AnFa Posted July 11 Share Posted July 11 >A: I am now retired from KSP1 modding and will only be providing bugfixes. Now that KSP2 has been brought to the back of the barn, shot, and buried, I wonder if you'll ever revise this position lmao Quote Link to comment Share on other sites More sharing options...
Grenartia Posted July 11 Share Posted July 11 7 hours ago, AnFa said: >A: I am now retired from KSP1 modding and will only be providing bugfixes. Now that KSP2 has been brought to the back of the barn, shot, and buried, I wonder if you'll ever revise this position lmao I mean, he just got fired. Not even 2 weeks ago. He's probably busy with finding a new job. Quote Link to comment Share on other sites More sharing options...
KerbalBoi123 Posted August 16 Share Posted August 16 bro thank you for bundling all the mods with it Quote Link to comment Share on other sites More sharing options...
Nertea Posted August 19 Author Share Posted August 19 Release 1.2.1 Marked for KSP 1.12.5 Updated B9PartSwitch to 2.20.0 Updated SystemHeat to 0.7.2 Updated SpaceDust to 0.5.2 Updated DynamicBatteryStorage to 2.3.1 Updated CryoTanks to 1.6.6 Updated ModuleManager to 4.2.3 Added ingame settings to control cost of antimatter in science/career modes. Decreased the minimum throttle fraction to 0.1% from 5% from chargeup engines to allow better interaction with autopilots Fixed a typo in all Fissionable tanks Fixed 5m Fissionables tanks missing from CTT Fixed z-fighting on 3.75m fusion fuel tank (#183) Fixed minimum harvest threshold on air/exo scoops which will allow harvesting at lower concentrations Removed ablator refurbish mode from nuclear smelter as it doesn't work and I'll have to rethink it later Increase detonator timer for antimatter to 30 physics ticks from 10 Quote Link to comment Share on other sites More sharing options...
The Dressian Exploder Posted August 20 Share Posted August 20 (edited) Is VABOrganiser support soon to come? Edit: Never mind, it's already there! Excellent! Edited August 20 by The Dressian Exploder Quote Link to comment Share on other sites More sharing options...
Zum of all trades Posted September 13 Share Posted September 13 Am I the only one who has no idea what this advanced cooling system is. Can someone please explain to me how it works I am new to this mod. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted September 13 Share Posted September 13 6 hours ago, Zum of all trades said: Am I the only one who has no idea what this advanced cooling system is. Can someone please explain to me how it works I am new to this mod. I'm fairly sure you're the only one, yes. Plenty explanation and a GitHub wiki link in the OP here: (Hard dependency of this mod) The short and sweet of System Heat is that radiators are reliable and safe at high temperatures and high timewarp (you mostly don't have to deal with physical heat which becomes the kraken's energy) and the radiators themselves (and any devices that will require them) are sorted into tiers of operating temperatures. Radiators only work if they're put in a loop with something that runs hotter than them and devices that run at very different operating temperatures should not be on the same loop. The hotter devices will overwhelm and disable the colder ones. Quote Link to comment Share on other sites More sharing options...
Zum of all trades Posted September 14 Share Posted September 14 3 hours ago, JadeOfMaar said: I'm fairly sure you're the only one, yes. Plenty explanation and a GitHub wiki link in the OP here: (Hard dependency of this mod) The short and sweet of System Heat is that radiators are reliable and safe at high temperatures and high timewarp (you mostly don't have to deal with physical heat which becomes the kraken's energy) and the radiators themselves (and any devices that will require them) are sorted into tiers of operating temperatures. Radiators only work if they're put in a loop with something that runs hotter than them and devices that run at very different operating temperatures should not be on the same loop. The hotter devices will overwhelm and disable the colder ones. OK good news: I've figured out how to use the loops. and I got a fusion reactor running. Bad news: I had to stack like 10 of the biggest Stock radiators for it to run. Is this a normal part of the mod or is there something I'm missing Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted September 14 Share Posted September 14 @Zum of all trades It's normal, except that the stock radiators are out of their element when you want to use them on heat sources more powerful than in stock. Nertea's own radiator pack is over here: Quote Link to comment Share on other sites More sharing options...
MagnetoDynamic Posted September 18 Share Posted September 18 Hi all, I'm struggling with collecting antimatter! Using the 'Bussard' particle scoop, I can collect light elements just fine, and Space Dust is showing antimatter bands around planets, but the Bussard interface doesn't show that it's collecting any antimatter. Time warping into the future (hundreds of years) shows that my antimatter tanks aren't filling either. I've got it pointing prograde, and the spectrometer gives a reading of ~3.0x10^-30 (absolutely miniscule - is this a typical value?) Here's my map screen, showing that I'm in the antimatter band in low-Jool orbit (Space Dust shows 4.17E-30 t/m^3 of the stuff): https://ibb.co/88k1Pn0 And here's my interface, showing that the CRANE spectrometer is picking up a reading of 3.1E-30 t/m^3. The particle scoop, however, only shows that it's harvesting liquid hydrogen and liquid deuterium; https://ibb.co/nBZF3DN Help?! Quote Link to comment Share on other sites More sharing options...
infantjones Posted September 20 Share Posted September 20 On 9/18/2024 at 3:25 AM, MagnetoDynamic said: Hi all, I'm struggling with collecting antimatter! Using the 'Bussard' particle scoop, I can collect light elements just fine, and Space Dust is showing antimatter bands around planets, but the Bussard interface doesn't show that it's collecting any antimatter. Time warping into the future (hundreds of years) shows that my antimatter tanks aren't filling either. I've got it pointing prograde, and the spectrometer gives a reading of ~3.0x10^-30 (absolutely miniscule - is this a typical value?) Here's my map screen, showing that I'm in the antimatter band in low-Jool orbit (Space Dust shows 4.17E-30 t/m^3 of the stuff): https://ibb.co/88k1Pn0 And here's my interface, showing that the CRANE spectrometer is picking up a reading of 3.1E-30 t/m^3. The particle scoop, however, only shows that it's harvesting liquid hydrogen and liquid deuterium; https://ibb.co/nBZF3DN Help?! I've been having the exact same issue, came in here to ask about it. Tried reverting to the pre-2024 version of FFT and Space Dust and that did fix it at least! Quote Link to comment Share on other sites More sharing options...
MagnetoDynamic Posted September 20 Share Posted September 20 46 minutes ago, infantjones said: I've been having the exact same issue, came in here to ask about it. Tried reverting to the pre-2024 version of FFT and Space Dust and that did fix it at least! That's great as a quick fix, appreciate it! Quote Link to comment Share on other sites More sharing options...
arbsoup Posted September 20 Share Posted September 20 On 9/18/2024 at 4:25 AM, MagnetoDynamic said: Hi all, I'm struggling with collecting antimatter! Using the 'Bussard' particle scoop, I can collect light elements just fine, and Space Dust is showing antimatter bands around planets, but the Bussard interface doesn't show that it's collecting any antimatter. Time warping into the future (hundreds of years) shows that my antimatter tanks aren't filling either. I've got it pointing prograde, and the spectrometer gives a reading of ~3.0x10^-30 (absolutely miniscule - is this a typical value?) Here's my map screen, showing that I'm in the antimatter band in low-Jool orbit (Space Dust shows 4.17E-30 t/m^3 of the stuff): https://ibb.co/88k1Pn0 And here's my interface, showing that the CRANE spectrometer is picking up a reading of 3.1E-30 t/m^3. The particle scoop, however, only shows that it's harvesting liquid hydrogen and liquid deuterium; https://ibb.co/nBZF3DN Help?! Might be related to this part of the exoscoop's config: HARVESTED_RESOURCE { Name = Antimatter MinHarvestValue = 0.00000000000000000001 BaseEfficiency = 0.01 } The MinHarvestValue, the density required for the scoop to get anything, is 1E-20. Below it it simply won't function. One option might be to try adding about fifteen more zeroes after the decimal point, to bring that down below 1E-30, and see if it works. I wouldn't expect it to be useful in practice. 3E-30 t/m^3 is about right given Jool's antimatter belt definition: RESOURCEBAND { name = joolExo title = #LOC_SpaceDust_Band_LowBelt // Maximum and minimum abundances (variation is by game seed) // In t/m^3 minAbundance = 0.00000000000000000000000000000061 maxAbundance = 0.00000000000000000000000000000421 Very roughly speaking, the whole belt contains probably less than a gram of antimatter. This is probably realistic but unfortunately impractical for collection with a little scoop; it'd take thousands of years, if not millions, to get one unit. Quote Link to comment Share on other sites More sharing options...
MagnetoDynamic Posted September 21 Share Posted September 21 (edited) 19 hours ago, arbsoup said: Might be related to this part of the exoscoop's config: HARVESTED_RESOURCE { Name = Antimatter MinHarvestValue = 0.00000000000000000001 BaseEfficiency = 0.01 } The MinHarvestValue, the density required for the scoop to get anything, is 1E-20. Below it it simply won't function. One option might be to try adding about fifteen more zeroes after the decimal point, to bring that down below 1E-30, and see if it works. I wouldn't expect it to be useful in practice. 3E-30 t/m^3 is about right given Jool's antimatter belt definition: RESOURCEBAND { name = joolExo title = #LOC_SpaceDust_Band_LowBelt // Maximum and minimum abundances (variation is by game seed) // In t/m^3 minAbundance = 0.00000000000000000000000000000061 maxAbundance = 0.00000000000000000000000000000421 Very roughly speaking, the whole belt contains probably less than a gram of antimatter. This is probably realistic but unfortunately impractical for collection with a little scoop; it'd take thousands of years, if not millions, to get one unit. I'd feared this - I looked in the config and saw that the scoop can collect antimatter and the minumum value is the same for the other resources; HARVESTED_RESOURCE { Name = LqdHydrogen MinHarvestValue =0.00000000000000000001 BaseEfficiency = 1 } HARVESTED_RESOURCE { Name = LqdHe3 MinHarvestValue = 0.00000000000000000001 BaseEfficiency = 0.1 } HARVESTED_RESOURCE { Name = LqdDeuterium MinHarvestValue = 0.00000000000000000001 BaseEfficiency = 0.1 } HARVESTED_RESOURCE { Name = Antimatter MinHarvestValue = 0.00000000000000000001 BaseEfficiency = 0.01 So I guess the problem, like you highlighted, is the SpaceDust's max abundance values. I could tweak the max value so there's a viable amount to collect (without being too cheaty - maybe to the same value as the other resources?). I understand that it's intended to make antimatter as rare as it is in real life, but in that case how do you produce it in the game? Do you just rely on the Antimatter Factory, and using up your science points to generate it? Edited September 21 by MagnetoDynamic Quote Link to comment Share on other sites More sharing options...
Nertea Posted September 22 Author Share Posted September 22 Some rebalance work needs to be done and will be done in ~2 updates. The intended progression is 1) Get antimatter from KSC by spending Science, valid when using the microfusion/microfission engines but not much else 2) Get antimatter from the Kerbin belt, which is free (no Science) but the rates are low 3) Get antimatter from Jool, which should be abundant but is hard to get to 4) Generate antimatter, probably from high solar radiation places. The balance doesn't work out well now. Quote Link to comment Share on other sites More sharing options...
KspNoobUsernameTaken Posted September 22 Share Posted September 22 20 minutes ago, Nertea said: Some rebalance work needs to be done and will be done in ~2 updates. The intended progression is 1) Get antimatter from KSC by spending Science, valid when using the microfusion/microfission engines but not much else 2) Get antimatter from the Kerbin belt, which is free (no Science) but the rates are low 3) Get antimatter from Jool, which should be abundant but is hard to get to 4) Generate antimatter, probably from high solar radiation places. The balance doesn't work out well now. A lot of mods have issues like this, where MinHarvestValue is well above the resource concentrations, by orders of magnitude Correct me if I'm wrong, but does the orbital velocity of the vessel impact the "perceived" resource density? It would explain some weird behaviours I've seen. More a Space Dust problem though Quote Link to comment Share on other sites More sharing options...
MagnetoDynamic Posted September 22 Share Posted September 22 10 hours ago, Nertea said: Some rebalance work needs to be done and will be done in ~2 updates. The intended progression is 1) Get antimatter from KSC by spending Science, valid when using the microfusion/microfission engines but not much else 2) Get antimatter from the Kerbin belt, which is free (no Science) but the rates are low 3) Get antimatter from Jool, which should be abundant but is hard to get to 4) Generate antimatter, probably from high solar radiation places. The balance doesn't work out well now. Cheers Nertea, that's good to know! For now I'll just tweak the abundance values around Jool in the Space Dust config, and wait for the updates Quote Link to comment Share on other sites More sharing options...
PT Posted September 25 Share Posted September 25 I just tried to commit atrocity land on water with Nuclear Salt Water engine, but it keeps exploding due to "splashing down" (according to F3 window) some ~50 meters above sea level. If vessel is falling slow enough to not break on contact, it survives but there's still that physics jolt well above water level. I tested it a bit, and even simplest design of pod+engine experiences phantom crash above water on Kerbin, Eve, and Laythe, but landing on Minmus flats is ok. Other parts do not seem to have such issue which leads me to believe its NSWR only, I tried slapping bunch of stock parts below but then my craft just breaks apart when main engine suddenly goes poof well above water table. Is this a known issue? Quote Link to comment Share on other sites More sharing options...
Nertea Posted October 1 Author Share Posted October 1 No, I'm not aware of anything like that. The NSWRs don't have weird crash tolerance, it is similar to a lot of other parts. Next update I'm making some changes to how Antimatter is managed. I will no longer use the CRP definition. It's strongly configured for managing antimatter in the ng realm, which is trading ease of use for minuscule quantities for significant detriments of use in anything larger. Antimatter unit density will go up by about 10,000x, putting it in the same ballpark as LH2 (0.0007 t/unit) at 0.00001 t/unit Antimatter consumption rates for the Casaba and Dirac engines will go up by about 1000x (the difference between 50 ng and 50 ug in gameplay terms is irrelevant) in order to keep some semblance of UI-friendly numbers The storage ring fuel mass capacity will be adjusted upward by about 1000x to match, so the number of storage rings for the low tech engines will be unchanged Performance for the Casaba/Dirac will not change Cost will be revised, generally. The storage capacity of the larger antimatter tanks will be completely redone I haven't decided whether this is a new resource or the old resource, patched. This will probably soft-break all antimatter using ships, so this is a warning post. The final numbers I have not agreed on, still playtesting what feels good, but this is the direction. Quote Link to comment Share on other sites More sharing options...
Rakete Posted October 1 Share Posted October 1 5 hours ago, Nertea said: No, I'm not aware of anything like that. The NSWRs don't have weird crash tolerance, it is similar to a lot of other parts. Next update I'm making some changes to how Antimatter is managed. I will no longer use the CRP definition. It's strongly configured for managing antimatter in the ng realm, which is trading ease of use for minuscule quantities for significant detriments of use in anything larger. Antimatter unit density will go up by about 10,000x, putting it in the same ballpark as LH2 (0.0007 t/unit) at 0.00001 t/unit Antimatter consumption rates for the Casaba and Dirac engines will go up by about 1000x (the difference between 50 ng and 50 ug in gameplay terms is irrelevant) in order to keep some semblance of UI-friendly numbers The storage ring fuel mass capacity will be adjusted upward by about 1000x to match, so the number of storage rings for the low tech engines will be unchanged Performance for the Casaba/Dirac will not change Cost will be revised, generally. The storage capacity of the larger antimatter tanks will be completely redone I haven't decided whether this is a new resource or the old resource, patched. This will probably soft-break all antimatter using ships, so this is a warning post. The final numbers I have not agreed on, still playtesting what feels good, but this is the direction. Good to know. Than also all antimatter using patches will have to be revised too, like this one I made for the blueshift mod to enable the nova facility to create Blueshift's exotic material out of FFT - antimatter: Spoiler // Optional Patch by KSP-Forum user Rakete @PART[fft-antimatter-factory-1]:NEEDS[FarFutureTechnologies] { MODULE { name = ModuleResourceConverter // must be unique moduleID = GraviConversion // ModuleSystemHeat moduleID to link to systemHeatModuleID = isru // The shutdown temperature of the part shutdownTemperature = 1300 // The temperature the system contributes to loops systemOutletTemperature = 500 // Map loop temperature to system efficiency (0-1.0) systemEfficiency { key = 0 0.0 key = 500 1.0 key = 700 0.0 } // Heat generation (kW) systemPower = 9500 ConverterName = Graviolium Conversion StartActionName = Start Factory [Graviolium Conversion] StopActionName = Stop Factory [Graviolium Conversion] ToggleActionName = Toggle Factory [Graviolium Conversion] AutoShutdown = true GeneratesHeat = false DefaultShutoffTemp = .8 UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 ExperienceEffect = ConverterSkill EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = Antimatter Ratio = 0.125 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 10000 } OUTPUT_RESOURCE { ResourceName = Graviolium Ratio = 0.25 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } } } Maybe you may want to offer this patch as an optional extra, ... but it will need recalibration due to your incoming changes to antimatter usage. Quote Link to comment Share on other sites More sharing options...
Nertea Posted October 2 Author Share Posted October 2 20 hours ago, Rakete said: Good to know. Than also all antimatter using patches will have to be revised too, like this one I made for the blueshift mod to enable the nova facility to create Blueshift's exotic material out of FFT - antimatter: Reveal hidden contents // Optional Patch by KSP-Forum user Rakete @PART[fft-antimatter-factory-1]:NEEDS[FarFutureTechnologies] { MODULE { name = ModuleResourceConverter // must be unique moduleID = GraviConversion // ModuleSystemHeat moduleID to link to systemHeatModuleID = isru // The shutdown temperature of the part shutdownTemperature = 1300 // The temperature the system contributes to loops systemOutletTemperature = 500 // Map loop temperature to system efficiency (0-1.0) systemEfficiency { key = 0 0.0 key = 500 1.0 key = 700 0.0 } // Heat generation (kW) systemPower = 9500 ConverterName = Graviolium Conversion StartActionName = Start Factory [Graviolium Conversion] StopActionName = Stop Factory [Graviolium Conversion] ToggleActionName = Toggle Factory [Graviolium Conversion] AutoShutdown = true GeneratesHeat = false DefaultShutoffTemp = .8 UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 ExperienceEffect = ConverterSkill EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = Antimatter Ratio = 0.125 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 10000 } OUTPUT_RESOURCE { ResourceName = Graviolium Ratio = 0.25 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } } } Maybe you may want to offer this patch as an optional extra, ... but it will need recalibration due to your incoming changes to antimatter usage. I've moved away from supporting other mods that I don't control in patches. It's really hard to maintain them. Quote Link to comment Share on other sites More sharing options...
Rakete Posted October 2 Share Posted October 2 Alright, it was just a proposal. Quote Link to comment Share on other sites More sharing options...
Calvin Kerman Posted October 3 Share Posted October 3 Isn't antihydrogen a resource defined in CRP? You might not need to make your own, but it also might not be what you want. Quote Link to comment Share on other sites More sharing options...
Nertea Posted October 9 Author Share Posted October 9 I anticipate a few bugs with this because I renovated a lot of things. FFT 1.4.0 Updated SpaceDust to 0.5.4 Updated Waterfall to 0.10.2 Added new parts: PW x8 Nuclear Pellet Storage Container: 2x length 5m nuclear targets container OP 6x2 Nuclear Pulse Unit Tank: Basic 5m nuclear pulse unit container OP 6x4 Nuclear Pulse Unit Tank: 2x nuclear pulse unit container OP 6x8 Nuclear Pulse Unit Tank: 4x nuclear pulse unit container ST-G14NT Fusion Fuel Tank: 5m spherical fusion fuel tank with compact/3.75m/5m attach structures ST-N0v4 Fusion Fuel Tank: 10m spherical fusion fuel tank with compact/3.75m/5m attach structures A-CY1-5B Antimatter Storage Container: 2x length advanced antimatter storage container A-CY1-5C Antimatter Storage Container: 4x length advanced antimatter storage container A-CY1-5D Antimatter Storage Container: 8x length advanced antimatter storage container X-12 'Hamilton' Nuclear Pulse Engine: 5m orion style nuclear pulse drive Plasma RCS systems: high power usage, higher Isp (relatively) systems for future ships ARC-μ Electrothermal RCS Block: average sized 4, 3, 2 or 1-way high power electric RCS block, Lithium and Hydrogen propellant options. Uses 10 kW per thruster ARC-L Electrothermal RCS Block: large sized 4, 3, 2 or 1-way high power electric RCS block, Lithium and Hydrogen propellant options. Uses 100 kW per thruster Reworked art for the following tanks ST-412 Fusion Fuel Tank: now uses a more unique surface treatment compared to hydrogen tanks ST-824 Fusion Fuel Tank: now uses a more unique surface treatment compared to hydrogen tanks ST-4L3 Fusion Fuel Tank: now uses a more unique surface treatment compared to hydrogen tanks ST-4L3R Fusion Fuel Tank: now uses a more unique surface treatment compared to hydrogen tanks A-CY1-5A: Antimatter Storage Container: rebuilt to take up more of the 5m volume and use the new style for the 5m cylinder tanks Fixed AMR-01 Antiproton Storage Ring VABOrganizer bulkhead profile (10m) Improvements to localization Update a number of less clear descriptions Better descriptions for variants throughout Engines with length switch options that change their performance now show the changes in the part switcher Reworked high energy exhaust damage Significantly increased the range and rate at which high energy engines (Frisbee, Cascade, Heinlein, Niven, Hamilton) 'damage' parts via heat and force High energy engines now damage KSC facilities when pointed at them (or are near them in the case of the Hamilton) Game settings added to toggle engines damaging facilities (Defaults to ON) and the rate they damage them at (defaults to 100%) Pulse engines can be configured to deliver damage/heat/force pulses Tuning changes Cost of LqdHe3 has been changed to 5.5/u from 52.5/u Cost ratio for fusion fuel tanks have been adjusted to make deeper cryo fuels (Deuterium) more expensive than say, helium Volumes and masses of fusion fuel tanks have been revised for more consistency between models Fusion reactors have been rebalanced Reactors should go through an equivalent sized small tank in ~10y at full power now, instead of ~2y Reactor minimum power generation has been reduced to 2.5% from 10% (5% for engine integrated reactors) Engine reactors are now the same fuel efficiency as dedicated reactors Increased power generation of Ouroboros to 100 kW from 20 kW because it really sucked Reactor thermal balance revised: all engine reactors are now 35% efficient. D-D dedicated reactors are now 40%, which jumps to 50% when using D-He3. Antimatter fuel is now significantly denser per unit Increased the consumption of antimatter by Dirac and Casaba by 1000x Increased the capacity of the AMR-01 Antiproton Storage Ring by 1000x Rebalanced the capacity of all advanced antimatter tanks. They're now much more volumetrically efficient and have better mass ratios. Rebalanced containment costs for antimatter, now 100-80 kw/t Increased the Frisbee Isp to 2,500,000s and tweaked its propellant ratios so it's now about 1/6th pure annihilation vs 1/100 Fixed a few heat typos in the Frisbee variants config, should now be completely linear Changed exospheric harvest rates for the scoop to make the minimums useable. In conjunction with the SpaceDust 0.5.4 update this should make exo harvesting much better Fixed the mass ratio of Fission Particle tanks being 10x worse than it should be Added 3 new Antimatter settings to the ingame FFT settings Containment Needed: Enables or disables the need to power antimatter tanks. Defaults to ON Detonation Rate: Scales the leak rate of leaking antimatter tanks. Defaults to 100% Volatility: Scales the damage rate of leaking antimatter tanks. Defaults to 100% Removed the patch that uses the NFE nuclear transfer mechanics when NFE is installed, everything uses the SystemHeat ones now A few pictures from @triple cheeseburger who is better at taking screenshots than me. Quote Link to comment Share on other sites More sharing options...
SpaceFace545 Posted October 9 Share Posted October 9 21 minutes ago, Nertea said: I anticipate a few bugs with this because I renovated a lot of things. FFT 1.4.0 Updated SpaceDust to 0.5.4 Updated Waterfall to 0.10.2 Added new parts: PW x8 Nuclear Pellet Storage Container: 2x length 5m nuclear targets container OP 6x2 Nuclear Pulse Unit Tank: Basic 5m nuclear pulse unit container OP 6x4 Nuclear Pulse Unit Tank: 2x nuclear pulse unit container OP 6x8 Nuclear Pulse Unit Tank: 4x nuclear pulse unit container ST-G14NT Fusion Fuel Tank: 5m spherical fusion fuel tank with compact/3.75m/5m attach structures ST-N0v4 Fusion Fuel Tank: 10m spherical fusion fuel tank with compact/3.75m/5m attach structures A-CY1-5B Antimatter Storage Container: 2x length advanced antimatter storage container A-CY1-5C Antimatter Storage Container: 4x length advanced antimatter storage container A-CY1-5D Antimatter Storage Container: 8x length advanced antimatter storage container X-12 'Hamilton' Nuclear Pulse Engine: 5m orion style nuclear pulse drive Plasma RCS systems: high power usage, higher Isp (relatively) systems for future ships ARC-μ Electrothermal RCS Block: average sized 4, 3, 2 or 1-way high power electric RCS block, Lithium and Hydrogen propellant options. Uses 10 kW per thruster ARC-L Electrothermal RCS Block: large sized 4, 3, 2 or 1-way high power electric RCS block, Lithium and Hydrogen propellant options. Uses 100 kW per thruster Reworked art for the following tanks ST-412 Fusion Fuel Tank: now uses a more unique surface treatment compared to hydrogen tanks ST-824 Fusion Fuel Tank: now uses a more unique surface treatment compared to hydrogen tanks ST-4L3 Fusion Fuel Tank: now uses a more unique surface treatment compared to hydrogen tanks ST-4L3R Fusion Fuel Tank: now uses a more unique surface treatment compared to hydrogen tanks A-CY1-5A: Antimatter Storage Container: rebuilt to take up more of the 5m volume and use the new style for the 5m cylinder tanks Fixed AMR-01 Antiproton Storage Ring VABOrganizer bulkhead profile (10m) Improvements to localization Update a number of less clear descriptions Better descriptions for variants throughout Engines with length switch options that change their performance now show the changes in the part switcher Reworked high energy exhaust damage Significantly increased the range and rate at which high energy engines (Frisbee, Cascade, Heinlein, Niven, Hamilton) 'damage' parts via heat and force High energy engines now damage KSC facilities when pointed at them (or are near them in the case of the Hamilton) Game settings added to toggle engines damaging facilities (Defaults to ON) and the rate they damage them at (defaults to 100%) Pulse engines can be configured to deliver damage/heat/force pulses Tuning changes Cost of LqdHe3 has been changed to 5.5/u from 52.5/u Cost ratio for fusion fuel tanks have been adjusted to make deeper cryo fuels (Deuterium) more expensive than say, helium Volumes and masses of fusion fuel tanks have been revised for more consistency between models Fusion reactors have been rebalanced Reactors should go through an equivalent sized small tank in ~10y at full power now, instead of ~2y Reactor minimum power generation has been reduced to 2.5% from 10% (5% for engine integrated reactors) Engine reactors are now the same fuel efficiency as dedicated reactors Increased power generation of Ouroboros to 100 kW from 20 kW because it really sucked Reactor thermal balance revised: all engine reactors are now 35% efficient. D-D dedicated reactors are now 40%, which jumps to 50% when using D-He3. Antimatter fuel is now significantly denser per unit Increased the consumption of antimatter by Dirac and Casaba by 1000x Increased the capacity of the AMR-01 Antiproton Storage Ring by 1000x Rebalanced the capacity of all advanced antimatter tanks. They're now much more volumetrically efficient and have better mass ratios. Rebalanced containment costs for antimatter, now 100-80 kw/t Increased the Frisbee Isp to 2,500,000s and tweaked its propellant ratios so it's now about 1/6th pure annihilation vs 1/100 Fixed a few heat typos in the Frisbee variants config, should now be completely linear Changed exospheric harvest rates for the scoop to make the minimums useable. In conjunction with the SpaceDust 0.5.4 update this should make exo harvesting much better Fixed the mass ratio of Fission Particle tanks being 10x worse than it should be Added 3 new Antimatter settings to the ingame FFT settings Containment Needed: Enables or disables the need to power antimatter tanks. Defaults to ON Detonation Rate: Scales the leak rate of leaking antimatter tanks. Defaults to 100% Volatility: Scales the damage rate of leaking antimatter tanks. Defaults to 100% Removed the patch that uses the NFE nuclear transfer mechanics when NFE is installed, everything uses the SystemHeat ones now A few pictures from @triple cheeseburger who is better at taking screenshots than me. Praise be space king Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.