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Nertea

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Everything posted by Nertea

  1. That's an assuming 1L =1 unit density value. If you want that, fair enough, but just letting you know that it would be nice to move everything to consistent units (1 unit = 5L), which I did for all the others (that's the one that's in there right now).
  2. Well then I can get rid of it . I expect it's a relic from when Science didn't exist. Why don't you compile all of your requests into a single post in the meantime, so we can clear up this "stuff gets edited in and overlaps" problem.
  3. To normalize the volume across the resources, it's correct in a relative sense considering the large density of uranium. It could go lower, as I mentioned in the post above, I wouldn't say nuclear fuels are final. Still confused - so do you want a CRP entry for liquid oxygen or not?
  4. *frowns* I'm not exactly sure what you mean. LOX by definition is liquid oxygen, not a generic oxidizer. It does need cryogenic storage, though not as badly as LH2 does. Modeling boiloff is beyond the CRP scope though. If you really want a LqdOxygen thing, we can probably do it, I'm just saying that I assume we've already got it in stock resources. EDIT: I see you edited your post quite a lot. Makes more sense now. I'll just tell you that LOX would be a slight amount heavier (probably 0.00575 vs Oxidizer at 0.00500) according to current conversions.
  5. In Nert-world, LOX = stock Oxidizer. I'd need a really good argument to shift that...
  6. Here's what I've got so far. I propose removing two resources and consolidating two others into one. Remove Plutonium-238 (used by noone as far as I know) Remove Polytetrafluoroethylene (used by noone, and me not soon) Combine Substrate and Alumnia, they're generally supposed to be the same thing I've moved liquids to a Lqd prefix and normalized all the densities to be correct based on stock LiquidFuel being Kerosene. Solid crustal resources I've based off assuming EL's Metal resource is titanium. I've done similar things for costs, but those aren't final yet. Nuclear fuels are as yet questionable as they have an issue with being in low quantities. Additionally, I made some FlowMode changes to some of the KSPI resources, because ALL_VESSEL sucks.
  7. Hah, that's really what I'm completely trying to do. It's not as easy as all that, the methods are completely different than they used to be in order to handle shipwide placement.
  8. I didn't remember the name offhand. It shouldn't overheat though, it should throttle unless you remove the safety. That's the problem.
  9. Effective reproduction for me is MX-1 reactor + 2x XR2500 radiators, crank timewarp to max, boom.
  10. I am currently using these: LiquidHydrogen [changed to LqdHydrogen] ArgonGas PTFE [likely changed to Teflon] EnrichedUranium DepletedUranium StoredCharge I am considering adding SystemHeat to this list, though I am somewhat open about changing it to KSPI's WasteHeat. In addition, I'm likely to start using these in the near future: Lithium Deuterium [likely changed to LqdDeuterium] Tritium [likely changed to LqdTritium] I propose a large change: taking LiquidFuel as Kerosene-equiv and unifying all liquid resources to have densities relative to it. Halfway realistic, I'll call it. This is already in place for resources I manage (except for nuclear fuels)
  11. Just to confirm, it's the -300 that's wrong, aye? You also mentioned some changes you wanted to see in the UI in general? That's good, but I can Fair enough, I'll look into it. What you say is true, but it's linked with the meltdown stuff... less storage -> less buffer -> timewarp issues. Once I solve that issue I can safely decrease the storage of the reactors.
  12. Oh dear. Nah. Tweakscale is something I include primarily because it was requested and it wasn't much work. I don't personally use TweakScale and its use makes me wince generally. It'd be quite a lot of work to add all these combinations of adapters, it's not like they're just cones and stuff, I would need to make them blend nicely which adds a lot of time to the modeling/unwrapping budget and uses up a bunch more texture space. I did, but I can't help anymore than the other users that posted possible fixes
  13. I revised the cross section further and I think I'm happy with it. I put it ingame to check. Here we are compared with the Mk3 (much wider, but not as tall) and with 1.25/2.5m parts. Opinions still welcome.
  14. Reactor meltdown is a lot better, but very flickery at high warp. Version v0.4.0x2 Fixed radiator glow Attempted fix for reactor meltdown Stock RTG now works with decaying pach Decaying RTGs don't start decaying until mission start Decaying RTGs now produce power Fixed reactor/capacitor windows not cooperating Fixed some UI issues
  15. The gravitational lensing paper about rendering a black hole that Kip Thorne and co mentioned was in the pipe has been published. It's pretty involved (and interesting), and includes some renders on how the simulations turned out before the renderings were modified to make them more comprehensible to Interstellar's viewers. Article in New Scientist has a good summary, and the paper is here, it has a few more images in it.
  16. There's a compiled test version a page or so back bundled with the NFE test. I'll be uploading a new one with some fixes in a day or two as well. Pull requests/suggestions are welcome.
  17. Yes indeed, the idea is that it's extensible for many uses. If you look at ModuleGenericRadiator, there are some skeletal bits (not fully implemented yet) that allow a radiator to consume a user-defined resource while cooling. The idea is to provide relatively robust heat storage, convection and radiation modules with support for mods to add heat easily. The plugin will get tested as part of NFE for a while and then when it's ready it will get split off. This won't happen until post-1.0 though, as the expected atmosphere changes may well render some of my convection and radiation code useless. In the meantime I would not recommend using or relying on this too much . The conversion is currently 1000x, 1 unit is one MW (kW got large fast).
  18. I see. Well I'll provide a 2.5m adapter at least... you can work from that .
  19. Thanks. Yeah I had seen the persistent bug before... I think I just usually don't test both systems at once. Shouldn't be hard to fix....
  20. Yay testing! I'll try to compile a new version with more fixes this weekend. Well that's cool . Not exactly reproducible on my end and it's kinda a critical mechanic. I didn't know about the broken bit, but I'll add that to my fix list. Just let me know about your ideas re: the capacitor window and I can implement them probably, it's much faster to work on than the reactors. I think I might have fixed the radiator glow. I removed the toggle all button because it's probably just better for the player to handle them with action groups now, as I can't just assume they're surface attached to the reactor.
  21. Not sure what you mean with that precisely. Those aren't nodes, it's just the end of a fuselage chunk. Might get some tweaking in approximate angles of things for sure. That's a terribly inefficient idea. There is a better plan that I'm thinking of doing though. What do you mean by that?
  22. Little concept for cross section revision, new on left. About 20% larger, better CofM with wings, edge points can be 1.25m connections.
  23. Ok cool I'll look into that. Might be a similar problem to the RTG actually... Again, did you launch the reactor or just test it on the pad? Couldn't get radiator start open/closed to work easily, should remove that option.
  24. The appropriate amount of fuel should be subtracted when switching back to the ship, is this not happening? Looks like one rogue log call is causing all of that. I'll fix that. The RTG may not have been properly set up to work when not staged. Are you seeing no generation even when the vessel is launched? I'll fix that regardless, but It would help track things down. I forgot to mention some other changes that are mostly untested: Refueling of reactors got many tweaks, more flexible now Kerbal Engineers are needed to work on reactors Level 4 engineers are needed to refuel reactors Level 5 engineers can repair core damage up to 95% of optimal
  25. I'm putting up a test release for the next version of Near Future Electrical, for the purpose of feedback and bug tracking. This is really a test release. Only install it if you want to help me track down various bugs, and are cool with possible ship breakage (due to reactors melting down at high timewarps). Major Changes KSP 0.90 update New sub-plugin, SystemHeat Simple heat management system, don't let the SystemHeat resource bar fill up or some systems will take damage Only FissionReactors add SystemHeat right now Remove heat with Radiators, and eventually Convectors, Storage Radiators can be placed anywhere on the ship! Capacitors: Removed old automation panel, replaced with ship capacitor summary window Capacitors: Fixed dischargeability when storage empty RTGs: New RTG decay is available as an optional patch RTGs: RTGs decay to 0.05% of max power (can be overridden in cfg) over a certain half life Known Bugs Heat generation is unstable at high time warp! Capacitor/Reactor UI panels need some rearranging Debug fields may still be enabled on some components I have read the bugs list and realize that the heat generation bug may melt down reactors randomly, and promise not to complain about that
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