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Everything posted by Nertea
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Chipping away at this and actually getting close to a rough alpha for people to look at. This is two separate loops as visualized by the toggleable overlay. You can click on the info icons to see more about a part, specifically the heat it contributes to the loop, its output temperature and the loop's temperature.
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[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Oh, I don't do art, I do... I don't even know what my job is anymore. Ground station software architecture I guess. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
People keep asking for that specific thing, maybe once I've finished with this one. I mostly did the Scansat parts because I work in that industry and there was a fateful alignment of hobby and work. I want to, but that's a huge piece of code, plus half a dozen models that have a complexity on par with the massive antennae in NFX which took a week of work each. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
To balance things they generate a lot of heat, long burns on the order of 15 minutes will definitely need reduced throttle. Might revisit this, I am working on another mod to redo the thermal system overall and it will help these kind of things: You could also check out my generic WIP thread for some things you might find interesting. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I had someone on reddit say they were working on some of them but I am not sure how far along that is. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I really can't do anything without appropriate bug report items. I don't see a log, modlist, reproduction steps, etc. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Ok thanks. Basically ensure that there is StoredCharge present on the pod if you are adding a DischargeCapacitor. The handling and logging of the error could probably be better though, something for me to do if I have time. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
I'm reducing the scope guys, not adding to it -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I mean fundamentally the @RESOURCE is problematic, because there is no storedCharge node to edit, it needs to be created. Uh yes this is intended, those engines are not Methalox. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Hmm yeah I was not looking at CKAN, but maybe that is why I can't find those patches in recent versions, they were moved elsewhere. This is the problem block - it needs to add the stored charge resource for the DischargeCapacitor module to work, but the syntax is not correct. @RESOURCE[StoredCharge]:NEEDS[NearFutureElectrical] { &amount = 5 %amount += 5 &maxAmount = 5 %maxAmount += 5 } -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Something has added a DischargeCapacitor module into a very large number of parts that should not have it, for example the Hitchhiker, the Cupola, etc. I don't know what mod is causing this. I dug through your logs a bit but I can't really spare the time to go through every mod's source and locate the patch that is doing it. You could try doing a find-in-files type operation in your GameData folder and looking for the string DischargeCapacitor. That might help us work out where the problem patch is. edit: aha! I think it's On-Demand Fuel Cells. Can you clarify what version of that mod you're using? There was a past release which had this: https://github.com/zer0Kerbal/ODFCr/blob/0.0.1.9/GameData/OnDemandFuelCells/MM-Patches/Modify/StockPods.cfg That tries to incorrectly add capacitors to stuff. However it looks like this file doesn't exist in newer versions of the mod, so you should update to it. Note also that you should delete and reinstall it - if you just overwrite that bad file will stick around. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Ah fair enough. It's also something you can look into doing with a fairly minor bit of knowledge of image editing :). -
[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
You can, you just need to turn off everything Restock does to the tanks. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
FTP will be fine, CCC will not work, it also replaces stock models. You will have to do some work to make restock not patch the CCC replaced tanks. Shouldn't really have any effects on RS+ -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I have seen a few reports of this and people seem to drop off the map when I ask for more information. I can't reproduce this at all so it has to be a conflict with another mod. Specifically please get me your ModuleManager.ConfigCache (I see mods patching the capacitors and I need to know what the final config looks like) and possibly a version of this log with the Dynamic Battery Storage verbose logging enabled (look in DynamicBatteryStorage folder for a settings file and set the log flag to True). Is the reflector deployed? hard to tell from the picture but it looks like it isn't. I don't think so, but feel free to tell me once you figure something out. Yeah you can't have multiple symmetries in a part. I will have to change that back to x2 maximum or something. No, but it's a problem with stock that I can't do much about. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Oh sorry I haven't been keeping up with this thread Real life NTRs have active total burn times measured in days. This is typically because they have used highly enriched fuel to get the necessary power densities. It is a happy balance accident, because if the engines had lifetimes of years they would never run out, as you only ever run them for a few minutes... Would like to see some screenshots of the ship in question. You'll need more like years, probably. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
A few high profile mod authors who wanted to use the content in the mod felt that would be better. I'm still not sure if it's the right choice, but in doing it I did tell people not to do this again... For exactly the reasons you have exemplified. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Not really, I don't enjoy playing with LS, and I generally make things I want. That's the right answer I used to have the NSWR and the meth engines, but... I mean the problem is that these engines are big, and even if you convert them into higher thrust versions by injecting LH2 or something, you don't generally solve the heating problems which are vast. It's then hard to get the heat out in the atmosphere -
I thought about that, but I'd prefer not to. Once that happens, I need to start tracking coolant types, coolant used by loops, management of types of coolant, etc. In a backwards attempt to justify this from realism, high temperature coolants aren't really replaceable with water or things like that. I also thought of this - definitely don't want to do it as part of the MVP. Remember that to pump it up, you need to add energy, so now you'd have to bring X kW of solarpanels around to run your step-upper. I can see that case but it's kinda an edge...
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[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
This is fixed in the release we just did, we hadn't noticed that Squad changed the engine plate masses in 1.9 and were using those. This caused some problems with 1.8 users. Oh here's the release. Restock 1.1.2 Changed ModuleManager pass from [Restock] to [000_Restock] Fixed engine plate compatability with stock vessels by moving boattails to the end of the variant list Fixed engine plate negative masses when used in KSP 1.8.x by setting the part mass to the 1.9.x values. This comes at the expense of affecting part balance when used in 1.8.x. Tuned 2.5m heatshield texture Tuned 1.875m heatshield top ring dimensions Fixed some collider inconsistencies (#862) Reworked hierarchy of LT-1 and LT-2 landing legs to help address weakness issues (#858) Added patch for KerbalFoundries to work with ReStock models Restock+ 1.1.2 Fixed engine plate node sizes all being size 1 Fixed engine plates allowing crossfeed through their bottom node Fixed radius of 3.75m spherical tank Tuned 1.875m heatshield top ring dimensions -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
1. I don't like planes anymore, and there's a post somewhere with more complex reasons. I might allow one, but remember I'm making the mod smaller, not bigger. 2. It's not feasible to build most of these engines to be small - the energy flux is far too high. In fact, I scaled a lot of them down by a fair bit. The gasdynamic mirror engine, in the older mod, for example, should have been ~100m long, as I recall I made it a maximum of 30m. That'll be going up to about 45m in the new version. It's more about the visual design language really. it's nukular, so it get big trefoil! With this one, if you can even see the plume, you might be dead! -
Are you referring to the thing where radiators say 'max cooling = 13253523 kW' and 'max transfer = 50 kW'? If so, yes, in a way. The problem that Squad faced when they designed that system was that there is a physical radiative component (ok, 'physical') which says that a radiator can radiate energy by the stefann-boltzmann law. This is problematic... KSP part temperatures are allowed to be so high that the amount of cooling that is provided by say, a 1500K radiator is enough for a million ships. Instead of trying to fix this, they decided that the rate of coolant flow would be a better thing to balance with, so a part can transfer X heat per tick, and that X has been calibrated to be something more realistic for a modest radiator. I'm not going to touch the part surface temperature component of radiator-part interaction - playing with that system is a recipe for exploding ships. Howevever there's basically no use cases left in the game for that system anyways, so.... shouldn't be too bad.
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[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I'll look at it next time I'm looking at that mod. Maybe squad changed the baseline camera position again. Please make a Github issue. Here are some updates: NF Electrical 1.1.2 Updated B9PartSwitch to 2.16.0 Updated DynamicBatteryStorage to 2.1.6 Updated USI compatibility patch NF Solar 1.2.2 Updated B9PartSwitch to 2.16.0 Updated Chinese translation (tinygrox) Enumerated all panel objects on Hub panels, reducing warnings in the log NF Launch Vehicles 2.0.2 Fixed some localization issues Fixed FX specification lines of 5/7.5m decouplers Fixed CTT location of 7.5m adapters NF Exploration 1.0.7 Updated bundled B9PartSwitch to 2.16.0 RemoteTech compatiblity! (thanks TaxiService!) Chinese localization (tinygrox) Fixed an issue with the tiny tiny tank that had negative mass when loaded with LH2