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Nertea

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Everything posted by Nertea

  1. I don't have ay intention of doing this beyond what exists in the development versions. There is no difference between versions, except that if you use CKAN you can add the Extras patch yourself. Everything bundled is documented in the OP and readme files. Probably. They should be functionally compatible but potentially not visually perfect.
  2. I do not have any intention at the moment of working on other parts for Restock, though I can't speak for other team members. Certainly 1.12 will bring a fairly annoying chunk of rework though.
  3. They definitely do for me, can you give me some kind of reproduction process?
  4. Starting to get into the more interesting parts now.
  5. I would use the black cube of death approach so you'd see Kerbals sitting in a void. With all the new IVAs in this update splitting things like this would literally cut the memory usage in half. Uh yes the crew cabins are on the bigger hab which is also in a WIP state but slowly getting done
  6. Some early IVA work on the tuna can flat hab: On that note I am toying with the idea of making IVAs into an Extras feature to help with memory usage.
  7. It works absolutely fine for me and a lot of other users. You need to provide what I asked for several days ago which is a log file and the module manager cache.
  8. It was worth a try. No idea what's up then. It'll go on the list ...
  9. Yes, there is a fishtank feature in the centre bulge in the IVA.
  10. Your screenshot shows that you have installed waterfall incorrectly. You need to have all my mods installed as KSP/GameData/TheMod, no exceptions. In your image I see KSP/GameData/gamedata-waterfall which is definitely incorrect. Still need logs and cache to confirm this.
  11. I haven't looked into this further on my end, but I viewed your video and noticed a very large RCS delta V in the display. This implies to me that you're trying to float it with the tanks full. The nereid tanks are very large to fuel the abort motors and I'm not sure it'll float like that.
  12. The fix for this is in the latest release of system heat.
  13. In reality yes, in this mod no. SystemHeat 0.4.2 Fixed some typos in the SH implemenation of the fixed microchannel heat radiator from Heat Control's variants Fixed issue where reactor throttle was not calculated correctly on multimodal nuclear engines Isp is now pinned to exhaust vs reactor power, so is not lower at lower throttles. In principle this means that Isp is always maximized because reactor power response is very fast. Tweaked exhaust cooling on NTRs (more forgiving)
  14. I think I flipped some of the numbers for the 2/3 and 1/3 ones. I'll have a look.
  15. It looks like something (a broken template?) is breaking template loading for the entire mod. I'd suggest removing some mods to see what is causing this, unfortunately I can't tell from log which template it is.
  16. I thought about this a bit and I can't think of a good reason not to just pin the ISP to reactor power/exhaust cooling, so you get ideal Isp anytime (with a bit of a lag). In practice because reactor power change is really fast you almost always have ideal Isp though.
  17. Can't do much without appropriate debug information This caused me a ton of confusion when looking for the thread today. I'll follow up with angel, but are you seeing any other similar artifacts with actual WF plumes?
  18. Latest upload adds more 2.5m surface repaints (Hitchiker, Lab, Cupola, 2.5m inflatables). Just a few parts left in the rework, really.
  19. So thrust is not directly controlled by the engine throttle? I don't love that, the system is already messy enough and I'm really reluctant to add more complexity.
  20. Unless something broke it a lot, installing Cryo Tanks should just make this happen already.
  21. Stock KSP issue. I've been told KSP Recall fixes it but I'm never sure what kind of other side effects that one has. No plans.
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