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Everything posted by Nertea
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Nice! Yeah I can think of only a few very advanced cases where this would actually be useful. I can't remember who asked for it, but in hindsight it was a lot of work for a very minor feature. But it looks sweet! There's no patch, as I don't understand MKS mechanics enough to create such a one. I believe radiator temp status is actually current loop temperature. Can't recall off the top of my head what that would show as with no load on the loop.
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That's not a lot of information to go on, but I haven't heard of this before. KSPIE question, KSPIE thread. Those two are the ones who would know, perhaps Knight has used these but I don't think many others have used the Event controllers before, they might be broken. The real problem you have is that neither of those engines pictured use Waterfall plumes. They both use stock FX
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[1.12.x] Far Future Technologies - August 23: new engine!
Nertea replied to Nertea's topic in KSP1 Mod Releases
You can already do this in configuration by using a ModuleSystemHeatRadiator with the convective fields adjusted: https://github.com/post-kerbin-mining-corporation/SystemHeat/blob/master/SystemHeat/SystemHeat/Modules/ModuleSystemHeatRadiator.cs#L37.. Yeahhhhh... I'm done so no. -
[Most 1.12.x] Near Future Technologies (August 26)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Well, we're not using any of of mod parts, though there is likely to be inspirational crossover. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (June 12, 2022)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Yeah unfortunately not doing anything more on this project. -
This video is a great example of the how the whole content team works together to bring things to life for KSP 2!
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[Most 1.12.x] Near Future Technologies (August 26)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Under NFE model: send a Level 5 engineer on EVA. There is a limit to how far it can be repaired to, and a maximum repair level Under SH model: send a Level 5 engineer out on EVA with repair kits. Each kit repairs some %. This is extremely low priority to update because everything can be updated separately. If there are other reasons for a release then I will usually update the bundled version but I'm not updating a bundle for a dependency update unless there is a critical reason. This seems to working fine with me, I suspect another mod may be screwing this up. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (June 12, 2022)
Nertea replied to Nertea's topic in KSP1 Mod Releases
As mentioned over 10 thousand times in this thread and clearly enumerated in the FAQ, the IVA spaces are not part of the default install. If you want them, you need to follow the instructions in the readme, if installing manually, or install the appropriately named package, if installing from CKAN. -
[Most 1.12.x] Near Future Technologies (August 26)
Nertea replied to Nertea's topic in KSP1 Mod Releases
A log of the event would really help. -
[1.12.3] Restock - Revamping KSP's art (Feb 25)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Restock 1.4.3 has been released Restock KSP 1.12.3 Incorporated 1.25m Engine Plate into ReStock base to account for Making History 1.25m Engine Plate addition Fix Communotron 88-88 starting extended in the VAB (#965) Added a depth mask to the Communotron 88-88 Fixed Reliant boattail grey option being the old pre-1.12 one Removed extra rescaleFactor from Swivel Restock+ KSP 1.12.3 Added Japanese localization (kzm4269) Added flag to 1.25m Engine Plates for Making History inclusion Deprecated previous 1.25m Engine Plate and added new 1.25m Engine Plate for craft file compatibility -
[1.12.x] Heat Control - More radiators! (August 22, 2021)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I could have sworn I did that... thanks. -
[Most 1.12.x] Near Future Technologies (August 26)
Nertea replied to Nertea's topic in KSP1 Mod Releases
This should work. What happened? -
totm sep 2021 [1.12] Stockalike Station Parts Redux (June 12, 2022)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Can't reproduce. Check to see if you have anything that changes textures and materials. Post logs and modlists. -
[1.12.3] Restock - Revamping KSP's art (Feb 25)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Yeah the old part is hard to replace and this will probably not be resolved. You can make an issue for it if you want. -
[Most 1.12.x] Near Future Technologies (August 26)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Kerbalism and KSPI both do things to my mods. You have them both installed, which creates even more things. I wouldn't expect it to work -
totm sep 2021 [1.12] Stockalike Station Parts Redux (June 12, 2022)
Nertea replied to Nertea's topic in KSP1 Mod Releases
SSPX update Fixed functioning of 5m lab's airlock Fixed missing backside of 1.25m docking port replacement Fixed skinning error on Doughnut centrifuge Added Stress support to the Snacks patch Added SSPXR-TAC-ScienceDisableFix.cfg that disables TAC patches on the science labs to resolve TAC bug -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (January 22, 2022)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I think that's right. NTR heat production is the 'excess' and a solid core NTR doesn't create a lot of excess. It is realted to the bit where the scylla has a power generation loop. KA 1.3.3 Updated CryoTanks to 1.6.4 -
Waterfall 0.8.0 is up Significant rewrite of controller and controller UI code. This resulted in a change to how generated configs look, but existing configs should work fine (thanks ArXen42 for all the hard work for this) Improvements to UX for controller selection and configuration Added an error notification when you try to add an effect with an invalid effect parent Some refactoring of UI code in various areas Redid color picker for significantly better UX Added the ability to save (within a game session) color swatches to copy/paste between effects and materials Shader bundles can now be loaded from anywhere in gamedata (anything with a .waterfallshaders extension) Shader bundles are loaded alphabetically and replace existing shaders in the order loaded. e.g if xyz.waterfallshaders contains a shader with the same name as abc.waterfallshaders, the one from xyz.waterfallshaders will be used Shader improvements Additive (Volumetric) shader: fixed excessive noise bug the _Noise setting is now 5 times more sensitive (divide your old _Noise setting by 5 to get previous behavior) you may need to slightly increase your _FadeOut setting if your old setting was below 0.5 start and end tints will no longer depend on Fresnel or InvertedFresnel settings (so your old color gradient may need some readjustments) added FresnelFadeIn setting so you can gradually fade in the Fresnel effect starting from the nozzle exit. Echo (Dynamic) shader: echo spacing (_EchoLength) setting will now properly scale with the mesh scale new _ExpandLength setting stretches the individual echos
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[1.12.x] Kerbal Atomics: fancy nuclear engines! (January 22, 2022)
Nertea replied to Nertea's topic in KSP1 Mod Releases
This is not a realism mod and trying to tune things based on jet power is going to fail miserably every time. Things are done for balance, not realism. -
[Most 1.12.x] Near Future Technologies (August 26)
Nertea replied to Nertea's topic in KSP1 Mod Releases
It may be some general weird issue with the ground anchors. Every time squad added a new mechanism I had to spend ages retuning the thermal system so it wouldn't go screw itself, I haven't done that with those parts (and I don't intend to which is why I wrote SH)