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Nertea

KSP2 Alumni
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Everything posted by Nertea

  1. Can't reproduce this, has anyone else seen this?
  2. Looks like a scatterer related issue. Ensure that you're fully up to date with that mod, there was an incompatibility that was resolved with updates to both mods in the past.
  3. There was definitely a general problem with drifting interstages in older versions of KSP, I hadn't seen in in 1.10+. Can you isolate this to any specific interstages?
  4. Please read through the Gameplay section of the SystemHeat wiki and let me know if it helps.
  5. Have a look at the Gameplay section of the wiki and let me know if it helps.
  6. I'm not sure what you mean by that. It sounds like a bug, but I'm pretty sure that would have been caught as it is pretty up there. Can you describe more what you mean?
  7. This should be fixed in NFP 1.3.1, ensure you have the latest version. Nominally, the parts show up. Often any issues will present themselves quite clearly in the log files though.
  8. Of course you can disable it (Alt-F12 -> Physics -> Thermal -> Heat Generation Rate slider). It's cheating though. Explain more specifically what your issue is and maybe we can help explain how to design things that won't overheat ;).
  9. FFT 1.0.1 Updated SystemHeat to 0.3.4 Updated SpaceDust to 0.3.3 Updated Waterfall to 0.4.1 Fixed localization of small radial fission tank Fixed mesh offset of medium radial fission tank Fixed a number of science point and antimatter tank loading bugs
  10. SpaceDust 0.3.3 Fixed tech node of gas scanner Better exception handling and logging for broken distributions and instruments Better default values for un/misconfigured distributions and instruments Fixed an issue that would cause scanned/harvested resources to not understand resource density correctly. This release should harden considerably against incorrect configuration breaking the mod.
  11. Waterfall 0.4.1 Changing TextureScale, TextureOffset and Vector3/4 material properties in the editor will now apply to multiple instances of a plume (e.g on multiple thrust transforms) immediately rather than requiring reload EffectRotationModifier now uses local Euler angles instead of local look rotation. Added a Speed parameter to the perlin noise controller Exposed _Seed material parameter for noise in the UI Added ability to specify Randomize Noise Seed at effect creation, which causes _Seed to be randomized upon effect creation. Disabling this allows the effect _Seed to be modified in the material editor
  12. The UI is fragile to misconfigurations and I have no intention of spending time to harden it. A 'smooth falloff? Can you explain what you mean by this and explain why this is not achievable with other effects? Nah. Don't do that. Use an actual sampled texture, you never know how that behaviour is going to change between platforms. Add a texture which suits you instead of trying to hack it like that. I can change this. Meh. you come off as really demanding with these requests. I would really hope that I've earned a fair bit of credit towards 'don't be demanding' as I have implemented most of your additional scope that you have asked for. It's not really motivating.
  13. This is great, 10/10 would read again! Nothing like quality ships, quality screenshots to get me motivated to work on things. Need anything else for your next mission report?
  14. I think it's worth linking to this quality piece of mission report content here:
  15. Something is happening to break most of the mod. I have to assume it is SpaceDustBunnies and RationalResources. I had a quick look at SpaceDustBunnies and saw some bad configuration errors which are going to cause the telescope issues you see there. They should fix that but I should also be guarding against errors better so I'll do that in the next release. The first error is harder to trace from the log, I again suspect bad configs so I will dig into those later. - edit: the broken file is causing a failure cascade which breaks the mod. I've solved this and will issue a release soon
  16. If you installed SystemHeat and all its patches, you should understand that things change a bit. In the new implementation, you have a choice between manual operation (button in the UI to expose the old slider) and automated operation, the latter of which supplies power as required by the ship and adjusts automatically (with a response time).
  17. What does 'broken' mean? Doesn't get me very far to just say that.
  18. RO always does its own thing. Better to ask RO if they have made compatibility with it. I would take this to the SH thread. The intent is to require you to use heat sink type setups if you're in the atmosphere, but I've had exactly zero feedback on that patch, so it's worth looking at.
  19. 1kW = 1 Ec/s. What test gave you the 2:1 relation?
  20. :| Documentation is a bonus. It'll get updated when it does. I don't know what you mean by this, exactly, but rotation is a vector direction now. It could be an euler rotation if that is preferred, maybe that's what you think it is? They should show different things because of a randomization effect so that no two plumes on different engines are identical, or are you describing something else? Yes this is generally supported, but not specifically with RealFuels. Both UV modifiers should be removed, I don't see their utility anymore. No, that is the intended behaviour. I can add speed as a control as well. RealPlume isn't really this mod's problem. Very unlikely.
  21. You need to specify something in the Parent box, a transform that exists on the model. You can use thrustTransform for most engines. So... because this is a lot of features in a small amount of time, there might be bugs. I did my test cases and things worked out, but yeah, let me know. Waterfall 0.4.0 Fixed shader time offset causing random scaling of shader speed values Reorganized the UI overall, with many improvements, some highlights It is now possible to export a complete ModuleWaterfallFX It is now possible to edit Effect names It is now possible to re-order Effect Modifiers Added more detailed Controller UI Only controllers present on the module are shown Can add, edit and remove controllers Controllers can be overridden individually When not overridden, controllers will try to show the value of the controller Many QOL improvements Added ability to specify noise type to Randomness controller: can use random (old one) or perlin (basic 1d perlin noise) Added new controllers Mach: outputs current Mach number Gimbal: outputs gimbal fraction, where 1/-1 is full extension, 0 is centered. Needs axis specified. EngineEvent: event controller, fairly prototypical. Two events are currently available, ignition and flameout.
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