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Everything posted by Nertea
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Help with Heat generation on a resource converter module.
Nertea replied to grimmer87's topic in KSP1 Mod Development
You're halfway there.... GeneratesHeat = true But you also need this: TemperatureModifier = how much heat to add -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Urk. -
Colliders For This Shape?
Nertea replied to Beale's topic in KSP1 Modelling and Texturing Discussion
A ring of trapezoidal colliders is probably your best bet if you need it to be hollow. Expensive though. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Yeah I will move the KSPAPIE dll to its own folder. Really, I'm open to minor changes in structure all the time, whatever makes things easier. I just rather dislike seeing CKAN support requests, so I'd like to just solve this once and for all, and not have to worry about it in the future. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
I can adjust the location for KSPAPIE I suppose. ISFuelSwitch, I assume the variant contains the various configs that FreeThinker added. I'm pretty sure the one I want is just Core. Lastly, if we're going to do this, might as well create a new "mod" called NearFutureNuclearRockets to hold the hydrogen NTRs. NFP would recommend that. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Cockpit is identical in length, I only removed the side pods. This makes it look at little longer. I shouldn't have to touch the IVA if I've done everything right... I think that most things can, except possibly cargo bay occlusion. Go ahead and do it, like I said, as long as support calls don't head to me, it's all good . -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
1) Sure, I'll try to package it if I remember 2) Recommended: NFE, NFP. Suggested: NFSpacecraft, NFSolar, NFConstruction [note: feel like doing this for CryoRockets and SSPX too? ) 3) Aye! No so much a bug as a leftover debug call for when I was testing the heat conductivity. The fact that you see 0.001 all the time, incidentally, means that the'res no bug with said conductivity. I don't really care about sanitizing the VS output for dev versions. If I'm strapped for time (as I am now) I generally forget. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
I'm really busy again for a few days, but I've implemented a new scaling that should make the radiator behaviour when there are no heat sources a little more transparent. Also made the base temperature 300k, room temp. Should be a bit more logical seeming. That's KSPAPIEs business. Can't really affect that. I'll look into the vw10k size, but I haven't historically had much luck fixing ksps icon sizes. Well, do me a favour and if it does it again, check the database entry and post it here. That way I can see what might be happening. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Anyone who has trouble with the tau radiator should try deleting their part database.cfg to allow the game to regenerate the drag cube, which was the ptoblem before. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
So NFT is almost stablilized. I though I'd take a minute to share plans for the next update. The main change is total rework of the cross section to be more versatile and fix a number of bugs. This will also make the system about 30% larger compared to the old one. It'll be able to haul cargo much more effectively. I have a few design goals that I'll share. Reduction in redundant parts: The system will use fuel switchers to switch out contents and textures of fuselages to reduce the number of parts. This will also increase versatility (store monoprop in a cargo bay's side tanks for example). Compatibility with stock sizes: The new fuselage/cargo bay pieces will match the Mk3 lengths, so it's easier to work with Reduction in texture size: Improved texture reuse will hopefully cut memory footprints by around 25%. Better versatility: Less specific parts and more freedom to work with whatever you want. Let's look at today's test of the reworked Mk4 Cockpit. As you can see, it has attach nodes on the 'lumps' now. These are standard 1.25m nodes, so you can attach any manner of air intake there. In addition I'll be making several specific pieces that can fit in that slot, which will bring back the smoother shape of the original cockpit (structural smoothing piece, service hatch/bay and heavy RCS pod are good candidates to start). This is going to be a pretty involved process. It might take a while - I'm going to have to mostly remap and heavily adjust/redraw the textures of may parts to use the new cross section (adapters in particular). However the results should be worth it! I'll also take the opportunity to tweak some parts - for example the drone core will probably be hollow now. Work starts nowish, when I have some test parts done for the new cross section I'll point you all to my dev thread. -
Yeah, I just did it and it looks great IMO. Minimal work. Update work proceeded well today. I've tuned the Tunguska and the Volcano, the former to move it more towards a Skipper and the latter got a bit heavier with a slightly worse Isp. I've also fixed the fuel switch config to work correctly and not create free space. As a cue from igor's config earlier, it now will check to make sure there isn't already an FSFuelSwitch module there and won't apply to parts with integrated engines. Additionally, it'll target the large amount of orbital cryo tanks that I'll be releasing with NFT 0.50+. These have great mass ratios and high capacities, but are fragile and very poor at resisting heat. They should make excellent orbital storage, as intended, but don't use them for aerobraking or launch vehicles . Finally, I've also packaged the MFT and PP configs found in this thread, with noted credit of course. Does that about sum up the bugs that needed to be fixed? By the way, this pack looks very nice with the Engine Light mod. I highly recommend . I may also spend some time providing configs to adjust the colour of the light created in a couple of cases to match the engine effects.
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[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
More specifically, if you decrease density, you can't store more units in the same volume unless you compress it. Which increases density . And most fluids have a limit to how much you can compress them. So there's a distinct lack of bug reports for the last dev versions, which I LOVE. Awesome. Of course I find a large bug - there's an issue in the volume estimation I used for the hydrogen tanks, discovered while working on configs for CryoEngines. The rest of them (argon, xenon) are fine, but numbers are changing a bit for the H2 tanks. 2.5m size line went up in capacity, some others went down, notably the middle-size 3.75m tanks. -
I wouldn't say they're that overpowered Analysis in the thread indicates some downsides . Anyways, looking into updating this and I realized that I've completely set up the RL-10 (chelyabinsk) for its extensible nozzle animation without really much extra work. Is it worth doing this for the vanilla version? Originally the plan was only to do this for the RO version, but it looks like it'll be relatively trivial. It's kinda cool...
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[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
In 0.9 NFP, they were correct in that they were all consistently fudged, but they were fudged. The hydrogen-25 model is identical in dimensions to the Jumbo-64, so it has h=7.5 m and r = 1.25 m for a cylindrical volume of 36-ish m3. The hydrogen tank (and all tank volumes that I do) are calculated off of the actual tank mesh, which is less because it has that pill shape. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Quantities are scaled to volume (1 unit LH2 takes up 1L), but I've artificially increased the volume by 1.5x to help out a bit. So a tank with volume 100L currently holds 150L of LH2 -
Sorry, I'm on my phone. That was supposed to say per-save basis
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There's no functionality to select trees on a per-mod basis at the moment. We would need an additional plugin to do this unfortunately.
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[1.5.1] Engine Lighting (1.5.1) Little Config Update (13 October)
Nertea replied to tajampi's topic in KSP1 Mod Releases
Thanks dude! Rather helps . -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
NFE X.4.14 More minor fixes. Maybe this will be the last test? Fixed deployable radiators generating power Heat pipe now has action groups to activate/deactivate Heat pipe heat transfer rate can now be tweaked downwards Heat pipe costs 1250 now Unwrapped and half textured 3.75m insulator NFP X.5.RC1 I'm quite certain that this will be the last test for this one, hence the designation RC1 Improved FX lights Improved thrust transform positions This has a few visual issues that occur when installed with EngineLight. They should be fixed with the next EngineLight version that will let me turn off that mod's modules with the MM patch which is already included this version. -
[1.5.1] Engine Lighting (1.5.1) Little Config Update (13 October)
Nertea replied to tajampi's topic in KSP1 Mod Releases
Hey there - nice mod, it looks quite pretty. I have a request - is there any way you could not use a :Final to apply your MM patches? The visuals are conflicting with my own light-based visuals, so I'd like to remove them from a few of my parts. Your use of :Final means that I can't really do this. Thanks! -
Just a little note for the rings vs no rings debate: There are going to be two downloads eventually Regular: As it is now. RO: Correctly scaled, no rings, adjusted gimbal hardware Once the gimbal hardware is adjusted to make the RO ones work, it's not that hard to scale things back down to KSP sizes. However, it's at the very bottom of the list!
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[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Up and coming. Will probably be killing Engine Lighting effects with a little MM patch. Fun fact - all the engines generated light before, it just was more subtle. So I'm no longer thinking this has anything to do with me. Logging the heat conductivity value indicates that it never changes ever from 0.001. So it's not that. I can't think what would be changing the conductivity, because I don't know how it's modeled. I'm going to stop spending effort on this. Way easier to fix than that. Just force generation to zero! I set it at 1.05, and even better, you can set it in the cfg now! MaxTransferTempScale. Maybe next version.