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Everything posted by Nertea
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totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
The warranty on any of my mods is void when used with Kerbalism - glad you figured it out. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Yeah... That's never going to work. The two radial pods are just that, pods, not engines. You need to install engines. Same thing with the pods. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
There are no restrictions on this, sounds like it might be a KSPI feature. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Cool - you probably want to ensure you get the Mk1-3 replacement also, as the fix involves both parts. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Two more bugfix updates NFLV 1.2.3 Updated B9PartSwitch to 2.10.0 Fixed incorrect labeling of Buzzard's Compact and Boattail variants Restructured how RealPlume FX is handled (Zorg) NF Electrical 1.0.3 Updated B9PartSwitch to 2.10.0 Updated DynamicBatteryStorage to 2.0.6 Made use of B9PS 2.9+ features for reactors (colours, labels) -
CryoEngines 1.0.3 Updated B9PartSwitch to 2.10.0 Updated DynamicBatteryStorage to 2.0.6 Updated CryoTanks to 1.3.0 Fixed LCH4/Ox tank mass ratio issue Improved end-user documentation for features that are not enabled by default A few under the hood bug fixes/edge cases have been addressed Several under the hood efficiency improvements Some minor UI tweaks and fixes It is now possible to specify different cooling costs per fuel type in configs
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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
When you put it like that, probably not. IIRC you can disable the feature where reactor throttle auto-adjusts to engine throttle though. KerbalAtomics 1.0.5 Updated B9PartSwitch to 2.10.0 Updated DynamicBatteryStorage to 2.0.6 Updated CryoTanks to 1.3.0 Fixed LCH4/Ox tank mass ratio issue Improved end-user documentation for features that are not enabled by default A few under the hood bug fixes/edge cases have been addressed Several under the hood efficiency improvements Some minor UI tweaks and fixes It is now possible to specify different cooling costs per fuel type in configs Fixed an issue with the NFE Extras integration for the Emancipator engine (incorrect temperature curve) -
DBS 2.0.6 Rewrote ModuleCryoTank handler to account for misconfigured cryo Tanks Improved error handling for unsupported handlers Fixed a UI sorting collision with NFE reactor window Added support for stock ModuleScienceConverter Added support for RemoteTech (thanks TaxiService) Please ensure you use the updated CryoTanks with this! Yes it is, might be a nice improvement, you should make an issue
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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
It seems like the temperature curve for the NFE integration is not set up right, it caps off at 7000K, whereas that engine has a max core temp of 18000K. That curve needs to be adjusted. I'll put that in the next release. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
If you want to get technical there is a soft dependency for Restock in everything I make because they all target the porkalike style. However there is no expectation of needing it installed to have good results. For this case, you absolutely need to use the tweak gizmos in stock. The way the stock heatshield and pods were designed tends to be as a single unit - placing them on other parts or specifically capsules that have a different bottom node layout (one that is logical rather than really, really stupid) results in visual problems. This is most visible with the 2.5m and 1.25m ones. I have obviously fixed this with Restock, but the options for this mod with many new capsules are: Design the bottom of each pod to be identical to the stock one (attach node protruding far out, strange bulge, inconsistently angled sides) Place a second special heatshield-only attach node to use with the stock heatshield Include a new, fixed heatshield model with adjusted nodes Accept that you will need to use the offset gizmo to align the heat shields with the bottom correctly To me there's no contest - (1) means pods will all look weird at the bottom, (2) is player confusing and (3) is basically what Restock does. That leaves (4), which uses what I would consider to be a well-known player friendly solution. I mean I can clarify that in the FAQ I guess, but there's no perfect solution. I believe I have a long Discord rant about there being no optimal solution somewhere. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Looks like this is fine, it's a labeling issue - the localization for the Compact variant is showing in the boattail field and vice versa. -
Install the latest version of the mod :). Easy fix, it can actually be changed in the settings cfg file. Well, for labs, they're just not even considered in the simulation/readout at the moment. It's an item to look into it, but not for a while... In the case of Snacks!, it's important to figure out where the confusion is. It sounds callous, but I really only care about whether the amount of energy consumed by the snacks processor is reported correctly. The actual consumption of the module is kinda irrelevant to me :P.
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totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I discovered the bug, it is fairly major (completely breaks the coriolis). The fix is pretty simple, just need to add a single curly brace. I'm in the middle of some major renos to this project so can't really do a release, but this file: https://github.com/ChrisAdderley/StationPartsExpansionRedux/blob/dev/GameData/StationPartsExpansionRedux/Parts/Extendable/extendable-25/sspx-inflatable-centrifuge-25-1.cfg#L180 is missing the linked }. As a stopgap you can add that and it will fix it. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I released NFSolar 1.0.5 with a fix for that Halo collider issue. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
If it is a bug it's not been reported. I'll try to reproduce it and let you know. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Hm well I'll check it out I guess. It's a stupid looking patch, would have written it differently now. Yes, it's known, it's fixed, it's just not released due to time constraints. Can you elaborate? The Mk4-1 in particular should be used with a 3.75m heat shield and be using the... Landing or 3.75m variants. The heat shield will slot nicely in the hole provided. The Pandora (Federation-inspired pod) may have some issues, but they didn't show up in testing and probably only really apply to 2x or greater scale. The Elara (biconic) requires a completely different re-rentry profile than other pods. Uh I probably have an idea what would cause that. Will look into that. This is a thing for the Restock thread I guess, but retexturing and remodeling are not functionally different. Great care has been taken to leave colliders and gameplay untouched (at great personal stress levels to the team I might add). If you have concerns or problems with this or discover actual inconsistencies please let us know. In the past there were a lot of problems reported, but ironically these usually turned out to be problems with other mods compensating for stock inconsistencies (eg. RealChute, RealPlume, FAR caused issues in the past). That's fairly untrue. Everything is was modernized within the last year. Again, please let me know what the specific issues are so I can address them. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Are you by any chance using a non-english localization? Looks like there could be an issue under that case. Recently this has been caused by not installing CRP when you need CRP. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Just: @PART[sspx-docking-125-1]:FINAL { %node_stack_top = 0.0, 0.629, 0.0, 0.0, 1.0, 0.0, 1 } Be aware that this node will not move with extension. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
@coredumpster, @mikegarrison these are both better located in the Dynamic Battery Storage thread: However the answer is pretty simple in general. Other mods don't get automatically detected, support needs to be added to give the planner the information it needs. The supported modules are, from the thread: I haven't found find a good way of extracting the power draw from the stock labs yet, and have not done Snacks! (it's not on the list above). So this is effectively expected behaviour right now. Snacks support is probably coming soon. TAC will probably not come for a long time if ever, it's very opaque to get data from. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
No. Ignore everything this person says, if you don't have all the mod's dependencies you will have a bad time. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Hmmm. We do have this: https://github.com/ChrisAdderley/NearFutureElectrical/blob/master/GameData/NearFutureElectrical/Patches/NFElectricalContracts.cfg, which should do the job for the reactors. Anyone have any insight here? There is definitely nothing for NF Solar though. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
This mod contains fuel switching, which is not supported by the stock system. Converting parts of the mod to stock would still require B9PS for full compatibility. Plus, B9 is super great, has other features the stock switcher doesn't, and has a very responsive dev who is awesome and always willing to work worth me to find new ways to do things and implement new features. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Wow, you don't ask much, do you? That description is a shockingly large amount of work. I can confirm that exactly one of those is happening, but I will not say what it is. The rest are very much 'never'.