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Everything posted by Nertea
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[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
It's a dusty plasma engine, with a mode switch for afterburning. The HOPE FFRE proposal (the often cited dusty plasma design) presents the following parameters 113 tons of engine 527,000s of specific impulse 43 N of thrust. 's not great in terms of thrust ;). -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Winchell Chung is usually pretty good but sometimes his performance aggregations are confusing and going back to the document is clearer. Yes I have to compress the thrust range, which is challenging, because I have to take into account the compression done with NFP and KA. So the end result should in terms of vague ratios be 'realistic' but the numbers won't be. Nobody wants a 80t engine with 120t of radiators that produces 10N of thrust (the FFRE) -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Yes, the 5m parts have been designed to jive well with the 5m trusses from NFC. I will not be adding more truss tanks to NFC though, it should be pretty easy to fill the hollow variants with FFT tanks (that's why the hollow variants exist, really). It's really not, especially when they add random pointless things like a flag-covered kickback and I need to figure out how to roll that into my vision. Thanks! I get the stats first by looking into the design, Atomic Rockets helps but usually I try to go to the original paper. Then I build stats around the performance envelope. Copying RL stats does not generate good, consistent gameplay. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Oh, have to fix the crap squad broke in 1.10. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Well, a quick pic of the lineup as it stands now - only one engine left so I am going to go do Restock things now. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Target tank is done. Some comparisons include old antimatter ring, old target tank, old ACMF engine. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
So, I would love to say that I work on this 3 hours a day and there are 70 hours left in the project, and therefore it will be released in X. However the reality of things is that some days I work on this 0 hours and some days 6 hours. That means the completion estimate, if I work on this in this pattern, is very very vague. This seems like it's a very difficult concept for the community to grasp and I'm not sure why, perhaps many people are students or very young with big buckets of free time. Now, if someone were to pay me my usual engineering consulting rates to do this, it would get done more consistently ;). In addition, there will likely soon be a release of KSP 1.10.1, which will mean that I no longer have an excuse to not work on Restock 1.10 updates, which will be time consuming because Squad did Squad things (> 20 hours to fix). This will take precedence over work on this mod. Similarly, I will update all of my other mods to 1.10.1, which will also take precedence. So in short, I don't know. I would be communicative if I could. I will say that once the models are completed (as indicated, about 3-4 remaining), SystemHeat works to my satisfaction, and the rest of the mod's plugin works to my satisfaction, I will release development versions. Any further requests for dates and I'll be annoyed. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Yes I agree, but IVAs are the big difference. I've more or less locked off these two parts. Next up is the nuclear target tank, followed by the Mini-Mag Orion, which is also getting a scale bump to 5m from its current 3.75m. Then I will be model exhausted and can go back to tuning up SystemHeat. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
It's antiprotons (antihydrogen without the positron). You don't react it with LH2 in a 1:1 ratio in most cases except a pure beam-core engine, which is something I have removed from the mod and is very, very unlikely to return. In the engine I will be shipping, you use it to catalyze a fission reaction by firing it into a mass of subcritical uranium. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Just one engine and one tank. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I don't mind, you can do whatever you want to your install. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Bigger habs would still go in SSPXr. I continue to want to make this centrifuge/hab set for a 5m set of parts there, but let's be realistic, that's not happening. Today I completed revamping the antimatter storage ring... -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Get an older version of the mod and get the old ones out. Anything you like :). Capacitors are 1/8th the mass of batteries. You can have a battery buffer and recharge it with capacitors for significantly less mass. It's in fact insanely overpowered, as an example there used to be full capacitor automation which made game breaking ships quite possible. If you want to be 'realistic', this capacitor method doesn't really work - you do need excessively heavy power generation. That's kinda how high power electric propulsion works. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
You ask me a lot of small random things, I don't really (at all?) do requests. Not very, you know the rest of my mods, like that. The mod is Far Future Technologies exactly because I'm not splitting it up, there's room for a bit of propulsion, a bit of power, bit of resources. Easier that way! -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Daedalus sucks, boo! It's also (In KSP scale) about 60m in diameter! I'm trying to get things down to a fudge factor of < I'm trying to stay away from stuff that's obviously in KSP2. I have made a part for creating of fission type fuels. The stuff for atmospheric extraction is harder, I was going to do it but I've been running up against difficulties figuring out how to visualize harvesting. Don't. Using the state right now will break your game, and break it again and again. Wait until I've stabilized things first. nononono absolutely don't do that. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I'm not even working on updates until 1.10.1. Retrofitting to existing modules would be tough, and building dedicated ones, well.... that's just kinda pointless parts to me. ISS replicas go to HabTech2 thread, better options there! -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Not the way I've designed it, it fundamentally needs large low temperature mass flow through the core in order to not cook itself instantly (and it's still going to cook itself pretty fast without radiators). Bring the working fluid temperature down to something that won't melt itself and it's not going to be a very good engine. Dang I increased scope sorry guys -
[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
That shouldn't happen unless you also have Restock+ (which adds new parts). -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
This one has different fuel types. As entry level it can use the cheap D-D fusion or the D-He fusion (only engine that can do that). The latter mode gives you much more power (and waste heat) to work with. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
It's not coming to 1.10.0 because of the fairing bug. It will be coming to 1.10.1. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I don't mean to sound snarky, but the fix is to downgrade your game to a supported mod version, which is 1.9.x. KSP 1.10.0 broke all mod fairings and this won't be fixed until 1.10.1. Can't reproduce this. It's really not that difficult. Reflectors are things you bounce signal off to make it stronger. If you have a reflector, it makes your antenna stronger. The only complicated thing is that you need to point your antenna at the reflector. There are ingame tools to help you tell when this is the case (generally, a large line that turns green when you have done this successfully and is red when not). Once you have mastered this, that's all there is to it! If you are seeing something different, be specific so I can identify an issue or a bug. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Noticed a few typos but.. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
In a technical sense, modeling is easy. I have a little maxim: A good part starts with a good model, but... A good model start with a good texture, but... A good texture starts with a good unwrap, but... A good unwrap starts with a good mesh, but... A good mesh starts with the hardest part, design! -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Some nice renders for releasing... eventually. This is the lineup of fission engines. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
If you weren't using CTT, the question is moot, and I think in that case almost everything gets jammed into nuclear propulsion.