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Nertea

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Everything posted by Nertea

  1. I will probably be releasing this mod into the wilds of the Releases forum in the next few days. Please let me know if anyone has seen any large issues recently that I need to fix first.
  2. Are you sure you haven't confused it with one of the other Dragon mods? This one certainly has 3 seats.
  3. I just pushed a small update as 0.9.8 to fix an utterly broken thing about the Cascade's heat generation.
  4. Antimatter density in CRP is not equivalent to LH2. It is much higher, so if you do a 1:1 ratio you are using tons more LH2 per antimatter by mass. A real 1:1 would be something like 10000:1. edit: to clarify, Antimatter is 1 micrograms/unit. LH2 is 0.00007085 t/unit, or 70850000 micrograms per unit. So a 1:1 mass ratio would technically be 70850000 units of antimatter to 1 unit LH2. Obviously I don't want to go that far but hopefully this makes sense to you. Antimatter initiated microfusion
  5. We're on the home stretch. I want official release by christmas! FFT 0.9.7 Updated SystemHeat to 0.2.2 Updated Waterfall to 0.2.8 Added JX-200 'Cascade' Axial Flow Z-Pinch Fusion Engine: endgame fusion engine with low and high thrust modes Added an override to He3 concentrations from CRP PK-DUST Regolith Processing System has been changed to use B9PS-based mirroring rather than stock, which should fix many issues Fixed configurations of the Nuclear Smelter converter modules Fixed missing ablator refurbish module on Nuclear Smelter Fixed Discovery heat engine module duplication Adjusted NSWR flare to use new Waterfall features and clip less Added SystemHeat configs to the PK-ATMO and PK-EXO Fixed some effects on the Frisbee Increased Frisbee Antimatter:LH2 ratio from 1:1 to 2:1 Increased heat production of Asimov Afterbuner mode to 12.5 MW from 8 MW Decreased thrust of Asimov Afterbuner mode to 250 kW from 300 kN Moved Verne from Exotic Nuclear Propulsion to Experimental Nuclear Propulsion Increased Verne thrust to 640 from 520 kN Decreased Verne mass to 28 from 30t This marks the end of what I had planned for features, so I would like to concentrate on bugfixing and won't be adding anything elsemajor. Two things I had considered adding in the last few days: Bringing back the AIM drive as a smaller form factor (2.5m) antimatter drive. I have an interesting concept for this in my head, which is why it's on the table. Adding a smaller bulldozer form factor He3 harvester (one harverster 'box'). This depends on how well you people like He3 harvesting in general.
  6. System Heat 0.2.2 Corrected NFE Nuclear Recycler Uranium Extractor patch not working Fixed production ratios not working correctly overall Changed systemPower key in ModuleSystemHeatHarvester and ModuleSystemHeatConverter to a float Improved exception handling and debugging overall Never mind something is broken Edit: good now
  7. Small updates: Waterfall 0.2.8 Added better HDR handling to shaders, should result in less TUFX breakage in HDR mode Added new Billboard (Additive Directional) shader Added waterfall-spotlight-1 and waterfall-floodlight-1 templates Added new Light controller (link effects to a light intensity) Added two new flare textures to use WaterfallRestock 0.1.4 Added lights!
  8. So here's an application that's not engine effects that this mod works pretty well for:
  9. KA wasn't on CKAN until fairly recently, I haven't removed that thing yet because lazy.
  10. Nah, just that if your only exhaust products are D and He3, a high thrust will result in a high flow rate of expensive isotopes. That's just the Fresnel hanging out
  11. Mmm well this is a little dependency thing - to have the Fission Engines patch work, you'll need CRP to manage the existence of EnrichedUranium and Depleted Fuel. Add that and the crash will go away. Yes, system heat converters are just stock converters with SH stuff duct taped on. However that shouldn't affect things. I am going to change that curve to a single number in the future though. That might solve it.
  12. Nah, these are like the builtin radiators on the Hammertong. Yes, they're there, they don't participate in the heat simulation because they operate at super high temperatures to keep the local shields from melting (typically they will dump some heat, but still need to shunt the bulk into the main radiators.
  13. First, are you using the latest update (0.2.7)? And did you delete and reinstall, instead of merging? (check in your Waterfall/Shaders folder, there should only be 3 files there, like this: https://github.com/post-kerbin-mining-corporation/Waterfall/tree/master/GameData/Waterfall/Shaders). If you have more than 3 files, delete the others and check again. If that's all good I have some new thing to track down.
  14. Coming soon to a release near you! Axial-flow z-pinch fusion engine, get Fresnel reaction products mode-like impulse at much higher thrusts. Probably have an extra-high thrust mode too using LH2. Eats a lot of He3!
  15. I'll check it out, it's probably some vague peculiarity of the stock converter code that I haven't handled.
  16. @CDSlice Thank you for the detailed analysis, regardless of how I proceed it is really great to get people's thoughts. Much appreciated. I will try to add some comments to get into the specifics. I agree it's not the most useful thing to use the higher thrust mode. Someone made a point that in career though, it massively decreases the operating cost of the engine as the He3 consumption goes down by 3/4. Overall, the way you're describing this engine is effectively how I intended it to be. Of course, that doesn't mean it's good gameplay so I'll take it under advisement. Side note: any statements comparing any of the regular engines to one of the three torches aren't very useful. The power levels can't really be reconciled. This is getting to where I want it to be, after the few iterations we've had. This smells a little too good to me! I'll take a look. The thrust might be too high. I'll take a look at this one. I don't think it's intended for 3.75m interplanetary crafts, it's more like lifting off from Tylo or similar. I believe comments about it center on the combination of small footprint and high TWR. I might end up decreasing the mass a bit. The goal is to make it fairly hard to accomplish 'guaranteed' production, and make it functionally very difficult to say, stick it on an actual ship and use during transit. Heh you might not totally align with me then :P. Casaba should be the same as Verne but trades some mass for antimatter driving. Thanks I'll take a look.
  17. Thanks. That lines up with the bug I found which is basically that outputs are screwed in all SH converters. Will issue an update to fix... Nice find!
  18. I mean, yay, but what works a lot better than uninstalling it is working with me to try to find the cause so I can resolve it. :|
  19. The patch just changes the name of the module, the underlying ratios should be unchanged. I'll have to look at the resulting patch when I get a chance later today. edit: looked at the ConfigCache and I see the ratios just fine there at least. Can you post your cache? edit2: a bigger question is whether *any* of the converters are right.
  20. This one might be a bit buggy. There's a few known issues with the Regolith Processor: Bogey wheels don't spin. Might generally be too much effort. KSP mirroring is poopy. Some things might go wrong with mirroring (effects and such). I may need to switch to a left/right variant version instead of the stock mirroring, my hacks are not totally working The CRP LqdHe3 distributions are broken, which means the processor is currently useless. I'll try to get a fix into CRP, but if that takes too long I'll do something patchy here. Other than that... 0.9.6: Updated SystemHeat to 0.2.0 Updated SpaceDust to 0.2.1 Updated Waterfall to 0.2.7 Added PK-DUST Regolith Processing System: drilling system for collecting Helium 3 Aligned some localization terminology with SystemHeat Renamed Fissionable Particles to Fission Fragments (Frag) to reduce confusion Renamed Low Thrust mode on Fresnel to Afterburner to reduce confusion Fixed Nova using obsolete FissionTargets insteat of FissionPellets Capped Shock Cone intake levels on Hoover at Mach 12 Hoover can now be surface attached Adjusted Frisbee heat levels, now about 25% of previous and are completely eliminated with 15 radiator segments Added description notes to indicate radiator scaling to Frisbee Tuned heat on all engines: scaled in distinct bins to engine mass ratios depending on nature of the engine: Most low mass flow engines require 40% of their mass in radiator capacity Higher mass flow engines require 25% of their mass 'Thermal' fission engines (FFRE/NSWR) require 60% of their mass Reduced Clarke thrust to 12 kN from 20 kN Reduced Asimov mass from 22 to 18 t Added Lithium refinement to ISRUs, disabled when NFP is installed
  21. FFT still needs an update to correctly cap that intake with speed, yes. Because it's uncapped it will sample 50 km^3 of atmosphere per second and well, that'll fill any tank instantly.
  22. SystemHeat 0.2.0 Added Chinese localization (TerrestrisYE) Added additional converter patches, including NF Electrical, NF Propulsion, CryoTanks (TerrestrisYE) Halved the radiating capacity of all high temperature and microchannel radiators BUT halved their mass. Added some better handling for parts that have underscores in their part internal names Localized ModuleSystemHeatEngine Injected system heat parameters into PartInfo blocks for ModuleResourceConverter and ModuleResourceHarvester Worked on normalizing PartInfo blocks for System Heat modules in terminology and look and feel Increased the amount of coolant in the coolant tank part by 5x
  23. This is just a shortcut to not do math when not needed, not really a gameplay thing. SpaceDust 0.2.1 Added Chinese translation Cleaned up some fields showing in flight when they shouldnt Reduced atmosphere edge threshold from 0.0001 atm to 1E-16 atm. Made some fixes related to parsing parts with underscores in their names Aligned SystemHeat related PartInfo blocks with SystemHeat PartInfo styles Added flag to check occlusion of ModuleSpaceDustHarvester intakes before allowing harvesting (on by default) Fixed some distributions that should have been using useAirDensity not using it
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