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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
Had a hunch it might be. That mod grabbed the old models and had them recoloured some time ago - thought I remembered they were red. Good to see it resolved! -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
1.8 update will be some more time. However, it will have a pretty cool thing. After a lot of work there will be a new surface option for all SSPX parts, which converts them into a bare grey metal exterior. New endcap options (bare or with metal handles in yellow) are also included. This will be a separate download as it is not small in terms of RAM footprint. I am currently working this problem for the next release. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Doesn't appear this way to me (just loaded up the game to check). -
@R-T-B I gotta say I wasn't terribly active when you did... what you did, but I think you managed to drop in at a very bad point in time. After a new KSP release is when the whole community tends to be frustrated - the users because their stuff isn't working and the modders from scrambling to find time to try to update their hobbyist projects as the ravenous user base clamours for it. As a lot of the content has been edited/deleted it's not clear to me what precisely went on, but I'm not certain forking then immediately releasing is really going to go over well in any situation with a project that has a large user base, much less in a community at a high stress time. Much better to fork, then PR the original to help support the author getting stuff pushed out, no? I don't think anyone would be unhappy with the forking, and probably wouldn't say no to the fixes. If what I'm seeing is true, the immediate releasing, particularly when the authors were working through the process of getting stuff ready, is what ruffled feathers. Regardless of what the actual license allows, doing that seems to fall under the 'legally correct but questionably wise' statement that has come up in this thread before (and yeah, both sides have their worth ,see the last 6 pages etc). Unlike a lot of 'proper' FOSS communities, we work with a fragile, poorly documented, constantly changing API and platform. We work together to discover solutions and solve problems. If you'd forked and released my stuff, I would have asked you politely to instead push your fixes to my repos to help speed up the process of getting stuff and to build that understanding. In some cases, I would have implored you more specifically to not make releases as I'm working on specific improvements in the background and I'm mindful of users' saves. There's good reason for being slow and methodical in some cases!
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[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Hey all, I realized there was no official statement from the team with respect to updates going on, so just to be clear we are hard at work on 1.8 compatibility. As for all of the mods I'm involved with, I recommend not using something built for an old version of KSP in a newer version, particularly with 1.8 . In particular there are a slew of general improvements coming with the next version that you may inadvertently cause incompatibility with. Thanks for your patience. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
It is still in the depressing backlog (I have a fun backlog and a depressing backlog). The parts and such will continue to work in 1.8 if the dependencies (DeployableEngine, KerbalActuators, B9PS and MM) are updated, so I don't see any need to absolutely kill my motivation and productivity by working on that. -
Approximate 1.8 mod update order. Don't ask for timing, but this is my goal.
- ReStock/ReStock+
- Utility mods (Dynamic Battery Storage, NFProps, Community Tech Tree, DeployableEngines)
- CryoEngines/KerbalAtomics/CryoTanks
- NFT suite
- Others
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[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
So, 1.8 requires at the bare minimum a recompile of all of my projects to update the .NET version and the dll structure. One or two are probably fine, but even so they have dependencies that need to be updated. Don't expect things to work, and really don't even try them IMO. Don't expect updates before 1.8.1 either, realistically. I'm busy. The need to push major version updates (1.8.x updates will NOT be compatible with previous KSP versions due to the .NET version upgrade) also means that I WILL BE REMOVING THE HIDDEN DEPRECATED PARTS IN THIS UPDATE. NF Electrical: 3.75m battery NF Solar: all the old solar panels More perhaps, but primarily those. I will also be using the need to spend time on this to do some renos on various things, so some packs may take longer to update than others. @jimmymcgoochieYou may be pleased to know that (I think) I have resolved the issue while working through the update for NFE. At least, using your reproduction steps I can't get it to happen anymore. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Oh some ingame stuff: -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
stand by... Hey some things! I've mostly finished what I intend to do with the smaller probes lineup. This is prototyping for larger probes as well. First off the buses. These fit the RND (ok that one's mine), the OKTO, QBE and HECS. Available in two sizes for each and a number of surface options (truss not pictured). There's also a switchable end in various surfaces as well. Next, small accessories. When I started making some test craft I started seeing missing things... Like small tanks. These are really small but fit in the buses or on surfaces really nicely. Available in a number of fuels and finishes (silver foil, lithium, argon not pictured) And tiny batteries and reaction wheels: The small antenna selection is also lacking. I will give internet points to those that figure out the source spacecraft for these: I even made a tiny leg When I was drunk. I regretted it shortly after. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
That's not accurate. You also need to adjust the actual patch as well. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I think providing a smooth transition for the cone was important. You disagree with this. That alright - it's an art project, disagreement is allowed as art is subjective. However, and I'll continue to emphasize this, there is no mechanical difference between the two parts, it's purely visual. If you find things that are *not* opinion pieces about particular art bits, I'm happy to address them. Heck, if a vast majority of people didn't like a particular choice, I would consider making an adjustment. However, this is the first I've heard of it and from your posts, I don't think you are really interested in garnering community support to change it - you just don't like the mod art. Which again, is fine, it's too bad, but it's fine. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
It was pointed out to me (coming here from Tantares thread) that I had not answered this query - I think it may have gotten lost. Sorry about that That's unfortunate, we worked hard on doing a far more visually accurate and stylistically consistent implementation of all the MLI parts than stock's jumble of different implementations. I find that foil in general tends to not be everyone's cup of tea though. Luckily, there are several variants of the probe cores, some of which don't involve any MLI. I think it's been pointed out already, but as the maker of said part and effects, I will fight that statement to the death. Yeah this kind of thing is a large challenge. You see, there's more than one use for that part. Because of the large set of possibilities for placement, it's quite difficult to ensure that every use case is catered for. Because that part shows up in career along with rockets at the beginning, the choice was made to shape it in a rocket-friendly fashion. This of course creates challenges with the particular placement you describe but other uses have much better part flow now. We have to make choices like this all the time - one very key improvement that has been universally hailed is the top node of the 2.5m command pod, where we deviate from stock for considerably better part flow. We continue to welcome assistance and iterate on the project and if you find cases where things are actually mechanically different than their stock implementation, please let us know and we'll look into it. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Definitely doesn't happen in a basic install. Kinda looks like something is removing all the resources from the capacitors. NF Construction 1.1.4 Fixed colliders on angled octo-truss 30 and 45 degree variants Fixed screwed up texture on angled crewed octo-truss Fixed surface attach node on both angles octo-trusses Fixed surface attach node on octo-truss drone core Tuned docking parameters for linear docking ports -
Our licensing choices are absolutely made with the full knowledge of the exact implications of the license used. The art is licensed in that way because we care about our art and realistically, it will be fairly static without the source files. If the entire team were to suddenly disappear without passing on the mod to a new curator, there is a clear ability for the community to maintain the non-ARR portions of the mod by shipping updated versions of configs and plugins.
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[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
That's some really good detective work. It seems like in one case the stock 'heat catchup' 'system is not being removed properly and it tries to do something stupid. I guess it's some kind of thing where you have a not-heated system and you want to act like it has heated up in the background. The problem is, I have no idea how to resolve this one. I don't think I'm going to even try at this point, all I can say is 'don't do that'. I will keep moving forwards with my plans to roll a more stable heat system and try to bring that online sooner. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
This is fairly untrue - the Restock ports are not functionally different from any of the stock ports. No variants are added by this mod either, so you will have to be more specific. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
There have been some issues with this in the past (the stock thermal system does this sometimes), some mitigations were implemented as a result and it hasn't been seen since. In order to effectively debug this I need a solid reproduction case and steps, because in my current setup can't reproduce it. As a start, you should provide me with: A logfile covering the period of the event occurring A mod list A set of screenshots of the vessel in question, specifically highlighting the installed thermal system contributors (all reactors, radiators of all types, drills, converters, etc) Even better would be: A craft file of the ship with non-NFT mods stripped (honestly any of my mods are ok but ideally this is stock+NFE) A save with the event occurring with this ship -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Yes, all patches for external mods are community contributed - I can only guarantee that the ones that support my other mods are supported continuously. If the config format changed then someone will need to go through and adapt it to the new format. Thanks for letting me know, I will add it to the fix list. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
I don't typically react well when asked for updates on updates, I'll post something when I want to post something. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Thanks for looking into this, I'll merge it and release it when I have some time. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
A fix was made to this in the last NFC release, but perhaps it needs more attention I'm not sure what you mean, I haven't changed the plumes in a long time....?