-
Posts
4,859 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Nertea
-
[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
We just mess with the models, this sounds like a systems level problem. Can't see anything beyond a few contract system failures in your log so sorry, no real ideas. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Happy New Year! NFX 1.0.0 RC1 Slowly working on release album. I was hoping for an actual release but we'll setting for a stable release candidate. Here's the final features list: Added 8 new probe cores Probodobodyne RND: 0.625m cylindrical probe core. Metal, Gold Foil, and Silver Foil variants. Probodobodyne DSK: 1.25m cylindrical probe core. Metal, Gold Foil, and Silver Foil variants. Probodobodyne CYL: 1.875m cylindrical probe core. Metal, Gold Foil, and Silver Foil variants. Probodobodyne REKT: medium square probe core. Metal, Gold Foil, and Silver Foil variants. Probodobodyne SQR: large square probe core. Metal, Gold Foil, and Silver Foil variants. Probodobodyne STP: medum octagonal probe core. Metal, Gold Foil, and Silver Foil variants. Probodobodyne CHFR: large octagonal probe core. Metal, Gold Foil, and Silver Foil variants. Probodobodyne PLTO: large tetrahedral probe core. Metal, Gold Foil, and Silver Foil variants. Added probe buses - hollow structures ADPT-A: 0.625 to 1.25m cylindrical adapter bus. Metal, Gold Foil, Silver Foil and Skeletal surfaces. ADPT-B: 1.25m to 1.875m cylindrical adapter bus. Metal, Gold Foil, Silver Foil and Skeletal surfaces. OKTO: OKTO footprint bus. Metal, Gold Foil, Silver Foil and Skeletal surfaces. QBE: QBE footprint bus. Metal, Gold Foil, Silver Foil and Skeletal surfaces. HECS: HECS footprint bus. Metal, Gold Foil, Silver Foil and Skeletal surfaces. HECS2 : HECS2 footprint bus. Metal, Gold Foil, Silver Foil and Skeletal surfaces. RND: RND footprint bus. Metal, Gold Foil, Silver Foil and Skeletal surfaces. DSK: DSK footprint bus. Metal, Gold Foil, Silver Foil and Skeletal surfaces. CYL: CYL footprint bus. Metal, Gold Foil, Silver Foil and Skeletal surfaces. REKT: REKT footprint bus. Metal, Gold Foil, Silver Foil and Skeletal surfaces. SQR: SQR footprint bus. Metal, Gold Foil, Silver Foil and Skeletal surfaces. STP: STP footprint bus. Metal, Gold Foil, Silver Foil and Skeletal surfaces. CHFR: CHFR footprint bus. Metal, Gold Foil, Silver Foil and Skeletal surfaces. PLTO: PLTO footprint bus. Metal, Gold Foil, Silver Foil and Skeletal surfaces. Added probe-styled multipurpose fuel tanks MLT-R2 Multipurpose Fuel Tank: Tiny radial probe fuel tank: stores LFO, Mono, Xenon by default MLT-10 Multipurpose Fuel Tank Cluster: Tiny stack probe fuel tank: stores LFO, Mono, Xenon by default MLT-R10 Multipurpose Fuel Tank: Small short radial probe fuel tank: stores LFO, Mono, Xenon by default MLT-R20 Multipurpose Fuel Tank: Small medium radial probe fuel tank: stores LFO, Mono, Xenon by default MLT-R40 Multipurpose Fuel Tank: Small long radial probe fuel tank: stores LFO, Mono, Xenon by default MLT-240 Multipurpose Fuel Tank Cluster: 1.875m-ish short probe fuel tank: stores LFO, Mono, Xenon by default MLT-120 Multipurpose Fuel Tank Cluster: 1.875m-ish medium probe fuel tank: stores LFO, Mono, Xenon by default MLT-60 Multipurpose Fuel Tank Cluster: 1.875m-ish long probe fuel tank: stores LFO, Mono, Xenon by default Added small satellite/lander parts Micro CMG: tiny reaction wheel LT-9 Nano Landing Leg: tiny landing leg Z-25 Rechargeable Battery: tiny battery Added new direct antennae F-DA Relay Antenna Feed: Feeder antenna for reflectors DR-1 High Gain Antenna: Small, high speed antenna DR-3 Deployable High Gain Antenna: Small, high speed antenna D-2 Spot Antenna: Static high power antenna D-50 Spot Antenna: Static high power antenna with better range AX-4 Pointable Helical Antenna: Tiny rover antenna, low power, low range AX-5 Aerial Micro Antenna: Rover antenna, low power, medium range AX-30 High Gain Antenna: Rover antenna, low power, good range Added new relay antennae F-RA Relay Antenna Feed: Feeder antenna for reflectors RA-00-2 Micro-Relay Antenna: Tiny relay for early in system comms RA-0-8 Relay Antenna: Large deployable relay RA-5B Advanced Relay Antenna: Larger deployable relay RA-X1 Phased Relay Antenna: Phased array antenna - high data rate, high power RA-X2 Phased Relay Antenna: Phased array antenna - high data rate, high power RA-X3 Phased Relay Antenna: Phased array antenna - high data rate, high power PH-1 Phased Array Antenna Element: build your own phased array - poor performance alone, but combines well PH-2 Phased Array Antenna Element: build your own phased array - poor performance alone, but combines well PH-3 Phased Array Antenna Element: build your own phased array - poor performance alone, but combines well Added new reflector antenna type: Does nothing without another antenna to buff Buffs antennas pointed at the dish Most antennas can be buffed but some are better than others (Feeder types are best) DR-1 Dish Reflector: Small dish reflector DR-2 Medium Dish Reflector: large dish reflector DR-3 Dish Reflector Array: cluster of dish reflectors DR-50 Large Dish Reflector: large mesh reflector DR-100 Giant Dish Reflector: really big dish reflector DR-2000 Dish Reflector Array: oh boy oh boy big reflector -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Issue addressed, and some other ones too. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
The mod is now in a stable enough state to be testable. You can get it from the repo, as usual with experimental things, don't use it in a game you really care about. Relevant information: 8 new probe cores Many new probe buses - hollow structures, generally one for each probe type Added several probe-styled multipurpose fuel tanks Added a few small satellite/lander parts Micro CMG: tiny reaction wheel Micro Landing Strut: tiny landing leg Micro Battery: tiny battery Added lots of new direct and relay antenna models Added a new type of antenna, Reflectors that need a source antenna pointed at them Things that aren't done The four largest reflectors have unfinished textures Antenna balance is still being worked out. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
I never personally write patches for mods I don't control, but you are welcome to determine how such a patch would be written and submit it to the repository. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Ok, so that is probably WorldStabilizer. Are you sure you have the latest version there? It needed a fix for restock. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Git issue would be nice Yes, that will work. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
This looks like it is problems with the whitelist file delivered by these mods. The names are wrong. I didn't look at all for them but all the ones I checked were files that did not exist at that path. For example: [ERR 11:17:21.539] [Restock] No files found matching url Squad/Parts/Resources/largeTank/ksp_l_resourceContainer_diff.dds This file does not exist - LargeTank should be capitalized [ERR 11:17:21.692] [Restock] No files found matching url Squad/Parts/Engine/solidBoosterBACC/model000.mu This file does not exist, it should be model.mu [ERR 11:17:21.728] [Restock] No files found matching url Squad/Parts/Utility/mk2CrewCabin/mk2CrewCabin.cfg Squad/Parts/Utility/mk2CrewCabin/mk2CrewCabin.dds This is two files on one line, one is a config (doesn't need to be whitelisted) and the other is not blacklisted by restock [ERR 11:17:21.717] [Restock] No files found matching url Squad/Parts/Structural/Size3Decoupler/decoupler_and_adaptor_cm.dds This folder just plain doesn't exist. I suggest you bring this up with the author(s) and point them to the wiki on whitelisting, or get them to come here for help addressing this. Generally I would not, because I do not directly support tweakscale in any of the mods I make. I leave that to third party integrations. Are you using KJR Next? THere was this issue here: -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Oh I hope you didn't think the "i'm done" comment was about yours... it was about the annoyance of rigging that massive animated dish. Which is now ingame. Need to finish textures but we are getting there... -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Just install CryoTanks. With that and the ML optional patch you will get methalox in all your lift tanks. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I might be able to explain a few of those things... You're welcome to your opinion, but I disagree (except the 3x on the FLT-100, I honestly did not notice that before and don't think it's great). Also, please don't compare things to hideous ugly engines like the cheetah and bobcat. They're still MH garbage. There is no second variant here - should probably ensure the stock switcher is removed. Please make a github issue. There was a plan to make 1.875m metal variants but it got axed. There are a few leftovers from that - I left them in for people, I can take them out if it is preferred... This may need a tooltip adjustment but it's functioning as intended. The stock variant calls it a boattail but it's really not, it's just a mount. Just another example of why working with MH stuff is so hard/stupid Please make a Github issue so this report does not get lost! -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Nope, they're just tanks. You can put them wherever. Also, goddman it I'm done with this forever. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Moving towards release (maybe Christmas???). Here's the planned scoop (green = done, ingame and just needs balancing) 8 new probe cores Probodobodyne RND: 0.625m cylindrical probe core. Metal, Gold Foil, and Silver Foil variants. Probodobodyne DSK: 1.25m cylindrical probe core. Metal, Gold Foil, and Silver Foil variants. Probodobodyne CYL: 1.875m cylindrical probe core. Metal, Gold Foil, and Silver Foil variants. Probodobodyne REKT: medium square probe core. Metal, Gold Foil, and Silver Foil variants. Probodobodyne SQR: large square probe core. Metal, Gold Foil, and Silver Foil variants. Probodobodyne STP: medum octagonal probe core. Metal, Gold Foil, and Silver Foil variants. Probodobodyne CHFR: large octagonal probe core. Metal, Gold Foil, and Silver Foil variants. Probodobodyne PLTO: large tetrahedral probe core. Metal, Gold Foil, and Silver Foil variants. Many probe buses - hollow structures for your probes ADPT-A: 0.625 to 1.25m cylindrical adapter bus. Metal, Gold Foil, Silver Foil and Skeletal surfaces. ADPT-B: 1.25m to 1.875m cylindrical adapter bus. Metal, Gold Foil, Silver Foil and Skeletal surfaces. OKTO: OKTO footprint bus. Metal, Gold Foil, Silver Foil and Skeletal surfaces. QBE: QBE footprint bus. Metal, Gold Foil, Silver Foil and Skeletal surfaces. HECS: HECS footprint bus. Metal, Gold Foil, Silver Foil and Skeletal surfaces. HECS2 : HECS2 footprint bus. Metal, Gold Foil, Silver Foil and Skeletal surfaces. RND: RND footprint bus. Metal, Gold Foil, Silver Foil and Skeletal surfaces. DSK: DSK footprint bus. Metal, Gold Foil, Silver Foil and Skeletal surfaces. CYL: CYL footprint bus. Metal, Gold Foil, Silver Foil and Skeletal surfaces. REKT: REKT footprint bus. Metal, Gold Foil, Silver Foil and Skeletal surfaces. SQR: SQR footprint bus. Metal, Gold Foil, Silver Foil and Skeletal surfaces. STP: STP footprint bus. Metal, Gold Foil, Silver Foil and Skeletal surfaces. CHFR: CHFR footprint bus. Metal, Gold Foil, Silver Foil and Skeletal surfaces. PLTO: PLTO footprint bus. Metal, Gold Foil, Silver Foil and Skeletal surfaces. Probe-styled multipurpose fuel tanks Tiny radial probe fuel tank: stores LFO, Mono, Xenon by default Tiny stack probe fuel tank: stores LFO, Mono, Xenon by default Small short radial probe fuel tank: stores LFO, Mono, Xenon by default Small medium radial probe fuel tank: stores LFO, Mono, Xenon by default Small long radial probe fuel tank: stores LFO, Mono, Xenon by default 1.875m-ish short probe fuel tank: stores LFO, Mono, Xenon by default 1.875m-ish medium probe fuel tank: stores LFO, Mono, Xenon by default 1.875m-ish long probe fuel tank: stores LFO, Mono, Xenon by default Small satellite/lander parts Micro CMG: tiny reaction wheel Micro Landing Strut: tiny landing leg Micro Battery: tiny battery In addition, lots and lots of antennae. So antennae! I think i'm going to add a new gameplay concept - the Reflector. Generally we have currently the Direct and the Relay antennae. These do... what they have to do and I'm adding about 15 more of these. However, I've made some reflector dishes that sit off the side of comm satellites, e.g these: Important difference with these from most dishes is that they don't have an antenna feed - the part that actually transmits the data to the antenna to bounced off. Using these as standard antennas would be a little off realistically. So, enter the Reflector antenna type, an antenna without a feed. Reflectors... Do nothing by default Need to be combined with any other antenna Enhance the combined antenna's properties considerably depending on the reflector's size. So you can, for example, construct combination antennas with differing powers. I will provide a couple of 'feed' antenna models - tiny things with poor performance designed specifically for this purpose, but you will be able to use any antenna. Using one of the large RA-100s, for example, with the 18m class reflector, will provide a considerable range. Here are a few more pics of WIP things: -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
I mean that I'd conceptually want to be able to port the models to KSP2, which we're pretty sure uses a different shading model, so the new textures should be built with that in the back of my mind. Current ones are not. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Considering the usual TWR of SEP/NEP ships you're achieving quite a good TWR. 'High thrust' in the EP world means TWR sitting near or above 0.1. If you want a high TWR ship, you will need to use chemical or nuclear engines and pay the Isp price. Without crazy stuff like Orion, fusion or antimatter drives, that's just the way of the game. Side note, to get a realistic TWR for NFP engines, divide by 1000! They're very, very good compared to their IRL counterparts. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
In a nutshell, KSP2 killed any motivation to work on it that might be left. The art is kinda meh and to redo it i'd want to ensure forward compatibility. Can't really do that until I know more about KSP2 and how its art looks and what parts it includes. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
It looks like some chair props are missing, and in addition, the Kerbals are seated too high or in incorrect orientations. I don't recall seeing this reported before, I'll try to look into it at some point. Please create a Github issue so it doesn't get lost. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Nope, they are fine. Because of these 3 reasons: 1) None of the aero parts are being redone 2) Anything MH you get is a personal favor 3) The team has other commitments to life and stuff and could only cover 250+ parts in about a year. It's a Porkjet Original (tm) so the quality is a little lower than the rest of the work. Don't know if we'll get around to adjusting that ever, most signs point to no. I'm assuming you resolved this as there are no more posts! -
[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
Nertea replied to FreeThinker's topic in KSP1 Mod Releases
It does look like you copied the whole config file, but then you replicated the whole partmodule versus just the config :).- 1,187 replies
-
- fuel switching
- mesh switching
-
(and 2 more)
Tagged with:
-
You should understand the relationship between KSPI-E and IFS: IFS Core is just a dll, should do nothing. IFS Full contains the bugged file. KSPI-E contains IFS Full (and thus the incorrect file) So whether or not you install IFS core or not, you still have KSPI-E in there, which will cause the problems. Regardless, I have made FreeThinker aware of the problem, so hopefully it will be fixed in the next IFS/KSPIE release.
-
[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
Nertea replied to FreeThinker's topic in KSP1 Mod Releases
IFS/KSPI-E is still breaking some things in two of my mods (Dynamic Battery Storage and Cryo Tanks) because it's using the CryoTanks module specification incorrectly. I thought we had solved this but it looks like this is still happening in the latest master from your git. Specifically, here. Please review the CT documentation. In summary, the issues are: You should not use multiple instance of ModuleCryoTank, for multiple resources use several BoiloffConfigs. Your example uses a different module for each fuel, which is not good. If you must use multiple instances of ModuleCryoTank (not recommended for performance reasons) they need to have a unique moduleID- 1,187 replies
-
- 1
-
-
- fuel switching
- mesh switching
-
(and 2 more)
Tagged with:
-
@Merlin4711: Some other mod is breaking my mod. This bit is relevant: [LOG 20:37:58.783] [Dynamic Battery Storage]: [ModuleCryoTankPowerHandler]: Critical configuration error: Multiple ModuleCryoTank nodes found with identical or no moduleName Something is breaking CryoTanks, which has very negative consequences (not just for this mod). Please upload a full log file and the Module Manager cache file (ModuleManager.ConfigCache from your GameData directory) so I can figure it out and yell at whoever did it. KSPI-E/IFS used to break things, but I thought that had been fixed on their end. I'll have a quick browse of that mod to see if that's still the case. Edit- yes it is still KSPIE. It still has bad configs in its directory. I would still like those two files from you but I have notified the author here: