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Everything posted by Nertea
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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
In order to not duplicate parts between mods I do put things in what I would consider the most common location. So 3.75m docking ports in RS+, 5m in NFLV. -
[1.12.x] Space Dust - Atmospheric and Exospheric Harvesting (9/10/2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Yes, there are no included configs for BH. You can take a look at the wiki for how to author distributions. -
Yeah I personally get a significant amount of FPS improvement with this mod on both my systems (medium-end laptop with crappy mobile GPU and decently high end desktop). I believe the laptop is slightly worse than your system there. Nope. There is more complexity in generating the shape of the reentry effects that this mod could not handle. This comes up enough that I should put in the FAQ though. It does for me, it's possible you are using the 'old' twin boar that squad deprecated.
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[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I see you are saying 'generates xenon byproduct' which is not a feature of my reactors. I have to assume that you are using something that affects the reactors, which means all bets are off. Might be KSPI or Kerbalism. In terms of actual NFE balance, here are the relevant comparisons: Thermal Efficiency: 36% vs 40% -> FLAT needs less radiators Normalized Fuel Life: 7.61 vs 8.52 -> FLAT lasts longer, even considering higher starting fuel Fuel Efficiency: 330 kj/micro unit U vs 370 kj/micro unit U -> FLAT generate more power per unit of fuel Unfuelled mass: identical (note that this does not account for fuel dry mass, and the FLAT has slightly more fuel so will weigh ~0.2t more). Unfuelled cost: identical, but same note for dry mass applies -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Very nice! Unfortunately still quite a long time before release :(. Last commit to the working branch added all the IVAs and stuff though. Whee. -
Yes, making sure to delete and re-add from the part list, don't just remove into the build area. Your ship's reactor has a field that says it has been launched already which shouldn't be possible so I'm not sure what's caused this but it's certainly the problem. It's causing the simulator values to not be cleared when the ship is launched.
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[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Some fairly significant progress on IVAs in the last few days. I've got them all unwrapped, mostly textured, and with draft prop layouts completed. Lots of fine tuning but they should be operational within a week or two. Then I can return to the secondary nightmare that is the 2.5m repaint. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Yes you can do so, but be careful to tell anyone you show that they came from a WIP thing and using them has risks. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Wow, ouch. Seriously I put so much work into these that if you don't like them you can get right out of here. Time for that kind of feedback was literally a year ago when I was socializing the early versions of these parts, or even for the last 3 months as I've been working and developing them. Some parts have higher surface complexity. Others have lower. For some of these parts, particularly the utility pod, I brought detail that sometimes I store inside the shell of the part to the surface to create something that has a more unique look. Don't think that the side platforms are only for a single orientation or solar panel, there's lots of other options for placement that just require some thinking and creativity. Some parts are very plain as well (both habs for example are basically cylinders with wires). But yeah, you're just expressing your opinion which is fine, it's just disappointing. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Uh for both of these looks like I used the wrong endcap mesh, they're using the 1.875m one instead of the new one. I'll push a fix in like... 10 minutes. Well yes, considering that I've done it (and improved it) for the 1.25m/1.875m parts. -
If you use some other mods the mod should detect this and supply container options for resources relevant to those mods. Are you sure you have the latest version? I tested this to check and there seems to be no problem here, took a command pod with a reactor stuck to it, launched to pad, no heat? Key piece of information is 'at 1000K. Do you have a source that can 'make' >= 1000K? Most of the NFE reactors are around 800K which reduces the effectiveness of the radiators.
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[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
So I'm not going to issue test point releases at this time, but the 1.875m expansion is now in a testable state on the appropriate github branch. Some notes 1.875m IVAs are in a highly draft state and are merely blocked out The White/Metal/Insulated surface switches are functional for 1.25m and 1.875m parts, but not for the other sets yet This is not compatible with the SSPXMetal extra. Though I don't intend to drastically change part balance or make any part name changes, be aware that this is a very early test of a significant revamp. Be careful, back up saves, and don't distribute to everyone and their dog. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
It is indeed the control module. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Unfortunately I don't think I can avoid repainting the 2.5m set now . Much work to be done (but good results for all of you). -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Getting stuff ingame is always a pain, so have another render of the whole 1.875m lineup: -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Unfortunately this is not correct, KSP loads all assets regardless of whether they are used.