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changelog.txt
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v0.8.1
------
- Fixed an issue which would cause the heat loop animation in the overlay not to play if there was a loop with only negative fluxes (#125)
- Behavior of things based on stock Converter code (converters, drills, harvesters) should now be more consistent
- Tweaked reporting of Fission Reactor power generation (related to DBS bug)
- Added configurable HeatLoopDecayCoefficient to Settings.cfg
v0.8.0
------
- Updates to zn-ch localization
- Corrected an issue where the heat simulation would not be reset when using the Hangar mod to launch ships. Note that if you are experiencing this you will need to re-save the ship in the editor
- Additional performance improvements and code cleanup
- Added the ability for radiators to have their output scaled by atmosphere depth and/or acceleration
v0.7.5
------
- Fixed a fission reactor related logging incident
v0.7.4
------
- Fixed a config oversight that made the heat exchanger always cost power no matter its settings
- Fixed a relatively harmless NRE on editor scene loads
- Fixed UI null reference spam when switching away from a vessel with SH modules in flight
- Fixed UI null reference spam when to a vessel with SH modules in flight after switching to one with none ;)
- Added a few null checks/guards in places that might have bad things happen
- Ensure all debug flags are set to OFF by default and added examples of the hidden ones to the settings file
- Added an adapter module for ModuleCometDrill
- Adjustments to EXTRAS patches to fix a few issues
-- Unnecesary SH modules for some NTRs
-- Harvester patches now support Asteroid/Comet drills
v0.7.3
------
- Fixed an issue where static radiators would create exceptions in the editor
- Allowed lower resource flow rates for fission reactors to work correctly and show in the UI
- Situation checklist dropdown in the Toolbar UI now uses BodyDisplayName instead of internal name
v0.7.2
------
- Fixed the coolant tank being renamed for no particular reason (ghosts??)
v0.7.1
------
- Fixed a null reference exception when loading a vessel with no SystemHeat parts
- Fixed an issue where a player could disable a tank in the UI, thus disabling boiloff
v0.7.0
------
- Updated ModuleManager to 4.2.3
- Major UI update
- Rebuilt the System Heat Panel
-- Now looks better overall
-- Data display is a bit more compact and easy on the eyes (less clipped stuff), pushes key info to the front
-- More dynamicism including flashing stuff/color changes when things are good (and bad)
-- Behaves better with UI scale changes
-- Mouseover enables the toolbar
-- Toolbar icon has dynamic badging that communicates when something's up with a loop
- Rebuilt the Overlay
-- Overlay lines now animate when something in a loop is doing something
-- Overlay line drawing is cleaner and faster
-- System icons have been simplified: the Panel has been removed as it wasn't giving much useful information beyond the PAW
-- System icons now animate when a system is doing something
-- New animated temperature gauge helps see whether a system is in a good place temperature-wise
-- New animated flux increase/decrease gauges show how whether a system is contributing heat or removing heat to a loop and qualitatively how much
-- Improved visibility for system warning temperature flashes
-- Behaves better with UI size changes
- Rebuilt the Reactors Panel
-- Now looks better and is more communicative
-- Behaves better with UI size changes
-- Scrolling actually works
- Improved configuration of heat exchangers so they have a power cost proportionate to the amount of heat moved, not just temperature changes
- Radiators in the Editor now respect the on/off status of the system to avoid mistakes like going to flight with inactive radiators
- Performance pass, mostly on string handling in various system heat modules, should improve performance in a lot of places
- Removed some un-cleaned up allocations in the toolbar UI that could leak memory
- Fixed an inability to localize the sun tracking disable function for radiators
- Fixed inability to localize ingame settings
- Hid an annoying coolant log message that would come up constantly in normal mod use
- Fixed a word order in Chinese localization (c6ForH66)
- Add support for VABOrganizer
- SystemHeatBoiloff: Fixed boiloff scale calculations which would negatively affect playing with the connections to stock thermal systems (Starstrider42)
- SystemHeatBoiloff: Improved the balance of cooling costs for various tanks (Wyzard256)
- SystemHeatBoiloff: Fix deuterium FuelName in SystemHeatBoiloff patch [#110] (Wyzard256)
v0.6.0
------
- Most UI fields now report in SI-prefixed units for flux (W, kW, MW, etc). This is not (yet) true for all modules though.
- Added new functionality to cool fuel tanks with radiators and the SH system
- Added optional patch to apply this to CryoTanks
- Added some guardrails around the handling of Kopernicus planets that might have inconsistently configured atmospheres
- Added ingame settings. The following things can be customized per game
-- Boiloff: enabled and scale
-- Nuclear fuel transfer: require engineers, what level
-- Fission reactor damage: allowed, various tuning variables
- Fixed engine heat for VASIMR argon modes
- Support USI reactors
- Fixes to universal harvester patch
v0.5.6
------
- Added action groups to ModuleSystemHeatExchanger for Enable, Disable, Toggle and Toggle Direction
v0.5.5
------
- Fixed a stupid problem
v0.5.4
------
- Introduced allowManualShutdownTemperatureControl field for fission reactors
- Disabled shutdown temperature adjustment on non-trimodal NTRs
- Tuned outlet/shutdown temperatures of NTRs to be more consistent internally and with FFT/NFE
- Updated Chinese localization (TerrestrisYE)
v0.5.3
------
- Fixed ModuleFissionEngine displaying total heat instead of waste heat in part info
- Changed display of temperatures in PAW - new 'Loop Temperatures' shows loop info, tuned the other fields
v0.5.2
------
- Updated ModuleManager to 4.2.1
- Fixed NTR configs not removing stock heat generation from all engine mode
- Ion engine configs now also remove all excess heat generation
- Fixed System Temperature PAW field actually displaying loop temperature
- System Temperature PAW field is now hidden if system flux <= 0 kW as it is meaningless
- Fixed loop integrator to handle cases with producers that are off better
v0.5.1
------
- Hotfix reactor configs
v0.5.0
------
- Marked for KSP 1.12
- Removed nuclear fuel container inventory item as it no longer has a purpose
- NTRs:
- Changed how NTRs work again
- NTRs do not fully participate in the thermal system unless sufficiently high power that they have waste heat (GCRs, etc) or power-generating (trimodal)
- NTRs have sticky engine throttles similar to jet engines that approximate the need to cool the reactor during startup and shutdown. These are similar to the current timings (~5-10s for 0-100, 2.5-5s for 100-0)
- Higher power NTRs (gas core) generate simple extra heat when running similar to FFT engines and are balanced similarly
- Editor UI shows only things that need to be compensated for all NTRs, this is limited to waste heat from power generation heat and extra heat from powerful engines.
- Non-trimodal NTR reactors have less user features than reactors:
- No minimum throttle
- Fuel burn rate directly tied to throttle, fuel loads generally reduced to provide meaningful gameplay
- It is not possible to accidentally damage the reactor core
- Hibernate/manual control are disabled as they are not needed
- Core temp/life readouts preserved
- New Features
- Heat loops can be changed in flight (somewhat experimental, needs testing)
- Deployable radiators can now be set as tracking or non-tracking in the Editor
- Balance:
- Increased maximum temperature of Squad radiators to 400K, increased radiative capacity by 25%
- QoL/Bugfixes:
- Corrected the sign of Radiator Efficiency field in the Editor
- Coolant tanks no longer contribute to nominal temperature calculations
- Corrected presence of overheat icon on radiators in the overlay
- Tuned radiator PAW fields
- UI now shows radiator capacity increasing with temperature instead of a binary on/off display
- Tuned loop simulator for additional stability in timewarp and situations with very high positive or negative fluxes
- Removed ISRU, Drill 'Simulate Editor' buttons, can now piggyback off of stock buttons (stock fix with 1.12)
- Corrected nuclear fuel transfer not working on non-english localizations
- Screen message now emitted when fission reactor forces an engine shutdown for some reason
- Additional fission reactor state change log messages for debugging
- Developer
- Added new ignoreTemperature field to ModuleSystemHeat, which causes the module to be ignored for the purposes of loop nominal temperatures (set to true on coolant tanks, radiators, etc)
- Added ModuleSystemHeatAsteroidHarvester,
- Added ModuleSystemHeatBaseConverterAdapter, a new module that can adapt anything derived from BaseConverter to SH
- ModuleSystemHeatFissionReactor can now have allowHibernate and allowManualControl specified in config; this disables the ability
- Extras
- Adjusted SystemHeatNuclearEngines extra to conform with changes above, plus:
- Reduced Nerv fuel load to 10 units of EnrUranium, reduces total burn time from 8 days to 1.6 days
- Reduced Cherenkov fuel load to 40 units of EnrUranium, reduces total burn time from 12 days to ~1.8 days
- Added SystemHeatIonEngines extra: adds heat generation from ion engines related to the engine's efficiency
v0.4.3
------
- Added CRP as a dependency as it is needed if using the Extras patches related to fission reactors/engines
- FissionReactor and FissionEngine (if electrical generator) modules now fulfill electrical generation parameters of contracts
v0.4.2
------
- Fixed some typos in the SH implemenation of the fixed microchannel heat radiator from Heat Control's variants
- Fixed issue where reactor throttle was not calculated correctly on multimodal nuclear engines
- Isp is now pinned to exhaust vs reactor power, so is not lower at lower throttles. In principle this means that Isp is always maximized because reactor power response is very fast.
- Tweaked exhaust cooling on NTRs (more forgiving)
v0.4.1
------
- Fixed DebugSimulation being on by default
- Fixed an issue where heat loops that had no producers could run into a divide by zero error, causing overheats
- Heat loops will now cool down at a rate proportional to the difference between current and nominal temp if all systems on the loop are off
- Fixed a number of unapplied localization fields on fission reactors and engines
- Fixed some fields in modules being saved to persistence when they didn't need to be
- Changed fission engine exhaust cooling to be modeled against propellant flow instead of engine throttle
- Fission reactor cores now have a temperature lag in core temperature vs coolant temperature
- Completely eliminated cooling requirement from Nerv, Cherenkov
- Added an Exhaust cooling field that shows current exhaust cooling
- Renamed Reactor Output field to Waste Heat to clarify that it's the heat you should worry about
v0.4.0
------
- Reorganized some UI elements
- Added convection simulation to radiators
- Convection can increase radiator efficiency in atmosphere
- Altitude, body and velocity-based in a similar fashion to stock
- New UI components in VAB to simulate situations to check convection on bodies at locations
- Redid nuclear transfer mechanics
- Presence of an engineer of Level 3 on the vessel will allow nuclear transfer using the stock transfer system
- Changed how NTRs behave slightly
- Internal 'exhaust' cooling is now exposed
- Engine thrust will reduce the amount of flux contributed to the system
- Higher engergy engines need a lot of extra radiation cap (up to 15% of engine power), lower energy don't need a lot (1-2%)
- Fixed engine module reactivation issue on fission engines
- Fixed several incorrect temperature curves on HeatControl radiators
- Changes pass specifiers in Extras patches to conform to the Extra's name
- Added support for Restock+ Cherenkov to NTR patches
v0.3.10
-------
- Improvements to Russian localization form r4nd0m
- Fix for stack of exceptions when radiators broke sometimes
- Tweaked radiator thermal emission values to look less obnoxious in everyday operation
v0.3.9
------
- Hotfix fission reactor overheat on vessel launch
v0.3.8
------
- Fixed fission reactor manual control not respecting minimum reactor throttles
- Fixed fission reactor catchup not adding waste to reactor and only consumingit
- Fixed fission reactor power generation not being shown in DBS planning UI
- Fixed fission reactor manual control slider not appearing in editor
- Normalized fission reactor warm-up rates to 5%/second for power reactors and 10%/second for propulsion reactors
- Fixed flickering loops when only one SH part is present in a loop and loop rendering is turned on
- Fixed loops being recreated and destroyed many many times in certain cases
- System Heat toolbar in the Editor is now pinned to its Right side
- Normalized System Heat toolbar text element sizes to align with stock
- Fixed a null reference exception when switching vessels withing the same scene to one that has no SystemHeat parts
- Fixed Horrible Things happening when switching vessels withing the same scene to one that has no SystemHeat parts and having the overlay open
- Changed power displays from kW to Ec/s
v0.3.7
------
- Fixed a NRE on deletion of parts in the editor
- Fixed scrolling of UI loop list
- Fixed heat exchangers always showing as overheated in overlay
- Fixed converter module not actually simulating heat in the VAB when set to simulate
- Fixed more bugs in generic converter patch (PocketBrotector)
v0.3.6
------
- Fixed some debug settings being on by defauly
- Implemented improved log levels, better handling for log messages overall
- Fixed fission reactors now updadnig their electricity generation in the UI or in the NF systems manager when disabled
- Generic converter patch now ignores converters that don't specify ConverterNames
v0.3.5
------
- Fixed an issue where the Overlay panels were not reporting radiator performance properly
- Fixed an issue with fission reactors firing a harmless NRE on launch
- Fixed an issue where loop temperature could trend below local space temperature sometimes
- Adjusted radiator patches for HeatControl 0.6.0
- Rewrote signficiant pieces of the UI backend
- Improved behaviour of in-flight loop incrementing, should handle more edge cases, handle reducing the loop number, correctly update the UI
- Merging loops when docking now works again
- UI no longer violently explodes when undocking
- Fixed missing storage container on Scylla
- Tuned heat generation of NTR patches to be more aligned with FFT-style heat balance
v0.3.4
------
- Fixed fission reactors always starting at 50% health
- Fixed uncooled fission reactors always instantly melting down during first load sequence
- Fixed EVA kerbals storing all their carried fuel in containers when storing, no matter what capacity is remaining in the target container
v0.3.3
------
- Fixed fission reactor Manual mode showing both on and off buttons at game start
- Fixed fission reactors still generating power/working when they were full of waste
- Fixed fission reactors that didn't generate electricity not generating waste
- Added emergency shutdown message to fission reactors when safety temp is exceeded.
- Added Hibernate On Warp control to fission reactors: if activated, an enabled reactor will turn off when the ship goes on rails. It will reactivate when the ship goes off rails.
- Fixed a bug in loop integration that could cause strange behaviour below norminal temperatures
v0.3.2
------
- Heat Control radiator names are now adjusted when installed to match their SystemHeat capacities
- Couple of UI text fixes
- Fixed Heat Exchanger PartInfo being blank
- Fixed a couple of harmless but annoying NREs
v0.3.1
------
- Adjusted radiator masses (some errors before)
- Tweaks to the Refuel system
- Fixes to the Fission Engine patches
v0.3.0
------
- Pushed to KSP 1.11
- Improved Repair feature for fission reactors: now requires EVA repair kits. More kits needed for larger reactors
- Improved Refuel feature for fission reactors: now needs Kerbals to equip the Nuclear Fuel Container EVA part, and for them to collect fuel from containers to store in reactors
- Added Nuclear fuel container cargo part for working with fission engines/reactors
v0.2.3
------
- Updates to Chinese localization (TerrestrisYE)
- Fixed a number of changes from last update not actually being included :|
- Added generic harvester, converter patches from toric5
- Normalized drill thermal efficiencies
- Hid heat sink part.
v0.2.2
------
- Corrected NFE Nuclear Recycler Uranium Extractor patch not working
- Fixed production ratios not working correctly overall
- Changed systemPower key in ModuleSystemHeatHarvester and ModuleSystemHeatConverter to a float
- Improved exception handling and debugging overall
v0.2.0
------
- Added Chinese localization (TerrestrisYE)
- Added additional converter patches, including NF Electrical, NF Propulsion, CryoTanks (TerrestrisYE)
- Halved the radiating capacity of all high temperature and microchannel radiators BUT halved their mass.
- Added some better handling for parts that have underscores in their part internal names
- Localized ModuleSystemHeatEngine
- Injected system heat parameters into PartInfo blocks for ModuleResourceConverter and ModuleResourceHarvester
- Worked on normalizing PartInfo blocks for System Heat modules in terminology and look and feel
- Increased the amount of coolant in the coolant tank part by 5x
v0.1.5
------
- Added manual control mode to Fission Reactors
- Added Heat Control wraparound radiators to radiator patch
- Added some background improvements to Converter and Harvester adapter modules
- Fixed wrong target temperature for some radiators
v0.1.4
------
- Fixed Generation and Rejection values in the overlay being reversed
- Fixed Reactor control panel on/off toggle firing events when on/off toggle in the PAW was fired
- Localized ModuleSystemHeatHarvester and ModuleSystemHeatConverter
v0.1.3
------
- Worked on localization of things not previously localized (reactor panel, toolbar panel, ModuleHeatSink)
- Added a UI button to charge fusion reactors in the reactor panel
- Reactor/Heat toolbar buttons should now hide when looking at a vessel without reactors or heat modules
- More random bugfixes
v0.1.1
------
- Fixed issue with map vector camera not being reset when entering map view (messing up orbit lines)
- Fixed some issues with ModuleSystemHeatEngine contributing to loop max temperatures despite being off
- Fixed global thermal scaling being set to 0.025x what was intended, causing UI confusion
- Fixed some cases of NREs where parts were destroyed
- Tweaked behaviour of radiators to allow cooling when nominal temperatures are low but actual temperatures are high
- Thermal summary in toolbar window now turns orange when a value is bad
- Turned off PAW debug by default
v0.1.0
------
- Initial version controlled release
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