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Nertea

KSP2 Alumni
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Everything posted by Nertea

  1. I will release what I have completed by Aug 14th, whatever that may be.
  2. Well I grabbed your save and spent 15 minutes turning things on/off, timewarping, etc... still couldn't do anything. Mind you I am running 1.12 and different versions of most of those mods (1.12 versions). So it's possible it was an artifact of something that was fixed in the 1.12 versions of DBS Space Dust, SH or FFT. I don't think this would be the case though, because most of the updates that were done there didn't change things related to this.
  3. Version 0.4.2 of SpaceDust will resolve this (it was collecting, but at 1/10,000th of the focused rate ) I kinda need more than this. I tried to replicate this with this setup: Everything remained stable at all timewarps. If you can get more information on the actual case where it explodes i might be able to help more.
  4. SpaceDust 0.4.2 KSP 1.12 Fixed scanners, harvesters and telescopes still being allowed to work when power was lower than required, now resources will not be mined Added a screen message that posts when a converter overheats (with SystemHeat installed) Fixed orbit velocity being calculated incorrectly for exospheric harvesters in the background Fixed density of resources not being accounted for correctly for all harvesters in the background, leading to wildly low (or high) collection rates for resources outside of the 'normal' bounds
  5. With things like this 'some' isn't very helpful, I need to know exactly which in order to track it down. I've done a pass through and think I've identified something in a few meshes that might cause this but I am not sure. CryoEngines 2.0.3 Fixed compression format for some engine textures Fixed Prometheus nozzle collider not moving with gimbal Inspected and adjusted thrust transform centres for all engines, some fixes made Inspected and adjusted surface attach colliders for all engines, some fixes made
  6. Unfortunately there's still a fair bit of work to do there. Some parts have not been revamped (maybe 3 or 4), I need to build the two 1.875m base frames, and I have not done any of the docking port rotation work that needs to be done to ensure full 1.12 compatibility.
  7. Congrats on pushing all the way to release!
  8. Last push added internal frames to the centrifuge and two domes, fixed some bugs, and started cleaning up things like kerbal cameras and clickable windows. Not going to lie, really disliking this project right now, and still a ton to do.
  9. System Heat 0.5.0 Marked for KSP 1.12 Removed nuclear fuel container inventory item as it no longer has a purpose NTRs: Changed how NTRs work again NTRs do not fully participate in the thermal system unless sufficiently high power that they have waste heat (GCRs, etc) or power-generating (trimodal) NTRs have sticky engine throttles similar to jet engines that approximate the need to cool the reactor during startup and shutdown. These are similar to the current timings (~5-10s for 0-100, 2.5-5s for 100-0) Higher power NTRs (gas core) generate simple extra heat when running similar to FFT engines and are balanced similarly Editor UI shows only things that need to be compensated for all NTRs, this is limited to waste heat from power generation heat and extra heat from powerful engines. Non-trimodal NTR reactors have less user features than reactors: No minimum throttle Fuel burn rate directly tied to throttle, fuel loads generally reduced to provide meaningful gameplay It is not possible to accidentally damage the reactor core Hibernate/manual control are disabled as they are not needed Core temp/life readouts preserved New Features Heat loops can be changed in flight (somewhat experimental, needs testing) Deployable radiators can now be set as tracking or non-tracking in the Editor Balance: Increased maximum temperature of Squad radiators to 400K, increased radiative capacity by 25% QoL/Bugfixes: Corrected the sign of Radiator Efficiency field in the Editor Coolant tanks no longer contribute to nominal temperature calculations Corrected presence of overheat icon on radiators in the overlay Tuned radiator PAW fields UI now shows radiator capacity increasing with temperature instead of a binary on/off display Tuned loop simulator for additional stability in timewarp and situations with very high positive or negative fluxes Removed ISRU, Drill 'Simulate Editor' buttons, can now piggyback off of stock buttons (stock fix with 1.12) Corrected nuclear fuel transfer not working on non-english localizations Screen message now emitted when fission reactor forces an engine shutdown for some reason Additional fission reactor state change log messages for debugging Developer Added new ignoreTemperature field to ModuleSystemHeat, which causes the module to be ignored for the purposes of loop nominal temperatures (set to true on coolant tanks, radiators, etc) Added ModuleSystemHeatAsteroidHarvester, Added ModuleSystemHeatBaseConverterAdapter, a new module that can adapt anything derived from BaseConverter to SH ModuleSystemHeatFissionReactor can now have allowHibernate and allowManualControl specified in config Extras Adjusted SystemHeatNuclearEngines extra to conform with changes above, plus: Reduced Nerv fuel load to 10 units of EnrUranium, reduces total burn time from 8 days to 1.6 days Reduced Cherenkov fuel load to 40 units of EnrUranium, reduces total burn time from 12 days to ~1.8 days Added SystemHeatIonEngines extra: adds heat generation from ion engines related to the engine's efficiency
  10. Well I'm pretty close to being able to issue 0.5.0 now. There's certain to be issues but overall the NTR experience feels a lot better in today's builds. I'll do some more refinement and testing and barring major issues kick out a release tonight.
  11. Fixed scylla waterfall plume Fixed scale of KA waterfall effects on Restock LV-N
  12. https://github.com/post-kerbin-mining-corporation/Waterfall/wiki/Controllers#thrust-controller
  13. ... that's what they should do. You need to supply the power rated on the unit that is shown in the VAB info box or they won't harvest. If you don't think I'm understanding you correctly, wait until the bugfix update and then come back here.
  14. Yes, that's what we've just been discussing being fixed as the result of the bug.
  15. Isn't that the case though? The consumption rate on the harvesters is 45 Ec/s and 20 Ec/s. When the bug is resolved that'll be properly functioning.
  16. Hmm, I don't understand what you mean by that. There's this bug you've reported (it is not a gameplay feature) that makes it so you can run a harvester with any charge source, yes. Once that is resolved, you will need a charge source of appropriate power.
  17. Kerbal Atomics 1.3.0 KSP 1.12 Updated B9PartSwitch to 2.18.0 Updated CryoTanks to 1.6.1 Updated DeployableEngines to 1.3.1 Updated DynamicBatteryStorage to 2.2.4 NearFutureElectrical NTRs Extra has been removed forever Deconfliction work with SystemHeatFissionEngines, it will now be harder to install both at once and break both mods Waterfall effects updated to support Waterfall 0.6.0 New basic LH2, Augmented LH2, gas core, open-cycle gas-core plumes
  18. I'm working on remaking some of the plumes before the next release but this will be sorted out.
  19. Waterfall 0.6.7 Added an option to allow non-uniform parent scaling in effects (al2me6). Don't use this if you don't know exactly what you are doing
  20. CryoEngines 2.0.2 KSP 1.12 Updated B9PartSwitch to 2.18.0 Updated DeployableEngines to 1.3.1 Updated CryoTanks to 1.6.1 Updated DynamicBatteryStorage to 2.2.4 Fixed gimbal response speed flag missing on all engines Fixed Eagle and Harrier masses: they were swapped before
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