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Nertea

KSP2 Alumni
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Everything posted by Nertea

  1. Kerbal Atomics 1.0.4 Updated B9PartSwitch to 2.8.1 Updated DynamicBatteryStorage to 2.0.3 Updated DeployableEngines to 1.1.0 Updated CryoTanks to 1.2.1 Actually fixed MissingHistory compatibility this time (thanks Wyzard)
  2. Updated to 1.0.1 Updated DynamicBatteryStorage to 2.0.3 Updated CryoTanks to 1.2.1 Changed RealPlume compatibility patch to use old syntax (Zorg) Changed method used to render inner engine glows to be less visible in the editor
  3. I think I fixed the other issue I was working on, so here's 2.0.3 Fixed GenericFieldDataHandler not being included causing all sorts of problems Fixed KerbalHealth compatibility Fixed a few small potential NREs and added better error handling for common cases Fixed SimpleBoiloff handler not understanding multiple cryogenic fuel types
  4. That is pretty confusing, thanks for the detective work. I would rather it not be like that... but it's other people's mods, what can ya do.
  5. Yeah that would be unexpected! Looking at that mod's source yeah, it's the culprit.
  6. I'm still working on a couple other issues but I should get a fix out on this in the next few days.
  7. I would hazard a guess that the hull is not calculating skinned mesh renderer geometry correctly and this is causing the issue.
  8. That's correct, it does not. You could toss a log of your loading sequence up here, that's probably pretty comprehensive in terms of what is installed or not.
  9. Yep it looks like there was a compile error and the new GenericFieldDataHandler was not included in the distribution!
  10. If you're seeing this, you might be looking at a different mods boiloff implementation somehow. To check, put a tank on the launch pad and timewarp. You should immediately see resources removed - just did a test and this works fine.
  11. I would love it if you could get me these logs with the DebugMode switch in DynamicBatteryStorageSettings.cfg set to true.
  12. Yeah the difference in engine styles between various national programs is pretty clear! The Vulcain/Vinci have very specific styles (nice symmetry and well laid out control gimbals), as do the JAXA engines (big pipes!) - compare with the chaotic pipe and wire messes that are Russian engines, and the less chaotic but still maze-like American engines.
  13. Holy enormous update batman! Check out the beautiful update gallery, with screeshots courtesy of @Zorg and @Rock3tman_. CryoEngines 1.0.0 Updated B9PartSwitch to 2.8.1 Updated DynamicBatteryStorage to 2.0.2 Added support for GenericFieldDataHandler - a simple plug and play handler for other mods to use Fixed FissionFlowRadiator adding heat to the simulation instead of removing it Fixed two instances of null reference exceptions when switching vessels/scenes Updated DeployableEngines to 1.1.0 Added new ModuleAdvancedLookAtConstraint module Version of basic FXModuleLookConstraint with the addition of viewing vector stability Tries (mostly successfully) to ensure a constrained object's up vector (green transform in unity) matches the up vector of the target object, which resolves problems with almost vertical/vertical gimbal pistons Same syntax for configs as FXModuleLookConstraint (see GitHub wiki for more details) Updated CryoTanks to 1.2.0 Fixed a localization typo Tuned VAB UI part tooltip fields for boiloff module Reworked textures of foil tanks to match Restock and Near Future Construction Normalized grey to be similar to all my other mods Recompressed all textures with better compression algorithm Added optional simplistic draft Liquid Methane support Slightly cryogenic (1/10th the boiloff rate of Liquid Hydrogen) Similar mass ratio to Liquid Fuel (9) Higher cost ratio compared to Liquid Fuel (0.12 vs 0.1) Enabled by declaring any MM patch with :FOR[CryoTanksMethalox] or including a folder in GameData called CryoTanksMethalox Soft-deprecated entire old set of CryoEngines parts; they are replaced but invisible so people have time to adapt New 0.625m engine: CR-10A 'Stromboli' Cryogenic Rocket Engine: Sustainer engine based on updated hypothetical DC-X RL-10-A5. 0.625m, Boattail and Compact variants Revised 1.25m engines CR-2 'Vesuvius' Cryogenic Rocket Engine: Sustainer engine based on Ariane Vulcain 2. 1.25m, Boattail and Compact variants. Similar to old Volcano. CE-10 'Hecate' Cryogenic Rocket Engine: Vacuum engine with extensible nozzle based on RL-10-C2. 1.25m and Compact variants. Similar to old Chelyabinsk. New 1.875m engines CR-0120 'Erebus' Cryogenic Rocket Engine: Sustainer engine based on Energia RD-0120. 1.875m, Boattail and Compact variants. CE-60 'Pavonis' Cryogenic Rocket Engine: Vacuum engine with extensible nozzle based on unflown RL-60. 1.875 and Compact variants. Revised 2.5m engines CR-9 'Fuji' Cryogenic Rocket Engine: Sustainer engine based on JAXA LE-9. 2.5m, Boattail and Compact variants. Similar to old Odin. CE-2X 'Ulysses' Cryogenic Rocket Engine: Vacuum engine based on Constellation J2-X. 2.5m and Compact variants. Similar to old Tunguska. Revised 3.75m engines CR-68 'Etna' Cryogenic Rocket Engine: Sustainer engine based on Delta IV RS-68. 3.75m, Boattail and Compact variants. Similar to old Mars. CE-602 'Tharsis' Cryogenic Engine Cluster: Vacuum engine cluster with extensible nozzles based on alternate Constellation upper stage option. 3.75m and Compact variants. Restock style engine effect model and emissives propagated to all new parts New plumes for all engines RealPlume support for new plumes, courtesy of Zorg Slightly tuned most revised engines in terms of mass, thrust and Isp compared to their predecessors CryoEnginesLFO Extras package has been tuned to match the new content (typically 70s of Isp loss) New Extras package: CryoEnginesRestock Adapts the appropriate ReStock and ReStockPlus engines into cryogenic engines (Vector, Mammoth, Rhino, Skipper, Corgi, Skiff/Caravel) with significant balance changes Changes the plume for the Rhino, Skiff/Caravel and Skipper to be appropriately cryogenic Hey look, I defined this as feature complete! This means new development is unlikely to occur. Because of the scope of this update, I do expect some bugs though, so report away! I'm also looking at adding optional support for LCH4 engines as you can see from the changelog. I'd appreciate any feedback the community might have for this in terms of mass ratio and volume ration - it is a fuel that is somewhere between LF/O and LH2/O in terms of volume and cryogenic properties.
  14. Dynamic Battery Storage 2.0.2 Added support for GenericFieldDataHandler Fixed FissionFlowRadiator adding heat to the simulation instead of removing it Fixed two instances of null reference exceptions when switching vessels/scenes
  15. I believe my previous post should provide the appropriate insight.
  16. It still works in the current release version. I currently have no plans to fix it anytime soon. Next window is probably September area, sorry.
  17. Hmm, well they're packaged with the default Python zip archiver, shouldn't be anything special. Glad you got it solved at least.
  18. There shouldn't be a select button or anything, just new 'start fuel cell' options with LH2. Maybe a mod interaction?
  19. I think I tracked down and eliminated both NRE cases - just an unhandled case of KSP's scene timing. Will release after a bit more testing.
  20. I have not heard of this issue and the current release version has been out a couple months now. What download source have you used? Have you used anything that could mess with downloads like a download manager or something? Are you sure you have the dependencies installed? Almost all models have alternate meshes that use B9PartSwitch to turn on and off.
  21. Thanks, I'll take a look at the log. It would always be helpful to tell me what was going on at the time of the NRE though. I'm also interested in learning what the weirdness with TAC was exactly .
  22. Ok last one then we can sleep, the Ulysses, replaces the Tunguska, based on the J-2X (real one, not that silly other one @CobaltWolf dug up ). Comes n 2.5m and compact variants.
  23. I'm not really sure how CLS works, might want to take it to the thread. As far as I'm aware this is fine: @PART[sspx-tube-375-1]:HAS[!MODULE[ModuleConnectedLivingSpace]]:NEEDS[ConnectedLivingSpace] { MODULE { name = ModuleConnectedLivingSpace passable = true passableWhenSurfaceAttached = true surfaceAttachmentsPassable = true } } @PART[sspx-tube-375-2]:HAS[!MODULE[ModuleConnectedLivingSpace]]:NEEDS[ConnectedLivingSpace] { MODULE { name = ModuleConnectedLivingSpace passable = true passableWhenSurfaceAttached = true surfaceAttachmentsPassable = true } } @PART[sspx-tube-375-3]:HAS[!MODULE[ModuleConnectedLivingSpace]]:NEEDS[ConnectedLivingSpace] { MODULE { name = ModuleConnectedLivingSpace passable = true passableWhenSurfaceAttached = true surfaceAttachmentsPassable = true } } They intentionally do not allow crew to be loaded in the editor.
  24. It is not a great engine to do a small boattail along because of how the pipes go. Check out how the DCX was laid out. There are a lot of resources in this thread. Here are a couple of recent posts. Two more engines have been completed this weekend, leaving only one. This is the Fuji, a replacement for the current Odin. The Odin was based on the LE-7, which is now the Skipper in Restock, so I've used its successor the LE-9 as inspiration. The Fuji comes in Compact, 2.5m and boattail variants. The Mars is being replaced by the Etna. It's effectively the same though, still based on the RS-68. It comes in Compact, 3.75m and boattail variants.
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