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Everything posted by Nertea
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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
I'm certainly not aware of any such problem. -
You'd be suprised at how difficult it is to implement things when you're doing it remotely I pushed the hotfix though, should be on dropbox and spacedock. Curse later.
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Like I said above, it came in with a PR that looked generally good. I didn't see any problems in the 1.2pre with those values, so something must have changed.
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How odd. That actually makes sense then, if -1 is a z-coordinate of the GUI object, that its Z-order would matter in z-fighting, which would show up at different zoom levels. @Olympic1, author of the PR that I accepted that changed this... comments? I am not at my modding computer so I can't actually test this, and I'm wary of releasing something without a cursory test at least. @FreeThinker, are you sure that this fixes it, and that there are no unwanted side effects?
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Reverted all icons to defaults, debugged all arrows and connections, removed random sets of nodes, removing the top part of the tree and moving it to the bottom. Things I have not tried: Removing every node and re-adding one by one Moving the whole tree up.
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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
A hotfix to 0.3.1 has been deployed to fix a build script problem. Please download it (available from Dropbox and SpaceDock links) -
Yes, it is. Please let me know if you figure anything out.
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Approved on Curse now, all download links should be good.
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[1.12.x] Heat Control - More radiators! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I've fixed the Dropbox one, but Curse will take a while to approve (and may randomly deny some ) -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Yeah the trick is going to making something that looks cool on a spaceplane or spaceship. I'll see if I can block something out next week. This is still on 1.1.3. I will try to get it updated to 1.2 soon with a number of improvements, but I'm probably going to be sorting minor bugfixes on my suite release for the next week, so that will hamper work. -
[1.12.x] Heat Control - More radiators! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Update 0.3.3 is now available on Spacedock and Dropbox. Curse will follow eventually. Please do not ask me about CKAN Updated bundled MM Changed all parts' categories to Thermal -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Update 2.3.0 is available on Spacedock and Dropbox. Curse will follow eventually. Please do not ask me about CKAN. KSP 1.2 Dependency update Electric drive fans now function below 0.1 atmospheres Added 1.2 features to parts Thunderhawk cockpit can now function as a control pointAll RCS blocks converted to ModuleRCSFX, adds sound and new FX Fixed ARV-50-2 Heavy Symmetric RCS Blister not showing up in career Fixed missing cross sectional profile for Mk4 Crew Cabin Added missing part search tags to all parts Fixed reverse thrust on turboprops Corrected instances of inconsistent manufacturer names Fixed some typos in some part descriptions Moved all cargo bay parts to the Payload category Moved all docking parts to the Coupling category Reexported all engine FX with correct layering to fix interaction with atmospheric effects Increased breaking force/torque of all 2.5m nacelles Increased BROADSWORD thrust to 530/820 from 490/720, increased vacum Isp slightly Increased CUTLASS thrust to 470/700 from 430/670, increased rocket Isp to 225/345 from 185/340 Fixed some bugs in the cockpit IVAs. Still not perfect but at least they're less obvious now. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Update 0.3.0 is available on Spacedock and Dropbox. Curse will follow eventually. Please do not ask me about CKAN. Updated bundled MM Updated bundled CRP Updated bundled B9PartSwitch Updated bundled DeployableEngines Reexported all engine FX to fix interaction with atmospheric/highlight FX Removed Radioactivity patch (should really be *in* Radioactivity) Added LV-N-GX 'Emancipator' open cycle gas-core nuclear rocket CryoTanks: General functionality improvements Tank real power usage is now shown in the info box Right clicking on a tank in the VAB now displays its power usage New analytics mode that runs at 1000x time warp and up which should do a much better job of calculating boiloff Lifting and ZBO tanks now have the same mass ratio ZBO tanks have a new alternate model that can be selected -
Update 0.4.0 is available on Spacedock and Dropbox. Curse will follow eventually. Please do not ask me about CKAN. KSP 1.2 Updated bundled MM Updated bundled CRP Updated bundled B9PartSwitch Updated DeployableEngines Reexported engine FX to fix interaction with atmospheric/highlight FX Changed naming of engine variants New colliders for engine variants to more accurately represent their structures CryoTanks: General functionality improvements Tank real power usage is now shown in the info box Right clicking on a tank in the VAB now displays its power usage New analytics mode that runs at 1000x time warp and up which should do a much better job of calculating boiloff Lifting and ZBO tanks now have the same mass ratio ZBO tanks have a new alternate model that can be selected
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Update 3.0 is available on Spacedock and Dropbox. Curse will follow eventually. Please do not ask me about CKAN. Updated for KSP 1.2 Relocated and rearranged several techs for increased clarity Added High Power Electrical Systems [Cost 2250, Electrical Branch] Added Experimental Electrical Systems [Cost 4000, Electrical Branch] Added Exotic Radiators [Cost 4000, Heat Management Branch] Added Applied High Energy Physics [Cost 4000, Science Branch] Subsonic Flight was moved back one tier, now depends on Aviation Efficient Flight Systems was moved back one tier Experimental Rocketry now has another prerequisite Renamed Advanced Gridded Thrusters to Advanced Electrostatic Thrusters Renamed Experimental Gridded Thrusters to Experimental Electrostatic Thrusters Renamed Advanced EM Systems to Advanced Plasma Propulsion Renamed Specialized Plasma Generation to Specialized Plasma Propulsion Microwave Power now depends on Advanced Photovoltaic Materials instead of Advanced Solar Technology Ultra High Energy physics now depends on Applied High Energy Physics instead of High Energy Science Added new icons for the following technologies: Gigantic Rocketry, Colossal Rocketry, Specialized Fuel Storage, Exotic Fuel Storage Nuclear Power, Improved Nuclear Power, High Energy Nuclear Power, Nuclear Fuel Systems Exotic Alloys, Orbital Assembly, Orbital Megastructures Improved Nuclear Propulsion, High Efficiency Nuclear Propulsion, Experimental Nuclear Propulsion, Exotic Nuclear Propulsion Fusion Power, Fusion Rockets, Advanced Fusion Reactions, Exotic Fusion Reactions, Antimatter Power, Unified Field Theory Subsonic Flight, Efficient Flight, Specialized Flight, Advanced Aerospace Engineering, Aerospace Composites, Experimental Aircraft Engines Simple Command Modules, Enhanced Survivability, Heavy Command Modules, Specialized Command Modules Advanced Ion Propulsion, Advanced Electrostatic Propulsion, Experimental Electrostatic Propulsion Plasma Propulsion, Advanced Plasma Propulsion, Specialized Plasma Propulsion Advanced Actuators, Experimental Actuators Heat Management, Advanced Heat Management, Specialized Radiators, Exotic Radiators Storage Tech, Logistics, Advanced Logistics Recycling, Hydroponics Specialized Science, Long-Term Science, Science Outposts
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[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Blah I mean water harvesting :P. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
But I don't want to make harvesting parts Yeah... that's probably something like the cryogenic gas separator in NFP. This has to be more skimming-oriented, as the part would be more oriented to harvest from gas giants and such. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
So I'm starting to think about resource generation equipment in a specific way.... listing things, concepting, gathering art ideas. I'll going to go through it Antimatter: gathered from free space around certain planets FusionPellets: production chain resource, transformed from LqdDeuterium plus LqdHe3 FissionPellets: production chain resource, transformed from EnrichedUranium. NuclearSaltWater: production chain resources, transformed from EnrichedUranium and Water LqdDeuterium: gathered from atmospheres, particularly of giants LqdHe3: gathered from atmospheres, particularly of gas giants LqdHydrogen: gathered from atmospheres, particularly of gas giants. I've gathered these into several parts that should minimize the amount of work I need to do. Magnetic Particle Scoop 2.5m part, inline Deploys to very large size Collects Antimatter, LqdHydrogen from free space Atmospheric Particle Filter Unknown form factor! Collects LqdHe3, LqdHydrogen, LqdDeuterium Nuclear Smelter 3.75m, about the height of a Kerbodyne S3-7200 Tank Transforms EnrichedUranium to FissionPellets Transforms LqdDeuterium+LqdHe3 to FusionPellets Transforms EnrichedUranium+Water to NuclearSaltWater Energetic Particle Detector Detects space-based Antimatter, LqdHydrogen Also collects Science! Atmospheric Gas Spectrometer (NF Propulsion Part) Patched to detect LqdHe3, LqhHydrogen, LqdDeuterium Nuclear Reprocessor (NF Electrical Part) Transforms Ore to EnrichedUranium ISRU (Stock Part) Patched to transform Ore to Water Transforms Ore to LqdHydrogen (NFP Patch) Obviously there's a bit of a weird assumption that Ore contains water there. I think the biggest question for users is about the form-factor of the atmospheric scoop. What should it look like? Should it look like it fits on a spaceplane? More industrial? etc. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
They're a lot of work, but honestly they're mostly done, they just suffered from a lot of issues related to the stuff introduced in 1.1. I have to fix this because it's awful. Luckily, I've fixed this for the Thunderhawk cockpit, and am some fraction of done for the Vulture. Blargh I fixed it now! I never had any problems like this before. What do you mean.. is the node missing? -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I think I'm pretty good to go for this soon. Probably one more round of testing this evening then I can release. -
Jimbodiah's explorations (pic of the day)
Nertea replied to Jimbodiah's topic in KSP1 The Spacecraft Exchange
That's a hilarious way of cooling the engine :P. How are you finding the balance? -
There isn't any release though. Whatever files might be present on the repository are irrelevant until there is an official release happens, which will appear here/spacedock/whereever... I suppose I should be switching all my repositories to dev branches at some point. I'll add that thing myself shortly.
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It doesn't have releases. It has commits.
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[1.1.3] Community Tech Tree [2.4, last updated 18/04/16]. So no. I'm not opposed to this.