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Nertea

KSP2 Alumni
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Everything posted by Nertea

  1. System Heat 0.3.2 Heat Control radiator names are now adjusted when installed to match their SystemHeat capacities Couple of UI text fixes Fixed Heat Exchanger PartInfo being blank Fixed a couple of harmless but annoying NREs I've cleaned up the OP, started some new user documentation, and put it on CKAN. Let the fun begin.
  2. I look forwards to it. Just collecting an update album for tomorrow
  3. This is ridiculous and awesome and I love it. Can I use some of these screens?
  4. I'll think about it, but I'm basing this on the stock mk1 capsule having 50L of space. Jam another person and built-in RCS in there (the Proteus) without really increasing the outer volume and you're not making more cargo space, you're making less. Personally, I think that the pod having enough space to store almost everything isn't great. Having limited cargo space encourages use of cargo storage parts or hard decisions about what to bring along. It also gives me another balance lever to differentiate between the small pods, when I really only had crew capacity before. Comparisons to real life also should be tertiary concerns when looking at balance.
  5. There is a wiki (see the repo). I'm working on improving it, it needs some screenshots and things, but I think it covers the basic concepts.
  6. Ah, this is going to be a pain. I hadn't realized that cargo still existed previous to this, it was just limited to Breaking Ground, assumed the modules would just not work instead of conflicting with a previous implementation. Trying to think up a way to fix this. Uh so it is a first pass, but the smaller capsules have volumes that are more related to their space. The 1 person Phoebe has only one crewman and alot of space for cargo, where the Proteus is really cramped with 2 people and not a lot of room for extra.
  7. Ooof, no no. Don't do that. I don't think the SystemHeat patch is configured to clean up the NFE-KA patch. Don't use those two together. The NFE patch is going to get retired. This is probably just a misconfiguration in the sound block. I will look into it.
  8. FFT 0.9.12 (RC2) Updated CryoTanks to 1.5.5 Updated SystemHeat to 0.3.1 Updated CRP to 1.4.2 Updated SpaceDust to 0.3.0 Updated Waterfall to 0.3.0 Minor bugfixes across the board Russian localization fixes
  9. That's pretty close to what we have now: Fuel container only allows DepletedFuel/EnrichedUranium. Kerbals need to put the container in their inventory and fill it with uranium from the storage parts Kerbals then need to walk over to the reactor and put it inside it. It'll take a lot of trips... Anyways System Heat 0.3.1: Adjusted radiator masses (some errors before) Tweaks to the Refuel system Fixes to the Fission Engine patches
  10. This mod doesn't add any new resources, but adds a system for distributing any KSP resource in atmospheres and free space. Then provides ways to find and harvest that resource.
  11. What a magical time, we've moved into the Releases section! Also with 0.3.1: Fixed SpaceDust panel not hiding when exiting map view A few informative debug messages for logging A couple of minor bugfixes
  12. Hmm, yes, looks like a problem - but it is only in the SystemHeat patch, so I will ensure it's fixed there.
  13. Released NFLV 2.1.1 to hotfix a couple of plumes.
  14. Pushing a hotfix for this, but a request - please discuss the mod providing the configs in that thread.
  15. More like supplement. It still doesn't really do smoke. Not really. I am maintaining a pack of Restock configs. I have also just deployed configs for all the NF suite mods in the latest update. Some other mod authors @Beale, @DylanSemrau, @Zorgare working on using this for their own mods as well. If you want to see it as part of a mod, I recommend contacting the mod author to see if they're planning it and if not, how you can help. It is now!
  16. Uh, just to be clear there are two instances of FOR[NearFuturePropulsion] when there should only be one.
  17. Eh that's harmless, I'll fix it later. Basically I wrote: @PART[ionArgon-0625]:NEEDS[Waterfall]:FOR[NearFuturePropulsion]:FOR[NearFuturePropulsion]. See the issue? If you are bothered you can go into that file and remove the duplication.
  18. NF Propulsion 1.3.0 Marked for KSP 1.11 Updated CRP to 1.4.2 Set many parts as usable in inventories roughly following stock model: most 0.625m parts, smaller 1.25m parts, all RCS Added Waterfall support to all engines and RCS Soft-deprecated atmospheric resource mining equipment Small fixes to lit RCS controllers NF Electrical 1.20 KSP 1.11 Updated DynamicBatteryStorage to 2.2.1 Updated CRP to 1.4.2 Set many parts as usable in inventories roughly following stock model: most 0.625m parts, smaller 1.25m parts NF Solar KSP 1.11 Set many panels as useable in inventories in various ways NF Construction KSP 1.11.x Fix crewed truss angled adapter attach node. Set many parts as useable in inventories/construction mode NF Spacecraft 1.4.0 KSP 1.11 Updated NearFutureProps to 0.6.4 Added inventories to all command parts Set up appropriate parts for cargo, etc Upgraded Pandora docking light to new light system Added Waterfall support to Pandora light Added Waterfall support to engines NF Launch Vehicles KSP 1.11 Updated DeployableEngines to 1.2.3 Hidden parts now have zero tech cost (Wyzard256) Updated Russian localization (r4nd0m) Made some parts (but not many) storeable in inventories Added Waterfall support to most if not all engines Adjusted thrust of all large monopropellant RCS to 10 kN per jet Adjusted thrust of all large bipropellant RCS to 8 kN per jet NF Exploration 1.10 Marked compatible for KSP 1.11 Applied storeablity/EVA construction parameters to many parts
  19. Kerbal Atomics 1.2.0 Marked for KSP 1.11.x Updated DynamicBatteryStorage to 2.2.1 Updated B9PartSwitch to 2.17.0 Updated CryoTanks to 1.5.5 Updated DeployableEngines to 1.2.3 Updated ModuleManager to 4.1.4 Added Waterfall support to engines
  20. CryoEngines 1.2.0 Marked for KSP 1.11.x Updated DynamicBatteryStorage to 2.2.1 Updated B9PartSwitch to 2.17.0 Updated CryoTanks to 1.5.5 Updated DeployableEngines to 1.2.3 Updated ModuleManager to 4.1.4 Waterfall configuration for all engines Stromboli can be stored in inventories
  21. Ok, I put the TGA on a command pod and put it on a pad, enabled it, no issues. Logs? Better ways to reproduce this issue?
  22. That's mostly intended behaviour, I don't force the engine off but if you look at the engine stats, you should see them decreasing with core health. Logs? I tried your exact case with the parts and everything worked alright.
  23. Looks like there was a bug in the MFT configs that broke the mod in the presence of MFT. I released 1.5.5 to fix.
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