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Nertea

KSP2 Alumni
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Everything posted by Nertea

  1. Yes, sorry, just a little frustrated as I've been bombarded with 'bug reports' from people who can't download things from spacedock for the last 2 hours.
  2. Spacedock is having problems. Not my problem. That's why there are alternate links
  3. I can't seem to download anything from Spacedock this morning so I think they're having issues.
  4. NF Launch Vehicles 2.0.3 KSP 1.10.1+. DOESN'T WORK IN 1.10.0 Updated B9PartSwitch to 2.17.0 Updated ModuleManager to 4.1.4 Updated DeployableEngines to 1.2.2 Fixed fairings not working in KSP 1.10.1 Propagated some improvements to the Restock fairing textures to this mod Decreased mass penalty for hollow adapters NF Spacecraft 1.0.9 KSP 1.10.x Updated NearFutureProps to 0.6.3 Updated B9PartSwitch to 2.17.0 Updated ModuleManager to 4.1.4 Adjusted a description to indicate that the Hummingbird does not get a podded variant (LouisB3) Various heatshield tweaks and tunings, including a patch for JNSQ reentries (Rodger) Improved Snacks! support (Michael Paul) Improved KerbalHealth support (LouisB3) NF Aeronautics 2.0.0 KSP 1.10.x Updated bundled ModuleManager to 4.1.4 Updated bundled B9PartSwitch to 2.17.0 Updated bundled KerbalActuators to 1.8.3 Updated bundled DeployableEngines to 1.2.2 Rebuilt all part files Added normal maps to the Fireflash and Project Eeloo engines Recompressed all textures with better compressor Fixed fore/reverse thrust on propeller engines NF Exploration 1.0.9 KSP 1.10+ Updated bundled B9PartSwitch to 2.17.0 Updated bundled MM to 4.1.4 Please be gentle with NFA. I've tried to replicate the old part setups as closely as possible, but there may be a few iterations needed before all is smoothed out. I've incremented the major version to help indicate this. Technically it should be compatible with old versions, but hard to fully qualify that.
  5. Working towards updates. More coming in the next few days. NF Propulsion 1.2.2 Marked for KSP 1.10 Updated ModuleManager to 4.1.4 Updated B9PartSwitch to 2.17.0 Improvements to the thrust tweaking EP patch (Streetwind) NF Solar 1.2.3 Marked for KSP 1.1.0 Updated B9PartSwitch to 2.17.0 Updated ModuleManager to 4.1.4 Added Portugese localization (Rib3iroJr) NF Electrical 1.1.3 KSP 1.10 Updated B9PartSwitch to 2.17.0 Updated DynamicBatteryStorage to 2.1.7 Updated ModuleManager to 4.1.4 Updated CRP to 1.3.0 (Really this time) NF Construction 1.2.3 KSP 1.10.x Updated MM to 4.1.4 Updated B9PartSwitch to 2.17.0
  6. Station Parts Expansion Redux 1.3.6 KSP 1.10.x Updated ModuleManager to 4.1.4 Updated B9PartSwitch to 2.17.0 Updated NearFutureProps to 0.6.3 Improvements to Snacks compatibility from Wyzard256 Added a scaling factor to auto-leveling base frames which reduces their extension speed in proportion with the Celestial Body's gravity
  7. Kerbal Atomics 1.1.4 Marked for KSP 1.10.x Updated DynamicBatteryStorage to 2.1.7 Updated B9PartSwitch to 2.17.0 Updated CryoTanks to 1.5.2 Updated DeployableEngines to 1.2.2 Updated ModuleManager to 4.1.4 New Chinese localization by tinygrox Restock+ Cherenkov now gets a LH2/LF mode switch + custom effects
  8. CryoEngines 1.1.4 Marked for KSP 1.10.x Updated DynamicBatteryStorage to 2.1.7 Updated B9PartSwitch to 2.17.0 Updated CryoTanks to 1.5.2 Updated DeployableEngines to 1.2.2 Updated ModuleManager to 4.1.4 New Russian localization by ra4nd0m New Portugese localization by Rib3iroJr LH2 engines patch now handles post 1.8 Restock properly (wyzard256) Extended Isp curves for all engines past 4 atm
  9. Nice ship! Unfortunately the way the windows have been coded is very unfriendly to rescaling so I'm not planning on doing that anytime soon
  10. So, just a note about the upcoming FFT version. There will be zero backwards compatibility. That means: Plugin components for things like the antimatter factory will not exist Part names and sizes will change There will be no legacy or deprecated parts from the old mod shipped. That'd be weird, that's just a pulsed magnetoplasmadynamic thruster. You'd have to run the numbers specifically, but a quick google told me... 3000 km/s projectiles ~10 MJ/projectile A bit of math indicates projectile mass of 3e-6 kg, assuming a 3000 km/s projectile with an energy of 10 MJ. So firing at 1 Hz, you're creating an engine with an Isp of 300,000s (not bad), a mass flow rate of .000003 kg/s (less good). That's basically an FFRE, minuscule thrust. You're going to need a big nuclear reactor to fire that fast anyways - I couldn't find numbers on how efficient the railgun is, but I would bet it is quite low (<30%). I suspect if you ran the math on that all the way, the plasma thrusters in NFE would come out looking better.
  11. Thanks for the kind words, comments like these are very encouraging. I'm glad you're enjoying the mods.
  12. We are tracking a horrible annoying issue where the colliders that we imported from the game aren't interpreted correctly. This is intermittent; it does not affect all parts, and there is only a slight angular difference to surface attached parts. See here: hard to see: But clearer here. There are no symptoms that are visible while modeling - only ingame, so we need players' help to track these down to fix. If you notice any of this, don't post here, it will get lost. Instead, post on Github, where we are tracking a master list of all affected parts.
  13. Updated for KSP 1.10. Some changes: Marked for KSP 1.10.x Improved MFT compatibility (dlrk2) Updated DynamicBatteryStorage to 2.1.7 Updated ModuleManager to 4.1.4 Updated B9PartSwitch to 2.17.0
  14. Dynamic Battery Storage 2.1.7 KSP 1.10 compatibility Added German localization (Sqeep) Fixed solar panel manager calculating scaling incorrectly
  15. Version bump to 1.10. KSP 1.10.x Additional updates to Chinese localization by WC12366
  16. @TBenz summarized quite well. My modules do different things than the USI ones. A quick glance at the USI code does not make me think that integration would be easy.
  17. Engine light can't talk to NFE. Well it could, but that would be an action on the engine light developers, not me.
  18. If you're using the plugin in any modern KSP version, I don't expect it to work.
  19. I don't support rescaling my models, even less so TweakScale, unfortunately. It's not possible to port landing legs to this system, they work completely differently.
  20. No they don't, they're effectively just landing legs. It's the latter, when you click the button it'll do some math and set the legs right. To be honest I don't recall testing this on minmus recently (perhaps ever) so maybe some screenshots of your craft so I can try to reproduce it?
  21. Sure, but I mean, let's just be clear - the sheer amount of abuse and general tomfoolery I get over the speed of updates to this project (here, reddit, even my linkedin messages of all places!) is pretty unwarranted, so you'll excuse me if I sound a little harsh. I think the team goes out of our way to try to communicate what's going on in the project, and to illustrate the roadblocks that we're facing so the userbase knows what is going on. In addition, our GitHub page tracks all the work we're doing at a fairly high resolution and we keep it well updated (why, I made updates just a few minutes ago!). There are even progress bars! But enough of that, it's going to be done when it's done.
  22. Yes it just came out. This does not mean 1.9.x mods work in 1.10.x. It means that I will look at and update my mods in an appropriate order in an appropriate time frame.
  23. Just a general reminder for everyone - now that 1.10.1 is out, we will work on the update. This does not mean the update is ready, and it does not mean the 1.9.x versions work in 1.10.1. In fact we have confirmed that this is not the case. Posts referencing this will be ignored, answered rudely and sarcastically or ridiculed depending on my mood.
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