-
Posts
4,859 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Nertea
-
SystemHeat 0.1.1. Bunch of major issues fixed here. Fixed issue with map vector camera not being reset when entering map view (messing up orbit lines) Fixed some issues with ModuleSystemHeatEngine contributing to loop max temperatures despite being off Fixed global thermal scaling being set to 0.025x what was intended, causing UI confusion Fixed some cases of NREs where parts were destroyed Tweaked behaviour of radiators to allow cooling when nominal temperatures are low but actual temperatures are high Thermal summary in toolbar window now turns orange when a value is bad Turned off PAW debug by default
-
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Just give me some time to look into the solution please, it has been identified. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
I know it's shocking that content creators have lives and don't just live to create free stuff. Thanks, yes I tried to add a lot of character to the engines are they are big and monstrous, they all have some kind of animation even if it's just a special plume. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
I've identified a fix for the problem, I'd like to wrap it with fixes to other things discovered so I'll release it tomorrow. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Happy Halloween! (click image for part gallery ) Things to understand: There is no commonality with the old mod. Uninstall it completely first! The mod is in beta. Content is complete but I *know* it's buggy, please report things so I can fix them (don't just go off and post that it's buggy in the ksp subreddit) Chargeable engines: a lot of engines are chargeable - they need to store charge and release to start up. They will shut down if throttle is below a certain level. Fusion reactors: powerful reactors that need to charge up to activate. When activated they automatically scale to demand but need a constant background level of fuel use to run. Fusion engines: fusion reactors with engines. If the reactor is on and running, the engine can turn on and off with no chargeup time need. They usually generate power too. Pack radiators on almost everything Balance is nascent. SystemHeat is integrated and required. It is probably the buggiest part of the mod right now. In this release only the FFT parts and radiators are patched to work with SH; if you want more parts to use the system (NFE reactors, ISRUs, etc), go to the thread and download the full mod. SpaceDust drives harvesting. Check out the thread to learn more about how this works. All the plumes are driven by Waterfall. If you make pretty things you are legally obliged to post them here Changelog from the previous version KSP 1.10.1+ Updated ModuleManager to 4.1.4 Updated B9PartSwitch to 2.17.0 Updated CryoTanks to 1.5.3 Updated CRP to 1.4.1 Updated DyanmicBatteryStorage to 2.1.10 REMOVED ALL OLD PARTS! Rewrote plugin components completely. Some highlights Better UI and UX overall Plugin stability and robustness is improved Antimatter system is simplified; pay Science to load onto your ship at launch Integration with SystemHeat to drive thermal gameplay Integration with SpaceDust to drive atmospheric ISRU Integration with Waterfall to drive all engine effects New engines JP-10 'Impulse' Magneto-Inertial Fusion Engine: entry level fusion engine with great impulse but poor thrust. Uses D-D or H-He3 fusion JR-15 'Jet' Spherical Tokamak Fusion Engine: workhorse fusion engine that can inject more propellant for more thrust. Built in power generation. JR-20A 'Ouroboros' Torroidal Tokamak Fusion Engine: high tech fusion engine optimized for high thrust operations. JR-45 'Fresnel' Mirror Cell Fusion Engine: hugh tech fusion engine, optimized for vacuum operations. increase length for more capabilities. Built in power generation. K-80 'Hammertong' Inertial Confinement Fusion Engine: Very large high Isp laser fusion engine. X-2 'Heinlein' Nuclear Salt Water Rocket Engine: X-6 'Clarke' Fission Fragment Rocket Engine: Unrefuelable engine with awesome Isp and piddly thrust. Generates good power. X-7 'Asimov' Afterburning Fission Fragment Rocket Engine: Super low thrust fission fragment engine with refuelability and the ability to use LH2 as an add-in for more thrust X-20 'Verne' X-20 'Verne' Pulsed Fission Engine: Z-pinch fission pulse engine, lower impulse, higher thrust A-134NG 'Casaba' Antimatter Catalyzed Fission Engine: antimatter + fission pellets + ablator = kaboom New power generators FX-2 Fusion Reactor: 2.5m fusion reactor, can run on D-D or D-He3 fusion FX-3 Fusion Reactor: 3.75m fusion reactor, can run on D-D or D-He3 fusion New fuel tanks ST-412 Fusion Fuel Tank: small 2.5m fusion fuel tank storing Deuterium, Helium3 or both ST-824 Fusion Fuel Tank: medium 2.5m fusion fuel tank storing Deuterium, Helium3 or both ST-4L3 Fusion Fuel Tank: small 3.75m fusion fuel tank storing Deuterium, Helium3 or both ST-4L3R Fusion Fuel Tank: medium 3.75m fusion fuel tank storing Deuterium, Helium3 or both NTS-001 Fissonables Tank: big 2.5m fission fuel tank storing Nuclear Salt Water or Fission Particles NTS-002 Fissonables Tank: medium 2.5m fission fuel tank storing Nuclear Salt Water or Fission Particles NTS-003 Fissonables Tank: small 2.5m fission fuel tank storing Nuclear Salt Water or Fission Particles NTR-001 Radial Fissonables Tank: big radial fission fuel tank storing Nuclear Salt Water or Fission Particles NTR-002 Radial Fissonables Tank: medium radial fission fuel tank storing Nuclear Salt Water or Fission Particles NTR-003 Radial Fissonables Tank: small radial fission fuel tank storing Nuclear Salt Water or Fission Particles LFT-A40 Lithium Tank: big 2.5m lithium tank LFT-A20 Lithium Tank: medium 2.5m lithium tank LFT-A10 Lithium Tank: small 2.5m lithium tank LFR-08 Lithium Tank: medium radial lithium tank LFR-01 Lithium Tank: small radial lithium tank PW x4 Nuclear Pellet Storage Container: 5m fission pellet storage A-R7 Antiproton Storage Ring: 7.5m antiproton storage New ISRU equipment CRANE Gamma Ray Spectrometer: scanner for detecting antimatter CHROMA Imaging Spectrometer: scanner for detecting light elements in atmospheres and exospheres PK-1 'Vulcan' Nuclear Smelter: ISRU tool for generating fission particles, nuclear salt water PK-ATMO 'Hoover' Atmospheric Ramscoop: Atmospheric scoop for scooping resources PK-EXO 'Bussard' Particle Scoop: particle scoop for scooping exospheric resources If you made it this far you can have the link. -
[1.12.x] Space Dust - Atmospheric and Exospheric Harvesting (9/10/2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
SpaceDust 0.1.2 Fixed some every-frame-log-message I left in by accident -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
If you want to upload a patch that changes the state from disabled to available, sure I can't stop you. I can caution against it though, it will only cause both you and me trouble in the long run. If you want to take the models and upload them, that's a hard no, it is against the license. -
[1.9.1-1.10.1] Kiwi Tech Tree Overhaul 1.3.0 (17 December 2020)
Nertea replied to hemeac's topic in KSP1 Mod Releases
This seems like a huge chunk of work, excited to see it released! -
[1.12.x] Space Dust - Atmospheric and Exospheric Harvesting (9/10/2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Update 0.1.1 Added missing B9PartSwitch to distribution Added Science integration: in Science or Career mode, identifying or discovering a resource band will add science to your space program This is configured by a base value in SpaceDustSettings.cfg, which is scaled by the Hight Orbit scale of the body in question Configurable per-band by specifying discoveryScienceReward or identifyScienceReward in the band's configuration Fixed an issue where a part with ModuleSpaceDustTelescope would brick the game in a new and fun way -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Barring anything critical coming up with the last releases of SystemHeat, SpaceDust and Waterfall, FFT betas will start on Friday. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Can you be more specific? Looking at the Kerbodyne S4-256 Fuel Tank (mid-size 5m tank from MH), it has a capacity of 25 600 units (in the standard LF/O ratio) at a dry mass of 16t (144t wet). This is comparable to the NR 25600 (mid-size 5m tank from NFLV), which has the same capacity (25600) and the same masses (16/144). I'm literally looking at it ingame now. -
[1.12.x] Space Dust - Atmospheric and Exospheric Harvesting (9/10/2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Thank you for the detailed bug report and reproduction steps, I will take a look at it as soon as I have time. -
New releases: Waterfall 0.2.1 Log levels can now be specified in settings Lowered log levels by default (less logspam) Fixed a few ModuleManager errors Added more flare textures Added compiled shaders for Linux and OSX (somewhat experimental) WaterfallRestock 0.1.1 Fixed some MM errors for some plumes Fixed some template errors on load Added Swivel, Skipper plumes
-
[1.12.x] Space Dust - Atmospheric and Exospheric Harvesting (9/10/2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Here's what I'd like: Mods that define new resources to harvest define their distributions here for the stock system (e.g. NFP wants argon, argon is defined here) Mods that add new planets hold their own distributions Mods that patch SpaceDust parts to harvest or detect resources do it there. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Yeah that's been answered I guess but yes - new mod, better models, better gameplay, etc. If you are interested in testing the replacement, I just released the alpha over here: -
[1.12.x] Space Dust - Atmospheric and Exospheric Harvesting (9/10/2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Yes, I believe so. Not very well tested mind you. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
SpaceDust is pretty much finished, feel like testing? Go on over! -
KSP 1.12.x Space Dust [0.5.5] Last Updated November 20, 2024 Space Dust is a framework for expanding the atmospheric and exospheric resource prospecting and harvesting experience in KSP. Currently the framework exists in stock but is a little lacking. Space Dust provides a number of resource distributions for stock planets, plus parts to discover and harvest them. Resource Bands Resources are distributed in Bands, which are areas of usable resource concentrations. Bands can be shells, rings, all those fun kind of things. Bands can be in atmospheres, parts of atmospheres (eg, upper or lower atmospheres), exospheres or both. Broadly, you prospect to find resource bands, and harvest things from them. Prospecting Bands typically start out undiscovered, with the exception of homeworld common resources. You'll have to Discover and then Identify bands around other planets to find out where the best resources are. Discovery is all about locating the resources. Use a scanner part or a telescope part to find a band around a celestial body. Scanners: Scanners are parts you place on a vessel like a probe, then fly to you destination. Different scanners operate differently, some may need you to fly into the resource band, others can detect things from a distance. Make sure to consult the Part Info window to see how a scanner works . Telescopes: Telescopes function at a distance. Target Celestial Bodies you are interested in and start surveys - eventually, depending on distance and the target, you will start discovering things - as long as they aren't too far away or too difficult to find. There is no substitute for actually sending a probe in! Identification is about refining knowledge. Use your scanner parts to further look at Discovered resource bands to Identify them and reveal information on their concentrations and precise extents. Most scanner parts can also Identify resources but generally need the part to be closer to the band. Harvesting Use dedicated Space Dust harvester parts to collect resources. Two harvesters are provided for long-term processing operations in atmospheres using stock resources. Other mods can easily build atmosphere scoops and more interesting processing options. Framework Although this mod is useable by itself , it does provide a framework for modders to use to : Add more resource distributions for other planets Add more resource distributions for resources Add harvester and scanner parts I've started documentation efforts, they can be found on the wiki and cover how to add distributions, how to configure harvesters and the like. Screenshots Frequently Asked Questions Q: TBA? A: TBA. Dependencies (Required and Bundled) Module Manager B9 Part Switch Licensing All code and cfgs are distributed under the MIT License All art assets (textures, models, animations) are distributed under a CC-BY-SA-NC-4 License. All bundled mods are distributed under their own licenses. Download Mirrors Primary (SpaceDock) Secondary (CurseForge) Tertiary (GitHub) Issue Tracking and Source If you appreciate this project, please consider contributing to my caffeine addiction! I really appreciate it, and also helps justify this time sink to my wife , which results directly in more models.
- 248 replies
-
- 52
-