-
Posts
4,858 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Nertea
-
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Great report :). That fits straight with the standard "not enough Ec storage for 100000x time warp" modality of the bug. I'm quite sure that this particular anomaly is resolved in my latest builds with the analytic boiloff mode running at 1000x+. For my peace of mind, could you tell me the total power consumption of the cryo tanks and the total Ec storage of the ship? -
Exactly. It doesn't affect gameplay, it's purely visual, but considering how picky people are about the tech tree in general, I can easily foresee the unending stream of "bug" reports and questions that releasing this now will create. That being said, I'll probably just release it soon. Spent enough valuable dev time on this and maybe if it's out there, someone will find a fix. I'm going to try for Friday for release.
-
I'll have to test with a bare install then, but this isn't really flickering... it's a consistent reproducible disappearance of a subset of the arrows. Pretty frustrating.
-
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
It still eludes me. It's not nearly that simple, unfortunately. -
[WIP] Radioactivity - test release 0.1.1 (Sept 7, 2016)
Nertea replied to Nertea's topic in KSP1 Mod Development
Aw shucks, but I already have a dayjob I have considered skyshine, and that's a good idea for how to do it, but I need to work on how to present that information to the player, and I would rather spend my dev-time-dollars (which are pretty rare) improving the space side first, because I really do prefer working in space in general ;). -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Mark IV Update Info: After a considerable bunch of cfg work, I think I've finished updating this to 1.2. The remaining obstacles are the IVAs. Because of poor IVA design, the IVAs don't actually fit inside the real part (Tardis-esque). That's the root of the problem. I'll spend some time investigating this to see if I can fix/minimize the issues. Maybe late next week or next weekend for an actual update. -
protected override void PostProcess(ConverterResults result, double deltaTime) { var diff = Math.Abs(deltaTime - result.TimeFactor); RecyclerIsActive = diff < 0.00001f; } I presume this is what you're talking about then? I can then use something like... EcRate = result.TimeFactor * outputs.ecResource.ratio Now as that's a protected override, how do I get at it from another class without extending resource converter? This might be more of a general programming Q... edit: @RoverDude, adding a ping.
-
I'm looking for a way to access the "current" conversion rate of a ModuleResourceConverter or ModuleResourceHarvester. I've figured out how to get the inputs and outputs, but it's not very clear from staring at the API for a few hours how I might actually scale those inputs/outputs in order to get the current rate of production (or use) of one of the output resources. I can get in/out lists and rates with this: BaseConverter.inputList, BaseConverter.outputList There's lots of fields with various parameters that would affect the final in/out numbers - I just don't see how I can get the "results" of the conversion at the current timestep. I feel like I must be missing something. (and no, I can't do deltas on resource consumption/production to get this ;).
-
Discovered a very vexing thing while testing the 1.2 update today - seems that at the higher ( > 85%) zoom levels, arrows in some random parts of the tree don;'t render in 1.2. It appears to be correlated with the screen's position - move too far to the bottom right and it happens. @Probus - have you started updating ETT, and if so, have you seen these flicking arrows?
-
Don't be sorry, it's for your own good - I can't say for sure that it works, so I prefer to err on the side of caution until i've tested it.
-
I am not sure what the best path forwards is. The problem with me reverting non-stuffed density is that there's a lack of large enough fuel tanks to make vehicles of useful fuel capacities. So you're using essentially half of mine now (as CryoTanks definitions essentially halve LH2 density)? Or did you change other things? I'm not sure you need to do anything to the NF tanks though, to be honest. Since someone using SSTU is probably using your own lifter tanks, the only "problem" is the orbital tanks, and they are just over-stuffed. The mass ratio shouldn't change. If you accept that the orbital tanks are volumetrically imbalanced, that should be ok... as they should still be mass-balanced.
-
Though I appreciate the note, I also appreciate people not using this until it is updated.
-
I wouldn't worry about this too much - it was very likely that all of the numbers were going to be subject to playtesting to a high degree. An initial pass can't be expected to work 100%.
-
Refreshing a PartModule's editor description
Nertea replied to Nertea's topic in KSP1 C# Plugin Development Help and Support
Oh my... that is... uh. Yeah, I have MM delete the resource and then configure a part switcher. I hadn't even... ::embarassed:: All good now! -
Refreshing a PartModule's editor description
Nertea replied to Nertea's topic in KSP1 C# Plugin Development Help and Support
@blowfish This bit works fine and returns the ID: int id = PartResourceLibrary.Instance.GetDefinition(nm).id This second bit is the one that fails (returns null): this.part.Resources.Get(id) -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
-
Refreshing a PartModule's editor description
Nertea replied to Nertea's topic in KSP1 C# Plugin Development Help and Support
Ah okay. I'll get back to you when I have some test time. -
Refreshing a PartModule's editor description
Nertea replied to Nertea's topic in KSP1 C# Plugin Development Help and Support
That I don't know. I'll have to test that when I get home... is there a workaround for the resource library showing null? -
Refreshing a PartModule's editor description
Nertea replied to Nertea's topic in KSP1 C# Plugin Development Help and Support
Doesn't seem to. Here's the offending code: public override string GetInfo() { Debug.Log("GETINFO "); string msg = String.Format("Loss Rate: {0:F2}% {1}/hr", BoiloffRate, FuelName); if (CoolingCost > 0.0f) { double max = GetMaxResourceAmount(FuelName); msg += String.Format("\nCooling Cost: {0:F2} Ec/s", CoolingCost*(float)(max/1000.0)); } return msg; } The error is thrown in GetMaxResourceAmount, a helper of the form protected double GetMaxResourceAmount(string nm) { PartResource res = this.part.Resources.Get(PartResourceLibrary.Instance.GetDefinition(nm).id); return res.maxAmount; } -
Refreshing a PartModule's editor description
Nertea replied to Nertea's topic in KSP1 C# Plugin Development Help and Support
Hmm well I have a part that specifies the amount of a resource it consumes based on the total amount of the resource. Currently the tooltip says something like 50Ec per 1000units, but it would be better to just display the total cooling cost. However, I can't seem to get the resource amount when GetInfo gets called, I guess stuff isn't initialized or similar. -
That seems uncalled for.
-
@FreeThinker- looks good. I think I have to test all of these ingame before suggesting anything different, so let's go ahead with these for now. ArgonGas draft: // // Community Resource Pack // Resource: // //Resource types: // 0 = Crustal (Stuff you dig up) // 1 = Oceanic (Stuff in the oceans) // 2 = Atmospheric (Stuff in the air, varies with pressure) // 3 = Interplanetary (Stuff you find between planets) // //Express all numbers as percentages 0.0-100.0, not 0.0-1.0! // GLOBAL_RESOURCE { ResourceName = ArgonGas ResourceType = 2 Distribution { PresenceChance = 85 MinAbundance = .001 MaxAbundance = 1 Variance = 5 } } PLANETARY_RESOURCE { ResourceName = ArgonGas ResourceType = 2 PlanetName = Kerbin Distribution { PresenceChance = 100 MinAbundance = 0.01 MaxAbundance = 0.1 Variance = 5 } } PLANETARY_RESOURCE { ResourceName = ArgonGas ResourceType = 2 PlanetName = Duna Distribution { PresenceChance = 100 MinAbundance = 0.001 MaxAbundance = 0.01 Variance = 5 } } PLANETARY_RESOURCE { ResourceName = ArgonGas ResourceType = 2 PlanetName = Jool Distribution { PresenceChance = 100 MinAbundance = 0.005 MaxAbundance = 1 Variance = 5 } } XenonGas GLOBAL_RESOURCE { ResourceName = XenonGas ResourceType = 2 Distribution { PresenceChance = 50 MinAbundance = 0.00000005 MaxAbundance = 0.0000005 Variance = 5 } } GLOBAL_RESOURCE { ResourceName = XenonGas ResourceType = 1 Distribution { PresenceChance = 50 MinAbundance = .0001 MaxAbundance = 0.01 Variance = 50 } } PLANETARY_RESOURCE { ResourceName = XenonGas ResourceType = 2 PlanetName = Kerbin Distribution { PresenceChance = 100 MinAbundance = 0.00000009 MaxAbundance = 0.0000002 Variance = 5 } } I'm not sure really how the space distribution works. Looking at the values for karbonite, it looks like it can't be KM. @RoverDude, mind clarifying?
-
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Telling me that you've never experienced it is helpful too! It's open cycle propellant AND open cycle fuel (vapourized uranium circulating in the core). The open-cycle-ness is a tech tradeoff - you get a stupidly high thrust and specific impulse with an open-cycle-fuel model, at the cost of a really nasty operating environment. I chose to represent this in the model by a simpler open-cycle turbopump model. Ingame, this is tentatively going to mean that you can't refuel the nuclear fuel in the reactor (it'll have a very nice amount to start though). With Glowing Reputation it'll also damage reputation if run in a "sensitive environment". With NFE, you will be able to refuel the core.