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Everything posted by Nertea
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[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I mean I'd ask what you're using to open and save dds files, because that seems to be your problem. You should also specifically ensure you're using DXT5 compression when exporting (DXT1 will destroy the alphas and DXT3 is not supported to Unity/KSP anymore). -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Yay! Expect some more iteration on this in the next few days. If you look closely the truss structure on the core has an octagonal layout, so it's kinda halfway. This will be clearer with more detail, I hope. Shorter hab is a 'probably' - notice the way the hab is divided in two parts already. Still, that's 4x IVAs to do already and that would make it 5! The window shapes overall aren't final. For one, they will be inset when the meshes get finalized - that's a complex geometric operation that is best done last. I will think about round windows for the lab at that point, but considering the number of round windows that already exist, I would specifically not want to use that as a singular differentiator. For the labs I've done, I've usually used specific expanses of open metal to represent a useful surface for attaching experiments. Year there is a mix of ISS ROS and MIr as inspiration. There will definitely be some adapters, but they're going to be simple (check the current ones in SSPX). I guess you mean the large cone at the 'top' of Specktr - I think that would be better accomplished by adding a nosecone to the end of the Utility module (which itself is a mix of Spektr and Kristall). I'm not really planning any more inflatables overall. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Yall can watch that new KSP2 video to get further evidence on why I"m not working on FFT. Well this is probably the third absolute worst place to put this (worst would be curse, second worst reddit). I mean, I appreciate it, but least put it in the right thread, I don't look for bug reports in this one at all. I have a bit of artist's block with NFLV right now, so I am working on blocking out some 1.875m station part concepts. These are very early work with low detail but they get the shapes across. Top row is the current 1.25m part set (from left to right:core, hab, utility module), next row is the planned 1.875m core parts (core, hab, utility, lab), last row is some other things (hitchiker for reference, multi-hub, crew tubes x2). I'd appreciate thoughts before work on this gets too far. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
All my balance targets are stock. I don't make any statements one way or another, but a group of KSP players believe that the stock game's parts are well balanced for a rescale of that size. If I balance for stock then, all should be fine. First off, make sure your texture file paths in the config are actually correct and loading. The transform = Solar_Static_Quad line tells the game to apply the texture to that particular game object which part of the model. If you remove that line the texture will be applied to all the objects. Alternately, use a tool like DebugStuff to look at the panel you're trying to change ingame to find the right gameobject to put in that slot. -
IIRC when the tech structure was rolled out, MM needed an update to successfully patch those nodes as they were indeed loaded at a different time, so you're probably right.
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[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Make sure your patch runs after restock - that patch will run first! -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
It's something I intended to fix when I broke everything in 1.0.. Guess I'll have to break things again No I don't have such plans, requires art changes that I would not want to expend the effort doing to other mods. If you want to do it to other mods, you should be able to see how to do it from the configs. NF Exploration 1.0.6 Fixed backwards RT patch removing feed features when RT NOT installed vs installed NF Solar 1.2.1 Changed the attach node on the curved panels to behave better with surface attachemnt (sorry, this will affect craft) -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
You sound like the kind of person who won't be convinced otherwise but please don't spread disinformation. I've had some issues before with people who don't think that dependencies are required, delete or don't install them, and then come complain about problems. If you do not install B9PartSwitch, you will get the following issues: Near Future Propulsion: model issues - overlapping meshes and clipping will occur as engines will show all variants at once. Near Future Electrical: reactors will lose the ability to be mounted in different ways. There will be clipping Near Future Spacecraft: engines will show all their variant meshes at once, looking gnarly. Some command pods will show all variants at once Near Future Solar: the choosable cell type feature will not work. Near Future Launch Vehicles: switchable engine mounts will not work and all variants will show at once. Fuel switching will not work. Engines will show all variants at once Near Future Exploration: probe cores and buses will show all variants at once. Near Future Construction: all variants for various girders will show at once. Fuel switching for trusses will not work Cryo Engines: All fuel switchers will not work. All engines will show all variants at once. Kerbal Atomics: All fuel switchers will not work. Some engines will show all variants at once MkIV System: All fuel switchers will not work. Some parts will show multiple variants at once Station Parts Expansion Redux: It'll look shockingly bad. Every single part has mesh variants, prepare for infinite clipping. Your best bet is to learn how to write RT compatibility patches. Should be some examples distributed with RT. Thanks, it's a shocking amount of work to even do low level updates for this many mods! B9PS has the dubious honour of being very clear and explicit about issues that might be occurring, and warning the user about them. A lot of other mods will just kinda freak out in quiet, difficult to detect ways that may not be noticed by the user, but B9 is very upfront about this, which is very helpful to modders. The vast majority of these issues come up when the mod that is using B9 is not configured correctly, and the popups and issues that come up should really be blaming that mod author. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Initial KSP 1.9 testing has been done and results are fairly encouraging. There are a couple of issues regarding attach nodes on MH engines that will need to be addressed. However, the main issue facing us right now is adapting our models for the Mainsail and the Skipper to the new 1.9 revamp footprint. Critically, the Compact variants of the new engines are very different in height to the other variants. This is going to require some significant work to modify our engine models in a way that works in the footprints and doesn't look like garbage. That's a long way to say 'not this weekend' :P. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
SSPXr 1.3.3 KSP 1.9 Updated B9PartSwitch to 2.13.0 Updated NearFutureProps to 0.6.2 Added Chinese translation (tinygrox) Fixed Kerbal positioning issues with the Bagel and Blimp IVAs. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Updated for KSP 1.9. No major changes: KSP 1.9.x Updated ModuleManager to 4.1.3 Updated NF Props to 0.6.2 Updated B9PartSwitch to 2.13.0 -
[1.12.x] Heat Control - More radiators! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Updated for KSP 1.9. Changes: KSP 1.8 Updated ModuleManager to 4.1.3 Added Simplified Chinese localization (YoumuKon) -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I'm looking at this now and your log is failing to load any of SSPX's tank definitions. Can you verify that the file GameData\StationPartsExpansionRedux\Patches\SSPXR-B9TankTypes.cfg exists? -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
This is one of the few cases where you might actually be able to remove it and have things not break horribly. You will absolutely lose functionality if you do. I don't know what issue you have with it, it is superior in all measurable ways to any other art switching solution. It's used by practically all my mods, so if you're going to roll that way you might want to find other products to use. -
CE 1.1.1 KSP 1.9.x Updated B9PartSwitch to 2.13.0 Updated DynamicBatteryStorage to 2.1.5 Updated DeployableEngines to 1.2.1 Updated CryoTanks to 1.4.2 Updated ModuleManager to 4.1.3 Updated Chinese localization (tinygrox) @MuetdhiverI have completely forgotten about your issue. I created https://github.com/ChrisAdderley/CryoEngines/issues/75 to track it, hopefully addressed in the next version.
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[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
KA 1.1.2 KSP 1.8 update Updated B9PartSwitch to 2.3.0 Updated DynamicBatteryStorage to 2.1.5 Updated DeployableEngines to 1.2.1 Updated CryoTanks to 1.4.2 Updated ModuleManager to 4.1.3 Updates to Russian localization -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Updates coming in hot! NF Propulsion 1.2.1 Marked for KSP 1.9 Updated ModuleManager to 4.1.3 Updated B9PartSwitch to 2.13.0 Updated Simplified Chinese localization (tinygrox) NF Electrical 1.1.1 Marked for KSP 1.9 Updated B9PartSwitch to 2.13.0 Updated DynamicBatteryStorage to 2.1.5 Updated ModuleManager to 4.1.3 Updated Russian localization (Sool3) Updated Simplified Chinese localization (tinygrox) NF Construction 1.2.2 KSP 1.9.x Updated MM to 4.1.3 Updated B9PartSwitch to 2.13.0 Updates to Russian and Chinese localization NF Solar 1.2.0 Marked compatible with KSP 1.9+ Updated bundled ModuleManager to 4.1.3 B9PartSwitch is now bundled and required Switchable cell feature implemented All previous Advanced panels can now toggle between Basic, Advanced and Concentrator cells with different looks and performance. Advanced represents previous baseline, Concentrator increases power per unit area but weighs more, Basic decreases power per unit area, but weighs less. All previous Blanket panels can now toggle between Basic Blanket, and Advanced Blanket cells with different looks and performance. Advanced represents previous baseline, Basic decreases power per unit area, but weighs less. All previous Concentrator panels can now toggle between Basic, Advanced and Concentrator cells with different looks and performance. Concentrator represents previous baseline, Advanced decreases power per unit area but weighs less, Basic further decreases power per unit area, but weighs least. Some panel names were adjusted to be clearer Fixed an issue where most or all normal maps in the mod had some problems Fixed an issue with the Solo panel's suncatcher not extending with the rest of the model NF Spacecraft 1.3.1 KSP 1.9.x Updated NearFutureProps to 0.6.2 Updated B9PartSwitch to 2.13.0 Updated ModuleManager to 4.1.3 Updates to Chinese localization (tinygrox) NF Exploration 1.0.5 Marked compatible for KSP 1.9+ Updated bundled B9PartSwitch to 2.13.0 Fixed an issue where the PLTO and PLTO Compact buses had components (colliders, endcaps) rotated by 150 degrees Disabled more things when RemoteTech or RealAntennas are installed. These are all reverse-compatible with 1.8.x. NFLV is coming eventually - it will work fine in 1.9. -
CTT 3.4.1 KSP 1.9 Updates to Chinese localization by WC12366
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[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
1.9 State Of The Mod Suite: NF Propulsion Checked out with no issues, just need to bump the version. Expect 1.2.1 in the next few days. Let me know if there are any bugs noted that need to be fixed. NF Electrical Checked out with no issues, just need to bump the version. Expect 1.1.1 in the next few days. Let me know if there are any bugs noted that need to be fixed. NF Construction Checked out with no issues, just need to bump the version. Expect 1.2.1 in the next few days. Let me know if there are any bugs noted that need to be fixed. NF Exploration Working through a few bugfixes. Otherwise ready for a 1.9-specific release. Expect 1.0.5 in a few days. NF Spacecraft Doesn't seem to be any problems right off. Further checking should happen, but expect 1.3.1 in a few days. NF Launch Vehicles Work is ongoing. Trying to decide whether to bump the current version to 1.9, release the current development build with the redone 5m suite, or hold off until the 7.5m content is done. It's probably going to be the latter. Here's a few pictures from recent work. All adapter pieces now have a hollow version: Cargo bays have been completely remodeled: Here's a family portrait of all the fuel tank-like stuff. NF Solar Working on fairly meaty update here with switchable cell types. Expect 1.2.0 in a week. Overall, I'm executing the plan I described a couple months ago, where all standard panels provided with the mod gain switchable solar cell types, allowing you to choose Basic, Advanced or Concentrator type cells during construction with appropriate balance modifications. Looks something like this: -
Well... that's a fuel valve problem, not a resource definition problem. This should just define whether resources are drainable at all. The logic of the thrust produced should be handled at the exit module.
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[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I looked and this seems to be the only panel affected by this, I'll try to recall when I work on the mod next. If you could create a git issue that would be great so it doesn't get lost. Just going to quote the OP FAQ here. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I don't think so. And I forgot it, as was predicted! -
[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Yeah we're going to have to disagree here. Besides the picture you're quoting, you can find oodles of references on the internet that show various shuttle takeoff angles, and even engine tests, that show the distinctive red-transparent flame of hydrolox combustion. There are a couple images of blue bell internals as the result of very high temperatures, but when you get out of the bell it's all reddish. If you need more evidence, grab other similar engines, like the Ariane's engines, which show a similar thing. I'm not entirely sure why a number of people get all bent out of shape about this either. Was the blue plume a key, unassailable element of people's ship design?