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Nertea

KSP2 Alumni
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Everything posted by Nertea

  1. Hmm, quick thoughts: MODULE { name = MultiModeEngine primaryEngineID = LH2 secondaryEngineID = LCH4 primaryEngineModeDisplayName = Hydrolox secondaryEngineModeDisplayName = Methalox } As I recall, this is bugged in KSP, the ID and the DisplayNames should be the same (see the KA patch which localizes them as the same as the IDs).
  2. As far as I'm concerned, Making History parts are not part of the mods responsibility. However, because I'm not the only contributor and I have overlapping projects, some parts have been done. There is no promise that any more will be done though.
  3. Updated NFLV to 2.0.1: Updated B9PartSwitch to 2.16.0 for real this time. Fixed cost and mass of double-length 7.5m fuel tank Increased node size on ER-L1 engine mount so they're visible under the bumps Fixed some inconsistencies in node cost/mass on some cluster mounts Moved top and surface attach nodes on Orca engine when Compact variant is selected Adjusted node for ER-U1 engine mount's shroud variants Fixed rotation of stupid garbage stock smoke plumes of garbage Added patches for CCK compataiblity (HorusAK)
  4. Released 1.1.3 (and 1.1.2, due to an error): Updated DynamicBatteryStorage to 2.1.6 Updated B9PartSwitch to 2.16.0 Updated CryoTanks to 1.5.0 Fixed a typo in large ISRU under methalox mode Added ability to mark a tank in config as uncoolable (CoolingAllowed = false) Added special handling to the MH/RS+ soyuz tanks to allow them to use the switcher even though they have an engine module Tuned cost of LF-only tanks with the fuel switcher to be approximately $0.8/u (previously was 0.5) Updated Spanish localization (fitiales) Decreased Pavonis thrust to 160 from 180 kN Decreased Tharsis thrust to 360 from 400 kN
  5. Luckily, there's now a FAQ entry about variants! Minor bugfix updates: Restock 1.1.1 Fixed Skipper UV issue inside bell Fixed fix for radiator breakage not being included Restock+ 1.1.1 Cherenkov running sound is now same as LV-N, not Spark Cherenkov tech node is now correctly Nuclear Propulsion Torch, Cherenkov manufacturers corrected to Rockomax, was Kerbodyne
  6. Released Dynamic Battery Storage 2.1.6 Corrected an issue with SignalDelay compatibility Added Spanish localization (Fitiales)
  7. Those are all LF/O engines and have no LCH4 versions. Like I said, the oldLCH4 engines are gone now.
  8. Cut, come back in cryoengines when I want to work on them. I put a lot of work into making the plumes nice. Those screenshots are just the mod, plus TUFX for a little bloom I mean, it does, but the old engines are soft deprecated so you have to either re-enable them in configs or use parts list trickery (search by bulkhead)
  9. Thanks, I'll probably wait to see what else shows up over the weekend and fix this and the smoke thing then.
  10. I AM A FLAWED HUMAN BEING. Yep. We may never know!
  11. I started working on this around November and predicted 6 months work, seems pretty accurate, so NFLV 2.0.0 is done. Have an album! So, important features Completely redone and expanded set of 5.0m parts, including new engine clusters and utility parts. Completely redone and expanded set of 7.5m parts, now including cargo bays, more utility parts and more engine mounts. New and improved engine lineup based on many concept and NewSpace engines, including SpaceX and RocketLab parts. All legacy parts have been soft-deprecated That highlights list looks short, you should look at the album. It's basically a completely new mod at this point. Available in the usual places. Full changelog:
  12. I don't see any of my mods in this list: Mod DLLs found: Stock assembly: Assembly-CSharp v0.0.0.0 KSPModFileLocalizer v0.2.3.2 BlendshapeModelLoader v1.0.0.0 TexturesUnlimited v0.0.0.0 B9PartSwitch v2.5.1.0 / vv2.5.1 Chatterer v0.9.97.0 MiniAVC v1.0.3.2 Firespitter v7.3.6867.18541 KerbalEngineer v1.1.3.0 KerbalEngineer.Unity v1.0.0.0 MiniAVC v1.0.3.2 kOS v1.1.9.0 KSPWheel v0.0.0.0 SmokeScreen v2.8.1.0 KerbalAlarmClock v3.11.0.0 Scale v2.4.3.8 Scale_Redist v1.0.0.0 / v2.4.3.8 Folders and files in GameData: 000_TexturesUnlimited B9AnimationModules B9PartSwitch B9_Aerospace B9_Aerospace_ProceduralWings Chatterer Firespitter JSI KerbalEngineer KerbalFoundries kOS KSPWheel ProceduralParts SmokeScreen Stock folder: Squad TriggerTech TweakScale KSPModFileLocalizer.dll ModuleManager.4.0.3.dll ModuleManager.ConfigCache ModuleManager.ConfigSHA ModuleManager.Physics ModuleManager.TechTree README.md Are you sure you're in the right place?
  13. 1. Yes, this was done so the big tanks can have their stripes aligned with the four cardinal directions. However to get the correct look from the Saturn mount (the MH one is wrong), but also preserve the original part's orientation, there had to be an offset. 2. NFLV will deal with this. 3. No, the new Squad models added in 1.9 have different dimensions, so if you use them to replace the old ones you'll have issues. You can use the new release in 1.8.1, there are no issues.
  14. Thanks, will be in whatever gets released tomorrow...
  15. 'morning everyone, Restock 1.1.0 is now available! Some key highlights: Official 1.9.x release Rover wheels! New models to replace the 1.9.x Mainsail and Skipper 5.0 metre rocket part revamp! Engine plates! Full changelog for Restock: Full changelog for Restock+:
  16. Uh yeah looks like it didn't get pushed. Should be there now.
  17. This log contains no errors, and no sign of CryoEngines or any of its dependencies.
  18. I just added the last (I think) missing part, the large radial decoupler. Will probably leave this for a bit as we finish up the Restock update, then release the NFLV one soon after.
  19. There is an open issue in that repo that says "Add DBS support" so... I looked into it anyways for you and i found that possibly there is an issue with the patch Garwel submitted to me. You can try changing the line here though: https://github.com/ChrisAdderley/DynamicBatteryStorage/blob/master/GameData/DynamicBatteryStorage/DynamicBatteryStorageSettings.cfg#L478 I think it's supposed to be ecRate, not ecCRate.
  20. I hate foil and making the wrapped MS scanners was one of the worst decisions I even made. ...actually that was committing to foil variants for all the probe buses in NFX
  21. Yeah there are some challenges with the size of the 7.5m parts. Going bigger than 5m makes it pretty hard to manage construction with camera positioning. Unfortunately there's nothing I can do about that one. Best I can say is don't spin the camera with highlights on. It's a LOT of work to paint even one dense 4k texture. So no. You also have to consider that the screaming mob would immediately demand orange variants of even more parts (decouplers, fairings, etc). It would probably add a hundred mb to the mod's size per variant, really... It's interesting enough that I might do it if someone were to pay me. Which has happened before. There's plans as of this post: https://forum.kerbalspaceprogram.com/index.php?/topic/155465-19x-near-future-technologies-19-updates-feb-20/&do=findComment&comment=3731718 However it is probably going to be simpler, because I don't want to deal with warping the new content into the stock variant switcher. Relevant parts would be the 4x 5m tanks, the decoupler/separator pair and the fairing. Simpler to just hide the equivalent MH and RS+ parts. Nope, but it has been designed so that a separatron will clip nicely into the space with a bit of offset tool work!
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