Jump to content

Nertea

KSP2 Alumni
  • Posts

    4,859
  • Joined

  • Last visited

Everything posted by Nertea

  1. I have made them very conservative in terms of what roll angle they can dock with. If someone wants to test more convenient values, you can try editing captureMinRollDot = 0.99999 In the config file for the docking port. Discover a pleasant, more user friendly value that keeps things working nicely in terms of angle and I'll revise the next version with that value.
  2. What you're seeing is the reactor heat slowly bleeding out of the core plus the residual heat from the engine burn. When you go into higher timewarps, KSP can't understand large temperature gradients very well and starts doing stupid things. Radiators will pull more heat than exists, parts will spontaneously heat up to millions of degrees, heat will conduct in unpredictable ways, etc. As long as the core heat system is working fine (which is mostly stable at high timewarps) everything should be ok with the reactor. That's what I mainly care about. Uh sure it's be really nice if you could put this issue on GH so it doesn't get lost, I'm in the middle of some restock stuff and I don't want to lose my groove.
  3. NF Solar and NF Construction now have first party CKAN support. In addition I took some time to update the FAQs in the OP, including an explanation of what's going on with NFAero and with the outdated albums. I do hope that people read these before posting... I guess I can keep dreaming.
  4. It's very easy, you can do it with MM when you have KerbalActuators installed @PART[myPartName] { MODULE { name = WBIHoverController guiVisible = false verticalSpeedIncrements = 1.0 } }
  5. Uh I am not sure really. The high TWR for Eeloo is intended as it has a pretty big chunk of efficiency loss. The Stubber might use a bit of looking at, but it does have two advantages you have missed - significantly better atmospheric performance and overall lower mass, which leads to better mass fractions for smaller ships: Stubber Neptune TWR (atm) 1.54 0.59 TWR (vac) 3.39 2.96 Isp (vac) 750 950 Cost 17000 19000 Mass 1.8 2.3
  6. MFT-CT patch is well maintained. IFS one probably isn't so that would possibly explain that. I think you would have to replace all the partmodules with the right ones, yeah. Honestly KSPIE has different balance than all my stuff, so I can't say how well it would work.
  7. KSP's heat integration model is fundamentally broken over 1000x timewarp. Core heat can be stable if you're careful and/or supply appropriate hacks (like I do in NFE) but passive part heat generation causes unpredictable behaviour and wild temperature swings. You probably don't want that.
  8. If you use FAR, there is no drag cube stuff involved - FAR uses voxelization. You should check in the voxelization overlay in FAR if the mesh is generating a reasonable approximation and get back to us and the FAR people.
  9. Nah. You have 3.75m attach points, use those. Just uploaded version 1.2.1: Updated B9PartSwitch to 2.7.1 Fixed a harmless B9PartSwitch warning that bothered people Updates to Russian localization (Sool3) Updates to localized strings in general (Sool3)
  10. Yeah I did a stupid. Here's some fixes and updates: NF Construction 1.1.1 Fixed version specification not allowing KSP 1.7.x Updates to Russian localization (Sool3) Fixed some unlocalized strings in older parts (Sool3) NF Solar 1.0.2 Some fixed manufacturers (Sool3) Added Russian localization (Sool3) NF Spacecraft 1.2.4 Added patch for Universal Storage 2 adding nodes to the 3.75m service tank (thanks Zorg) Updates to Russian localization (Sool3) Removed chicken from distribution
  11. Near Future Construction 1.1.0 Updated ModuleManager to 4.0.2 Greyscale and specular recalibration for all trusses to be consistent with Restock (adapters will be tackled later) Revised truss lithium tanks to use reflective shader for foil as in NFP 1.1+ Revised truss argon tanks to use reflective shader for internal-style argon tanks as in NFP 1.1+ Revised truss liquid hydrogen tank textures to align with future CryoTanks direction Removed replacement models for Not-Rockomax Micronode and Octagonal strut (now in Restock) Propagated fixes from restock to the variants of the Cubic Octagonal Strut Micro-Truss parts Remodeled part of Octo-Girder Heavy Docking Connector to use the Restock style docking port Remodeled part of Octo-Girder Docking Connector to use the Restock style docking port Tuned textures of Octo-Girder Octagonal Docking Connector to match docking design language Fixed larger radial docking connector's docking transform being recessed into the model too far Added normal maps to spinal trusses Added normal maps to annular trusses Added normal maps to radial adapters Fixed some warnings related to B9PS 2.7.x Fixed error in CryoTanks patch for some LH2-containing truss parts Really tired of working on this kind of update, so I'm going to go concentrate on other, actually fun things for the next little while.
  12. Probably in the KSPI thread, KwH and MJ are KSPI units. Near Future Solar 1.0.1 Fixed OKEB-15 and -45 being retractable Fixed OKEB-150 not being retractable Updated Spanish translation Fixed power output of Ares panels
  13. This detects files that are left over from a version of KSP before they redid the 1.25m fuel tanks (1.4 I think). If you upgraded from that version particularly via steam, it leaves some junk files around. These files can cause trouble replacing the models so they should be cleared up. They have no effect on the base game.
  14. It won't work. You would have to go through every file, import it, change the shader, build the exports and re-export them again. This will involve very complex rigging. Your best bet is to hex edit the files to change the shader there. Don't really know where to start with that though. Good luck.
  15. Any of the mods with parts that use the new shaders will be pretty broken pre 1.6 as those versions do not package the appropriate shaders.
  16. I suggest you use a version that is for 1.4.5, check through CurseForge or SpaceDock. No such issues have been reported. It's really worth noting the following from the changelog: - Some restructuring of files and assets, ensure you delete old NFE installations Make sure you did this. I cannot reproduce this, can you provide exact steps?
  17. You have a lot of broken stuff in that log, and you should probably delete CryoTanks if you're using KSPI-E.
  18. It's a balance decision. You're describing a process by which you are trying to get around a set of constraints I put on the engine to make it... not the best choice in every situation (as it has pretty crazy stats and would be in most cases). You can do what you want with it but it requires careful engineering. In basic mode with no integration, the cheat engine is not refuelable, but fully throttleable In enhanced mode, you need to deal with handling the idle heat load. You can Put enough radiators to handle full power (not realistic with this engine) Put enough radiators to handler lower power and run the reactor at that power level, relying on the auto-ramp power level w/throttle to get to full power Be careful with the throttle and on/off state and hope/pray A better solution is to use a less complex engine for anything that needs precision at that level.
  19. Also, KSPI... completely modifies how these things work in terms of balance and functionality. Warranty is totally void in that case, because the reactor is now a KSPI nuclear engine plugged into KSPI's heat system. Anything I say will no longer be at all relevant.
  20. No, don't modify the universal patch. Suggest stats for a non dynamic patch - it's controlled by me so it should be balanced specifically. LVN has been multi patched for a while now - the order of the patch is fine, because it contains !MODULE[MultiModeEngine], which naturally means the dynamic patch won't touch it, as the dynamic patch is still :FOR[zzLH2NTR], which will run considerably after FOR:zKerbalAtomics. @GregroxMun, I see 20x square radiators (2 MW) and 4x triangular radiators (1 MW) for a total of 44 MW of cooling power. I confirmed that the Emancipator requires 1.125 GW per reactor so you are way, way below the the threshold to idle the reactor at full power. You should be able to run the reactor at about 2% there.
  21. I'm on a business trip now so I can't say much, but do you have 3GW of radiators, because as I recall the thermal output of the Emancipator is the ballpark of 1.5 GW? Picture kinda looks like no, I think the big square ones are 2MW so you need about 100...
  22. This is impossible to determine as it seems like every second mod that deals with volume does it in a different way. Why not go take a look and report back? Huh well I will try to get out a fix later today.
  23. Addressed as an issue in the repository and on the previous page of the thread. It's harmless, the popup makes it sound very bad. I just haven't had time to send up a new version (planned to do it on the weekend, but didn't want to do it when Spacedock was down).
  24. You could play around with and suggest some stats? I don't have a good picture of how LH2 engines would work in an atmospheric context.
  25. It would be hard to have a replacement, because it hasn't been built yet (that list linked shows the planned MH parts that might be tackled with the next major version of Restock).
×
×
  • Create New...