-
Posts
4,859 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Nertea
-
Yeah I guess we need to decide which resources should be marked not drainable. The crazy thrust thing is pretty silly, can't do much about that, but at least we can cut out the very silly dumping for some.
-
[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I always encourage people to look at our GitHub project for a glimpse of the current state of work. Indeed, but I still can't say we support such installations. Restock in 1.9 - no support until we deem it official. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
A note on KSP 1.9 The team has been hard at work on our next update, which contains a few more fun things, like wheels (one of the last bastions of non-revamped content ) and the oft- requested 5m Saturn parts. With 1.9 just released, we are likely going to continue to work on this content and push this update out with 1.9 compatibility, instead of rushing towards an immediate patch. We do need to do some work to ensure our Skipper, Mainsail and Thumper replacements work well for the new Squad models. Some artistic adjustments may be necessary. Overall, please be patient and while I can't ever promise timelines, this update shouldn't be a very long time coming. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Can you also post up the ModuleManager.configcache file? -
[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
*cries in a corner* You should be very careful doing this - the new models likely have new colliders and possibly different attach nodes. We will need to work to make sure compatibility is preserved. We were working towards a fairly major update soon so I don't think a new version will be that far off. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Glad to.hear it wasn't is, haha, didn't know where to start there. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Thanks, I'll investigate your log when I have some time. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
That's really weird. We don't change these colliders at all - they are automatically generated by the game. Are you sure there is nothing else affecting the part? I will still try to reproduce on my end to check... -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Usually this happens when you have a mod that needs CRP but you don't have CRP installed. Check that please. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I'll have a look. This kind of thing though, best is a Github issue. Remember that it's hard to apply terms like 'oversight' to completely volunteer projects. I think I have a pretty clear eye to what I consider appropriate completeness and trust me, there is no oversight happening. The fact is that I try to make a balance between: My family Work Time spent on other mods Time spent on this mod Much like any development project, I have to choose where to spend. Variants are more of a godawful amount of work than you'd think, particularly when you change AO-affecting geometry. My policy in regards to this with our development team is that nobody can ask for variants - those are completely at artist discretion. The operation you're describing is probably about 0.6-0.7 of the initial work on the part, so in choosing more variants, you choose less other parts completed. I chose a particular trade for this release and I'm afraid that's what you have for now. I'm sorry if this sounds a bit coarse but I have a bit of a chip on my shoulder about people making statements like this. This is, in a sense, intentional - it doesn't quite fit IIRC and was done before we had any 1.875m parts. -
I am happy but sad to see Tantares enter the feature complete state. It has always been an inspiration and your unique, clean art style has been a breath of fresh air every time I look at it! Hope to see you back for KSP2 dude!
- 22,683 replies
-
- 8
-
-
- totm march 2020
- mod
-
(and 2 more)
Tagged with:
-
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
The cache and log didn't create any awesome revelations for me, sadly. I tried an install with 1.8.1, JNSQ and dependencies and didn't get this issue. I guess continue investigating as you re-add mods and let me know if you see it again! Nice, it's one of the oldest parts in the mod. Glad it's useful! -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
I don't know if I want to do anything with KSP2 yet. I might retire. @Beale somehow managed to escape this insanity. If I do do anything for KSP2 though, I want to ensure that it is less work than doing everything from scratch. -
We have a winner!
-
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
I have 2-3 code-heavy projects I work on in the background, but tend to develop them when IRL work is less software focus, which hasn't happened for a while. So, yeah... no plans. SystemHeat would be the one I'd want to develop most. -
I think it should stay a mystery.
- 19 replies
-
- 16
-
-
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
I get a lot of PMs about FFT and about whether I'm going to work on stuff, so I'm going to put a roadmap post here that I can link to when asked. There are about half a dozen projects in my head at any one time. This is in approximate order of production - and recall that on top of this, I also spend a lot of time on Restock... a LOT of time, because people are very demanding. 1. NF Electrical Reactor Art/Content Pass This is probably my ugliest mod at the moment and is a clear target for some improvements, different size parts, etc. It's a medium project (1-2 months). 2. Heat Control Major Update HC is a bit dated and needs work to fit better into balance progression. This includes a fairly large number of additional radiators to fill out the low end of things. It's a medium project (2-4 months) 3. Kerbal Atomics Art Pass These models are getting pretty long in the tooth, some of them are going to need a redo soon. 4. SSPXr Construction Expansion: A concept to expand the mod. First with a set of EPL compatible parts to allow orbital construction and the like, which is a medium project (2-3 months) or a large project (4-6 months) if IVAs are included. I've had this one in my head for a long time but it keeps getting dropped because I break out in a cold sweat when I think of an IVA. When I finish the previous projects I will probably drop this one down again. 5. CryoTanks Art Pass I have to do this again because I only did it halfway last time and it didn't last as long as I wanted. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
It would be good to get your MM config cache. I looked into the code and it would appear that this error would only come up with something that has removed the StoredCharge resource with a capacitor part, or if CRP was not installed (I think you'd have worse problems with no CRP though). There are still orbital maneuvering engines that run on monoprop. If you're looking for the old, old ones they will be in an old 2017-level update. Maybe older. Most things are disabled with RT installed as the new fancy features are not compatible. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
It's ok I'm sure they can get jobs with all the tax cuts I'm giving the Post Kerbin Mining Corporation. Should just trickle down, no? Yes if you update the dependencies. Yeah pretty much. Unfortunately stock's antenna progression is hard to work around, so this pack work more in giving interesting, alternate options rather than completely plugging holes in the progression, like I usually do. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Cool beans. I think there might be a syntax issue in the MH disabling patch, I looked at it and there's an @ instead of a %. That would result in the object showing up in the tech tree. We'll have this fixed for the next version. I can't reproduce this, I assume you are seeing some kind of conflict with a mod. The Jettison module is a real mess. If you have something that has jettisoned its shroud it is tracked by specific object name, so if we replace something we have to make sure it has the identical name. We had some initial issues with this way back in 0.1.0/0.1.1 but there shouldn't be any issues now - and haven't been seen in a while. If you can confirm anything specific please let us know. I hate the stock smoke and probably forgot to add it back. Woe is me... -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Yes more or less. Fusion or NEP, if we must go with fission. NFExploration 1.0.4 Fixed an issue where antenna reflector range was multiplied by 100 in the VAB info Reflector range extension is now done with SI prefixes (eg 5G, 10T, etc) instead of many zeroes Reduced mass of nano landing legs to 5kg from 15 kg Fixed the surface attach node of the RFL100 Giant Dish Reflector Fixed the normal map on the RND probe core's silver variant Fixed identical masses of all three phased arrays -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Yes this change is already implemented for 1.0.4. You're correct, it's just an additive thing. It is separate from combinability. For calculating the total power, you use the same formulae, and merely swap out the antenna power with the buffed antenna power. If you want to get realistic, the LV-N is too heavy for the thrust, compared to the real thing so in a way it's underpowered. Yet, if we could get NTRs with the LV-N's specs in real life, we'd probably have built them already. Performance of 800s with storeable, dense propellants? Amazing! Part of the reason there's not a ton of NTR push, beyond political reasons, is that to use that magical 800-1000s, you need to use LH2. LH2 comes with tank mass ratio, volumetric and boiloff problems if you want to use it for a mission of any length, so you really cut into that specific impulse increase. When all is said and done, it doesn't roll up into the kind of delta-V advantage that it has in KSP. I think if you shove something LF-like through an NTR you get more like 500-600 seconds. So, perhaps 150% of a methane engine. Is that worth the complexity and political cost? Nah. I mean, I know you're trying to be helpful, but obvious bugs are generally not intended. Thanks for letting me know, I'll reduce it to 5 kg or something in the next release. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I think I have not specified this in this mod, so I suppose CKAN guesses by looking at my git. I'll have a look. No problem! I'll check it out. Install the latest version, there was a localization issue that was fixed. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
REPOSoftTech/ResearchBodies/ResearchBodiesMMRemoteTech/@PART[TrackBodiesTelescope]:FOR[RemoteTech] to REPOSoftTech/ResearchBodies/Parts/telescope/telescope.cfg/PART[TrackBodiesTelescope] This seems to be the problem. Namely, this file declares that RemoteTech is installed, causing NFX to try to disable some features. I found this issue on the repo: https://github.com/JPLRepo/ResearchBodies/issues/48 Basically, this file needs to go and should be deleted from your install. You should be able to find it at REPOSoftTech/ResearchBodies/ResearchBodiesMMRemoteTech.cfg