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KSP2 Release Notes
Everything posted by Nertea
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[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
If you want all capacities to be accurately scaled to pressure vessels, this is not the mod you want. From the readme: The original ratio is about 3x that of most other tanks in the game. If you have an existing craft file, the old fuel load will still apply. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Reflectors are a range adder to whatever antenna you use. Point an antenna at a reflector, if the line that shows touches the reflector and turns green, you will get the bonus. The bonus is stronger when used with antennae that don't have their own reflectors; the feeders are best, other 'pointy' things work well too. Direct/Relay stuff is stock KSP stuff. Seems to float for me. Try deleting and regenerating your partdatabase cache. -
That's not strictly true. Core temp depends on reactor power and mass flow, because to get half thrust, you would cut back thrust, but would need to reduce reaction rate to not melt the core. However, I get what you are saying. It's a thorny problem though to not completely make the player manage the reactor throttle too. I will think about it. You are generating 6500 kW and rejecting 1600 kW. The simulation is warning you that this is very much not enough and your reactor will melt down rapidly when you turn it on.
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Craft breaking is not a thing. Just don't install the optional extras that SH provides. Nothing now changes except FFT is supported. Boom.
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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
It's not really easy to do. You could try to look at the model using DebugStuff and determine whether you could turn on or off the GameObjects that form it using ModuleB9DisableTransform. Off the top of my head, thinking about how I out together the model, this might be possible. You could hide 3 of the arms. However, you'll have holes where the arms used to connect. The better but much more complex way is to import the model into Blender, make modifications and re-export it. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
The logistics modules are inline cargo containers, like the ones that exist in the 2.5/3.75m sizes currently. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Nice designs! Here's the shorter 5m logistics module. There will also be a double length with 6 rows of bags. It'll be fun! I'm currently working on porting elements of this back to the other cargo containers with some success, bit of a pain though. -
We are looking for a Part Designer!
Nertea replied to StarSlay3r's topic in Prelaunch KSP2 Discussion
FYI for everyone, yes I have seen this, please stop telling me to look :P.- 68 replies
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[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
I think it's really important to note that I write my mods to fulfill a specific vision that depends on the base game. I won't even consider porting anything to KSP2 until the full shape of gameplay and art has been revealed, and I find it very unlikely that any of my mods will be relevant in the new game in their current form. -
Can I assume you mean consume rather than generate electricity? Can you give me a test case? I tested a quick Kerbopower with the AFTER engines (both ~40 Ec/s ratings) and things seemed to behave correctly, if the engine was throttled to ~75% the reactor produced 30 Ec. It's good to bring to my attention because I didn't know about this setting. I can try to think eventually of a mitigation that doesn't break other things.
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[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Yep, reported and git and adressed! Huh now I can't unsee that! -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Significantly busy in RL but have finished off these two parts, which are the 3.75 -> 5m adapters in flat and not-so-flat versions. -
[1.12.x] Heat Control - More radiators! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
It'd be nice but I have limited time. Also you have to recall always that the second I add a special radiator type people will demand a hundred different form factors and variants. Scope has be be controlled very carefully. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
KSPI will control all your switches at the point, best ask there. -
It's not really a bug. KSP resources have two flow definitions: what happens when you feed them to a consumer (engine) and what happens when you transfer them. By toggling that setting you are forcing the game to use the feed definition which for uranium is 'don't move it', thus overriding my functionality :shrug:.
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[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Can't seem to repro, can you tell me what I'm doing wrong? Preconditions Restock, Restock+, fully updated KSP Procedure Place Mk1-3 pod Node attach 2.5m long fuel tank Surface attach part (tried a few, screencapped here are the short girder and the cubic octo strut) Node attach engine plate to the surface part (tried 1.875 and 2.5m plates) Node attach engines to plate (tried terrier, dawn as in screenshots Results -
[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I am still investigating this, but this appears to be a stock bug with Part Variants somehow. I managed to reproduce it with a stock FL-T800 fuel tank and the radial attachment node. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Oh. yeah I am not changing that for you. Sorry, you'll have to do that yourself.