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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
Indeed, that's totally an option... going to have to think about it. Might think about changing the plugin to modify conductivity and emissiveConstants when extended and retracted instead of internals. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I'm afraid I haven't really even started working on the update in any serious fashion yet. I'll keep you all updated though [pun intended]. -
Yup, that's the problem . 2.6.2 was when we got the ability to edit the tree.
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[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Thanks for testing! For the moment, to simplify things reactors do start up and shutdown instantly, though they do take a while to cool down. This just simplifies some things. Radiators use negative heat generation in addition to radiative and convective flux. The internal generation essentially provides a guaranteed amount of radiation, otherwise it gets quite hard for the end user to figure out exactly how many radiators are needed. You could get more radiation with good convective or emissive environments. -
Nothing happens . Do you have MM version 2.6.2+?
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[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
Nertea replied to FreeThinker's topic in KSP1 Mod Releases
Hey FreeThinker, think I have found a bug. Using a part with the following FuelSwitch code, which has many tanks and one non-tank part When cycling through tank types, going to the Structural type from the LF/O or LH2/O type does not remove the resources correctly.- 1,187 replies
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- fuel switching
- mesh switching
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(and 2 more)
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[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Haha, no idea how that got there. New NF Electrical test So this test... it's getting there. Reactors are pretty solid and could use some testing. Here's the changes. It includes HeatControl, and, important point, it's totally not balanced . Still getting functionality working. Notes: Capacitors are pretty much done. Anything unpredictable is a bug, please report Nuclear fuel transfer is pretty much done too. It seems stable and I haven't found problems, but do please report RTG decay is done. Install and check the extras if you're interested Reactors are functional, but I'm still working on the heat dissipation. Currently it's using HeatControl, would really appreciate feedback to see if the radiators do their job correctly. Changelog: - Testing release! Use at own risk - KSP 1.0 Update - Bundled CRP - All parts have had their attach nodes reworked with correct bulkhead sizes - RTGs -- New RTG decay is available as an optional patch (applies to stock RTG and ASRTG) -- RTGs decay to 0.05% of max power (can be overridden in cfg) over a certain half life - Capacitors -- Removed old automation panel -- Replaced with ship capacitor summary window -- Fixed dischargeability when storage empty -- Discharge can now generate heat - Nuclear reprocessor -- Uses stock resource converters (background processing) -- Can now convert Ore into EnrichedUranium, at a very slow rate - Reactors -- Totally new system based on stock resource converters -- Functionality similar, but no reactor window anymore -- Uses stock heat system - Nuclear fuel -- New, better fuel transfer system -- Click Transfer Fuel or Transfer waste to initiate a transfer -- Click on a valid container to transfer to it (reprocessor, reactors, fuel containers) -- Engineers are needed to transfer fuel, L1+. L3+ to transfer fuel -- Transfer needs parts to be cool, on the same ship. -- Nuclear waste generates a small amount of waste heat -
Forgot to commit yayy. Should be correct now.
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Mostly final version on Git. Some naming changes and such as per above (the ones that aren't in, I didn't like). Once this is approved I will hide all the nodes and release. Also a new ForModders.txt specifying the new method to use to integrate.
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Nope! Just make sure you have the latest version of ModuleManager.
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That's a good solution to the problem of many tech nodes. I'll work on editing this today. In fact, hope to have a version actually released today.... Hmm, didn't think I put that in! Will fix. Roger!
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I found a large bug in the cost calculation of the switchable tanks. Fixing this will make LH2 tanks more reasonable in cost - they cost way too much. Sorry for the mess. As an apology I wrote that LFO conversion patch - it's in the extras folder, drop it in if you want it. 0.1.4 -Added optional LFO patch -Fixed switchable tank costs Better TweakScale support, for one!
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[1.0] Cooldown: A Community Discussion of Heat Management
Nertea replied to Angelo Kerman's topic in KSP1 Mod Development
Re: Engineers - I suppose IRL their related abilities would be to optimize the transfer systems (clean the pumps etc) and potentially to plan radiator orientations. Here's some possibilities, with justifications: - Slightly increase radiative capacities of radiators (optimization of radiator orientation and stuff) - Improve the ability of radiators to accept heat (optimization of coolant transfer systems) - Reduce losses in open cycle cooling (optimization and maintenance of dump valves and systems) -
[1.0] Cooldown: A Community Discussion of Heat Management
Nertea replied to Angelo Kerman's topic in KSP1 Mod Development
Sounds great! I might suggest that there be a way to configure the target temperature on a per-part basis (maybe an optional module you could tuck in), so that it could be customized to allow certain parts to "run hot" Not sure about the shader - I might just suggest doing it via animation, not too hard. -
[1.0] Cooldown: A Community Discussion of Heat Management
Nertea replied to Angelo Kerman's topic in KSP1 Mod Development
Indeed, but I think this thread serves more of a different purpose: the development of a unified framework. -
[1.0] Cooldown: A Community Discussion of Heat Management
Nertea replied to Angelo Kerman's topic in KSP1 Mod Development
I am very much in favor of a kind of heat management mod. I think the primary challenge is data driven - how, as a player, do you know whether you have enough cooling capacity to cool your heat generating parts, given a variety of cooling parts available and a variety of cooling parameters in various situations. -
Fair enough. Feel free to start basing CTT mods on this, everyone. I think the node names are stable and I don't see any major complaints....
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Probably a good idea to do some kind of synergizing. I'll PM you shortly.
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Hey persons wanting radiators, I'm looking for some feedback testing the one I've split off from NFElectrical here. Help much appreciated.
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Yeah, that's what I mean. Before with TechManager, we had the ability to set a "Hide if pointless" flag that would hide nodes if there were no parts in any of the children. However we don't have that anymore, and setting HideIfEmpty on the new nodes could mean that someone might put a part in the Warp Drive node (which would show) and have it be unresearchable, as the path to the node would be hidden. It's really not ideal, but it's kinda the best we have.