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Nertea

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Everything posted by Nertea

  1. Ok I'll talk to the dev about support, might be some things we need to coordinate on, don't want an incompatibility.
  2. Try removing SurfaceMountedLights. That affects stock lights, might need an update to handle the new restock light models in version 1.3+.
  3. Yes, it has been reported repeatedly and was about to be fixed but yknow.
  4. That's a start. Ideally I'd have something of the back too, even a flow diagram would be nice.
  5. That French design turned into Prometheus (baselined at 940 kN) Also practically no references, which is a bigger problem. Yes, those are already in there. Lunar starship stuff not really, you'd probably cover that fairly well using the RS18 and some sort of cowling. TQ11/12 is already in I'm not really a fan of 'at the artist's discretion' for high detail engines. I did that for a number of the NFLV engines and did not enjoy it. If you can find me sufficient quality references for the SL version I can probably consider it. One option is to somehow develop the LSAM/CEV pressure-fed engine from Constellation and make a cluster out of that, which would represent the Mars stuff fairly well. However ,that would be a fairly large cluster to make something that works in the 3.75m area. Can't really say now but probably similar to CryoEngines, same or +1 node from the equivalent kerolox
  6. Just a FYI, we were about to drop a bugfix release but guess what, 1.11.1 actually includes new revamps and adds more things we have to do so that's not happening. Super awesome.
  7. Help is always appreciated, but isn't this actually harder at the beginning? Strings are in constant evolution until fairly close to the release and I do typically provide a configured localization file. Maybe you can elaborate on your needs. I am looking for reasonable engines to fill 2.5m and 3.75m vacuum slots (the 3.75m will likely be a cluster), that's about it, the scope is pretty fixed. I won't be putting aerospikes in this mod (decision I made a while ago).
  8. I haven't forgotten about the bug stack, by the way, I just keep getting more bug reports every time I fix most things. Hmm. I'll continue to look into it but I can see that plume ingame.
  9. Ok that helps. It might be some specific combination of fluxes and it's good to have a case I can test out there.
  10. There are a lot of errors in your log but nothing really related to Space Dust. What are you aiming at? From where? This functionality seems to work fine on my end.
  11. Generically, glowing panels seem best accomplished with simple emissive materials on the part. Making 'sheaths' that glow around panels is going to run into some issues with the shaders that are used here.
  12. I don't know why this is happening, banged my head against it for an hour this morning to no avail, but I'll keep looking at it. Sounds like a nice setup though, looks like that part is functioning as intended and is useful! Can you post a picture of your specific setup? I tried to reproduce this this morning and couldn't with a simple set of loops.
  13. It's getting near time again. So let's fire up an early 2020 meme. Next project on the launch pad is the methalox expansion for CryoEngines. This will be a full set of engines from 0.625m to 3.75m, in booster and vacuum flavours for each size class. Let the good times roll! Starting with two 0.625m engines, based on the ESA Prometheus concept... And the RS-18.
  14. There is an assumption that chemical engines have been designed to cool themselves independently (having a sufficient mass flow to carry away the heat). This is generally a decent assumption. It's not really a functional part in this mod. Also the model is bad. I'd test it in operation. That icon is probably a red herring, the cross-loop transfer is a bit tacked on now, I will look into it.
  15. I'm still fundamentally not sure what you're trying to do, it really sounds like something this mod is not designed to do.
  16. Yeah it's known, every time I'm about to make a fix release though someone finds a new bug, e.g. below. Cheers I'll look into that.
  17. Yep, we made a mistake there and it'll be corrected.
  18. I mean, you're of course welcome to do what you want, but I do want to dig into this a bit more for the betterment of all. I don't think this is quite correct, the Squad ones are more in the 5x range. For example I've moved the deployables to 200/40/10, which is down from 1000/200/50. This is still really generous vs reality, the large TCS-alike items that the ISS mounts give 75 kW together, in SystemHeat that gives you a crazy 400 kW. In addition, things that make heat got 'nerfed' too! A standard ISRU in stock makes 200 kW, I've cut that down to 50 kW. I did this specifically so that things that used the low-end of the heating system that is present in stock (ISRUs, drills) would feel pretty similar in terms of part count, and make the 'feel' changes limited to my other mods where I have more control. Taking a few samples from Heat Control too, things didn't change as much as you're describing in most cases. Universal deployables for example at 150, 1000 and 1250 kW went to 175, 500 and 600 kW, so maybe halved at worst. I think you might see some more drastic stuff in the smaller tiny fixed radiators but yeah, those are kinda useless, which brings me to point 2: I mean, one of the key things with this mod is to provide a somewhat better model of how much radiator you need, compared to stock's... effectively zero need. Functionally that *should* mean you need more radiator area than in the previous model. Fundamentally that needs bigger radiator models though to not increase part count, and I don't really have those for the 'high temperature' category - the microchannel ones at the high tech range are fine for area, but the mid-range ones I made for HC are meh and all over the place, and when they are area-corrected, as you pointed out, you often need a huge amount of them to get anything done. The only real solution to this is to actually remove the pointless parts from Heat Control, which I probably won't do. I will however probably take a swipe at a better, more unified set of high temp radiators in HC eventually. In the (near) future, I will be implementing radiator convective flow though, which should massively increase the utility of the fixed tiny radiators for moving ships, which will at least give them a small purpose. Can you tell me what is not sufficient about the new panel? I did a small focus group during its design and there seemed to be a general agreement that it was better. Ah, guess I can't really help there, though I can ask 'what mods?'
  19. Can't reproduce it. See below, everything performs as expected. I strongly suspect Kopernicus here, it's about the only major difference between our installs. Can you confirm if this goes away with DBS not present (but same list?). Also suggest you update SystemHeat to the latest version to stop its log mess ;).
  20. This kind of behaviour seems unlikley to come from this mod, it does not affect consumption or production at all! Can you provide me with some reproduction steps, logs, etc?
  21. No strictly however I won't support your install without them and you *will* see issues. I am really not aware of any compatibility issues with other mods - this mod typically just doesn't work instead of breaking other mods.
  22. I think we need to mark this as KSP 1.11 only. Did you merge folders? A file was deleted in this update, if that file is still around it will produce this error.
  23. In some cases this is going to happen. The problem with the stock radiators is that they are very, very good for their size. Like violate the laws of thermodynamics repeatedly. To balance the old radiators with stock I had to use that as reference, here I can throw that all out the window and try for a little more area realism. Unfortunately this does mean that some of the parts I made for HC just aren't useful anymore, like the small fixed radiators.
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