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Nertea

KSP2 Alumni
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Everything posted by Nertea

  1. Yes those ones will be covered in the appropriate mods.
  2. Indeed, just don't anticipate graphene atmospheric radiators. Also consider alternative approaches to using that aerospike, including heat sink parts and higher loop volumes.
  3. Graphene rads are generally too fragile to work in atmosphere well, for aerodynamic fins I think you will have to content yourself with the more robust high temp models
  4. I'll probably add the rotational feature to the annular, octo -> 2.5 and octo -> 1.25 ports but not to the octo, spinal or hex ports as they already have angle locking involved
  5. Upcoming changes to NTR modeling: 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) 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 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.
  6. Ah yeah... honestly I can't guarantee functionality of any of my mods in a save that contains KSPIE.
  7. Ok that's not correct, I read that you wanted a LH2/LCH4 tank. You probably have a conflicting mod like IFS.
  8. Any use of the mods in 1.12 that have not been specifically marked as compatible is subject to a large 'NO SUPPORT' statement.
  9. Shouldn't be the case. This happens probably due to the changes to the inventory system pre-1.10, which should be compensated for using a specific patch method that worked for testers.
  10. Each mix needs to be defined specifically and set up appropriately. I don't aim to provide all possible permutations in this mod, so you're on your own from a specific standpoint of this question. However, by inspecting https://github.com/post-kerbin-mining-corporation/CryoTanks/blob/master/GameData/CryoTanks/Patches/CryoTanksFuelTankTypes.cfg and https://github.com/post-kerbin-mining-corporation/CryoTanks/blob/master/GameData/CryoTanks/Patches/CryoTanksFuelTankSwitcher.cfg you should be able to work out how to do this yourself.
  11. Well, the vast majority of the work has been done, as Pood mentioned it just needs some QC time from the team. I'll accomplish this next week when I'm back from vacation.
  12. I can't recommend anything, the current implementation in SH for the nuclear engines will be changed soon.
  13. @SkW3rL I'm very away from my computer but you're using legacy nfe fission engine components with system heat, they won't work correctly together.
  14. I have added the 5m centrifuge plus updates to the two 3.75m centrifuges to the 2-0-0 branch before I head off for vacation. This also disables the docking port revamp temporarily so is useable in 1.12, more or less. I only have one more 5m part I want to add, which is a habitation dome. Then I need to look at 1.875m/5m base frames (and side base frames) Maybe reviving the stairs part Science rack structural part thing. Of course, there's also the IVAs for the integrated domes and the centrifuge to sort out, as well as populating the lab. So we're getting there!
  15. I would prefer not. I had an RO person contact me with this knowledge and they said the Kerbalism people would probably look into why the 'disable DBS' switch is not working for them. ORing DBS or Kerbalism will imply to the user that either are possible solutions. Kerbalism is not a supported solution (by me) because it massively changes all mechanics of NFE.
  16. It's not very overlapping. The new round panels are somewhat larger than the NFS ones, so both can exist differently. They also (once restock gets out) will have different segment counts (8 vs 12) and should be decently visually unique. I don't have any plans to edit this, aside from possibly an optional patch that fixes the new panels' power:area ratio which is, of course, inconsistent with everything else in the game.
  17. Hmm well CTT doesn't do much of anything with that. All it does is make new nodes and allow people to assign to them - there's nothing complex going on there. I'll go look a bit at some point but if this is happening it's something I'll have to investigate with MM devs or something.
  18. Yeah I've seen the other things, I will be looking into them too. It was the old new mechanic, where you had to have a kerbal load up the container and take it down to the reactor to refill it. It was not fun, maybe cool to do once or twice, but really just busy clicky work. Canister will be removed sometime, or repurposed for something else.
  19. A fix will come with the next version, don't worry about that. It will be at least 3 weeks off because i'm going on vacation for a week and I have a lot of other mods to fix for 1.12 first.
  20. Of course I'll work on fixing it. It's just not going to be soon, I have a ton of other things going on.
  21. You can select old steam versions in the 'beta's tab of the game properties
  22. I am not sure, actually :P. Don't have KSP in front of me, maybe in steam settings for the game?
  23. Weird ask: Can you try setting your localization to English and transferring? (and log of this too please). I wonder if there's this stupid KSP bug cropping up again..
  24. Needs a log. Doesn't work like that anymore. Just works like any other fuel transfer with the caveat that a high level engineer needs to be onboard.
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