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Nertea

KSP2 Alumni
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Everything posted by Nertea

  1. I can't repro this so I'll have to further investigate, which may take some time. I'll contact you both if I need more information.
  2. Today's screenshot is of the BE-4. @DylanSemrau has graciously donated the model , which I have adjusted slightly to fit the mounting style of my engines and textured to fit in with the rest. It's a great model and didn't feel like reinventing the wheel. Actuators will of course line up ingame.
  3. I don't honestly recall adding that behaviour, are you sure there's not some other mod doing things? You don't have the SystemHeat or NFE integration installed?
  4. That's a problem for RealPlume and Waterfall, not restock.
  5. You're probably not going to be able to do this, stock radiators do some weird self-disabling in certain situations that is player-transparent. If you can make this situation for me and take a screenshot I can look into it. Yeah I do know that the Systems Manager window needs some fixes to handle some things. I guess that's true and I should probably add some kind of decay. I have encountered one but not the other.
  6. No, I don't really see the gameplay value of this. A user could configure it this way though.
  7. Mapping most stock engines to reality is really a fool's errand, people. You can't do it off stats (lol Wolfhound), and you can't do it off looks - the Poodle is about as much a RL-10 as my kitchen stove is (though at least the RL-10 has been described as a kitchen appliance before). The exception is the MH engines and I guess the Mainsail now, which is weird and what The approach I took with the (non-waterfall) Restock plumes was instead to create exhaust looks that map to engine role, which I'd say if you were developing a game you'd probably do. Helps the player further understand how they should use each engine. If you look closely you can see the following 4 categories Booster engines, energetic kero-like stuff Sustainer engines, somewhat based off the RS68 Vacuum engines, mostly based off... eh, can't recall. 'Advanced' versions of these with hydrolox plumes for the size3 engines
  8. Sure, more parts are always welcome. However, there is a real, key reason that you should never overlook when evaluating the content of a volunteer project. There is only one person behind the entire NF mod suite. One unpaid developer with a fairly involved life outside of KSP who already spends more time than he should on this. You are describing hundreds of hours of work. I don't want to sound like I'm snapping at you, but there are a lot better things to spend my time on compared to making a couple dozen more fuel tank models. I also still contend that the number of people I see making NEP megaships that need dozens of 2.5m fuel tanks is pretty low. Practically zero, in fact, people who make the big ships tend to go towards KA or FFT. Just to note, the gold foil tanks are not for lifting, they're for orbit, and have about 1/3 the cooling cost of non-insulated tanks. Fairly important for deep space missions. Not useful for atmosphere things.
  9. Here's the Harrier aka TQ11/12, the 1.875m vacuum engine.
  10. There's a limited point to building all sizes of tanks for all possible sizes. Hydrogen tanks get big because they need to be big, the current set of EP fuel tanks seem like enough that most people have been happy (and I'm not really inclined to sink time into that, tanks are boring).
  11. Look at fuel mass, not fuel units. LH2 takes up tons more volume. If you are comparing the same size of fuel tank for both fuels, you will certainly have less DV with the LH2 setup. If you instead look at the total mass of your craft and make that equal in both cases by adding more fuel tanks, you will see the same (more or less) DV. I do have a WIP thread with ongoing work and a roadmap linked in my signature.
  12. SystemHeat focuses on heat from "systems", like reactors, etc. Reentry heat is a completely different problem and isn't handled by this mod. I have not disabled any stock cooling functions so the weird bit where you can use radiators to reject reentry heat still works. Yes efficiency is a product of loop temperature. Lower temp radiators like stock ones cap out at lower temp so they hit higher efficiency with lower temp systems.
  13. Maybe I don't understand your test case then. What I saw was you showing many more fuel units used per second with LH2 than Li, which is expected because LH2 units have less mass per unit. Efficiency is mass exhausted per thrust produced, so that is expected and consistent. Can you describe what I'm missing? Oh it's not hard. It's just software development and texture/art stuff. Neither of those are free though, they all cost time and motivation points, and I just don't think it's super interesting at the moment.
  14. Hmm, haven't seen that. What variant of that adapter is being used? Mmm, well this is all internal to the game and not my mod . Important to note that LH2 is far less dense, so if you're comparing units/second, the LH2 versions will seem to be using far more... units. But mass flow is the same. You can make whatever pdfs you like, but I will generally warn that things might change without... warning. No I am not. I think this gets into a method of extraplanetary construction that I don't really want to get into, unfortunately - sorry.
  15. No, there will not be. It will revert to the default version. Sounds like something fun for an aspiring modder to work on :). Hmm, I'll check this next time I'm at a computer, but you should check to make sure you 100% have 1.3.1
  16. Hmm not sure how you want to run this Angel, but the idea for the FFT fusion resources is that they are raw inputs to the creation. None of the FFT engines actually use pellets as feedstock. I think instead of creating compatibility with your parts for LqdHe3, LqdDeuterium, I would suggest just providing a converter config somewhere to convert those two resources together into FusionPellets. You could even patch a FFT part to do this (nuclear smelter).
  17. I came here to post this and see that you came to the same conclusion. That part uses multiple RCS modules and Waterfall doesn't know how to tell them apart (and therefore which transforms to drive). I'm going to have to think a while on the solution to this. There isn't any way to support the stock variant system beyond handling the on/off state of various transforms (fun fact, stock FX can't do this either). The way to do it would be to attach the effect to a transform that doesn't exist in one of the versions (and vice versa). You then configure two effects. It's really nice! Again, if you want to upstream these as templates into the mod we can work out a good system for this. Tracking this down was hard but I think I've fixed it.
  18. Lots of options for names, will take them under advisement. Two images for today, first I think is a bit interesting, showing 1.25m kerolox, methalox and hydrolox engines. And progress through the roadmap, the Raptor Vacuum (and boattail regular Raptor:
  19. I have the next update with all its fixes ready to go but it would really help if someone could take a look at the configs on the development branch with the fusion ratio change to make sure I haven't missed anything.
  20. Revised content list (names are not really final), with approximate completion levels. 0.625m [80%] Compsognathus: ESA Prometheus [80%] Hawk: NASA RS-18 1.25m [80%] Deinonychus: SpaceX Raptor [80%] Buzzard: Avio M10 1.875m [40%] Dromaeosaur: Blue Origin BE-4 [80%] Harrier: Landspace TQ11/12 2.5m [95%] Allosaur: Methalox STBE concept (that I originally built for NFLV) [80%] Kite: SpaceX Raptor Vacuum. 3.75m [60%] Tyrannosaur: 7x Raptor cluster in a cylindrical boattail [30%] Vulture: BE-4U with extensible nozzle
  21. It's not really the control wire mount, it's the main valve array. I have included only the startup line from there, the rest are not connected. The control box is on the other side and fairly small so not modeled. The answer though is that I model things needed to represent the look of the engine. The struts and the various greebles on them are fairly unique to the raptor, so they have been included. I haven't decided on naming yet. Worth noting that this is a bit more subtle though: NFLV lowers: sea mammals NFLV uppers: cats CE lowers: earth volcanoes CE uppers: martian volcanoes There will probably be one set for uppers and lowers then. Maybe dinosaurs and birds? Other names of note, used by Squad, include bears (cub, kodiak), sails, dogs (only consistent one).
  22. It's a color space blending artifact with stacking multiple plumes. Well, I am aware but I'm not really inclined to spend time fixing that, you should only be enabling the editor and using it if you're editing or making a plume...
  23. You got a good overview in the other post, but overall, those are two extremes. It's often described as a compromise fuel - you get *some* of the benefits of LH2 and some of kero. A few more real life things cryogenic LOX and LCH4 are similar in temperature so common bulkheads are friendlier LCH4 is easier to ISRU on Mars Cryogenic LCH4 needs about 1/10th the cryocooler power to stop boiloff In the mod, that gets reflected as compromise Slower boiloff and cheaper boiloff mitigation, but still boiloff Intermediate density Similar mass ratio to LF (LH2 is crappy) But yeah.
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