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 Friday at 02:28 PM Share Posted Friday at 02:28 PM 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 Friday at 09:52 PM Share Posted Friday at 09:52 PM 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 Saturday at 01:35 AM Share Posted Saturday at 01:35 AM 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 Saturday at 02:27 AM Share Posted Saturday at 02:27 AM @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 15 hours ago Share Posted 15 hours ago 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...
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