-
Posts
4,859 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Nertea
-
[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
You'll have to integrate the model for both parts into the configuration file. Then you will need to somehow jam the two part switcher modules together. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
I suppose you could start the engines in sequence so they would be staggered, but then you would get thrust asymmetry. Just an animation, the pulse engines deliver very low thrust so this is ok. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Tweakscale -> tweakscale thread -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
This is intended to happen during timewarp, if it doesn't go back down there is an issue. I'll need a lot more information because I have to be able to reproduce it on my end. Mods, logs, craft, reproduction steps. You can use it with the stock shield, but you will need to use the offset tool a bit. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
There continues to be a guide on the wiki.https://github.com/PorktoberRevolution/ReStocked/wiki/Restoring-Stock-Parts Fundamentally yes, but it is not trivial. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Looks like the config is... strange? I will summon @cineboxandrew to take a look. Good point, but I don't really intend to work on restock much if at all in the near future. Made it look better :P. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
3D Studio Max and Photoshop. -
[1.9.*] GTIndustries (Updated 04-02-2020)
Nertea replied to Warezcrawler's topic in KSP1 Mod Releases
I accept tested pull requests.- 94 replies
-
KSP 1.12.x CryoTanks [1.6.6] Last Updated August 13, 2024 This framework mod is oriented around providing storage solutions for Liquid Hydrogen and Liquid Methane, which are not useful by themselves but supports some of my other mods, namely CryoEngines, KerbalAtomics and Far Future Technologies. This thread is specifically for supporting it - previously it was a ghost-like mod only distributed in the other packages. As it doesn't do a lot by itself, it is in the Development forum. CryoTanks provides the following features. A fairly universal B9PartSwitch patch which allows most basic stock and modded LF/O tanks to switch between storing LF/O, LH2/O, LCH4/O, LF, O LCH4 and LH2. The balance for this depends on the patched tanks following standard KSP mass balance rules. A new set of tanks in 1.25m, 2.5m, 3.75m, 5m and radial sizes for cryogenic storage. A plugin that causes cryogenic fuels to 'boil off' slowly unless a tank is actively cooled for a modest Electric Charge cost. There is a fairly basic but functional set of documentation here. This can help you configure fuel tanks if you want to customize things or if you want to activate advanced features. These include Boiloff generating resources (e.g. LH2 boiling off to H2 gas) Boiloff being scaled according to the shortwave and longwave fluxes affecting the craft. Frequently Asked Questions Q: Will you add feature/part xxx? A: The mod is feature complete and I am unlikely to do any more development. Dependencies (Required) Module Manager B9 Part Switch Community Resource Pack Dynamic Battery Storage Licensing All code and cfgs are distributed under the MIT License All art assets (textures, models, animations) are distributed under an All Rights Reserved License. All bundled mods are distributed under their own licenses. Download Mirrors Primary (GitHub) Issue Tracking and Source Special Thanks A big hand to Fraz86, who basically wrote the original configs for fuel switching and balancing LH2 tanks :D. 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.
- 195 replies
-
- 17
-
-
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Alright, I will try not to get rid of it. Got some, thank you ! -
Maybe I'll be clearer: determining radiative capacity based on environmental fluxes is too complex for this mod. Fundamentally the goal is to provide a deterministic experience and not a thermodynamics simulation experience. Thermal equilibrium-based radiators would result in vastly different performance for radiators in low planetary orbits, near the sun and in shadow of planets, which is difficult to plan for without creating complex player-facing tools (I'm only one person). This doesn't even get to the questions of different radiative loading for different parts other than radiators, which will dominate the radiative loading in low orbit situations. My typical approach to this in my mods is to focus on the gameplay outcomes of a fairly simple system and slowly expand it as optional modules as needed. Well, consider the goal of this - I'm seeing it as a requirement to create a tool to reduce the nominal temperature of a loop below that contributed by the systems in a loop. I don't see any need to complicate that with needing multiple parts, pairs of them, etc. That immediately raises question of ordering in my mind, which as has been discussed previously in this thread is not somewhere I want to go. Maybe to be clearer, let's say that there is a part that reduces temperature of the loop. Operating it has consequences (needs power, generates heat). That seems to fit the requirements.
-
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I don't believe this is my mod. Eh... I mean because of variable AO it's never as simple as just re-using the parts. Honestly I have so many things that I want to make that I don't really see this happening anytime soon. What engines do you think should be affected? It shouldn't do anything right now unless you are using the deprecated engines. I have concerns with doing that. Besides, it shouldn't conflict, a few versions ago a check was added so that DBS does nothing with Kerbalism is installed. -
No effect currently, this would be difficult to compute, and I have my doubts about providing a system that deals with orientation-dependent heat in timewarp without the tools to do things like thermal rolls, consistent pointing, etc. I don't plan to support this initially, but the idea would be to provide a refrigerator part that adds thermal flux to the loop but lowers the nominal temperature by some amount. They do not.
-
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Size, I usually have to scale up the thrust, most of these things operate at ion engine level of thrust. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
No... we haven't really even demonstrated a Q anywhere near 1 in an ICF system now, and the required Q for the Daedalus design is around 50. Not to mention that concept requires a pulse rate of 250 Hz which is madness. I think NIF can pulse at about 1 cycle per 6 hours or something. Still not building these drives at a proper scale. They're closer with the new version, but going to still be 50-75% of 'reality', because reality is too big for KSP. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
I am hacking through the weeds of system rewrites and have got to the point where I have the spherical tokamak engine ingame. This is a 3.75m part. In nuFFT this takes the role of mid-level fusion engine and has two modes that vary the amount of LH2 the engine uses. More LH2 gives you more thrust at the cost of specific impulse. It also functions as a fully operational fusion reactor, providing up to 500 kW of power to the ship. In contrast to old FFT, this reactor mode correctly hooks into heat systems, and acts basically just like a normal reactor (you used to get free cooling, not anymore). Reactor charge is still needed, among the new fun things are dynamic charge lights on the capacitor that show you when the engine is charged up or operating. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I am rewriting the reactor code for SystemHeat now and I am now wondering - does anyone actually use the reactor UI? If so, why? I kinda want to get rid of it. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Dang that's a beauty! -
[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I somehow doubt that Squad will name the part restock-claw-625-1. Squad naming conventions are usually something like serviceBay250, fueltank-1-3, crewCabin... you know, there actually isn't a convention. So I guess it'll be something totally random. But it probably won't start with restock. -
New alpha: Heat loops now handle multiple producers on one part better Overlay UI no longer has epilepsy when going into flight and back Heat loop simulation improved accuracy and performance Rebalanced heat production Radiator heat rejection is now proportional to their size and maximum temperature operation This has reduced most stock radiator powers to < 1/4 of their previous ratings ISRUs, drills have had their output reduced so that it is still possible to use stock radiators reasonably with them Many, many, many minor bugfixes