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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
It's that time of year where I'm so burnt out that I ask the internet for direction: https://www.strawpoll.me/42765891. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
That doesn't sound correct, let me look into that. Logs and modlist might help me. -
Hmm I will check this out, I know this wasn't the case in 0.3.7, but maybe there was a regression. Assume the best way to run the reactor is at nominal temp (good assumption, gives best radiator performance). Reaction rate in the core will control the amount of heat added to the coolant, so increasing power level increases heat -> increases amount of heat to be removed by the coolant -> increases coolant flow rate -> increases amount of heat radiators must handle. Coolant temperature increases only if there is an equilibrium problem. On the generator side, increasing coolant flow at the same temp means the exchanger is adding more flux to the steam loop, which means more steam generation, which means more electrical power. It's a more or less good simplification. Added Hibernate On Warp control to fission reactors: if activated, an enabled reactor will turn off when the ship goes on rails. It will reactivate when the ship goes off rails.
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[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Huh. Laser ICF: 40 kN @ 520 000s vs Hyde fusion rocket design: 40kN @ 265 000 s: oof Fusion Z-pinch: 1.1 MN @ 365 000 s vs 'reality' 330 kN @ 350 000 s : just plain better Mirror cell fusion: 320 kN @ 200 000 s vs 'reality': 2.5 KN @ 158 000s : I believe this is quite generous. About the only one I've made worse than the paper I based it on (the Frisbee) has been shifted to 'only' 750 000s and a higher thrust than it would have otherwise. -
[1.12.x] Heat Control - More radiators! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Ah guess I forgot to do that for this mod. I'll do it in the next version. Probably a question for the RealHeat developers. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
They use the MH IVAs until such time as people are willing to devote the time to make brand new ones. We can't ship the MH ones in this mod for obvious reasons. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Sorry, I don't have any interest in doing any of those. -
SystemHeat 0.3.8 Fixed fission reactor manual control not respecting minimum reactor throttles Fixed fission reactor catchup not adding waste to reactor and only consuming fuel Fixed fission reactor power generation not being shown in DBS planning UI Fixed fission reactor manual control slider not appearing in editor Normalized fission reactor warm-up rates to 5%/second for power reactors and 10%/second for propulsion reactors Fixed flickering loops when only one SH part is present in a loop and loop rendering is turned on Fixed loops being recreated and destroyed many many times per frame in certain cases System Heat toolbar in the Editor is now pinned to its Right side Normalized System Heat toolbar text element sizes to align with stock Fixed a null reference exception when switching vessels within the same scene to one that has no SystemHeat parts Fixed Horrible Things happening when switching vessels within the same scene to one that has no SystemHeat parts and having the overlay open Changed power displays from kW to Ec/s
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Yes it may not be visible at this point, but NFE has gone through 2 rewrites and at least one gameplay refresh during its life with countless small improvements. Somewhat optimistic to think I'll get there in one iteration... Hmm, I have a fairly pitiful setup and I don't see these issues. Tried a little drop test with smashing 8 XR-600s on the launchpad with no issues. They don't have a significantly larger object count than say, the large stock radiators. Post a log of the event, perhaps.
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I for one am very excited that a professional development studio seems to have basically decided to make my game without me having to invest more than $70 or so! Looking great though, hope to see a vast array exciting and interesting plumes in the future. Interesting beats realism anytime :P. I fundamentally prefer my day job to any kind of development game design, so nah. Happy to drive down to Seattle when this whole global situation allows and hang out though :).
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[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Considering the underscaled nature of rockets in KSP, this isn't really required. People seem to be able to create nice Saturns with 5x Mastodons, even, which are ~ 1.5 MN in KSP. Can't do much without logs and the like, but glad you like the mod(s). -
I'm doing that, but I do have to at some point figure out how to make the UI obey the app toolbar scaling rules correctly. Yeah that mechanic is gone. It was not what I wanted, to be able to instantly adjust power from 0-100 when the whole point was to make fission reactors slowly adjusting. Your insight did make me see a bunch of ways using the manual option that got around my plans though, so those will be fixed. I suppose that's fair. I've been working with the 1 kW = 1EC thing for so long that I may have underestimated how other people would see it. Easy change. Can you imagine the whining, teeth gnashing and hair pulling if I did? The reactors stuff is in the dev forum, quite hidden from sight, and an optional patch, so I can work on it and test gameplay things without every NFE user pitching a fit! When everything is stable and I am happy, it may be rolled out into mainline. I don't want info shown on screen, that's not the goal here. The information should be simple, minimal and intuitive. In an ideal world, there shouldn't be a need to open and close windows or monitor things add nauseum. These are supposed to be design constraints, not operational constraints. Yes unfortunately some peculiarities of the stock inventory system haven't let me develop this as I wanted it. However, the old system I felt was super clunky and wanted something better. The main issue right now is that you need to make a lot of trips because kerbals aren't very strong. This is perhaps reasonable but not fun. I do like it when I can quote the FAQ:
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[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
RD 704 and RD 701. -
TUFX isn't TU ;). It is an effect like any other. It needs to be built as part of the plume (not necessarily part of the engine). Personally thought that the one-size-fits-all approach of generic patches that EngineLight uses looks bad anyways and to get good effects you need to tune it for each engine anyways.
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Thank you for the useful feedback! Yes, a small bug to solve. It seems to work ok for me at 1920*1080, I'll have to look at this. I have come to really, really dislike floating windows though, so I will not be changing that. It's important to note that most of that information was fairly pointless and unused. The goal was to significantly reduce the amount of player micromanagement required to use reactors. If there's more information needed, please describe the use case and I will probably work on engineering that out of the mod.
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[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
No, very unlikely. -
It was, but the update post was lost. Updated DynamicBatteryStorage to 2.2.2 Updated DeployableEngines to 1.3.0 Updated CryoTanks to 1.6.0 Updated Waterfall to 0.5.0 Updated SystemHeat to 0.3.7 CHANGED ALL FUSION FUEL RATIOS 2u LqdDeuterium : 3u LqdHe3 -> 1u LqdDeuterium: 4u LqdHe3 Affects all fusion engines and fuel tanks Added EnrichedUranium storage to Nuclear Smelter Increased Fresnel's auto-shutdown temperature to 1900K from 1600K Doubled cost/unit of Deuterium and He3 tanks Fixed incorrectly calculated mass/unit of combined tanks Corrected a missing bracket in the stock scanner patch Rewrote some logic in the antimatter handling code Fixed fusion reactor overheat message sticking aorund forever Fixed 2.5m fusion reactor bottom node not moving with variant It occurs to me that I probably need to make this more dynamic, use the old transfer mechanic if there is FFT but no SH fission reactor integration and so forth