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Nertea

KSP2 Alumni
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Everything posted by Nertea

  1. Few quick fixes before bed: Fixed A-CY1-25 and A-CY1-25XL stack nodes being swapped Adjusted attach nodes for A-CY1-5 ,A-CY1-25 and A-CY1-25XL Disabled the ability to surface attach the Nova Increased Clarke heat generation to 16MW from 13 MW Reduced mass of Casaba from 22 to 15 t Increased thrust of Casaba from 310 to 420 kN Reduced power usage of Impulse to 150 kW Considerably reduced the heat generation of extended Fresnel lengths
  2. It's variable depending on resource, distance and instrument. and I've been struggling a bit with how best to represent that to a player without implicitly revealing the resources present. With Eve though, you should detect Eve and Argon somewhat rapidly (< 1 week). Unless you're using rescales, that is...
  3. Yes, it is hard to change that on a per part basis. You could go with making it fairly generic.
  4. You should be able to edit the module name here: https://github.com/ChrisAdderley/NearFutureElectrical/blob/master/GameData/NearFutureElectrical/Localization/en-us.cfg#L198
  5. SpaceDust 0.1.5 Tuned Antimatter distributions slightly Adjusted initialization of instruments
  6. Waterfall 0.2.6 Added new guard for multiple misconfigured modules that should break the game less when there is a critical configuration error WaterfallRestock 0.1.3 Fixed duplicated Kodiak config (again)
  7. SystemHeat 0.1.5 Added manual control mode to Fission Reactors Added Heat Control wraparound radiators to radiator patch Added some background improvements to Converter and Harvester adapter modules Fixed wrong target temperature for some radiators @toric5I looked at adding that RadioactiveStorageContainer module to the nuclear engines, and realized that creates a dependency I don't want. I will reimplement a new version of that for some future version (might use different gameplay)
  8. Please note that I am moving my repositories to a central Github Organization and changing deployment scripting to use Github Actions. Everything seems to be going smoothly, all the redirects/links should still work but let me know if something is broken (missing files in builds, broken links, etc). FFT 0.9.4 Updated SystemHeat to 0.1.5 Updated SpaceDust to 0.1.5 Updated Waterfall to 0.2.6 Added A-834M 'Frisbee' Antimatter Engine: beam core engine, tons of Isp, pretty good thrust, gigawatts of heat. Added A-CY1-5 Antimatter Storage Container: 5m antimatter storage tank Added A-CY1-25XL Antimatter Storage Container: 2.5m long antimatter storage Added A-CY1-25 Antimatter Storage Container: 2.5m antimattery storage Added PK-50 'Nova' Antimatter Facility: huge, unwieldy reactor for generating antimatter Fixed ModulePulseEngine's handling of secondary engine modes such that the secondary mode's effects won't get stuck ModuleAntimatterTank now supports some indicator lights when on/off/leaking Changed Hammertong second mode name from Low Density to Deuterium Rich Balance adjustments Reduced Clarke thrust from 50 to 20 kN Moved Fresnel from Exotic Fusion Reactions to Advanced Fusion Reactions Moved Hammertong from Advanced Fusion Reactions to Exotic Fusion Reactions Moved Verne from Experimental Nuclear Propulsion to Exotic Nuclear Propulsion Rebalanced Antimatter tankage mass and cost ratios Just a note that I haven't looked at the Fresnel balance this update, been busy. Next time.
  9. Are you 100% sure you have WaterfallRestock 0.1.2? -edit: actually looks like the deletion event was not propagated so the file is still there. Until I fix this you can delete LiquidEngineKodiak.cfg to fix it.
  10. This is resolved in the newest release. Which I have released but I neglected to post it. So, to note: Waterfall 0.2.5 Fixed randomness values for shaders being lost sometime in the past WaterfallRestock 0.1.2 Fixed duplicated Kodiak config
  11. That's pretty cool and I might say, working as intended. I miiiight up the heat needs a bit but that is why those engines are great.
  12. I don't know if anyone else can see them , but I can't see these discord screenshots you've been posting.
  13. Ok good but this still doesn't really tell me how I can reproduce it. I can't tell what engine that is, is it a Vector? When I start the game, how do i get to a state where I can see this?
  14. Reproduction steps are a series of steps I can use to reproduce the bug on my machine, e.g. something like Start game, load to VAB Make a ship with parts xyz Launch to pad and take off Observe bug I can't see that image you posted of mods, unfortunately
  15. It's actually closer to the recent experiments that have been generating electron/positron pairs by illuminating elementary particle targets with petawatt laser beams. Supposedly the physics extends such that if you had more powerful lasers, you could generate proton/antiproton pairs similar to how antipropotons are currently generated in high energy collisions, but without the need for an accelerator +decelerator ring. So, I modeled a very large laser facility somewhat after the NIF. You can put it wherever you want as long as you can supply the power and cooling needs.
  16. Last part for this update: the antimatter factory. Feed really high amounts of power and cooling, get antimatter from various feedstocks. Probably best to ship these out to Moho orbit with big solar panels. Shipping it will be a challenge though, it's probably going to weigh 100-150t and is pretty massive (size of a mid-size Fresnel). Unwrap's done, working on the texture now. Once this part is ingame I will push out a new update
  17. At the risk of sounding sarcastic, do you think it should be? Please provide some useful information for me to look into it, including mods installed, KSP version, reproduction steps.
  18. I don't have a part called graphene clover radiator though.
  19. KSP version 1.10.1 is required for any mods with fairings at all.
  20. Yeah I can check that at... some point. Bah, so many things.
  21. Thanks for the details, definitely making some changes next update.
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