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Everything posted by Nertea
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[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Because those change with balance, I don't really want to maintain that... it's quite a pain to maintain the mods I do to a high quality and adding more steps to an update is a bit frustrating! I have internal spreadsheets and it's hard enough ensuring i propagate all updates correctly. Can never really remember, but these days it's scatterer, TUFX and sometimes something like AVP or whatever seems cool at the time to improve the planet textures. I have considered beefier dishes, but they would have to fold. folding that kinda thing is, well... I don't want to think about that. -
Mod Authors, Need review of various bulkheadProfiles
Nertea replied to linuxgurugamer's topic in KSP1 Mod Development
Two words, I looked at how i'd defined it in my localization. -
Mod Authors, Need review of various bulkheadProfiles
Nertea replied to linuxgurugamer's topic in KSP1 Mod Development
Octo-Truss, Hex-Truss, Spinal Truss are preferred for those entries. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Usually this is the gallery in the OP. These are fairly up to date for NFLV, NFAero, NFSolar and NFeX. However the other mods, well, I think they have a FAQ entry about that. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
CKAN is weird, I personally install stuff manually so I at least know what I did. You can always suggest but the suggested: implemented ratio is probably around 1000:1 -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
I thought this was an interesting progression. M-10, ESA engine designed for Vega-E, fills the 1.25m vacuum slot. Model + AO bake. Basic color. Basic color + normals. Completed color, normals, specular. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Well, I am thinking CKAN says B9PS is incompatible with 1.11. The way CKAN works, all hard dependencies must be marked compatible with the current version before it allows installation. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I don't think B9PS is marked as compatible with 1.11, so you may need to force showing older versions. -
Air scoop too iirc. Valid point! Full log, full config. Fusion reactor module was not designed to be super reusable so might need some changes depending on what you are trying to accomplish.
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If you are juts copying what is going on with the Restock patch, make sure you adjust the overrideParentTransform field. Because the restock Poodle for example has 4 nozzles it uses custom transforms to place the effects. You will need a different override (probably just thrustTransform) for the stock one. TEMPLATE { // This is the name of the template to use templateName = waterfall-kerolox-upper-1 // This field allows you to override the parentTransform name in the EFFECTS contained in the template overrideParentTransform = fxTransformCore position = 0,-0.1,0 rotation = 0, 0, 0 scale = 2, 1.3, 2 } Cool! If you make an effect that is better than the ones added as templates please feel free to add it to the base mod (ofc credited). The stuff I made I did very fast and people spending time on it will get better results.
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[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
No, it's gone. Don't delete b9PS. B9PS is a required dependency (as enumerated in the OP and readme) and is fine in 1.11. Missing parts are symptomatic of a bad install. KSP paths below GameData MUST be preserved as the author wishes. e.g. GameData/NearFutureSolar/Parts...., not GameData/GameData/NearFutureSolar, or GameData/NearFutureModContainerFolderIMade/NearFutureSolar. If you did install via CKAN, all this should be fine. Make sure there is no junk left over from your manual attempt, and it's worth looking in the GameData folder to make sure CKAN installed all the needed dependencies. Z-fighting and variants are symptoms of a missing B9PartSwitch install, a required mod. Again, make sure CKAN installed this. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
They should be able to grab asteroids (at least, there's no way to turn that off) but it will be harder as they don't have the same pivoting capability. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
I appreciate the enthusiasm and the ideas. If you all wish to make add-ons to NF, you can do that - you don't need my permission, it would be your own mods and I'm happy to consult/provide support/elaborate on the concepts I use. Just keep in mind that what you build won't get real first-party support from me. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
I was considering it at one point, but haven't really felt like it would be enjoyable, so not likely to happen. There is always room for more part modders in the community Finished off the Prometheus and RS-18. These will all end up with the standard set of variants - atmospheric engines get Compact, Boattail and ring of their relevant size, vacuum engines just get Compact and Ring -
More or less, yeah. You would have 2 ModuleSystemHeatEngine instances, one tied to each engine. The exception to this is if it's a fusion or fission engine, where that support is baked into the appropriate modules. I can't reproduce this, but maybe it's because I fixed it with the other bugs. Try updating to 0.3.7. SystemHeat 0.3.7 Fixed a NRE on deletion of parts in the editor Fixed scrolling of UI loop list Fixed heat exchangers always showing as overheated in overlay Fixed converter module not actually simulating heat in the VAB when set to simulate Fixed more bugs in generic converter patch (PocketBrotector)
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[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
You have two copies of Far Future Tech in your GameData folder, which is bad. One is installed incorrectly and is breaking Waterfall. Surprised your game isn't more broken. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Don't install with Curse. The client puts files in the wrong place which will break the game. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
This was fixed in 1.3.0. edit - oh, apparently not. Will include it for the next release. It doesn't make the shield non functional, just slightly less protective than it used to be. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Restock 1.3.1 Fixed small linear RCS collider Fixed Gigantor not being repairable Fixed compatability marked for 1.10.1, it isn't, really Change DXT5 textures to DXT1 where an alpha channel was unnecessary Applied Restock models to new Squad revamped Mk1, Mk2 Illuminators Added obese variant to small linear RCS to align with Squad's vision for the part Gigantor now breaks more correctly but still badly Restock+ 1.3.1 Updated French localization (vinix38) Fixed compatability marked for 1.10.1, it isn't, really Change DXT5 textures to DXT1 where an alpha channel was unnecessary Fixed RV-1X-A thrust power Fixed RV-105-A depth mask -
Yep, System Heat does not include this mechanic. There is a detailed planning UI included in the mod. Please use it, for clarity check the wiki if having issues https://github.com/post-kerbin-mining-corporation/SystemHeat/wiki Long story short this will not at all work with those radiators, they don't provide anything like enough cooling. It's like 5 kW each, engine needs a few thousand kW.
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[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Just ran a little test and didn't see anything like this (1.25m reactor + sufficient cooling). -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
I didn't do anything to that plume. Yes, I will make the localization available on GitHub before release once I have written the English strings :). -
[Minimum KSP version 1.11] Surface Mounted Lights v1.19
Nertea replied to IgorZ's topic in KSP1 Mod Releases
Hey IgorZ, I've had a report that the new light models we included in Restock for 1.11+ don't show lens emissives when using SurfaceMountedLights: I briefly looked at the source for the modules involved and I'm not sure what would directly be causing this. Besides using the new Squad light modules the only change I made on our side was to use a different shader for the lenses - doesn't seem like it should matter from the way you've configured properties but thought I'd raise it. Let me know if there's anything we need to do on our side to maintain compatibility.