a model variant that shrouds the greeblies, for if you want to make a cloud-skimming fusion spaceplane. There's also some work on the magnetic scoop... less of a draft. It's a compact thing that contains compression machinery, power conditioning and such, with a magnetic structure that extends when deployed to do the actual scooping. The magnetic structure collapses into a small footprint. This is a 3.75m part. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Log git issues and I'll triage them, but as usual, IVA problems are at the bottom of my list. -
Glad to be of service
-
I haven't done anything with it, but I saw this in the TweakScale repo: @PART[hydrogen-10-1] // HI-530 Hydrogen Tank { %MODULE[TweakScale] { type = stack defaultScale = 10 } } So it should be good to go. Tank does use a fuel switcher (and a model switcher for the white/foil look), so I'm not 100% sure how that will work.
-
I've got this one (top right), @regex (alternate view). Not sure if that's what you're looking for.
-
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Hotfixed NFC to 0.7.5. I typoed a collider name. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Just point them in the right direction... there was a stock bug a while ago that made biprop RCS only ever used the first transform. It's fixed now. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Mostly minor fixes and dependency updates, but some new stuff in NF:C. NF Propulsion 0.8.4 Updated B9PartSwitch to 1.7.1 Updated CRP to 0.6.6 Fixed download link in .version file Fixed missing manufacturer for PPT RCS block NF Electrical 0.8.4 Update B9PartSwitch to 1.7.1 Updated CRP to 0.6.6 Fixed download link in .version file Fixed costs of nuclear fuel containers Fixed a rogue logging spam Fixed a null reference exception when starting a reactor for the first time NF Construction 0.7.4 Updated B9PartSwitch to 1.7.1 Fixed download link in .version file Added Lithium, Argon, LqdHydrogen, LqdHydrogen/Oxidizer tanks to tank-containing trusses. Only enabled if CRP is installed Added cryo cooling abilities to tank-containing trusses. Only enabled if CRP and CryoTanks are installed Fixed extraneous subtype node definitions on crewed octo-truss parts Fixed angle of 30 degree node in angled truss piece NF Spacecraft 0.6.2 Updated B9PartSwitch to 1.7.1 Tweaked orbital engine FX Fixed thrust angle deviation on LV-601-4 and LV-85-6 engines Fixed overly large engine temperature tolerances Fixed botched normal map names for a few parts Extras/LFO patch now converts orbital engine integrated tanks to LF/O as well -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Why, I pushed a commit to git just yesterday! -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I confirmed this. The bay does not occlude... other bays. Only everything else. So let's say we have this structure (C = cockpit, B = bay, F = fuselage) C- B1 - B2 - B3 - F1 B3' s front node will not be occluded, B2's rear node will not be occluded. I have no idea why this might be happening. [By the way gents, you don't need to fly the plane to test. You see the YP and YN values on the parts? those should be more or less zeroed when a part is properly occluded]. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Sooo... I think I fixed it.It was B9PartSwitch procedurally re-rendering the drag cubes with fuel switching. Easily fixed when I traced it, just needed to add a leaveDragCubes flag... @sh1pman, @Jarin Test link: https://www.dropbox.com/s/6qsphec151nc9g0/MkIVSystem2_3_5_X2.zip?dl=0 -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I just copy pasted them from PartDatabase.cfg entry for the Mk4 fuselage of equivalent size... I even tried pasting them for both the A and B cubes. The database entry: PART { url = MarkIVSystem/Parts/Fuselage/mk4fuselage-3/mk4fuselage-3 DRAG_CUBE { cube = Default, 10.29,0.6791,4.019, 10.29,0.6774,4.019, 23.47,0.9617,0.3096, 23.47,0.9611,0.2989, 19.63,0.8969,1.774, 19.63,0.8502,2.534, -0.0003667,0.002363,-0.3819, 7.87,2.522,4.108 } } The part entry DRAG_CUBE { cube = A, 10.29,0.6791,4.019, 10.29,0.6774,4.019, 23.47,0.9617,0.3096, 23.47,0.9611,0.2989, 19.63,0.8969,1.774, 19.63,0.8502,2.534, -0.0003667,0.002363,-0.3819, 7.87,2.522,4.108 cube = B, 10.29,0.6791,4.019, 10.29,0.6774,4.019, 23.47,0.9617,0.3096, 23.47,0.9611,0.2989, 19.63,0.8969,1.774, 19.63,0.8502,2.534, -0.0003667,0.002363,-0.3819, 7.87,2.522,4.108 } -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I recovered some part of the IVA contents, so there's that. Looks like I'm behind a few versions for all packs in CRP and B9PartSwitch dependencies, so expect a minor update relatively soon to resolve this and fix a few problems. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Nothing to test, I'm afraid, I have made no progress. I'll let you know when/if I do. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Oh I am so mad right now. The last time I ran the IVA exporter it somehow overwrote the entire nice stock prop layout I did with nothingness. Great. So that will probably be fixed in 2-5 months, when I recover from IVA-related PTSD. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Maybe I'll post some pictures when I get home, but in my case the fuselage has exactly the same proportions as the cargo bay. It's just a like a solid version. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
No there are not. see there's a couple problems with larger ion engines: Fundamentally the technology that powers gridded and Hall thrusters doesn't scale up well, so making a single large engine doesn't accurately represent things As such, any larger ion engine ends up being a cluster, which is fundamentally no interesting to model In addition, there are several types of technology implemented. Building a cluster means choosing a engine type to cluster... so what do I cluster? HI-SNAPs? AFTERs? Gyro-Ones? Twos? Clustering any one type leaves big holes There is really one potential option, which is to take things in the direction of the other 2.5m models. The PIT, the MPDT, and the future revised VASIMR are all sci-fi derived models. If I do large gridded or Hall engines I'm likely to take that route and make something inspired by a scifi thing. I would disagree. There's a full set of Argon tanks to the same level as stock (or better). There's a pretty good set of lithium tanks, could use some improvements in that there's no 0.625m models (see this issue). I don't do 3.75m tanks unless there's a really solid reason, like bulky fuel (LH2) or 3.75m engines. It's always wise to consult the issue list. There should be stock props. I don't do RPM IVA's anymore though. My policy is that mods that make considerable modifications to the stock game and balance need to handle their own changes. Hence, Kerbalism should handle Kerbalism features. I happen to like the black and yellow stripes, but I chose not to put them on these ones to add some artistic differentiation for the monoprop engines. Glad you like - I found the engine pods lying around, I'd made them a long time ago but never finished them. Patched them up and shipped them. The pod is inspired by the Mars Excursion Module design, which is, in a sense, part orbital capsule, part lander and part living space :). That was one of the reasons behind the switch, the old engines were pretty much good at everything. That's problematic. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
This should resolve some issues. The issue was that Unresearchable is spelled correctly. It should be spelled incorrectly (ksp.. :S) Fixed incorrect part names on some engines Fixed swapped FL-R-B3000 and FL-R-B750 costs Fixed accidentally included skirt node of mk4 pod Updated deprecated part loading Added an optional Extras patch to make the orbital engines use LFO! Nah. You always have the option of reversions. This isn't a project that I need to hold to software release standards. I have enough of that at work. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
To everyone complaining: I floated the idea to convert the engines ages ago (October 2016). I asked for opinions. I got positive opinions. I posted WIP images with clear statements that they were monopropellent engines that would replace the other ones. If, at that point ( a 2 month period, before the old thread disappeared), you didn't want this to occur, you were welcome to voice your opinion. Now that this time has passed, if you don't like it, there are other mods out there in the world with other engines. Don't come here to picket a particular design decision. Deprecation mistake: I apologize. I foresaw a time of no modding coming up and I decided that people would like to play with the pack, and there's obviously a problem I didn't notice. I am a human and I make mistakes. Please deal with this in your own way (screaming, patiently waiting, fixing yourself, etc). I will try to get a fix out in a little while. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Completed NF Spacecraft 0.6.0 Marked for KSP 1.2.2 Fixed missing NearFutureProps distribution Added Mk4-1 Command Pod, 7-kerbal large command pod Added LV-85 Orbital Maneuvering Engine: 0.625m monopropellant engine that replaces LV-T95 engine Added LV-601 Orbital Maneuvering Engine: 1.25m monopropellant engine Added LV-85-6 Orbital Maneuvering Engine Cluster: 2.5m monopropellant engine that replaces LV-T95x8 engine Added LV-601-4 Orbital Maneuvering Engine Cluster: 3.75m monopropellant engine that replaces LV-T18 engine Added FL-R-A750, FL-R-A375, FL-R-A185 1.25m Monopropellant tanks Added FL-R-B750, FL-R-B1500, FL-R-B3000 2.5m Monopropellant tanks Added FL-R-C1500, FL-R-C3000, FL-R-C6000 3.75m Monopropellant tanks Added SD-01 and SD-02 radial engine pods Improved cargo bay shielding boxes for 3.75m service tank Soft-deprecated LV-T95, LV-T95x8, LVT18 engines (will not break ships, no longer visible in VAB/SPH) -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Oh I think it's not too far off. I mean, divide the mass of the big tank by 5 and you get my numbers, that doesn't seem to bed for removing the actual tank and the outer sheeting.