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KSP2 Release Notes
Everything posted by Nertea
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totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Oh that's where that bug report is. I thought I was tripping, I saw it last night and couldn't find it . -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
4 days before my deadline, enough for one more part (might still try to do the stairs too) -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
@lemon cup Since I beat my deadline... (these are also in the 2-0-0 branch now) -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
KA 1.3.2 Updated bundled ModuleManager to 4.2.1 Fixed Emancipator side plume scales -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Latest push added internal for centrifuge. Some parts of it suck but it's what you're getting. This makes things pretty much feature complete. If you have screenshots you want to share for an update album, you can post them! Should all be fixed. I'd argue that the inventory fix and the part cost fix are very critical too. Regardless, patching the stock module is the 'correct' way to do it IMO. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
This fix is embryonic and in my opinion should be built into a community fix pack, I will monitor and see what happens. Latest push has some additional fixes and completes all the IVAs except the centrifuge. Please note it requires NF Props 0.7.0+. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
That seems just like what the 'empty' dome is though. you can put stuff inside and toggle attach points on the outside. Sorry, that's just more work I don't generally do specific replicas either, sorry. Sure it's a reasonable addition but I have a lot of other things I'd rather make first. It exists, it is called the PMA-MULT Multi-Point Station Connector. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
I'm not sure what you mean, that won't solve the IVA question. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Not with any kind of clean integration with the rest of the model, no. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
It's not planned, I had too much trouble conceptualizing an attractive structure that would go inside the dome and gave up a few times. Plus it would be another goddamn IVA. If you have some good conceptual suggestions I can entertain them. -
The .version file included in each mod (that drives the CKAN metadata) represents my best guess towards compatibility. I just need reproducible test cases. When things get complicated, the only way to solve the problem is to have a consistent way of reproducing it.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Nertea replied to RoverDude's topic in KSP1 Mod Releases
Not really, the comments in the code should pretty much explain the required fields. Feel free to discuss in the SH thread if you try. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
I'll check it out. I don't write these, someone else will have to contribute. I haven't decided on 14 or 16 yet, but yes, will need to adjust mass and cost to account for the lab. It's a Magical Rotating Door (tm). Special feature! -edit: last push should solve those. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Nertea replied to RoverDude's topic in KSP1 Mod Releases
It is now completely and functionally possible, I just don't intend to do this work myself (generate patches) as I don't know MKS well enough to understand how best to develop them. -
Mmm so the only part that can produce 'real' KSP heat is the antimatter tank. it does that when it doesn't have any cooling (e.g. ship has no power). This can happen if DBS is not doing its compensation correctly or some power flow is not being detected correctly. This should be completely independent of SH. Also - just so you are aware, most if not all (maybe not restock) of my 1.12 mods are reverse compatible with 1.11.
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[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
The latest push should contain all non-IVA features for 2.0.0. Assume at this point that any bugs you see are things I don't know about. You can post them here and I'll get to them as soon as I can. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Please remember that this is an unpaid, understaffed volunteer project and it gets updates when the team is motivated. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Well it's not like I'm not going to do releases after that but I have to cut my losses somewhere. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I know about it, I just don't want to work on it. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
I have some life stuff coming up then so it's then or in... a while.