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Nertea

KSP2 Alumni
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Everything posted by Nertea

  1. CryoTanks 1.6.1 Updated DynamicBatteryStorage to 2.2.4 Updated B9PartSwitch to 2.18.0 Improved the ISRU patches for LH2, LCH4, and combos thereof (yalov) Improvements to Procedural Parts patches (tomasbrod)
  2. Hehe yeah. This is actually in Unity, where I find it easier to look at these inside out IVA views in ortho mode.
  3. ... no? I'm not seeing an issue for it. Side note that you report a lot of bugs and I try to keep up with them, but if you really want me not to lose something you need to make an issue on the mod's gitHub, particularly for minor issues that I'll definitely forget as I have a lot of mods.
  4. Restock cupola model is slightly different from the stock one but the colliders are the same. Use the offset tool. Can't reproduce at all. This is not enough information
  5. You need to specify the parent transform properly. Your template says TEMPLATE { templateName = waterfall-hydrolox-rs25-1 overrideParentTransform = fxTransformCore scale = 1,1,1 rotation = 90,0,0 position = 0,-2,0 } } However, i doubt you have fxTransformCore in your model. You will need to find the right transform to attach to, which is covered a few posts above yours. luckily, from your other post, I can see thrustVectorTransformName = flammes Which is probably the correct one to use.
  6. It'll be fixed for next iteration. I need to retire now.
  7. Mmm, you could do that already. This is more for taking mods that don't have anything to do with SH (specifically targeted at MKS) and allow them to be adapted without touching the other mod's code at all.
  8. I just connect up two same-profile docking ports and then the options appear in flight.
  9. Extras packages are other mods in CKAN. You can search/install them just like any other mod.
  10. I'm sure you didn't intend it this way, but this is like someone posting a picture of a giant purple cube replacing a part and asking 'is this intentional?' Of course it's bloody not intended! I'll sort out what's wrong.
  11. Finished NFLV 2.2.0 update tonight. KSP 1.12 DELETED ALL LEGACY PARTS Retired NearFutureMethalox extra because it's pointless Updated DeployableEngines to 1.3.1 Updated B9PartSwitch to 2.18.0 5m fairing base now contains all the Restock+ variants for this part so it can more reasonably replace the MH version if installed Fixed 7.5m fairing base having a fairing variant when it shouldn't have 5m docking port now has rotational capabilities Bipropellant RCS blocks (ACES and other large blocks) can now use part switching to select LF/O, LCH4/O or LH2/O if CryoTanks is installed Added Waterfall effects to ACES blocks Redid Waterfall mono and bipropellant heavy RCS effects
  12. I t was fixed in the latest release.
  13. I'm trying to sort out like a million mod updates now, I saw it, I will look at it when I have time.
  14. Volunteer project, you get what you get when you get it.
  15. Restock/Restock+1.4.1 Numerous fixes to circular solar panel model (shrouded and not) Fixed Clamp-O-Tron Sr. docking port shader being emissive when it wasn't supposed to be Moved alignment arrows closer to the surface on Mk1 Inline Docking port Fixed new solar panel assets not being blacklisted appropriately
  16. Just a note that this will not be updated for 1.12 until I'm done developing the big update.
  17. Near Future Propulsion 1.3.4 Marked for KSP 1.12 Updated B9PartSwitch to 2.18.0 Fixed some Waterfall stuff Near Future Electrical 1.2.3 KSP 1.12 Updated B9PartSwitch to 2.18.0 Updated DynamicBatteryStorage to 2.2.4 RadioisotopeGenerator and FissionGenerator modules now count for contract objective completion Near Future Solar 1.3.2 Marked for KSP 1.12 Updated B9PartSwitch to 2.18.0 Near Future Exploration 1.1.2 KSP 1.12 Updated bundled B9PartSwitch to 2.18.0 Near Future Aeronautics 2.1.1 KSP 1.12.x Updated bundled DeployableEngines to 1.3.1 Updated bundled B9PartSwitch to 2.18.0 Fixed position of large ramp intake attach node Near Future Spacecraft 1.4.2 KSP 1.11 Updated NearFutureProps to 0.6.5 Updated B9PartSwitch to 2.18.0 Fixed an issue with Waterfall light on Pandora pod Near Future Construction update requires docking port surgery that I won't be doing soon. Near Future Launch Vehicles update needs a number of cleanup things for plumes that is tedious.
  18. There's something really wrong with the animation on the circular panels, which I"m not sure how I didn't catch before. They really snuck that in there, we didn't notice it at all. They work on our end for sure. Delete RS and install and install again?
  19. There is a bug reported about the lights on the Sr docking ports, I will wait a day or two for anything else to crop up before releasing the fix.
  20. Restock 1.4.0 KSP 1.12 update Added new part replacements Electrical OX-10C Photovoltaic Panels (Nertea) SP-10C Photovoltaic Panels (Nertea) OX-10L Photovoltaic Panels (Beale) SP-10L Photovoltaic Panels (Beale) Adapted docking port models for new 1.12 rotational functionality Adapted new stock collider for 2.5m nosecone replacement Texture updates for Gigantor Restock+ 1.4.0 KSP 1.12 update Added rotational docking port feature to 3.75m docking port Texture updates for 3.75m docking port
  21. Will it still be backwards compatible to 1.11.2 for those who hesitate to upgrade to 1.12 (due to the actual bugs in vanilla ksp 1.12.1?), or should one stick to the actual version of SH until upgrading to 1.12? I can't be certain but it should more or less work (emphasis on less though) However I always target the newest KSP version preferentially. It is not very relevant for users but will allow people to write patches that integrate SH functionality to modules that are derived from the stock BaseConverter.
  22. Some other changes coming with 0.5.0: Changing loops in flight: there is now nothing special about it, you can do it whenever you want. I've added some backend stuff to prevent/limit exploits Increased simulator stability: the simulator now works more logically and better, particularly at high time warps and when high fluxes are involved Radiator rotation toggles: deployable radiators can now be set in the editor to disallow rotation Less buttons in Converter/Drill interfaces: Squad fixed something in 1.12 and I don't need the simulate button anymore New ModuleSystemHeatBaseConverterAdapter: this should (in theory and somewhat tested) allow the conversion of anything that derives from BaseConverter to use SH, like MKS, etc... New SystemHeatIonEngines extra: does what it sounds like it does
  23. I'll have to look into what the simulation does when that happens.
  24. I would hazard that the SH problem will be fixed long before any improvements to heat control are even started... In original FFT testing, it was quite possible to do a lofted trajectory launch with 4-8 coolant tanks and deploy larger radiators when you got out of the thick atmosphere. I never really got around to testing it, but the actual heat sink part would probably do even better, it lets you store more heat than the loop coolant tanks in a more controlled fashion. It might currently suffer from the same issue as the coolant tank though.
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