Streetwind Posted May 26, 2015 Share Posted May 26, 2015 Ah, that works? Great, makes things easier for Nertea. But man, that's a lot of stuff to learn.Almost done with segmenting the mods into individual entries, then I can start writing the actual files... so far it looks like there will be 12 of them. Maybe 13. Quote Link to comment Share on other sites More sharing options...
Dazpoet Posted May 26, 2015 Share Posted May 26, 2015 Ah, that works? Great, makes things easier for Nertea. But man, that's a lot of stuff to learn.Almost done with segmenting the mods into individual entries, then I can start writing the actual files... so far it looks like there will be 12 of them. Maybe 13.I'm assuming this will mean updating and adding to the 9 NetKAN entries we currently have for NearFuture, CryoEngines and Stockalike Stationparts rather than writing 12-13 new ones? Quote Link to comment Share on other sites More sharing options...
Streetwind Posted May 26, 2015 Share Posted May 26, 2015 (edited) I'll certainly be looking at those that exist already, yes. Would be quite silly not to The main changes will be dependencies, recommendations and suggestions, as well as accounting for the 1.0 changes in folder structure. I'm also getting Nertea to OK the whole batch of 'em so that there's something that can be stamped as "official".Some of the optional extras and the things that have potential for standalone use will get migrated out into separate entries, to avoid for example users installing NF Propulsion with all the extras when they want none of them. There's already two extras now in Propulsion alone, and I can imagine a potential third (though that ultimately depends on how hoojiwana wants to handle things). And Electrical also comes with an extra now... Edited May 26, 2015 by Streetwind Quote Link to comment Share on other sites More sharing options...
PickledTripod Posted May 27, 2015 Share Posted May 27, 2015 (edited) I think it would still be better to put KSPAPIe in its own folder, installing duplicates of mods because of internal structure like that is an issue you can also run into when installing mods manually. Having a separate folder in GameData for every included dependency is simply a good practice. Edited May 27, 2015 by PickledTripod typo Quote Link to comment Share on other sites More sharing options...
Nertea Posted May 27, 2015 Author Share Posted May 27, 2015 Yeah I will move the KSPAPIE dll to its own folder. Really, I'm open to minor changes in structure all the time, whatever makes things easier. I just rather dislike seeing CKAN support requests, so I'd like to just solve this once and for all, and not have to worry about it in the future. Quote Link to comment Share on other sites More sharing options...
Streetwind Posted May 30, 2015 Share Posted May 30, 2015 Okay, so we now know why waiting for 1.03 was (and still is) a good idea.According to yesterday's Squadcast, KSP will internalize Deadly Reentry's skin system (though coded by Squad themselves, not using DR code). Means everything heat related is going to change in some way.It's also "probably not [coming] next week either". Welp. Quote Link to comment Share on other sites More sharing options...
Psycho_zs Posted May 30, 2015 Share Posted May 30, 2015 Hm... my attempts to get NFT and DRE along stalled at the point where radiators' equalization and critical temperatures are approximately half of that without DRE.@PART[*]:HAS[@MODULE[ModuleGenericRadiator]]:FOR[DeadlyReentry] { MODULE { name = ModuleAeroReentry skinHeatConductivity = 1 skinThicknessFactor = 0.99 skinMaxTemp = 1900 } @maxTemp=1900}@PART[*]:HAS[@MODULE[ModuleStaticRadiator]]:FOR[DeadlyReentry] { MODULE { name = ModuleAeroReentry skinHeatConductivity = 1 skinThicknessFactor = 0.99 skinMaxTemp = 1900 } @maxTemp=1900}But anyway, that might become irrelevant soon.1.0.3 could bring some possibilities. For example, radiators could have a switchable: either draw heat from skin, or 'pierce' the skin. Reactor core could be described in stock terms...But another rewrite and rebalance... Hang in there, Nertea! Quote Link to comment Share on other sites More sharing options...
Nertea Posted May 30, 2015 Author Share Posted May 30, 2015 Urk. Quote Link to comment Share on other sites More sharing options...
Streetwind Posted May 30, 2015 Share Posted May 30, 2015 Pull yourself together, pilot! Quote Link to comment Share on other sites More sharing options...
BFGfreak Posted May 30, 2015 Share Posted May 30, 2015 Here you go Nertea, hope this helps Quote Link to comment Share on other sites More sharing options...
Streetwind Posted June 3, 2015 Share Posted June 3, 2015 Another week, another devnote tuesday. So 1.03 is not coming out for another two weeks at least. It looks like it really has stopped being a hotfix and started being a substantial update in its own right.Think it might be worthwhile putting out 1.02 compatible versions of electrical and propulsion after all? I mean, they do work reasonably well. And with 1.03 getting bigger and bigger, it takes the pressure off of you to update right away after it drops because "people are waiting".It's like with waiting for computer hardware to release the next best thing... you'll just end up waiting forever At some point you have to make the call whether or not it makes sense to just go for it now. Quote Link to comment Share on other sites More sharing options...
Jivaii Posted June 3, 2015 Share Posted June 3, 2015 Another week, another devnote tuesday. So 1.03 is not coming out for another two weeks at least. It looks like it really has stopped being a hotfix and started being a substantial update in its own right.Think it might be worthwhile putting out 1.02 compatible versions of electrical and propulsion after all? I mean, they do work reasonably well. And with 1.03 getting bigger and bigger, it takes the pressure off of you to update right away after it drops because "people are waiting".It's like with waiting for computer hardware to release the next best thing... you'll just end up waiting forever At some point you have to make the call whether or not it makes sense to just go for it now.Agreed. I plan on playing 1.0.2 for a while still, let them figure out what they went and broke in 1.0.3 before I start playing 1.0.4 (when they fix what they broke in 1.0.3) Quote Link to comment Share on other sites More sharing options...
Dooz Posted June 3, 2015 Share Posted June 3, 2015 Does someone have the links to the latest Dev builds of NFE and NFP?The Nuke engine was nerfed to hard. Quote Link to comment Share on other sites More sharing options...
Streetwind Posted June 3, 2015 Share Posted June 3, 2015 Page back through the thread, they're in one of Nertea's posts. Maybe both at once, maybe separate. Depends on what was updated when. Quote Link to comment Share on other sites More sharing options...
billkerbinsky Posted June 3, 2015 Share Posted June 3, 2015 Does someone have the links to the latest Dev builds of NFE and NFP?NFE X.4.14 and NFP X.5.RC1 are linked from:http://forum.kerbalspaceprogram.com/threads/51395-WIP-Nert-s-Models-Current-NFElectrical-HeatControl-testing?p=1957155#post1957155 Quote Link to comment Share on other sites More sharing options...
Nertea Posted June 3, 2015 Author Share Posted June 3, 2015 (edited) Another week, another devnote tuesday. So 1.03 is not coming out for another two weeks at least. It looks like it really has stopped being a hotfix and started being a substantial update in its own right.Think it might be worthwhile putting out 1.02 compatible versions of electrical and propulsion after all? I mean, they do work reasonably well. And with 1.03 getting bigger and bigger, it takes the pressure off of you to update right away after it drops because "people are waiting".It's like with waiting for computer hardware to release the next best thing... you'll just end up waiting forever At some point you have to make the call whether or not it makes sense to just go for it now.Indeed, I am displeased. Might as well dump this out as well as the next set of NF pack updates. I'll try to clean up the remaining issues in the next few days then. I can't remember what those issues are, so time to go hunting.---- edit ------Please note your questions and concerns here within the next 12 hours and I'll try to get to them. Edited June 3, 2015 by Nertea Quote Link to comment Share on other sites More sharing options...
Streetwind Posted June 3, 2015 Share Posted June 3, 2015 Well, I was just thinking of the two missing packs for starters, but whatever you feel makes sense Quote Link to comment Share on other sites More sharing options...
Dazpoet Posted June 3, 2015 Share Posted June 3, 2015 /me starts spinning up the modlist for his next saveNearFuture Propulsion and Electrical are two cornerstones I just haven't been able to make do without. Also hoping they'll make the later parts of my CTT a tad bit more populated Quote Link to comment Share on other sites More sharing options...
mike9606 Posted June 3, 2015 Share Posted June 3, 2015 I'm fine waiting until after 1.0.3 for the new NF Electrical update because I don't want to end up loosing craft due to having to wait for another update. I myself suspect it will take a while for the update to NFElectrical because supposedly a new heating system is coming with 1.0.3. Quote Link to comment Share on other sites More sharing options...
Nertea Posted June 3, 2015 Author Share Posted June 3, 2015 I'm fine waiting until after 1.0.3 for the new NF Electrical update because I don't want to end up loosing craft due to having to wait for another update. I myself suspect it will take a while for the update to NFElectrical because supposedly a new heating system is coming with 1.0.3.Its not really new, its just different. I won't break anything updating to it.Well, I was just thinking of the two missing packs for starters, but whatever you feel makes sense The other ones are literally just sitting on my HD waiting for 1.03. Its actually less work to release them now. Quote Link to comment Share on other sites More sharing options...
Psycho_zs Posted June 3, 2015 Share Posted June 3, 2015 Girder docking port lacks CLS config (judging by model, it should be airtight in conjunction with pressurized girders) Quote Link to comment Share on other sites More sharing options...
Dooz Posted June 3, 2015 Share Posted June 3, 2015 NFE X.4.14 and NFP X.5.RC1 are linked from:http://forum.kerbalspaceprogram.com/threads/51395-WIP-Nert-s-Models-Current-NFElectrical-HeatControl-testing?p=1957155#post1957155Thanks! Quote Link to comment Share on other sites More sharing options...
Nertea Posted June 4, 2015 Author Share Posted June 4, 2015 (edited) Last tests. I appreciate any checking anyone can do, but things seem to work pretty well... Few things I'm not super happy with but it's good enough. NFPropulsion 0.5.0 RC2NFElectrical 0.5.0 RC1HeatControl 0.1.0 RC1HeatControl's dll is included in NFElectrical, but to keep things lean the universal radiators, insulators and heat pipes are moved to the separate HeatControl. Edited June 4, 2015 by Nertea Quote Link to comment Share on other sites More sharing options...
Donziboy2 Posted June 4, 2015 Share Posted June 4, 2015 (edited) Last tests. I appreciate any checking anyone can do, but things seem to work pretty well... Few things I'm not super happy with but it's good enough. NFPropulsion 0.5.0 RC2NFElectrical 0.5.0 RC1HeatControl 0.1.0 RC1HeatControl's dll is included in NFElectrical, but to keep things lean the universal radiators, insulators and heat pipes are moved to the separate HeatControl.Do the heat pipes work on the LV-N? Edited June 4, 2015 by Donziboy2 Quote Link to comment Share on other sites More sharing options...
Nertea Posted June 4, 2015 Author Share Posted June 4, 2015 You can't surface attach them to the LV-N, but if you connect them to a part behind it, they will cool the part, which will then cool the LV-N. Quote Link to comment Share on other sites More sharing options...
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