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Nertea

KSP2 Alumni
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Everything posted by Nertea

  1. There's no fundamental reason why there should be any issues with 1.10, however I'm not providing support for anything post 1.9 right now.
  2. Last I checked it was fairly good, don't know what you mean.
  3. I brought one of them back . Much revised and refined!
  4. Well, magnetic nozzles are pretty common! We're just drawing from the same sources... Anyways:
  5. Core heat basically only exists as a part module, plus interfaces from some other stock part modules to interact with it. It's easy to cut out (delete the modules from the configs) SystemHeat just places its own modules in as replacements - effectively a SystemHeat module that is the interface to the system. Other modules exist to provide new functionality or adapters (such as interfacing between old stock ModuleResourceConverters), which plug into that SystemHeat module.
  6. This is nontrivial because many parts changed shape. However if you want to try, you really just need to go into your save file and change part names. Not hard, but tedious.
  7. @Poodmund has some insight there. The problem as I see it is that there aren't a lot of variables to play with. You have Range Packet size Packet power cost Combinability DIRECT/RELAY flag [Feedability] These don't let you represent the challenges that real antennae have, particularly since science transmission is kinda balls, so packet size/power are less relevant than they should be. For probe control, your only levers are range and mass/cost.
  8. Oh, they're just asking for stuff with no thought to the consequences, as usual.
  9. Just so it's clear: Use 1.9.x mod in 1.10.x, no support. Nope. You can probably make one by looking at the one that works on the Hall effect thrusters. Yep, I'm aware. Not doing updates until 1.10.1 because of this (and others) The very largest ones are better for sure. The problem is that the stock antennae are pretty superpowered...
  10. Just so it's clear: Use 1.9.x mod in 1.10.x, no support. ... construction sound? Your log seems to indicate that TweakScale is throwing a fit of some kind - no idea why.
  11. Probably not initially, that's a lot of work. I have some people interested in making them though. Yes
  12. This evening's work, featuring Scatterer vs: my laptop's GPU, new NSWR tanks and a bunch of updates to the NSWR plume and waterfall itself.
  13. Yep, I understand why, but to implement the functionality we need to define what the consequences of heating up a crew cab is. Frustrating thing about stock is that parts have a > 1000K heat tolerance, so just exploding them when they reach a reasonable LS temperature (300 K?) would look odd. That functionality really needs to go with an LS mod, somehow, for example tie LS processors to temperature or something.
  14. Thanks. Just so you know, I didn't write any of these compatibility things - that's why they're so out of date. They were contributed and then effectively abandoned.
  15. I'm glad you think that helps us.
  16. Best to experiment and see what fuel is capping your DV.
  17. Yes, but what is the consequence? That's the thing that requires work.
  18. I was not able to reproduce this! Here's what I did (I had to change some steps, because your setup doesn't actually work - 2 medium TCS (200kW each) is not enough to cool 1x MX-2S reactor (3500 kW) and will cause nigh-instant overheat. It's a little weird that you were able to do this in the first place, maybe that's part of the problem): 1. Built the following vessel 1x Mk1-3 Command pod 4x Medium TCS 1x MX-1 GARNET Fission Reactor 2. Launched to pad, started reactor, extended radiators. Base vessel EC is 350, 200 from reactor, 150 from command pod 3. Engaged timewarp to max, observed ETC kicking in: Vessel EC is 1750, 200 from reactor, command pod has been expanded to 1550. 4. Quicksaved, then quickloaded immediately (without stopping timewarp) Vessel EC is 350, 200 from reactor, 150 from command pod This all seems fine. So, I'm going to need more information. If you could try that sequence with those parts, it would be great Additionally: Before doing this, turn on the DBS debug (GameData/DynamicBatteryStorage/DynamicBatteryStorageSettings.cfg, change DebugMode to true) Open the NF Systems Manager window and screencap it when at max timewarp (you should see a section called Dynamic Battery Adjustment) Provide your log of this event Provide your ModuleManager cache Provide a modlist.
  19. If you want future-ey looking plane fuselages OPT is the place, it's basically exactly what I would make but already made. The other day I finished retexturing the large fusion reactor. I have about 3 or 4 more parts left to finish before I get to testing releases. SystemHeat is coming along nicely in terms of useability and Waterfall seems to more or less work so those are good. I might leave the atmospheric ISRU stuff out before starting tests, it's taking a bit longer to concept out.
  20. New update on the master branch today. Note that this is still built for 1.9. Engineer's report integration - there are now warnings and cautions when you have overheated parts in a loop or loops with positive net fluxes VAB thermal simulation now resets to T0 when a part is attached Fix radiator simulation in VAB - flight was fine but some things were weird Various bugfixes related to radiators Larger radiators now provide more volume to a loop than small radiators Heat Control radiators are set up as SystemHeat radiators when both are installed Tuned some components of Overlay UI panels to look better Localization for SystemHeat radiator module UI components Localization for some Overlay UI components
  21. Yes, I will update my mods to 1.10. Yes, I am aware of the issues. No, I will not do it on your schedule.

    1. SpaceFace545

      SpaceFace545

      Take your time, even though 1.10 is exciting it doesn't bring any major changes, just quality of life, a few parts, and comets.

    2. Murdabenne

      Murdabenne

      @Nertea you are a far more gracious person than am I.

  22. what the heck do you think it's marked for 1.9
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