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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'll have a look when I have some time, I don't recall seeing this last time I played with that pod. . Are you running any other mod that might affect lights in some way? I'll look into it when I have some time. I don't think I've ever implemented anything like that. Do you have full control (signal-wise)? Another mod affecting things (KSPI, Kerbalism, etc)? -
KSP Interstellar Extended Continued Development Thread
Nertea replied to FreeThinker's topic in KSP1 Mod Development
Yeah, I'd think that you'd want to use your own module at that point anyways - finer control. -
KSP Interstellar Extended Continued Development Thread
Nertea replied to FreeThinker's topic in KSP1 Mod Development
Hey @FreeThinker I've been notified of something that is happening with KSPI and CryoTanks that breaks CT. It has to do with this patch file, which is using an unsupported configuration for ModuleCryoTank Effectively all BOILOFFCONFIG blocks should be condensed into one instance of ModuleCryoTank. This performs much better and avoids the problems that have been reported. I will work on a solution to ensure that multiple instances of the module on a single part are supported, but this will involve config changes as well and doesn't have a firm ETA. This does mean that only one CoolingCost is available for all fuels (hence the name SimpleBoiloff, haha). I will also work towards supporting different costs for different fuels. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Nope, this is the *correct* way to do it. Note that each of those folders have a _v2 on the end of it. If you did into those part config files, you will find the part names for the replaced parts also has a _v2 appended it. These are complete copies with the new parts. The issue that has been described occurs when the parts are moved (not complete copes with new parts) from an old location with the copy changed up a bit. As to your other problem, I can't reproduce it locally as of last night, and unfortunately can't look at the log file at work. I'll do it when I have a chance. -
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 have explicit compatibility for CCK. Feel free to submit such a patch though! -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Unfortunately, KSP legs are, as my space mission engineering prof put it, "a real bear". I like making the models, but rigging them up functionally is some kind of dark art. I don't plan on doing any of these as part of this project. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
I'm always on the lookout for nice detailed concepts of cool antenna systems. I haven't found any that I love yet. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Minor NFLV 1.2.1 update: Added new custom RealPlume configs courtesy of Zorg -
[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
This is a special case where Squad created new part configs, deleted the old ones and placed the new ones in a different location. Importantly, they did not change the internal part name for these new configs for compatibility, which means that there is a chance that an install might have two copies of the same part in it. In this case, ModuleManager does not know which part to target, which results in weird behaviour. Deleting the old files resolves this ambiguity. Steam installs are particularly vulnerable to this, as it seems that the KSP Steam install does not delete extra files that aren't in its manifest when it installs an update - which makes sense, or else every update you'd have to reinstall your mods and possibly saves. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
At the moment, I do not feel like continuing work on FFT so I'm going to shelve it. Putting most of the models beside my newer stuff causes sadness so until I can commit the time to a large redo of the models I will hold off on further work. Development of new content in this thread is going to shift to a different mod, Near Future Exploration, which will be focused around better payload solutions for probes and other exploratory things. In particular I plan to further develop the scene for larger unmanned vehicles in the 1.25m to 2.5m size range because that's pretty lacking right now. After a bunch of thought the main section of this mod will be focused on providing 'bus' type solutions, which really just means hollow tubes to stuff fuel tanks, batteries, etc inside that follow the form factor and design of the probe cores. As a mocked up example, a New-Horizons-style set might include a probe core and two sizes of bus: Note that there will be no buses with integrated fuel/power, etc... I don't want to add that kind of workload. The buses would be provided in a set of variants such as gold foil, silver foil metal panels and struts, so would have similar options to the Restock probe cores. Another mockup showing that: Besides building busses for the current set of probes (OKTO, HECS, HECS2, QUBE, maybe the OKTO2), I plan to add a number of similarly styled larger probe core/bus sets. After combing though a lot of probe and satellite concepts, I have settled on the following set, which will cover most of the more interesting probe concepts I've seen plus many commercial commsats. The tube on the bottom right is a 2.5m 'fairing' for scale, and the cylinder on the left is a 0.625m size part. This is probably not all, but will be the main focus of the mod. In addition to this, you can expect some of the following: Expanded selection of radial fuel tanks for the basic fuel types More RTGs Interesting science instrumentation Antennae and other useful greebles Always looking to see what the community wants though, so feel free to put in your requests. Can't say I'll do them, but they'll go into a decision matrix at least. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Maybe? I have targeted the LCH4 fuel type to have the same mass ratio as LF and O (9). By contrast LH2 is 6. I doubt MFT naturally lines up with those numbers. I don't particularly like doing multimode engines like that, particularly chemical ones. They wouldn't be switchable without a lot of reengineering in real life - it has happened a few times (RL10, RS18 were both reworked to burn methane but it was both suboptimal and nontrivial), and I have a *thing* about functionality mirroring looks. The LF/LH2 switched Nerv is the only one I've really done with great reluctance. I'm comfortable affecting these engines in this way because the NFLV engines were always a bonus thing that were borderline overpowered (and this is an extra anyways). I don't think in this case we take anything away from the LFO lineup. Where this is a problem, realistically, is when you start comparing LFO to LH2O engines. Convert the 'realistically' LH2 engines in KSP and you just lost all the 3.75m lineup and a few things in the smaller lineups. If I were to make more engines, I would try to work on putting effort into solving that - alternate Skipper, Skiff, Mammoth, Vector, Rhino, Corgi that were based on something reality-grounded that isn't LH2-based. -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I did fix this, but just a gentle reminder that a GitHub issue is the best way to track things so I don't forget, and barring that, putting the post in the correct forum thread really helps things avoid getting missed. If you're using MFT, CryoTanks will take a bow and defer its functionality. You will need to define an appropriate MFT support patch (don't ask me how, I don't know :P) to have the tanks hold methalox. If you just have CryoTanks installed and you drop in the new NFLV extras patch, you will automatically get usable tankage. I'm involved in this bit of the project due to strong interest from a few people. I felt like it was only a matter of time before a lot of people start being very interested in LCH4 burning engines and I thing it's important to be involved in creating a community standard for balancing mass and cost fractions. As it's in Extras, it doesn't get first party status in my mods (and after the CryoEngines push I have no interest in modeling engines anymore). So, there will be no additional dedicated models. This makes more sense to live in CryoTanks that actually provides the tankage support. I will do something in the next release there. -
More bugs fixed, and minor new features thanks to B9PS 2.9! CryoEngines 1.0.2 Updated B9PartSwitch to 2.9.0 Updated DynamicBatteryStorage to 2.0.4 Updated CryoTanks to 1.2.2 Made use of B9PartSwitch 2.9.0 features in several parts (UI colours, tooltips) Fixed an issue where the 1.875m engines were not correctly scaled (~12.5% too small) Made use of B9PartSwitch 2.9.0 features in several parts (UI colours, tooltips) Fixed smokePoint transform rotation in sustainer type engines Fixed plume offset in Etna RealPlume config (Zorg)
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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
GameData/CryoTanks folder in the distribution instead of GameData/KerbalAtomics/ -
[1.12.5] Restock - Revamping KSP's art (August 28)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I've definitely seen this before, in bog standard stock. Sometimes the variant system doesn't work in the tech tree - don't know why though! -
[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Near Future Launch Vehicles 1.2.0 Updated B9PartSwitch to 2.9.0 Made use of B9PartSwitch 2.9.0 features in several parts (UI colours, tooltips) Rework of advanced LFO engines Repainted textures, cleaned up some model elements Added Vulcan-inspired boattail option to BE-4-alike engine Uses new LCH4 colour scheme (white/green-based) Added autoshouds to ring/compact variants Now use the new Restock-like emissives/heat animation method Modified model numbers to consolidate them in the patch list Added new Extras package: CryoEnginesMethalox Converts the mod's LFO engines to use LCH4/OX, for about a 30s Isp bonus Requires CRP and CryoTanks >= 1.2.0 -
Honestly warranty void on practically all my mods with Kerbalism. I know for a fact that that mod changes all my custom code to use theirs so the DBS features just won't work at all. Deleting is probably safe. https://github.com/ChrisAdderley/DynamicBatteryStorage/issues/26 Always good to check the repo The usual way to set this field is to select your planet (Kerbin), which will set the mean solar altitude to be at Kerbin's orbit around the sun. Then you adjust the orbitnal height
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Beautiful! I will immediately be updating my stuff to work with this!