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Everything posted by Nertea
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[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
It appears that sometime in the last few updates, the USI part module changed so it is not getting removed correctly by the NFE patch. You end up seeing both reactors on those parts (look in the screenshot you provided, you see the Fdssion Reactor is fine). This can be fixed next update. The thing is, I don't exactly have an interest. I make mods that I like, and supporting other people's mods, for me (I don't have the time) isn't great unless there is a player demand. To my knowledge you're the first one to ask for MKS support. -
I'm still seeing the bad entries in the cache, you'll likely need to clear the cache and regenerate. There are also more bad entries, in : WildBlueIndustries/000WildBlueTools/Templates/CRP/Storage/LiquidHydrogen.cfg OPT_Reconfig/CRP/OPT_WBI_Extra.cfg WildBlueIndustries/000WildBlueTools/ModuleManagerPatches/MM_CryoEngines.cfg I will follow up with those mod authors to update their configs when I get a chance.
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Hmm, it looks like the problem might be in a WBI template file, namely WildBlueIndustries/000WildBlueTools/ModuleManagerPatches/MM_CryoEngines.cfg. This config block is wrong. It's using the old CT spec, which will break CT. MODULE { name = ModuleCryoTank moduleIsEnabled = false FuelName = LqdHydrogen BoiloffRate = 0.05 CoolingCost = 0.08 showUpgradesInModuleInfo = true } I'll keep investigating, but if you want to check the theory, find that MODULE in the file I indicated, and replace it with this? MODULE { name = ModuleCryoTank CoolingEnabled = False BOILOFFCONFIG { FuelName = LqdHydrogen BoiloffRate = 0.05 CoolingCost = 0.09 } BOILOFFCONFIG { FuelName = LqdMethane BoiloffRate = 0.005 CoolingCost = 0.045 } }
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[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
This seems to be linked to the fact that they're both multimodal, which is always a pain. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
FFT 0.9.4: slowly having less bugs to fix every version Updated SystemHeat to 0.1.4 Updated Waterfall to 0.2.4 Clarke FFRE can no longer pull fuel from Uranium containers elsewhere on the ship Fixed fusion reactor thermal properties (outlet temperatures to 1600K, made thermal output consistent) Fixed fusion reactors showing the wrong icon in the thermal overlay Fixed fusion reactors not generating heat in the VAB simulator Fixed NSWR meshes again -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
I discovered I couldn't reproduce it because it turns out these fancy glowy edge highlights only work with AA on, and well, my laptop doesn't love that. So I can reproduce it now, which is progress! Space temperature everywhere is treated as the CMB temp. I'll check it out. -
Fundamentally in systemheat model they would be heat generators with an ideal temperature lower than everything else in the game. They'd always be in their own loop. The radiator power needed would be low, and there's nothing interesting to do with those parameters. Every ship would have a single separate loop with one radiator to handle boiloff. All that does is add a small mass and power tax, and needs the overhead of running the heat sim, and another part or two for the ship. Additional complexity for little gain.
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[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Last update should have fixed this, under CTT they should be Fusion Power and Advanced Fusion Reactions. 1. Good catch, will be fixed next SH update. 2. I just tried to reproduce this, and I can't. Can anyone else do so? If so, please provide more information, KSP version, other mods, etc... Repeating what TBenz said, what did you actually put on it? SH has a whole UI dedicated to telling you when there are enough radiators. If that UI tells you things are fine, and it's not fine, that's a bug. If not, it isn't (add more radiators). Screenshots of the ship with the radiators and the UI open would help too. If it is a bug with Waterfall then you should post it in Waterfall. I also can't reproduce this issue and need more details. Previously some small dots appeared in older KSP versions with a post-processing mod installed, so give me some info there. No! good find, the temperatures are not configured right for the two fusion reactors. They are set to 5-6k K, should be around 1400K. -
The way I've modeled the plugin in CryoTanks is that the cryocooler is built into the tank, so it's just an electricity and mass tax on the tank. You could easily write a SystemHeat boilofff module that required maintenance of particular temperatures to prevent boiloff. I don't think I'll be doing it though, can get into details as to why. That's correct, reactors auto-adjust output now (with a minimum rate)
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[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
1) I don't know a lot about MKS's parts, but looking at this patch I see a need for 100 kW of cooling, not 2000 kW. You might consider uploading the ModuleManager cache file to look at. 2) DBS support depends on a collaboration of mod authors (unless it's really easy and I can hack it myself). If you want to see it, ask the developer to talk to me and we can work out the best way of adding support for things. The MX-1 might be in the wrong place, but the 2S/2L separation is intentional due to the efficiency gains from the 2S to 2L. That's pretty specific and a bit out of scope. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Ooof bugs coming in faster than I can fix them... I think you could get away with smaller panels, that's 1 MW of power! The engine should only need about 200 kW. Yeah that is what you get when you have multi-MW heat fluxes. Also note that all fluxes in FFT are about 3 orders of magnitude lower than reality. There are some tools in SystemHeat to use if you want to do short bursts now (heat sink, additional coolant tanks). I'm also suppose to make some more radiators at some point, but who knows if that will happen. Yes, or I could finish Radioactivity, or something. Really not enough time for those though. For now, let's leave the NSWR off to the side in balance discussions. FFT 0.9.2 Updated SystemHeat to 0.1.3 Updated SpaceDust to 0.1.4 Added engine nicknames to part tags Added ability to specify a sound curve to ModulePulseEngine and set it up for Casaba, Verne, Hammertong, Impulse; should resolve most sound issues Fixed stock heat production of Fresnel engine being enabled in Reaction Products mode Fixed beam glow directionality on Clarke FFRE Fixed typo in Action group localization for Chargeable Engines Fixed CTT patches for a few parts using the old pre-0.9 part names Fixed ModuleChargeableEngine still consuming power once the charge process is completed Fixed Asimov FFRE not generating power in both modes Fixed Asimov FFRE not generating heat in both modes Increased ResToLeave for NSWR engine module, should prevent hovering/flickering problems Reduced scaling of heat when adding additional segments to the Fresnel As usual, a bunch of bugfixes do depend on updates to the submods so make sure you have those too. Note that the bug with multiple engines being active on the Fresnel will require a B9PS update to fix - for now you can fix it by toggling the mode. -
SystemHeat 0.1.3 Worked on localization of things not previously localized (reactor panel, toolbar panel, ModuleHeatSink) Added a UI button to charge fusion reactors in the reactor panel Reactor/Heat toolbar buttons should now hide when looking at a vessel without reactors or heat modules More random bugfixes
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[1.12.x] Space Dust - Atmospheric and Exospheric Harvesting (9/10/2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
SpaceDust 0.1.4 Fixed harvesters harvesting in t/m3, when they should have been using u/m3 Fixed the UI showing t/m3 sometimes, should always be u/m3 Distributions Adjusted all exospheric resource distributions, were far too high Fixed large atmosphere processor's loop and activate animations Decreased static intake speed for processors to more realistic values Tuned efficiencies for processors -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Yes this is why we are looking at this in dev - to find the bugs but also look at the balance. As I mentioned in the "things to know" section of the post, balance is just beginning. I think you must be talking about the Impulse. So right now it is the only 'cheap' engine that can use D-D fusion and achieve decent performance without super-expensive He3. Aside from that it is intended to be strictly entry-level. It is also pretty forgiving in terms of cooling needs. The real problem you're getting at is that the NSW engine is fundamentally overpowered. The real life downside is that you shouldn't use it anywhere near humans and that the fuel is expensive. I can certainly make the fuel *more* expensive, but that isn't really a solution. Can also bump it down the tech tree too... I am open to suggestions! I honestly would try to look at the mod with the NSWR removed from a balance PoV. It needs to be tackled separately. How about this? Small capacitor icon + charge progress bar will appear when appropriate. Ok worth looking at the spreadsheet a bit. All the plumes do, but I will see what can be done to help here. The exospheric distributions may need to be calibrated a bit, pretty sure the rates are right but the density might be too high. Looks like the multi module engine is not configured correctly. I will also have a look Thank you for all these reports and testing hours! -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
You're reeeeaaaally in the wrong thread for that. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Make sure you update the dependency mods (packaged), as they are the source of most of the bugs fixed. Updated SpaceDust to 0.1.3 (rotated harvester) Updated Waterfall to 0.2.3 (Asimov plume) Udpated SystemHeat to 0.1.1 (map view icons, thermal issues) Fixed localization issues: Lithium tank manufacturer names Fissionables tank descriptions Impulse mode names Added Russian localization (Egor Kosyakov) Fixed NSWR missing meshes on Shrouded variants Fixed Casaba pulse animation not firing Fixed Hammertong heat properties being inconsistent between modes Fixed some other issues with the Hammertong that caused it more or less not to work And while I'm in the high of people liking my work, you can check out this poll . -
[1.12.x] Space Dust - Atmospheric and Exospheric Harvesting (9/10/2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
SpaceDust 0.1.3 Fixed rotation of 2.5m processor model