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Nertea

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Everything posted by Nertea

  1. Don't be modest, I doubt the mod would be as successful without your work balancing! Different thread, but I'll look into it.
  2. New testing release, 0.3.1. Mostly dedicated to locking off the art for the NSWR and FFRE. Antimatter parts will be next. Updated B9PartSwitch to 2.4.5 Removed MiniAVC from distribution Updated CryoTanks to 1.0.3 Increased thrust of NSWR to 960 from 520 kN, decreased Isp to from 5650 to 3650 New engine effects for NSWR and FFRE Separated thermal and engine throttle effects for NSWR and FFRE Updated textures for NSWR, NSW tanks and FFRE Fixed fusion reactor fuel mode not being saved between scenes Fixed an issue with fusion reactor fuel consumption @Wiowt I think about, but I do not make :P. @toric5 Still looking into the AM fix, so don't expect it to be resolved here
  3. Look up in the thread for an identical issue and its resolution. So this would be odd because the new version of CRP has a bug which prevents AM distributions from generating at all! Did you fix it yourself or something? I can't even get them to work at all.
  4. Sounds like you have an old version. The latter two issues existed in the past but don't anymore. The other issue... guys. I have a demanding job and a little kid to take care of. You're lucky you even get updates. Don't go all doom and gloom because I don't have time to open KSP and even start investigating this immediately. It'll be fixed.
  5. The switch occurred between 0.8.7 and 0.9.0. You should have it already Well, can't reproduce the issue without at least some other mod then.
  6. Not quite. The IFS presence was why I couldn't reproduce this. The CryoTanks patchers disable themselves in the presence of IFS because IFS does things. That patch is intended to work when CryoTanks is installed and re-add the subtype that is removed. However IFS exists, disabling the new switcher, and that patch thinks the switcher is still around. I will add a consideration to watch for IFS there when I can. In the meantime you could remove IFS. Not at the moment, but it's on my to-do list. It was fixed in the last update.
  7. So I want to make some changes to the reactor integration with engineers in a version or two. I'd kinda like to make them work a bit more like pilots affect control things. Appreciate any inputs Reactors can only be turned on/off without engineer on board Probes need commnet control connection for reactor on/off. Strong connection for full control. I've been informed that this is a stock KSP bug and I can't do anything about it :(. Something about mirror symmetry and parts with moving components.... It may need some adjustments to how the ablator works - however you should be able to fly a shuttle-like reentry with no problems.
  8. NF Electrical 0.10.4 Fixed an exploit where you could button mash the discharge capacitor button constantly for a net gain of EC Increased the minimum core temperature allowed for radioactive fuel transfer to 450 K
  9. Well I guess I'll look into it. Exo resource system is garbage though, hard to debug.
  10. Some small fixes for NF Spacecraft 1.0.1: Decreased Elara body lift from 0.5 to 0.2 Added action group spec to Elara hatch, added deploy limit Added toggleable docking spotlight to Pandora chin area Added a collider to the Docking monitor in the Pandora interior, if you click on it, it will change to a external view. Added consistent alternate RCS layout names to relevant pods for modder use Fixed a stray RCS thruster on the Callisto Moved Callisto flag so it doesn't obscure the surface camera. Tweaked UV of Nereid flag Fixed typo in Hummingbird engine description Moved Nereid pod colliders up a bit, fixes accessibility of engines Fixed localization of Nereid alternate engines pod versions
  11. Great to hear! I changed some things to address a larger bug and I'm glad it worked out.
  12. I'd still need B9PS for fuels and the other things that the stock switcher is incapable of. Not worth having 2 different switchers with different UIs in the mod.
  13. Soooo I can't reproduce it in that mode either . I built the same ship, but added an chargeable engine and tried scrubbing the charge rate bar so that it went through 200 Ec/s. No luck. But I've been tinkering with the plugin since the last release - it's possible I fixed something accidentally. Can I ask if you can replace the dll from here: https://github.com/ChrisAdderley/FarFutureTechnologies/tree/dev/GameData/FarFutureTechnologies/Plugins and see if you can still reproduce it (It's the most current one to my dev install)
  14. Oh no I just mean I have no clue what's going on with that! You were pretty clear and the repro steps are good so I'll try to dig into it soon.
  15. I need specific reproduction steps. I did the following: Built vessel with command pod, 4x large 2.5m batteries, large 2.5m D tank, 2.5m reactor, 6x large TCS Launched vessel, activated reactor and radiators Timewarped, went back to space center, turned tank cooling off, etc, tried to break it Rock solid all the way through. (I did find the bug where the fusion mode was not being saved though)
  16. You might try going through your GameData folders and making sure you have no extraneous KSP dlls (UnityEngine.dll, AssemblyCsharp.dll and the like). Sometimes if these have been included in a mod distro it causes the game to load things > 1 time. Hah, a bug report that is an exploit. I'll look into it.
  17. I don't have a TU patch. I will not make such things as proper albedo, metallicity and such maps are a non-trivial thing to add! There are many free texture editing tools that can help you in your quest! (BTW, stock KSP's texture size is atrociously large for what they are!)
  18. The first idea is pretty cool. The chin is already rigged up for RPM cameras and has transforms for each of the greebles so they could be used for ranging things, etc.
  19. I reviewed the last post in the thread and realized that something changed between 1.3.x and 1.4.x wrt to texture replacement, all the placeholder textures had to be upscaled from 2px wide to 4 px wide. I guess I could make an update to this only to preserve capability, but really... it will be the absolute last. I know you enjoyed some of the models, but they need to die.
  20. I would also be interested in knowing about this. It's as standard a mod as I have and should be quite future proof. In this way I am not really interested in having someone else continue maintenance. If a lone user want to keep in running in their install no worries, it is robust and barring major KSP changes, it will be compatible. However, I don't want my garbage models floating around in any kind of operational way.
  21. Glad response is good, took way more work than I anticipated. IVAs.. I have fun with captions sometimes. The Phoebe is a comm antenna it can function as a probe control centre so it seemed appropriate. The Pandora, you can look at the original inspiration. Wait and see! I didn't change anything here. The FAQ has been changed to be accurate - they need RPM and ASET props, and are only valid for the 3 old pods at the moment. I'll look into it. I'll look into it. Check the commit history, but really, always replace a dev version with a release version. I'll look into it.
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