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Everything posted by Nertea
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[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I don't have a clear answer for you because it's quite inconsistent. If you do find anything out, I'd love to hear it. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
With some engine models, the cargo occlusion algorithm causes problems and counts them as inside the cargo bay on the side mounts, resulting in them not starting when the bay is closed. I am still working on improving that. To see whether this is your problem, try running the engines with the bay open or put them elsewhere on the ship. -
[1.12.x] Heat Control - More radiators! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Evidently I've not had time to get a development version out yet, I'm hoping this weekend but no promises. New job eats time like a hungry hungry hippo. On the plus side, we just deployed an ISS live feed! -
Referencing other mod's assemblies.
Nertea replied to MrHappyFace's topic in KSP1 C# Plugin Development Help and Support
Diazo, might you be able to point me to an example of reflection being used? Don't quite understand the C# documentation with respect to how I would use it to say, grab variables from other partmodules. -
[1.12.x] Heat Control - More radiators! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
More parts are always in the pipeline. It's a question of how far down they are. I decided not to do it . It would really mess with those attach nodes on the reactors and stuff. Will wait until a remodel of reactors and radiators to do that. The heavyweight system is basically 1.02 with some minor useabilty improvements. The lightweight version will also have some small DLL tweaks to make it easier to manange many radiators at once. Dev version in the usual thread tomorrow night. -
[1.12.x] Heat Control - More radiators! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
All models will be in both versions. It's only functionality that will be different. Plugin work should also be minimal. I'm considering upscaling all the non-surface radiators to 150% of size to improve radiative areas. Opinions on this? That's about the max the texture resolution will support without changes. -
[1.12.x] Heat Control - More radiators! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I'm restarting development of this and am planning two primary branches. Lightweight: the default installed branch. This focuses singularly on making the radiators play nicely with the 1.04 heat system (uses stock modules, balanced to stock costs) and is relatively trivial to implement. The only "difficult" thing is quantifying a performance metric to allow people to compare between radiators, particularly between stock HRS parts and HC radiators. This is essential to maintaining usefulness with NFE reactors. It's not really difficult, just time consuming. The ancillary parts such as heat pipes and heat exchangers will still exist here. They function just fine, just aren't super useful. Heavyweight: not installed by default, but essentially restores 1.02 heat system behaviour. This means that instead of moving HC radiators to stock, this MM plugin will move stock radiators to HC, making changes instead to them. Balance should work out - because HC radiators can get really hot, moving your save to Light from Heavy will just mean you'll have too many radiators. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Well glad to see people enjoying the mod. Just a heads up, I started a new job the other day so my time kinda vanished. Not sure when I'll have time to work on this. Very nice plane! I think you're the first person to comment on that little easter egg . I did not scale the Yellowjacket thrust at all - the engines are just too physically small to look good lifting huge masses. Somewhere in that Advanced Propulsion path there will be a 1.25m size class engine that will be more appropriate for lifting Mk4 size parts. Ah, beautiful . I would really like to include something like this as an example craft. How easy would it be to strip the IR parts out? It kinda makes the part count bloaty, but yeah it would be possible without too much extra work. I continue to think about it. I think I would rather spend the effort on a 'beluga' style fuselage expansion. Redoing the cockpit is not really planned again at this point, but as you and Sierra point out, there is a lot of room below the flight deck that could be used. It's a question of effort-reward really. I would rather work on other things . There was a dude in the NFT thread working on improvements to the MFDs in NFprops. I'm going to see if I can contact him, because getting the MFDs working 100% perfectly is really tedious work that I won't enjoy at all. Back in Mk4 1.0, I was testing a pod drop system which had two parts - a frame and a pod. The frame had an invisible docking port on the top, facing down, and the pod had a top-facing invisible port as well. This allowed attachment to be easy and intuitive, and worked really well - not much wobble while in flight and easy undock/redock. I plan a third direction for the mod that involves purpose-built TB2 parts: namely, this frame, the pod and really long telescopic legs. Probably far off though (and it might be an optional download) Ah that makes sense. I calibrated the search radius thinking it just cast from the centre of the part, without following through that casting would have to travel the entire length of the bay as well as width, so the values provided will really only work for the small bay. Will adjust. Figured the service bay was too small for inner nodes. I also had some connection issues with the cargo bays for a while, and then noticed I could fix them by flipping the large nodes. Seemed to have no side effects for me. I am planning some blister nodes that fit on the shoulder pods for the 1.25m VTOLs that will make good engine attach nodes. As far as I know this is default behaviour. Air-breathing engines draw from all parts, rockets need fuel lines. I haven't checked to see if that's how it works with the stock RAPIER though. If it does indeed draw from all tanks, I'll adjust that. -
[WIP] [1.1.2] DIRECT - Super-Heavy Launchers - REVAMP RELEASE
Nertea replied to benjee10's topic in KSP1 Mod Development
Don't listen to the haters, benjee, go big or go home! Very promising looking models so far, will of course be watching. -
[WIP] DEV: Lithobrake Exploration Technologies 0.1 (2015-07-08)
Nertea replied to NecroBones's topic in KSP1 Mod Development
Looks cute! It's like a mondo gemini! -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Heh, no you can't vote for both . I will do each pathway, its just a question of which one to focus on for 2.1. Seems like the consensus is the cargo parts, so I will probably have a look at those this weekend. I'll have the multimode VTOLs toggle in flight. Canonically, TB2 could VTOL on Mars as well, so its justified. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
It would be nice if you could post some screenshots indicating these bugs. Yay, it flies! Yup, mine is the same. I'll further investigate this weekend. Elevator would work identically to the cargo ramp. Might just multimode the existing vtols with new FX, doesn't seem to be worth a totally new part. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
TY guys. Great response keeps me working . Huh, I'll really have to look at that. I pulled this DLL from his Git releases, assumed it was the latest. Will maybe ask him to verify. Very nice . That plane just proves to me that the planned 2.5m aviation fuel tanks are needed. Thanks for the reports. I cannot replicate the issue with the heavy RCS blister though. Yeah, I changed the word order during testing to reduce clicks. Will probably change it back. They should be integrated, and will appear primarily in the Experimental Aerodynamics and Aerospace Composites nodes. Yeah probably a bug . I think science unlock costs need a pass anyways. I'll check your patch and probably include it, thanks I'm also not done the pack! I have two relatively distinct updates planned, would appreciate input on which of the two I should work on first. They are both similar amounts of work. A) Advanced Propulsion: More propulsion-related options, including highlights: 2.5m aviation fuel tanks, in short/medium/long sizes 1.25m Hornet VTOL engine, like the Yellowjacket but better suited to Mk4 planes 2.5m CUTLASS multimode engine 2.5m or 3.75m nuclear ramjet Maybe large to huge ducted fans Advanced Cargo: More fuselage and cargo-oriented parts, including the following highlights: Mk4 inline cockpit Mk4 cargo elevator for attaching to ventral cargo bays Nose cargo bay (C-5 style) Few more adapters -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Many minor tweaks and fixes, plus RPM version of the IVA. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Here's our update, guys . I worked super hard on this, I hope you enjoy! Here are some new images to check things out: Changelog (but really it's all new stuff if you haven't been following the dev versions) Remodel and retexture of all 1.x generation parts parts. Notable changes: Increase in size of approximately 25% for all parts Mk4 Cockpit and most adapters now have 1.25m attach nodes on each side to mount new shoulder pieces or standard 1.25m parts Adapters have been reworked to different sizes due to size increases Fuselages and cargo bays are now available in 1x, 2x and 4x sizes, with lengths matching Mk3 parts Most fuel-containing parts can now switch fuels in the VAB (usually between LF, LF/O, LF/MP and LF/O/MP) Service bay has been reworked, now carries less RCS fuel, but has openable hatches and is better for storage Many parts are now hollow to work better with cargo stowage Yellowjacket VTOL engine now has shroud, opens and closes when active/shutdown New Parts: KE-90 Turbofan Engine: 2.5m basic jet engine KE-4 Turbojet Engine: 2.5m high performance engine B.R.O.A.D.S.W.O.R.D Multimode Engine: 2.5m multimodal engine Advanced Precooler Heavy Engine Nacelle Heavy Engine Nacelle XL Large Turbofan Intake Advanced Shock Intake Mk4 Aerodynamic Shoulder Mk4 Shoulder Intake Mk4 Orbital Maneuvering Shoulder Mk4 Ventral Cargo Bays (3 sizes) Heavy RCS Blister -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Mmmkay, I think I've fixed the FAR bug, a few IVA problems, the cargo tail bugs, a few small texture fixes (I will not change the attach node location, surface attach to load 3.75m cargo). Think I'm done? Any other issues? -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
New test release. Probably the last one! Mostly looking for feedback on balance and performance. Fixes: Added mostly completed IVA to the Mk4 crew compartment Fixed bypass doors on BROADSWORD opening for wrong engine mode Fixed attach node for dual and triple engine pods being inverted Fixed colliders for cargo tail door being incorrectly set as triggers Fixed cargo tail not shielding contents sometimes Fixed a smoothing error on the crew compartment Fixed messed up model export on short cargo bay Set all attach nodes for mk4 crossections to size 4 Adjusted crash tolerances for most parts; will match mk3 set better now Remaining issues: Advanced Shock Intake doesn't always animate correctly (can't really figure out when though, works most of the time) Cargo tail ramp can't alter its angle in the VAB yet -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
The colliders on the tail bay were accidentally set to trigger mode. Ooops. They are actually intended to fix the cargo ramp zero elevation thing. At zero elevation the bulge of the actual fuselage part causes difficulty getting onto the ramp. So hence the small pieces, which allow you to make a zero elevation ramp work. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Fixed the node, easy enough. Cargo bay though... well that's pretty weird. Looks like some kind of model export error. Many vertices are missing. As to your idea, eh... I'll think about it? It's a problem that is i guess kinda in need of solution sometime. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Yeah, RPM will happen. It usually does, but another layout for the cockpit will take a while. Anyways, new prerelease. Added CLS passability to ventral cargo bays Added CTT support Added a first pass at a basic FAR patch (removes moduleLiftingSurface from all parts that have it) Added specular maps to cockpit, drone core, basic fuselage pieces, dorsal/ventral cargo bays, crew cabin, service bay Added improved model and AO bake for cargo tail Fixed CLS patch not targeting Mk4 Cockpit properly Reworked thrust curve for Dudley, should be better at high altitudes now Increased base thrust and Isp of Dudley Redid IVA prop placement for Mk4 Cockpit Finalized stock tech tree locations of parts Fixed most seams for fuselage pieces, dorsal/ventral cargo bays, crew cabin, drone core, service bay, nacelles Fixed some smoothing groups for several parts Fixed tail cargo bay occluding objects on the side mounts Adjusted surface attach node on heavy precooler Fixed intake transform on Heavy Extended Engine Nacelle Could use some checks on FAR stuff, but I'm pretty happy with things. Also of course any testing of engine/part balance is helpful. Remaining issues: Advanced Shock Intake doesn't always animate correctly. Texture colour matching needs to be done still (particularly for the adapters, tails and the cockpit) Cargo tail part texture is unfinished Cargo tail ramp can't alter its angle in the VAB yet Cargo tail ramp snaps back to horizontal without animating when it is closed Crew cabin IVA needs work -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Nertea replied to K.Yeon's topic in KSP1 Mod Releases
Really nice work K. Love the dual engine (precooler?) part. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Progress report for today: Fixed up a few compatability patches - CTT, CLS and FAR should be good now Fixed the tech tree locations for everything Went over seams on all but the adapter pieces - we should be almost good here, adapters need texture completion first Spent some time tweaking the Dudley - it now works quite well up to 10,000m, but doesn't go very fast (hard to break the sound barrier), which is exactly where I want it. Also poked the turbojet a bit. Specular maps for everything except the adapters! Started relaying out the cockpit IVA. This is a little harder than anticipated - I can't just transfer because everything is a bit bigger. Still, means more instrument panel room! Completed the final model for the cargo bay Tomorrow I'll finish the cockpit instrumentation, tackle the misaligned pieces (there are one or two) and hopefully unwrap and texture the cargo bay. New test release on Friday, probably. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
So I assume the cargo ramp works ok? I can finish the model and start texturing now? Generally problems like this are the result of incorrect installation. Check to make sure directories look like KSP/GameData/MarkIVSystem/Parts/etc There were some crappy textures in Battle for Middle Earth that needed fixing, so I learned how to draw stuff. http://nertea.the3rdage.net/ for my oldest, not so great work. Practiced for a while and became decent. Thanks for the hole notes. Like I mentioned, these are in the "not a bug" category and I'm proceeding slowly part by part to fix these. Yeah I'll need to extend the EVACU-8 further I think. Possible, I like the idea, but future only. Not for 2.0, 2.1 or 2.2. Same priority as wings. It should be set up to only be open when you have nothing at the front. I assume that's how it should work, because there's no way for air to get in there otherwise. Probably too specific a use case. That's a case of going simply from 1.25 to 2x1.25, and there are other solutions out there. It was my intention to make this more of a high-flying, slower engine. I will spend some time on the thrust curves in the next update to make it do just that. Regarding the heat properties, can you delete PartDatabase.cfg and test again? I think that your drag cube may be broken (that will force regeneration), because this part seems fine for me. Maybe in 2.4 . Indeed, the adapters are totally not finished. Texture is not done even. Nice plane though! - - - Updated - - - Odd. Just that one, or are there others? If you get a situation like that, can you please screencap it? -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Try the latest version. It's the animation between the two states that's pausing things. Changes should fix this.