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Nertea

KSP2 Alumni
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Everything posted by Nertea

  1. You don't have to do anything, as far as I know. Every tank that is touched by the mod is allowed to have cooling, the non-ZBO ones are just disabled by default. Click the PAW option to turn them on.
  2. I managed to cook my modding computer but it's back now. Some pictures of the process for the 2.5m reactor. Looking at the old one, going to try to preserve some of the silhouette because it is dear to me Gotta keep the look unique compared to the 1.875m one. Components blocked out. Getting to a coherent external detail level. Rolling in the machinery and pipes, nice lineage with the 1.875m reactors, but showing off some size optimizations and more turbines.
  3. Something put a badly configured DischargeCapacitor module (part of Near Future Electrical) in those parts, which broke them, which in turn broke this mod. Likely it is ODFC. I seem to recall some kind of similar bug ages ago with it.
  4. Another option is to open up the debug panel and turn the heat generation slider to 0. This should affect SH parts and make them produce no heat. Thus invalidating a TON of development and balance work :).
  5. This is an intentional 'bug'. You have command all the time because it is a probe core. Also because it's a probe core, it has to be powered. There are no radiators with NFE. Reactors are totally compatible with existing radiators out of the box, it won't even take a ton. They just will not be very efficient. Missing implies I ever did any. Never got around to it.
  6. There is a patch in Extras that switches the fuel types but it isn't dynamic.
  7. Waterfall 0.9.0 Significant stack of performance updates that should increase performane significantly on ships/templates with lots of effects (big thanks to @Al2Me6, @DRVeyl, @JonnyOThan) Fixes to Additive Volumetric shader including fix for atmosphere sorting at night sans scatterer
  8. I can neither confirm nor deny the presence of an internal betting pool for ranking speculation posts. Glad you all like the part! As many of your have remarked, there's a lot of F-1 heritage here in tribute to one of the most famous rocket engines of all time (I'm sorry RL-10, you came in a close second ). This is mixed with some detail inspired from newer F-1 development and surface treatments that draw from modern booster engines that Jonathan has really used to great effect. I'm glad to see people commenting on the beefy, powerful feel - we want our booster class engines to reflect their stats and are developing a distinct visual look for them.
  9. I mean to be really clear I'm not coming back. I'm just trying to clean up this half finished project. The exact shape of the release is yet to be determined. I haven't decided whether it is best to actually release this as a 'new' mod and keep the legacy one around separately, or deprecate and retire the old parts. Regardless, there will be some pathway to updating with an in-flight save.
  10. You get it by downloading the dev branch from github - there's no specific release package. Slowly polishing the tiny reactors up.
  11. Evaluating the dev version is fairly useful to me.
  12. Huh. No that looks right... I'm kinda confused though - did you solve it?
  13. Honestly in fact I would really love to release the reactor stuff eventually so we'll see if I can summon the motivation to complete it eventually.
  14. We're always striving for a high level of realism and personally one of the things I love about KSP is the teaching effect - if we've done our job right, everything in the game should inspire in some way. If you see a rocket engine with a really weird, unique looking pipe, you should be able to look up that kind of pipe and learn about it. We're putting a lot of effort into making sure you can build cohesive ships, so I can certainly say yes here. I would love to see us ship as many tools for modders as possible, which definitely includes documentation on standards. We certainly have animated parts, but that annotation just refers to the magnetic field that piece creates - it causes the plasma particles to rotate in a cylindrical fashion, compared to the nozzle's field that directs the particles outward. The right answer is probably a mix - we want some parts where you can just go crazy and make fun things, but also considered setpiece parts that have specific purposes.
  15. Yes, my post says that having RealFuels in your install will cause this problem.
  16. Ah. So I looked at your log and stuff. Your data: RESOURCE_DEFINITION { name = XenonGas displayName = Xenon Gas abbreviation = Xe density = 0.000005894 unitCost = 0.8 hsp = 120 flowMode = STAGE_PRIORITY_FLOW transfer = PUMP isTweakable = true volume = 1 RESOURCE_DRAIN_DEFINITION { isDrainable = true showDrainFX = true drainFXPriority = 5 drainForceISP = 5 drainFXDefinition = gasDraining } } Squad basic data RESOURCE_DEFINITION { name = XenonGas displayName = #autoLOC_501003 //#autoLOC_501003 = Xenon Gas abbreviation = #autoLOC_6002099 //#autoLOC_6002099 = Xe density = 0.0001 unitCost = 4 hsp = 120 flowMode = STAGE_PRIORITY_FLOW transfer = PUMP isTweakable = true volume = 0.1 RESOURCE_DRAIN_DEFINITION { isDrainable = true showDrainFX = true drainFXPriority = 5 drainForceISP = 5 drainFXDefinition = gasDraining } } Something in your install is modifying the density of XenonGas. I don't have a good way to tell which, but generally, modifying a base resource definition is a Very Bad Idea without informing all users that this could cause major incompatiblity issues with other mods. Oh, it's RealFuels: https://github.com/NathanKell/ModularFuelSystem/blob/master/RealFuels/Resources/ResourcesFuel.cfg . I guess incompatibility is expected?
  17. Reading the CFG there doesn't mean much, the ratio term for ElectricCharge depends on the density of the corresponding resource. This is juust how a KSP config works. Of more relevancy is the VariableIspEngine block which does specify a specific EnergyUsage term for both: MODULE { name = VariableISPEngine EnergyUsage = 99.999 UseDirectThrottle = false CurThrustSetting = 50 VARIABLEISPMODE { name = #LOC_NFPropulsion_Multimode_Argon_Short IspThrustCurve { key = 4500 4.85 key = 6000 3.67 key = 7500 2.50 } } VARIABLEISPMODE { name = #LOC_NFPropulsion_Multimode_Xenon_Short IspThrustCurve { key = 3000 8.26 key = 4000 6.22 key = 5000 4.23 } } } This is what things should look like: https://imgur.com/a/TE2Zs8T
  18. Not quite, there are some things that have not been done, at least 2 engines and the MEM pod.
  19. You have something which is triggering the Extraplanetary Launchpads patch but you don't have EPL's resource definitions installed. Because youre on OSX I think this may be a bug related to CKAN I saw somewhere else, where you had it installed but the folder was not fully deleted. Either Reinstall or verify that EPL is installed correctly, if you want that mod installed Look in your GameData folder for an empy or almost-empty EPL folder and delete that.
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