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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
It's not totally my fault - the LV-N got hit kinda hard in 1.0, which strongly adversely affects the LH2 modes. Also I thought I didn't include the NTR configs - the ones I'm working on actually bump the Isp in LH2 mode to 900. If you're using different ones, you might want to try that. That being said, what do you think the discrepancy for the fun department is? I was originally working off the approximate benchmark that 1 huge 3.75m tank of LH2 with patched LV-N stats should give approximately the same DV as a jumbo-64 full of LF would. I haven't actually tested that with the heavier LV-N though. We will 100% be going off CRP resources going forwards, but if things aren't fun I can artificially inflate the capacities of the LH2 tanks. edit - texture size eh... well maybe. Not really a priority because with DDS as the new standard, it shouldn't be too hard for the end user to do. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Oh yes, exactly Mmm, the first, maybe a later version. The second one is implemented - you can only repair a reactor to 75% of max core integrity in the field. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Alright, I did this and it's pretty cool. New field "NominalTemperature" for reactors, if exceeded introduces inefficiency proportional to the amount it is exceeded by (100% losses at maxTemp). That Temp bar on the staging area now shows this (ie, keep it empty). In addition, reactors now have spinup times (about 200s to full power right now). Working on reintroducing core damage now (if nominal is exceeded by more than 50 or 75%, take core damage, repairable with level 5 engie). I'll have this version up later today or tomorrow. -
I'm still going to sit on the update for a day or two. Out of scope, please read OP. Simple Command Modules is for things that are between the Mk1-2 pod and the Mk1 pod. I can think of dozens. I have things to put in hydroponics eventually.
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[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Yeah, Squad set fuel tank emissivity at 0.8! So very high . I set those LH2 tanks at lower, perhaps 0.4 or 0.5, I forget which exactly. So even at those levels, the tanks are really good radiators. Hm. I don't really know how to get around this without patching everything's emissivity, and I don't really want to do that... I guess I could crank reactor heat again, go to x3 or so. That would probably push them to higher thresholds. edit- Oh, and temperature is in Kelvins afaik -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Dev build of NFP is also ready. NFP vX.4.0 Test Release, use at own risk! Test release does not include stock ion nerf or LV-N configs atm Tech tree locations + CTT patch not functioning KSP 1.02 All textures converted to DDS New version of KSPAPIExtensions included CrossfeedEnabler is no longer packaged If installed, CFE will be supported (LH2 radial tanks) Radial tanks are now surface attachable for fuel lines Community Resource Pack is now bundled and required Fixed stack nodes and thrust location on HI-SNAP 2.5m engine Fixed offset thrust on VF-200 (not VF-10K) New Liquid Hydrogen tank parts (all previous tanks obsolete) Huge 10m tank Three 3.75m tanks in identical sizes to Kerbodyne tanks Three 2.5m tanks in identical sizes to Jumbo-64, X200-32, X200-16 tanks Two 1.25m tanks in identical sizes to FL-T800 and FL-T400 tanks Three radial tanks, one for each of 1.25m, 2.5m, 3.75m New Argon tank parts (all previous tanks obsolete) Three 2.5m tanks in identical sizes to Jumbo-64, X200-32, X200-16 tanks Three 1.25m tanks in identical sizes to FL-T800, FL-T400, FL-T200 tanks Three radial tanks, one for each of 0.625m, 1.25m, 2.5m New inline Xenon tank parts (old ones obsolete) Three 2.5m tanks in identical sizes to Jumbo-64, X200-32, X200-16 tanks Three 1.25m tanks in identical sizes to FL-T800, FL-T400, FL-T200 tanks Rebalanced fuel capacity of non-replaced tanks (XE-100R) Improved MPDT FX ElectricEngineThrustLimiter is no longer required, removed from all relevant engines -
Well all of you who want the nodes unhidden are diametrically opposed to the earlier consensus. So everyone can argue about it, decide, and in a few days we'll do whatever the majority prefers . Just to be clear, the options are: 1) Hide all nodes by default Pros: Cleaner tree Cons: Trailing links present when nodes are hidden 2) Hide most nodes by default, except a few that are always unhidden Pros: Clean-ish tree Cons: There will always be trailing links in higher branches unless all those are unhidden, some empty nodes 3) Show all nodes by default Pros: No trailing links Cons: Many nodes with no content. @johnsonwax: looks nice!
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[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Thanks dude. I really don't have time to iteratively test these hugely so every bit helps! X.4.6 Some major changes here. Minor plugin fixes Reactor heat production increased x2 - I think this was needed. they heat up so slowly you could do your engine burn and turn them off before problems started occurring. This might even go up more... Improvements to VAB readout of reactors + radiators (now shows radiation at 75% of Tmax, accounts for radiator area) Reduced temperature tolerance of reactors (1600) and reactor radiators (1800) - increases sensitivity to temp a bit Universal radiators have MaxTemp of 1600 - reactor radiators are more effective on reactors Reduced reactor emissivity to 0.05, increased conductivity to 0.15, reduced thermalMassModifier to 0.15 - artificial, but ensures that radiators are more required Decreased emissives of radiators to 0.75 (closed) and 0.95 (deployed), reduced thermalMassModifier to 1.0 - these numbers seem to be working well -
Can't fix those. Going to add a note to the OP. They don't do anything, but they look ugly.
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No problem. I confirmed that the problem is a file that didn't propagate correctly in the SSPX 3.1 release, there will be a new one up shortly.
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I think I made a mistake somewhere. Please wait...
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Ah ok, thanks! I'll prepare to add it to the OP .
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[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
@psycho, those numbers are eerily close to the desired ones! Another new version. vX.4.2 Testing release! Use at own risk Fixed a battery attach node Reduced XR-2000 extend speed Added a first pass at radiator emissivity estimation in the VAB (Area*Emissivity*SBConst*MaxTemp^4). This seems like it should be correct, but produces really high values. Reactor thermal emissivity increased to 0.4 Added a heat pipe! Transfers heat from the higher temp part to the lower temp part (looks like a fuel pipe, test model) -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
I nerfed the reactor's own emission for gameplay reasons, because it's physically large it's radiating an unreasonable amount of heat, which is in term making the radiators less required. Which is no good Heat outputs are still supposed the same as in NFE 0.3.x, so the MX-1 should actually be 5000kW. This could be subject to change, but basically the old thing was MX-1 -> 5000 kW MX-2 -> 4000 kW MX-L -> 6000 kW MX-4 -> 1200 kW M-EXP -> 200 kW Radiators being: GR-1 -> 1250 kW GR-4 -> 300 kW GR-EXP -> 50 kW XR-2000 -> 2000kW XR-500 -> 500kW So I want to keep the "needed radiator count for full power" similar. What do you think would achieve that in terms of values? I'll incorporate your notes about the insulator, glad the concept works though. -
You can always just remove the InterstellarFuelSwitch folder and the CryoEnginesFuelTanks.cfg (in CryoEngines/Patches) file from the download provided. It's really not worth me putting up a separate DL. FreeThinker told me that it's supposed to work with TweakScale though. Also, this is up on CurseForge now, if anyone has a pressing need to use that site.
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@smjjames, this is normal. Though we can hide non-used nodes, we can't hide their node connections, which seem to show up. Those nodes appear missing, but they are just unused (except for the NFC one). The only way around this would be to require mods to construct the node connections themselves, and that adds a lot to their burden.
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Nodes are invisible unless used by a mod. That appears to be an issue with my config with near future construction, which *should* be putting something in nanolathing. Grr.
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Ok, I uploaded 2.0... Hope things go well! The list of supported mods has been reset to what I know, because CTT configs will need to be looked at. If you previously had an unofficial patch for a mod you like, you need to edit it as per the first post, then inform me here.
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[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Ok, new test build! More parts .ddsed Radiators modify EmissiveConstant when extended and retracted (no more internalFlux) Increased thermal mass, conductivity of radiators Reactors have lower emissivity, higher conductivity Added a (dummy) insulator part for testing, if it work out well it'll get a model -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Indeed, but I do want to be able to adjust it . I imagine the folded radiator isn't pumping coolant. -
Yeah everyone will need to redo their configs slightly. I'll send out some PMs once we update. You have until noon PST tomorrow to file your complains, everyone .