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KSP2 Release Notes
Everything posted by Nertea
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SystemHeat 0.3.6 Fixed some debug settings being on by default Implemented improved log levels, better handling for log messages overall Fixed fission reactors not updating their electricity generation in the UI or in the NF systems manager when disabled Generic converter patch now ignores converters that don't specify ConverterName
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[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Nah it was just a minor stupid related to a copy paste error. -
[1.12.x] Heat Control - More radiators! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Did you do this? -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
CKAN has a couple of different relationships which govern what is ticked by default and what isn't. Not all mods handle this the same way so by just installing everything the software says is checked, you don't get just dependencies, you'll get dependencies and recommended things. A few missing parts honestly frequently resolves to not unlocking things in the tech tree, particularly if added midgame, so I'd check that. You could post some useful debugging things, like logs, as well. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Well yes. It's not reasonable, given the lack of tools and support for ultra-low-thrust engines, to provide realistic thrust levels for the engines. People already can't handle the stock ion engine, which has hundreds of times the power density as well. Anything in that thrust range needs to be scaled to the KSP paradigm, which does provide nonsensical numbers when analyzed with typical rocket engine equations. -
Seems like there's no opposition to the ratio change, so I'll do it. I am actually not aware of radiator mods that are not Heat Control . FFT does not include any new radiators by itself. As for beamed power, you might be in luck:
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Note that CONTROLLER should be inside the module. I don't know how RO works. Do RO engines still use ModuleEngines/ModuleEnginesFX? If not, the mod won't work and a new controller would need to be written. I'd like to see the whole engine config file, if you could. Also a logfile because this looks like an initialization issue.
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SystemHeat 0.3.5 Fixed an issue where the Overlay panels were not reporting radiator performance properly Fixed an issue with fission reactors firing a harmless NRE on launch Fixed an issue where loop temperature could trend below local space temperature sometimes Adjusted radiator patches for HeatControl 0.6.0 Rewrote signficiant pieces of the UI backend Improved behaviour of in-flight loop incrementing, should handle more edge cases, handle reducing the loop number, correctly update the UI Merging loops when docking now works again UI no longer violently explodes when undocking Fixed missing storage container on Scylla Tuned heat generation of NTR patches to be more aligned with FFT-style heat balance
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[1.12.x] Heat Control - More radiators! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Heat Control 0.6.0 B9PartSwitch is added as a dependency Square fixed microchannel radiators are now switchable between multiple lengths (2x, 1x, 2/3, half, 1/3). Triangular fixed microchannel radiators are now switchable between multiple angles (45, 30, 22.5, 15) Reworked max temps for most radiators Make sure to install the latest SystemHeat update to use the new radiators in SH.- 787 replies
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I didn't catch that this was during gameplay, MiniAVC usually kills games on startup
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The problem is ships in flight. Fuel in tanks would not be affected. However, engine consumption ratios are not saved with the ship, so ships would consume at 1:4 but have fuel for 2:3.
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Ahh interesting I think I see what is going on overall. I think there might be a problem related to the reactor shutdown temperature being reset somehow. The auto-shutdown value in the UI is automatically set to the reactor's critical temperature when the game starts, but maybe on subsequent loads this isn't happening. I see in all your images the auto-shutdown temperature is set to 1000K, the operating temp of that part is 1600K. So the reactor tries to heat up to 1600K and auto-shutdowns before it gets there so no cooling ever happens.
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You can pull DeployableEngines without causing direct issues (there will be visual issues, I see KerbalAtomics in your list so that'll be weird). Pulling Waterfall with FFT present will crash the game. It could be worth investigating for any MiniAVCs and killing them with fire. Side note, I have recently been informed that the LqdHe3 to LqdDeuterium ratio is wrong. Don't know how this slipped through, it must be holdover from a very old version of the mod. A more realistic ratio is about 1L Deuterium to 4L He3 (currently it's 2L D to 3L He), because density of the resources is not accounted for. Fixing this affects crafts somewhat. Should I actually do it?
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[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Usually I put up pretty specific issues on github, but this update has been small but frustrating so I'm not motivated. -
Yes you do. It's worth noting that the required radiators are typically less than 1/4 of those that would be needed 'in reality'.
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[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I would rather port them all to the new system but I suspect people would be mad. So it'll be optional for the foreseeable future, however, SystemHeat will continue to get updates; NFE functionality will barely limp along. -
Yeah more or less correct, will depend on any post-processing and other graphics mods you may have. Sorry, really need more detail here to understand, like logs, actual steps I can take to reproduce it. I still think you're doing something fundamentally wrong with the workflow and it's hard to figure it out from the descriptions provided.
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That's great, it was a key objective of the mod, to add complexity but make managing the complexity easier. The second thing is harder to do anything about, but a couple things: 1. In the VAB engine description you should be able to see flow rates, you can use these to calibrate your ship by looking at the total amount of D/He3. 2. All the fusion engines have a 3:2:x ratio where x is LH2. There are only 3 values of x, 200 ('normal' afterburning like fresnel, discovery mode 1), 400 (discovery afterburning) and 800 (ourobros). That should help you calibrate, if you solve the 200 case you can just multiply for the others.
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[1.12.x] Heat Control - More radiators! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
If you mean wraparound radiators those are already in the mod. If you mean actual heat shields, this mod doesn't seek to do anything with heat shields at this time. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Oh, it's not about the design, it's about the technical execution. Ie the art itself.