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Everything posted by Nertea
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[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
So I've finished the exteriors of the last few parts for this size. Short hab, multi hub, cupola and angled tube. I have yet to start on any interiors, but I'll try to get a config pass sorted out in the next couple days to have this set available on GitHub. I have also finished the texture rework of most of the 1.25m parts, except the multihub which o might need to completely redo. Lastly I'm also working on something fun and cool which I'll start revealing in the next little while. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
MEM isn't touched by restock, it's actually artistically pretty good. Just very poorly designed gameplay-wise (I think there's a few threads in the MH forum section that get into that). Restock actually predates most of the revamps! The problem I have is consistency - the stock stuff has none of it. It seemed like for a while that every revamp took a different artistic direction, from styling to colour to surface materials. It doesn't look cohesive, it looks like a dozen different art directors were working on a dozen different plans. I suppose that's not really what happened - I don't think KSP ever had an art director, or if they did, they were spectacularly ineffective at art... directing. Things like different whites on white parts, massively detailed tiny parts, weird choices of variants all make me grind my teeth, because evidently Squad was willing to put dev money into doing this, but apparently didn't think about any of the stuff I'd say you should think about when doing it. I personally also think that art should incorporate role, being about to use visual cues to tell what a part is has been a big part of the work I've done and the stock revamps haven't tried at all there. One last thing is the massively inefficient use of memory in the recent work. In a game that loads everything concurrently into memory, you'd think that effectively developing textures to optimize this would be a priority, but apparently not. Restock, despite containing higher detail parts, more surface variants and even really, more parts, has a very similar memory footprint to stock. Worth noting that stock revamps have been systematically removing the warning stripes in a lot of places. We've kept them in docking ports and to a lesser extent in the 'Classic' variant for decouplers and separators. Again, trying to build consistent design language that says 'this part breaks off'. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
It's possible but won't be part of this mod. It's a smallish scope though, a great place for an aspiring modder to start learning :). This is nontrivial, I wish you luck. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Those are old parts, just a better picture that I took when I was playing that looked cool. Added NFP 1.3.3: Fixed missing curly boi in VASMIR Waterfall patch which broke effects for various versions -
FFT 1.1.4 Updated Waterfall to 0.6.3 Updated SystemHeat to 0.4.1 Updated SpaceDust to 0.4.1 Fixed an issue with reporting of electric charge consumption with ModuleChargeableEngine
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[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Didn't see this before. Appreciate that you're excited, but things are not at all ready for testing yet. I'd prefer you avoid using them until I give the go-ahead, as there's a strong likelihood of unexpected craft breakage. -
SystemHeat 0.4.1 Fixed DebugSimulation being on by default Fixed an issue where heat loops that had no producers could run into a divide by zero error, causing overheats Heat loops will now cool down at a rate proportional to the difference between current and nominal temp if all systems on the loop are off Fixed a number of unapplied localization fields on fission reactors and engines Fixed some fields in modules being saved to persistence when they didn't need to be Changed fission engine exhaust cooling to be modeled against propellant flow instead of engine throttle Fission reactor cores now have a temperature lag in core temperature vs coolant temperature Completely eliminated cooling requirement from Nerv, Cherenkov Added an Exhaust cooling field that shows current exhaust cooling Renamed Reactor Output field to Waste Heat to clarify that it's the heat you should worry about Sorry this has taken a while, been very unmotivated with KSP recently. Tried to work really hard on the NTR stuff, hope I didn't introduce new bugs otherwise
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That's intentional. You can't change assignments outside of the editor, only the number. If you try to change loop numbers to something that is 'occupied' it picks the next unoccupied number If you can't decrement the loop number, that may be something I should look into, at the moment if the slot is 'used', it only looks forward for available numbers.
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No not really, the bug Wyzard found is affecting things. Heat needs at full throttle. Use the thrust slider to change that. You still need radiators for the passive power generation. However this is affected by the bug (if you turn off the reactor radiators don't work properly). Turns off the reactor when you go into time warp, turns it back on automatically after. Lots of things changed in 0.4.0. I mean fundamentally what changed from NFE was the following items: Some automation was introduced to reactors overall, there was none before. Reactor power actually adjusts slowly instead of instantly, this was intended but I never got it to work correctly without the stock thermal system murdering everyone and their children. It's obviously taking some work to dial in the correct level of automation here. Currently (assuming the bug gets fixed): Engine reactors run at power levels of (usually) 5-100%, with power uprates of 10%/s and down rates of 20%/s Turning reactors on (when no engine is on) will increase their throttle to minimum (5% ). This is 100 kW for the LV-N. They will melt down eventually at this level without radiators or propellant flow. If the reactor can generate power, the minimum provides you with maximum power generation. I think the minimum is offhand 2% for these reactors. When you increase engine throttle, the reactor will throttle up automatically to match the engine throttle, at 10%/s so will take ~10s to get to full power When you decrease engine throttle, the reactor will throttle down automatically to match the engine throttle, down to the minimum value at 20%/s so will take ~5s to get to minimum power. You need to do something in that 5s or the reactor will melt down. Currently, the lower power reactors should survive a hard cooldown (e.g, the temperature increase in 5s of zero cooling will be below the meltdown threshold) without doing anything special. Higher power reactors will need a slower cooldown, using extra radiators or by slowly decreasing the engine throttle. Highest power reactors (gas core stuff) will need radiators to run at all. What is missing here?
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[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
I haven't even named things yet Taking a small break to mess around with the inflatable textures -
Thanks, I'll look into it!
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I mean everytime you see an NaN anywhere something is probably bad. It looks like there is an issue related to parts generating no 'temperature' that I need to address. I wonder if that is the cause of some of the other issues in this thread. Convection! If you set the situation in the VAB to Kerbin SL you should see -2335K. Because convection is very situational, I don't have a good way to represent it in the part info window.
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[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Uh, if I modeled them as the ones in SH, they'd probably sit around 500-1000 W. Seems like too much overhead - realistically these are rejecting heat from life support and operations within the module. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
A couple interesting things to commit to in this update. I will be porting the new slightly off-white Mir-style thermal blanket art to the 1.25m part series I will merge the SSPXMetal extras into the main mod I will also build painted white texture for the 1.25m part series I will probably regret this -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I thought this was better? If you activated the engine, you probably wanted the reactor, and if you deactivated the reactor, the engine was no longer relevant. Maybe the second use case does make sense if all you want to do is exhaust propellant for cooling. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I would really prefer system heat stuff to be in the system heat thread, by the way. You need to get used to the new concept that nuclear reactors take time to heat up and cool down. The old mod implementation had no cool down period. You need a way to get rid of the heat during that time span, there are several ways to do this. You can just turn off the engine which will work fine with weaker engines like the LV-N, there will be a temperature spike but it will cool town in time. The higher energy engines need you to either slowly reduce thrust to some extent or provide some additional radiator capacity.