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Everything posted by Nertea
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[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
On the engine or near the engine. They suck heat from the part they are attached to, so if they're on the engine they'll cool it directly, if they're on the next part they'll cool it indirectly by cooling that part. HeatControl isn't a NearFuture series mod, it's a standalone part. Putting the NearFuture tag in front to me means that it should synergize 100%. Not strictly true of the content in HC, though NFE will depend on the HC dll to run its conformal radiators. For the first release, they're going to be bundled. Don't bother, I actually (before I saw that) have been upgrading the glows and emissives of all the engines. The result is somewhat similar and I have full control over it (no dependency required). -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
X.4.13 Seems pretty good now. Finally fixed the Tau. Weird, weird bug. Fixed radiator on/off persistance Tried a fixed for conduction problem Fixed radiator on/off outside of VAB Fixed Tau radiator's heat properties and drag Doubled all reactor, radiator and heat pipe thermal properties -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Yup, exactly! The YZ-1 doesn't correctly generate a drag cube, so it's relatively buggered in many ways . I'm going to have to do some price tweaks anyways I expect. I like this anyalysis, things sit quite in a nice spot. Once I've fixed the bugs with the radiators I will upload a new test build. Was planning on collaborating with Rover for something like this in the future, actually. But not soon . I'm not leaving the old system around, I'm afraid. too much work to do that, sorry. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
I don't think I'm going to have time to finish the 2 insulators this weekend to be honest. Might as well test a doubled heat build to see how it goes. I don't particularly like the sheer number of radiators needed to fix stock heating. -
What Causes Naughty VAB Icons?
Nertea replied to Beale's topic in KSP1 Modelling and Texturing Discussion
For me, skinned meshes. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Well that's just so confusing . I'll look into it again. :|. Guess 1.0 it is! -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Thanks! Ok, how do I reproduce this bug? My test was launch ship (Mk1-2+MK-1+4xGR-1), turn on reactor, observe conduction, open radiators, observe conduction. I didn't see any issues at this point. I don't really care about the colliders for the M-EXP at the moment -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
NTR patches are getting a significant change. Appreciate comments on this paradigm: All patched NTRs get dual fuel modes in LF and LH2 LF NTRs lose ~ 30% Isp (example LV-N gets 575s) LH2 NTRs gain ~5-10% Isp (example LV-N moves to 875s) Some exceptions: Kommitz's pack already uses 500-600s as baselines for NTRs, for example, so it stays around there for LF but gets an additional fuel mode at ~900s Haven't fully decided how to handle dual mode NTRs (eg Porkjet's LANTERN), but they might just get LH2/OX and pure LH2 (small question here - what is the ratio for O2:LH2 in a bimodal NTR? I assume it's not the same as combustion ratios) Amusingly excessive was exactly my design goal with that . Might rework it to be inflatable later, but for now... heh. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Here, no promises but it's almost 100% stable. No H2 NTRs yet. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Okay.... new build, X.4.12. Might be the last experimental one . Changes: Radiators now only show heat rejection in VAB Radiators can now be turned on or off (independant of deployed status), includes an action toggle Removed DRE's handling for radiator parts Tweaked names of universal radiators Heat pipes only transfer heat if target part is less than 1.25x the temperature of the parent part -
Maximum size for tech tree?
Nertea replied to Mulbin's topic in KSP1 C# Plugin Development Help and Support
There is certainly a vertical and horizontal limit to the tech tree "canvas". Can't recall the exact numbers offhand, but you can see by dragging the tree menu around. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
So I don't actually touch the conductivity ever in code. Apparently KSP is supposed to calculate conductive heat flux by part contact area. I'm not sure how that happens. Regardless, it's an issue, I'll try to work on this and see if there's a workaround or something else going on. Good stuff. The GR-EXP probably performs well because it's technically quite large, similar to the GR-4. The main issue would be that KSP calculates part area in terms of a cube, so it's not accounting for the fact that the GR-EXP is concave on the inside, which would significantly cut into its effective radiative capabilities when open. KSP just sees it as "pretty big". The GR-4 is probably more accurately modeled in terms of effective radiating area. I will probably adjust the names of the XR series too. But generally, once I fix the heat conduction bug, this is pretty good, no? Awesome. Thanks for all this testing, guys. I'm going to make you all a little... badge thing. Eventually. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Yeah that's possible and seems like a good idea. I'll try that and we can see how it works. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Nah I hadn't caught that. Thanks! It's still there, it's just not estimated anymore. Problematic. I can't just make it conduct between things, it would probably be quite involved to hack into the heat graph like that. What I can do is increase the price considerably (because I think I didn't change it from the fuel pipe), increase the mass a touch too. Another solution could be to give pumping heat a power cost, so that would make complex heat pipe setups more costly. Other than that I'm not sure what to do there! -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
That sounds pretty good, actually. Yay! Placeholder will be removed, it will take me at least another week to get enough time to make several heat exchangers. So, not for first new version. Ah yeah I should change it back. I figured that toggle/retract was good enough, but I can do that. Thermal mass of reactors is cut down intentionally to make heatup times faster. These both seem like things I can't really work on -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Minor bugfixes: X.4.11 Finished textures for 1.25 and 2.5 m insulators DDS texture for heat pipe Added Fission Reactors and RTGs to the contract power sources database CTT patch for HeatControl parts Fixed cut off description for XR-500 radiator Fixed infinicool bug Left to do for me is texture the 3.75m insulator and model/texture the 0.625m one. Hopefully by then we'll have the balance worked out. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Don't worry about it, I fixed i All radiators have ModuleGenericRadiator. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Mmm, I suspect what's going on is 100% transfer at 4.000001 K and then no transfer, then transfer at the next frame... etc. Will have to work around that. Donations are always welcome, but not necessary . Great idea, implemented. True enough maybe I'll leave that out. There is no "core" per se. The Tau is for use in atmo, yes, eventually there will probably be stack radiators and stuff. Re stacking, you should be able to use a cubestrut, which has a highish temp tolerance. The pipe will draw from that, but a pipe (unlike a fuel line) has a fixed capacity per line, so you might need more than one. I plan on providing heatsink parts that have handy protrusions for pipe attachments, but they won't be in the release, no time for models. -
Sorry for the lack of updates/posts people, been busy with stuff. I'll read through the thread when I update this (after NFT is done) and be adjusting tanks and consumption based on some kind of compromise. Some random notes: LiquidFuel = Kerosene here for sure. LiquidFuel and Oxidizer are both assumed to have 5.5L per KSP unit, and they do have equivalent density LqdHydrogen and most CRP resources are 1L per KSP unit (with "real" density) I don't plan on making any flat cryogenic engines, but there are low profile engines in NFSpacecraft. One is based on a methalox engine so it's semi-cryo... I don't immediately plan on making any 5m engines, but they would be my next thing if I were to expand the pack. I plan on rebalancing the Tunguska and the Yucatan to more closely match the Skipper than the Poodle in TWR metrics I'm working on getting custom sounds! Made by the same guy who did the lovely NFP sounds.
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[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
No to me! It was like.... 10 versions ago. Me. NFP X.5.3 Assuming this is done, barring two things: NTR patches and LH2 tank switchability (to LH2/OX) Changes Mipmaps for all dds textures Upgraded CRP version Upgraded MM version Fixed hydrogen tank misnaming Fixed stock ion patch mistargeting Fixed some Isp/heat production values for PITs and VASIMRs NFE X.4.10 Please test: Functioning/balance of heat pipe Functioning/balance of heat insulators Appropriate conformal radiator count for reactors Lack of overheat under standard radiator count conditions I know the Tau radiator doesn't radiate at all at the moment and am investigating why. Changes Upgraded CRP version Model for Heat Pipe Model for Heat Insulator (textures WIP) Added 1.25 and 3.75m Heat Insulators (textures WIP) Mipmaps for all dds textures Adjusted radiator heat animations with new curve Tweaked radiator transfer capacities and method Reactor generator spinups greatly increased