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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
Presenting HeatControl: A support plugin for NF Electrical and for anyone who likes their LV-Ns with less overheating. Contains basically the universal radiators from NF Electrical, modified to work with the stock heat system. Putting this here for testing purposes, as heat balance is really fiddly. Do please test and comment, if you're keen. It's pretty stable so far, but if you see a bug, let me know. (source on my Git page, license CC-SA-AT-NC 4) -
Empty nodes have to kinda be visible to allow the parts in later nodes to be researched, if a mod doesn't provide parts for the in-between nodes. I'll consider that change though .
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I'll patch in the fixed launch effects in a few days I have to spend some time catching up with other mods. There are indeed emissives, they're more subtle and hopefully realistic (based mostly on Merlin 1D vac images from the last SpaceX launch). Mmm, annoying. Well, best I can do right now. I'll keep watching, but it's possible that I might add more thrust for the non-vacs. Also, once new NFP gets released, there will be better mass-ratio LH2/O tanks available. Yeah, I might add this in too! Yeah totally.
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Whew this took FOREVER. https://github.com/ChrisAdderley/CommunityTechTree/tree/master/GameData/CommunityTechTree/Tree Test release with layout and positioning. Comment, note bugs, etc. No proper icons yet, that's the next step. In fact, if anyone want to go through the tree, assign fitting icons to each tech, I'd love that (just submit a PR). Would save me lots of time.
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Hey Olympic, thanks for the help there. I've already done most of the moving around of the stock tree icons so do you mind if I just grab the node definitions from your file?
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[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
No idea, still in the future/planning. Pushed CryoEngines over to release forum, new version there contains the fixes and Isp adjustments. -
KSP 1.12.x Cryogenic Engines [2.0.7] Last Updated August 18, 2024 This modest part pack is designed to provide some new rocket engines that run either Liquid Hydrogen and Oxidizer or Liquid Methane and Oxidizer. Liquid Hydrogen Engines There are nine models provided, two in each of the 1.25, 1.875, 2.5 and 3.75m sizes and one in the 0.625,. These engines have better fuel efficiency than the KSP stock engines, up to 460s of Isp, but beware! They're more expensive and produce less thrust per unit weight. In addition, liquid hydrogen is less dense than liquid fuel, so for the same Delta-V, you will need more tank volume. Liquid Methane Engines There are ten models provided, two in each of the 0.625, 1.25, 1.875, 2.5 and 3.75m sizes. These engines sit between the Liquid Hydrogen and Liquid Fuel options in terms of efficiency, and don't have as much of a tank volume penalty. To store your new fuels, I've provided ModuleManager/B9PartSwitch configs that allow you to change the contents of stock tanks between LF/O, LH2/O, LCH4/O, LF, O, LH2 and LCH4. These should work with most mod tanks, but no promises. However, Liquid Hydrogen is very temperamental and without the proper storage it will slowly evaporate ("boil off"). You can activate cooling on all added tanks for a modest cost in Electric Charge, but this is inefficient. Therefore, I provide special cryogenic tanks bundled with the mod which have insulation to reduce the cost of cooling the tanks. Liquid Methane will also boil off, but more slowly than Liquid Hydrogen. This mod is designed to synergize well with Kerbal Atomics, and with the various Near Future Technologies mods I make. It is also fully integrated into the Community Tech Tree. Full Screenshot Gallery Frequently Asked Questions Q: Will you add feature/part xxx? A: I am now retired from KSP1 modding and will only be providing bugfixes. Q: Oxidizer isn't LOX, it's something else! A: You are completely free to do whatever you like and change it Q: How do I stop the engines from using LH2/O and use LF/O instead? A: Install the CryoEnginesLFO patch in the Extras folder. Dependencies (Required and Bundled) Module Manager B9 Part Switch Community Resource Pack Cryo Tanks Deployable Engines Dynamic Battery Storage Licensing All code and cfgs are distributed under the MIT License All art assets (textures, models, animations) are distributed under an All Rights Reserved License. All bundled mods are distributed under their own licenses. Download Mirrors Primary (SpaceDock) Secondary (CurseForge) Tertiary (GitHub) Issue Tracking and Source Special Thanks A big hand to Fraz86, who basically wrote the configs for fuel switching and balancing LH2 tanks :D. If you appreciate this project, please consider contributing to my caffeine addiction! I really appreciate it, and also helps justify this time sink to my wife , which results directly in more models.
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[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Confirmed and fixed both bugs. Will uptweak Isps about 10-15s based on that, that seem ok? -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Test release! Please have a look and see if anything is wrong, Firespitter will say it's not compatible with 1.0, but things work just fine apparently. Six engines to start, one lower stage and one upper stage for each size category. Generally I balanced LH2 engines to have lower TWR and higher prices than their LFO equivalents, but higher specific impulses (by ~40-70s). All stock tanks are patched to be switchable between LFO, LH2O, LF, O, or LH2 You also need to deal with lower fuel densities inherent in LH2. Techwise they come 1 node after their LFO equivalents as well. MM, CRP and FS are bundled. License is my usual, CC-NC-SA-AT 4.0. Will propagate to release forum in a day or two if there are no serious issues. edit: looks like some extra TGA textures snuck in by accident, will adjust. -
Hey Sarbian, looking to see if I can modify the tech tree with MM, hoping you could help provide some clarification. This is the target block of code: TechTree { RDNode { id = start title = Start description = The technology we started out with. cost = 0 hideEmpty = False nodeName = node0_start anyToUnlock = False icon = RDicon_start pos = -2568,1199,-1 scale = 0.6 } } Based on an example in the first post, I feel like I should be able to use this to access a node: @TechTree { @RDNode[*]:HAS[#id[start]] { @description = test edit } } This doesn't work though. What am I missing? I also tried it without the @TechTree wrapper. @RDNode[*]:HAS[#id[start]] { @description = test edit }
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[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Kinda have to wait for a Firespitter update, actually, as I'm just tacking LH2/OX fuel modes onto the stock tanks for now. Pretty much ready to go otherwise. -
The only thing that was ever there before was some radiators, which I moved to the thermal management nodes. - Make Fusion Propulsion require both Experimental Rocketry and High Efficency Nuclear Propulsion, as the Vista Engine is both very large, powerfull, expirimental , efficent, nuclear propulsion engine Sure. - Add a tier 11 Technode called Magnetic storage, which requires specialised fuel storage. As the name sais, it allows resource like Antimatter, Atomic Hydrogen to be stored. Done, added as Exotic Fuel Storage - Link High Energy Science up with up Ultra High Energy Science (like it original does) and Put the 4 preceding technodes on the same Y-axis as Survivability. Don't worry about the locations, I'll do that when I actually ingame it. - Add a tier 11 technode called Artifical Inteligence which require large probes and Robottics which would allow self concious cores Sure. - Put "Cutting edge solar technology" in tier 11 after Advanced PV Matterials, I never understood why they split Because I'm the one who cares about those and I like it that way . So nah. - Add new tier 11 node High Efficency Heat Management, requires Advanced Heat management Ok. - Move Advanced Heat Management to tier 8, which allows a more meaningfull progression from heat managing systems Ok. - Orbital Megastructure requires both Exotic Alloys (nano stuctures) and Orbital assembly & - Orbital Assembly should also require Expirimental Actuators I don't like to do full dependencies on other mod nodes like that, I can do a soft dependency though. Generally these nodes are for things like... 5m structural parts. The name isn't great, so I'm open to suggestions. I added all these in, plus a new node for simpler command pods.
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Here's what I've got. http://www.gliffy.com/go/publish/7941469
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I am going to make a new Gliffy with the new 1.0 tree so we can work from there. Drop your requests in please, I have generally: More fusion nodes for KSPI (FreeThinker's reqest) More actuator nodes for IR (IR request) Reworking the hab/capsule branch (my request) Tweaking the ISRU section to flow logically from ISRU parts in stock I have limited time these next few days but I will try to get this through ASAP. - edit: Would anyone care to investigate new icons? I'd love that (and would make some for sure).
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[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Thanks guys, really means a lot . This pack contains (or did) some of my best work IMO, though it may be superseded by some new things, and it is great that people like it. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Oh, it's kinda arbitrary. Basically canonically highest thrust engines went to 3.75m, midrange to 2.5m and small to 1.25m. There will be a RO-friendly version with reduced footprints, correct exhaust transforms, and correct scaling in the future. Well, now I have to do some work on NFT, then I have to do some work on MkIV. But after that, yes. I'm rather tired of unwrapping pipes and turbopumps for a bit. I also learned a fair bit about engine flow doing this and would like to re-pipe the NTRs to reflect that. -
I'm of the view that we kinda need a reconsult on all of this.
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[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
The intake is pretty, and the engine is too. Might make it into something, but I won't be changing much to that goal. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Primed for release! Well, maybe tomorrow. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Nah, total redo means total redo. Rework the crossection as per a few pages ago, deprecate parts and add others. -
KSP Interstellar Extended Continued Development Thread
Nertea replied to FreeThinker's topic in KSP1 Mod Development
FreeThinker, you PMed me a few days ago when my inbox was full, now yours is full . What did you want? -
I do, think well start a new community consulting process once 1.0 drops and everyone has a look at the tech tree.
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[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Waiting for 1.0 to do a complete and total redo. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Haha. Should be resolved now, PM away.