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Everything posted by Nertea
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[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Lol sorry, just one(?) more part left for the release. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
FFT 0.9.10 Updated SpaceDust to 0.2.3 Added A-7007 'Dirac' Antimatter Initiated Microfusion Engine: small lightweight antimatter fusion engine with great impulse, lower thrust. Generates power. Fixed fusion reactors turning off on game load Corrected fuel usage of D/He3 fusion reactors being way too high (applies to reactors and integrated reactor in Discovery, Fresnel) Minor fixes to ACMF engine FX -
[1.12.x] Space Dust - Atmospheric and Exospheric Harvesting (9/10/2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
SpaceDust 0.2.3 Corrected exospheric harvester localization Corrected exospheric harvester flipped equality causing doom Tweaked exospheric Antimatter distributions -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
I don't? To everyone continuously asking for more stuff: (really? I don't do enough for you all?) -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
He's already using those (and yes, they are correct). It's just a ridiculous ship. Might see that bug, at least I see a > sign in the code that should be a ==, will continue to investigate. Nah you have enough. The worst case needs about 100 MW of capacity which is something like 10 of the largest radiator. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Yeah aware just haven't got around to fixing it. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Besides the fact that we have no interest in doing that, the stock part switcher is not capable enough to support this. We've honestly gone out of the way to try to make this simple. No further work is planned. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Good find - that's been around for a while, but it looks like an easy fix. No not really. Just... more work. Don't want more work right now when I'm trying to hand off the mod. I can look at it again but yes, it is really meant only be used for entry-level. Good find! This used to be automatically normalized to mass, when I rewrote the module I think I neglected to adjust it. Ehhh... you're probably right but if you look at that kind of thing across my mods, you're going to find far worse realism issues. The initial rates were chosen to allow a certain amount of runtime off a small tank that didn't seem too arduous. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Nah I personally don't like the Daedalus style so will not be doing that. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
FFT 0.9.9 Updated SystemHeat to 0.2.3 Updated SpaceDust to 0.2.2 Updated Waterfall to 0.2.9 Updated Russian localization (Egor Kosyakov) Changed name of ModulePulseEngine module to ModulePulseEngineAnimator (avoids conflict with Stockish Project Orion) Minor localization fixes Moved Cascade to Unified Field Theory Tripled extraction rate of PK-DUST Increased power cost of PK-DUST smelting to 60 from 15 kW Added patch for stock scanners to enable LqdHe3 scanning Added patch for SCANsat to enable LqdHe3 scanning Reworked LqdHe3 ore distribution to be interestingly scattered across the inner planets -
[1.12.x] Space Dust - Atmospheric and Exospheric Harvesting (9/10/2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
SpaceDust 0.2.2 Added a Settings flag for rescalers to use: GameScale (1.0 = stock scale). -
I have written some documentation but I keep adding features and invalidating it. The conceptual stuff on the wiki is should still apply. Best way to figure it out is to load an existing effect and look at it in the editor to see how the pieces fit together. Waterfall 0.2.9 Fixed OSX shader package Improved Light controller Added new LightColorModifier, link a Material color to the color of a Light Improved spotlight and floodlight templates (cones and flares adjust to RGB colour of the light, flare effect is no longer removed outside of the atmosphere)
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[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Next SpaceDust update has a configurable global scale number you can use, or all relevant distributions can be patched. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
It's still pulse type. The reaction chamber in the middle gets filled with D/He3 then some antiprotons are added. Once the reaction products exit, the chamber is refilled. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
This is the AIM engine. It uses a dual-ended reaction chamber similar to the Asimov so I took some inspiration from that for the nozzles. This is the 'real life' AIM drive - you can see how what I have built goes into that fairing. No. I don't provide tools to store or extract water, so it's pointless without those. If there is a mod that provides those, it should patch that part itself when FFT is present, or you can submit an FFT patch that activates only in presence of that mod. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Thanks! No I don't plan to add these engines. The performance envelope for a gas-core antimatter rocket is not significantly different from a nuclear thermal gas core rocket. The plasma core existed in a previous version of the mod, but I haven't remade it, and probably won't. It's just... boring, the old model really never even got finished in terms of textures. Anyways, because it's pretty small and shares components with a few engines, this model/unwrap was pretty fast. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I don't know really. I feel like people have submitted a lot of patches for USI-LS and Snacks though. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
I think you need a base, rather than an ISRU operation. I will add distributions to Gilly and Ike though. Maybe Dres. Cool thanks. Exo stuff will probably need to be calibrated in terms of rates too. Also, stuff won't really work in JNSQ - the altitudes of the band's won't adjust to the new planetary scales correctly. I hadn't ever intended this, that's a pretty specialist part that would only be applicable in... 2 situations? -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Ah yes that would be it. I suspect I will have to add patches to scansat and stock scanners, thanks. I don't have artisanally distributed configs for it at the moment. It would probably be cool to have those, but I'm not sure if I have he energy to map things out biome by biome. We'll see. That's probably correct in RL terms. You would need to process 150 tons of lunar regolith for 1 gram of He3, so two harvesters is probably not enough. Reality is rarely good gameplay though. I would like mining it to need quite an industrial investment, but I'll think about the rates a bit. Probably will go up. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
GameData/FFT/Resources -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Yeah I meant to put it in Unified Field Theory. IRL it is a lower-thrust higher-impulse (60,000-90,000s) engine than a fission catalyzed. It would probably go in the Antimatter Power node too. Sometimes I add unused localization strings as treats for observant viewers :). Hmm, did my override patch from the last version not work? I did test it for Kerbin and it seemed fine.