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Everything posted by Nertea
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I couldn't work it out from the log so it'll have to wait until the modding computer gets back. It's weird that the template doesn't work on one particular engine but works on others (that was implied from your statements). Hey that would be pretty cool, but it's a completely different problem. The re-entry flames involve procedural generation of trail meshes that conform to the craft shape, which is pretty performance intensive. I'm sure it could be done better (most things in KSP can be), but it's not something that this solution would help with.
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totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Ok. Make a PR if you wish it done, I'm going to forget otherwise :P. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I haven't really tested but all except NFLV should be ok. The fairings in that mod might be an issue. -
There's definitely issues with that. That plume is really nice! Your diagnosis seems correct but not easy to debug from that statement. Based on the implication that the plume work on other engine, I'd ask you to check that all the effect transform parentings are correct. Log might help. If not, you may need to post the configs so I can test and look at them (though I won't be able to for a week or two). There shouldn't be any issues with this. Not at the moment. Templates work very well for most of this. You could probably develop something to automatically apply scale values there, but it's already down to... 9 numbers.
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Let's try to firm the definition up a bit in response to these questions. An Exchanger is a part which connects two Loops (A and B). The direction can be changed. An Exchanger subtracts heat flux from Loop A and adds it to Loop B, if Loop B's temperature is below its nominal temperature Example: Loop A has a reactor and no radiators, with an excess heat flux of 200 kW. The Exchanger will subtract 200 kW from Loop A and add 200 KW to Loop B. Loop A is now stable, and Loop B requires another 200 kW of heat rejection capacity An Exchanger has an outlet temperature into Loop B equal to the (nominal?) temperature of Loop A Example: Loop A has a reactor with outlet temperature of 800K. The Exchanger will have an outlet temperature of 800K into Loop B. An Exchanger can change the outlet temperature into Loop B according to the player's demands. This consumes power in proportion to the increase or decrease in temperature, and also adds heat flux in proportion to the change in temperature. Example: Loop A has a reactor with an outlet temperature of 800K. The player wishes to raise the temperature of Loop B to 1200K. They set the temperature adjustment of the Exchanger to +400K. The Exchanger now will have an outlet temperature of 1200K into Loop B. However, the cost of increasing the temperature by 400 K is 800 kW. The Exchanger is now subtracting 200 kW from Loop A, adding this 200 kW to Loop B, and adding 800 kW to Loop B. Loop A is now stable, and Loop B requires another 1000 kW of heat rejection at 1200K.
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You also have to consider multiple engines. The overdraw effects of multiple particles in multiple engines will very rapidly decrease performance - because there is a limited amount of overdraw for a single Waterfall effect compared to a couple dozen particles (even on the Terrier), there should be a pretty nice improvement with more particles. Of course, the real test will be making some SuperHeavies and doing 1:1 comparisons I don't think I have implemented all varieties of blend mode for all types of modifiers. Material Float definitely works as intended, let me know which ones are having issues and I will check it out.
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[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Is that a Restock thing or just a KSP thing? Perhaps @cineboxandrew will know. -
Been fixing Waterfall bugs for a while but starting to think about work on this again. I thought a lot about the problem we're discussing and perhaps there is no functional reason for there to be loop temperature modifiers like the compressor at all. There should simply be cross-loop heat transfer 'exchangers'. An Exchanger would subtract heat from one loop and add it to the other (you choose the direction). Then you can have a cold loop and a hot loop. An Exchanger subtracts a configurable amount of heat flux from Loop A and adds it to Loop B An Exchanger adds heat to Loop B at the temperature of Loop A An Exchanger can increase the temperature of its heat output for a power cost. This seems to get at the main use case, which is creating loops that run hotter than they should be allowed based on their members (Loop B can be very hot). Anything i'm missing here? Ok, they should 'wrap' to 0 after 10. I suppose fundamentally there's no reason they couldn't go to 2,147,483,647 though. I can change that. I mean it's worth thinking about. My main concern isn't weirdness or thermodynamics in this case (the result is the same either way) but user predictability.
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[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Just cosmetic, though drag might be a little better due to how it's usually calculated. I will provide configs for the stock system and the resources I 'manage' or are stock (that probably means Oxidizer, LqdMethane, ArgonGas, XenonGas, LqdHydrogen, LqdHe3, LqdDeuterium). It should be fairly easy to propagate those as planet pack authors might wish. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Doesn't seem like it could be related to this mod, we don't touch performance. Nope, that's RealPlume's responsibility. Can you confirm you are using KSP 1.10.1? The fairing updates might not be backwards compatible below 1.10.1. If not, we'll need the usual bug report contents. -
Latest release (0.1.1) seems to have corrected the parsing issue. Yes absolutely welcome. I planned to do them eventually but if someone else makes high quality effects, I'll use them for sure. The medium term goal is to split actual patches out from this mod and keep it as a framework. This mod should supply primarily templates and resources. So: Waterfall: contains plugin, templates appropriate for all stock engines, maybe a few more WaterfallStock: contains patches applying templates to stock engines Other Mods: contains patches applying templates to their own engines, and their own engines In this model we would probably place the CE effects in CE itself.
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OK, so big update was deployed. I've moved to a release/version controlled model - please download packages from the Releases page. This means, overall that I will try to preserve stability a bit more with releases, but it does not mean it is ready for public consumption. Major changes Improved templating system (see many examples in the repo) Support for templating in the UI Several new seamless noise textures for use in effects. New Additive Directional shader that can improve the look of effects from behind in many cases New Alpha shader that is suitable for film cooling effects (but not much else) Changed rotation specification to euler instead of vector. This will cause problems with existing effects. Sorry. Fixes are very easy though. A number of under the hood improvements and fixes New effect replacements, lineup is currently: Squad: Vector, Mammoth, Mainsail, Twin Boar, Poodle, Reliant, Swivel, Terrier, LV-N, Kodiak, RCS blocks, Mk3-1 RCS jets Restock+: Boar, Ursa, Valiant, Pug, large RCS blocks Likely in the next version this mod will split in two - one to provide stock configuration, one for the plugin+templates only.
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[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I did that because squad made me. Please don't use it to represent my work :|. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Right, finally updated. Besides the 1.10.1 compatibility, this includes a whole whack of new Making History part replacements from @cineboxandrew and new contributor @Well. Please direct your praise to them, I didn't do crap this update :P. Restock Changelog: KSP 1.10.1 New stock part replacements Coupling Advanced Grabbing Unit Jr. (Andrew Cassidy): now has black, yellow, and white variants Resources FTE-1 Drain Valve (Andrew Cassidy): now has metal and warning stripe variants Science Magnetometer Boom (Andrew Cassidy) New Making History part replacements Command KV-1 'Onion' Reentry Module (Well): now has bare and green padded variants and a node for attaching the inflatable airlock. KV-2 'Pea' Reentry Module (Well): now has bare and beige padded variants and a node for attaching the inflatable airlock. KV-3 'Pomegranate' Reentry Module (Well): now has bare and white padded variants and a node for attaching the inflatable airlock. Mk2 Command Pod (Andrew Cassidy): Now has dark and white variants. Coupling Inflatable Airlock (Andrew Cassidy): now has built in decoupler and optional ring to connect seamlessly with KV-series pods. Has a new IVA. Payload SM-18 Service Module (Well): Now has shelved and open variants. SM-6A Service Module (Well): Now has crew-tube and open variants. Updates to support KSP 1.10.x part changes: Kickback now supports a new White variant with slightly different geometry and more... white 2.5m tanks now support new White and ESA variants Retextured and tuned Poodle model Poodle now supports a new Single Bell variant, which replaces the new Squad variant, and a Single Bell Compact variant, which is new Decouplers now support a Classic variant (replaces stock White/Yellow variant) Separators now support a Classic variant (replaces stock White/Yellow variant) EAS-4 Strut Connector now supports new White and White (compact) variants FTX-2 External Fuel Duct now supports new White variant, plus an additional Delta Blue variant. Advanced Grabbing Unit Jr. now supports new White, Black, and Yellow variants Added Dark variant for basic winglets Added Gold/Silver/Metal variants to selection of fairings Fixes: Resolved issue with fairing creation brought up by the KSP 1.10.0 update. Fixed duplicate drag cubes on reaction wheels. Rebuilt colliders for the following parts: QBE, HECS, HECS2, OKTO, OKTO2, Twin Boar (#862, #865) Fixed smoothing issues on Twin Boar Fixed flag transform on Twin Boar Fixed smoothing issues on Jumbo-64 tank (#867) Tuned probe core foil textures somewhat Fixed missing pivot collider on Advanced Grabbing Unit Restock+ Changelog New Command parts SP-1 'Clementine' Reentry Module (Well): 1-kerbal spherical command module with bare and green padded variants. Disabled if Making History is installed. SP-2 'Tangerine' Reentry Module (Well): 2-kerbal spherical command module with bare and beige padded variants. Disabled if Making History is installed. SP-3 'Mandarin' Reentry Module (Well): 3-kerbal spherical command module with bare and white padded variants. Disabled if Making History is installed. Mk2 "Acorn" Command Pod (Andrew Cassidy): 2-kerbal conical command module with dark and white variants. Disabled if Making History is installed New Coupling parts AL-1 'Lychee' Inflatable Docking Airlock (Andrew Cassidy): Inflatable airlock with integrated 0.625m docking port. Disabled if Making History is installed. Has a new IVA. New Payload Parts 1.25m to 0.625m Service Module (Well): Conical 1.25m service module with open and crew-tunnel variants. Disabled if Making History is installed. 1.875m Service Module (Well): 1.875m service module with shelved and open variants. Disabled if Making History is installed. New Structural Parts BZ-26 Radial Attachment Point Jr. (Andrew Cassidy): 0.625m radial attachment node BZ-78 Radial Attachment Point (Andrew Cassidy): 1.875m radial attachment node Bugfixes and tweaks Advanced Grabbing Unit Jr. has been soft-deprecated and its assets moved into base ReStock Adjusted colliders on 3.75m Drone Core Added Making History Pollux SRB to SRB gimbal patch 3.75 and 1.875m Decouplers now support a Classic variant (replaces stock White/Yellow variant) 3.75 and 1.875m Separators now support a Classic variant (replaces stock White/Yellow variant) -
You have failed me for the last time, gliffy.
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totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Imagine getting drunk and making grandiose plans about parts with yuge IVAs.