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Nertea

KSP2 Alumni
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Everything posted by Nertea

  1. You kinda jumped the gun there! Last night's dev state had some nasty bugs. Here's some official update pictures. FFT 1.2.0 Marked for KSP 1.12 Updated SystemHeat to 0.5.5 Updated SpaceDust to 0.4.2 Updated DynamicBatteryStorage to 2.2.5 Updated CryoTanks to 1.6.1 Updated DeployableEngines to 1.3.1 Updated Waterfall to 0.6.7 Added X-43 'Niven' Advanced Nuclear Salt Water Rocket: 5m fission torch drive Added NTS-501 Fissionables tank: 5m long NSW tank Added NTS-502 Fissionables tank: 5m short NSW tank Increased advanced antimatter tank capacities by 2x (all other specs identical) Added a threshold timer for antimatter detonation * Fixed localization of nuclear smelter ablator mode Fixed some zeroed entry costs for parts Tweaks to fusion reactor description strings Fixed boattail title localization for Heinlen NSWR Effects cleanup New NSWR plume and sounds Switched from Squad to custom sound handler, should prevent crackling interference with pulse engines Fixed a number of conflicting sound directives on multimode engines New plumes for Clarke, Asimov, Discovery, Fresnel, Cascade using new Waterfall features like distortion, engine lights
  2. No, it's fine! I am just expressing the frustration that bugs give me. This used to be possible with EverythingTweakable or something like that.
  3. Heat Control 0.6.1 Marked for KSP 1.12 Updated ModuleManager to 4.2.1 Updated B9PartSwitch to 2.18.0
  4. Forum needs a reaction similar to 'like', which is 'I like that you reported a bug but I hate it'.
  5. Yes this could and should be added, particularly since the generic chargeable engine already displays this.
  6. So all the mod compat like this is community provided. I don't know enough about the balance of USI mods to be able to make accurate patches. I welcome submissions of updates.
  7. I mean, just because you can doesn't mean you should, really ;).
  8. More info is certainly needed, but first please verify the presence of all the mod's files and dependencies. It currently has a pretty ridiculous 3.8MN of thrust and 120,000s of specific impulse to 'balance' it against the other torches, which is 'probably accurate' to some kind of 50% enriched fuel. It's viable to use in atmo (at half thrust at sea level), but with 50 MW of heat production it is going to require some interesting radiator design decisions.
  9. Like the rest of the fission engines, it'll probably be a old-school scifi author, Niven in the current localization file. https://imgur.com/81S5zrc https://imgur.com/P32bZE8
  10. https://github.com/post-kerbin-mining-corporation/FarFutureTechnologies/issues/167
  11. Here's the rest of yesterday's unfinished fixes in 2.0.2: Fixed 1.875 attachement module seam Fixed missing surface switch for 1.25m adapter Fixed 2.5m cupola/science lab emissive texture Fixed direction of all dome attach nodes Fixed missing insulated variant for 1.25m hub
  12. After 3 hours of investigation, I've determined this is a bug in the stock DV calculator. The code that operates the boiloff has been optimized as a result of this work though so it wasn't for nothing. Both the MechJeb and KER calculators don't have an issue with this, so my recommendation is that anyone who really cares about this specific issue use one of the better calculators.
  13. SystemHeat 0.5.5 (and 0.5.4) Introduced allowManualShutdownTemperatureControl field for fission reactors Disabled shutdown temperature adjustment on non-trimodal NTRs Tuned outlet/shutdown temperatures of NTRs to be more consistent internally and with FFT/NFE Updated Chinese localization (TerrestrisYE)
  14. I can reproduce this now under some very specific conditions and not at allin others, so this will be a tough one to fix. I now have a minimum viable test case that works at least though, so thanks.
  15. Well, I accidentally made a bugfix release a few hours ago, apparently. So here's 2.0.1: Fixed metal variant hatch of 1.875m utility module Fixed missing description on 5m adapters Fixed localization of 1.25m docking port white variant Fixed swapped attach node locations for dome connection nodes Moved Domus dome to Utility tab Fixed mesh gaps on Panoptes and Evening modules
  16. It's a little better when you look at how much of that is empty space. I think it should work. If you had SSPX Metal installed you'll need to get rid of that first.
  17. Uh just to note I didn't look at dimensions, I'm purely observing that the collider meshes are visually correct.
  18. I'm not sure what would be up, it looks fine in Unity and the same using DebugStuff to me.
  19. It's nontrivial work but if you create a feature request on github I may remember to do it.
  20. I wasn't able to reproduce this. Here is the test rig i used (I didn't notice your craft, I will try again with the specific craft sometime later): Here is the engine 'state', I tried off, on, both modes, etc. In each case the lower left DV changed as appropriate (lower with augmented mode, etc) but didn't fluctuate. It's not on occasion, it's on some meshes.
  21. Nope - it's doable with just patching as of 0.7.0 That is a thing for some other mod :).
  22. Sometimes Unity throws a fit on calculating the bounding box of skinned mesh renderers. I've been unable to determine why.
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