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About Streetwind

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  1. Community Resource Pack allows any mod to use any resource in it. The sections in the config only describe which mod primarily curates that resource (i.e. which mod maker decides the parameters like density and such). I admit that I didn't really pay attention, but perhaps Nertea just decided to go with the KSPI-curated waste product?
  2. @pyro1997 Yes, it is. Most if not all atmospheric jet engines have their CoM artificially shifted forward - including those of stock KSP. This is because the part you can see (and attach) is actually just the nozzle. And the mass of a jet engine is definitely not concentrated in the nozzle. Squad at one point experimented with adding the actual turbine section to the models, so that players could see their true size and shape. It would clip inside the plane's body when attached. But ultimately, the playerbase was in favor of keeping the jet engines nozzle-only, as the large turbine sections would make VTOLs and other designs in need of compact engine arrangements practically impossible.
  3. @Quoniam Kerman - If it was a problem of having consumed the EC, the empty resource bar would still show up. In this screenshot, there is no bar at all. That's clearly not working as intended. @eberkain - Please check if save+reload fixes the problem. If not, please check if the issue is reproducible (i.e. launching another one also results in a part with no EC).
  4. NF Aeronautics is a new pack, it did not exist prior to 1.4.5 in this form. That's why you can't find any older versions. But yes, you can follow the link that @maja posted.
  5. @krillin678 Unlikely to happen, as none of the Near Future mods ship any Tweakscale configs.
  6. In asking you to use a fresh install with only NFP, I'm not trying to get you to give up your current install. I'm looking for a conlusive answer to the question of whether something is wrong with NFP itself, or whether some negative cross-mod interaction is happening. By limiting your test to a scenario that has no other mods, it becomes much easier to diagnose the problem.
  7. This definitely did not happen when I played on 1.3.1. Please try to confirm this in a fresh KSP install with nothing but Near Future Propulsion and its dependencies installed. If you can, please submit a logfile. ModuleSurfaceFX is a stock module. It's what creates the dust and smoke effects on the ground when an engine fires close to it. It's highly unusual that a single engine would error out on it. Especially when other engines in the pack have similar settings. So, for you, the same task as above: please try to confirm it in a fresh installation of KSP with only Near Future Aeronautics and its dependencies installed. If you can, please submit a logfile.
  8. @Messernacht Power generation does not work in the background in KSP. A vessel needs to be inside your physics bubble for it to produce power (which almost always translates to "you need to be focused on it"). That is stock behavior. All the things where you find exceptions to this rule (including stock mining drills/ISRU) are specifically coded to track their stuff themselves because KSP itself can't. I don't think NFE reactors or NFS solar panels do anything different from other power sources, so the expected behavior is that they do not work in the background. Workarounds might be found in third-party plugins, though I can't name you one right now. During time warp, Near Future power sources should produce power just fine, as long as the vessel is focused. The only exception is when you have activated the "auto-shutdown on time warp" feature of a reactor. It defaults to off, though, so you need to consciously choose to change it.
  9. Well, that is self-evident. He's asking about vessels that are not docked.
  10. Good question. I've never actually tried it across spacecraft.
  11. Well, strictly speaking it is a feature of Kerbal Atomics, triggering if it detects the presence of NF Electrical (since that is supplying the reactor plugin). Not sure if NF Aeronautics ships a similar patch. Though I was under the impression that KSPIE throws out all Near Future reactor modules anyway, and replaces them with its own? Or did that get changed at some point? I've never honestly installed KSPIE, so I'm totally not up to date with the development of it. But, if you want KSPIE to support the NF Aeronautics nuclear engines in this manner, then you'll have to ask KSPIE to provide that patch.
  12. @I Just Ate Your Grapes Bro - No, we haven't had any other reports like these recently. Intermittent crashes are rarely down to any single mod, though. If a mod is broken enough to crash on startup, then it should crash every startup. Intermittent crashes are more likely to point to an overarching problem like running out of memory or the like. But if you can upload a log from a crash event somewhere (please don't paste it into a post), we can take a look.
  13. @BlackHat CKAN is not officially supported. Some community members sometimes update their repository to allow installation, but we don't offer support for problems arising from this.
  14. Streetwind

    Copenhagen Suborbitals: Umm...

    Launch will be tomorrow at approximately 6 AM UTC.
  15. Streetwind

    Stone-age laboratory

    The problem with glass lenses is twofold: one, the purity of materials available; two, the amount of energy available. 5x magnification is fairly easy; a single lens can do more than that. Make two or three lenses, and you can easily do multiple times that by assembling them in a tube. But the higher your magnification gets, the more problems you're going to get from impurities. Now, you're not going to need high-tech glasses to do do the job; simple quartz glass does the job. Lead glass is even easier, but is likely going to be unsuitable for optical lenses because it isn't completely clear. So the question is, how can you tell if you have the right kind of quartz sand available to you, and how pure is it? You'll probably need to test sand from different sites all over the place, and develop washing techniques to make sure that the stuff you're processing is as pure as possible. Once you have it, you'll want to mass-produce glass lumps and then polish them with hide (or better, tanned leather, if available), which hopefully gets you nice and clear surfaces. Select the best, most clear ones out of your whole batch, and put them aside. Then take all the other ones you don't need, and practice grinding them into lenses on stone surfaces. Once you feel confident you know how to get the shape you need, it's finally time to process the best pieces. Energy is the primary technology driver. Melting glass, for example, takes more energy than a neolithic society can manage. Thankfully, the reason is more that they never had a reason to try before, rather than it being hard. The answer is simply: charcoal. Making high purity charcoal is surprisingly easy with even the most primitive of methods; your bare hands are enough, in fact. Though tools certainly make it faster and easier. Once you have charcoal, a clay kiln with a manual blower and a lot of patience will get incredibly hot. Hot enough to process glass, and most common metal ores. Iron is within reach, in fact, though getting it right requires skill and good conditions. And once you can make iron, steel is not far off either - because steel is just an iron/carbon alloy, and if you have one element in high purity and unlimited abundance, then it's carbon. The trick is controlling the mixture, because you have a relatively narrow band between 1% and 3% carbon content where the alloy takes on the right properties to be called steel. Given modern knowledge, primitive furnances could be rigged up that can do it, but unless you're a trained metalworker you're likely going to have to invent your way there from scratch, with a metic ton of trial and error. If the right mixture can be achieved, you can try adding chrome, if available (identifying ores will be a huge problem). Chrome steel is the simplest form of a rust-free tool metal that there is. In other words, it would give you the closest thing to surgical steel that is possible with primitive technology. Something quite useful to a doctor, I imagine. But given the sheer amount of effort and reliance on certain ingredients (that need to be identified and purified first) probably means you're going to have to make do with less. Thus, consider copper. Much easier to process and shape than iron, it may not be as hard or as rust-free as chrome steel is, but it does have a curious property: it's a microbicide. In other words, it kills germs on contact. Medical equipment made from copper would not require sterilization - though perhaps occasional polishing will be in order. Do not bother trying for bronze, unless you literally find tin ore right at your doorstep; the stuff was insanely hard to get back in the day, with the entirety of the bronze age society spanning europe, north africa and the middle east relying on a single source. By contrast, copper and iron are nearly everywhere. Bronze, if well made, is a better tool metal than pure iron, and easier to melt as well, but it comes at the cost of being finnicky to handle. You cannot forge it properly, because its melting point is incredibly close to the point at which it starts being malleable. It will need to be cast, which is more limited than forging. Look up the channel Primitive Technology on youtube for tutorials on how to set up charcoal production and blower kilns from literally scratch (the guy walks into the wilderness with nothing on him but a pair of shorts). Research the history of metalworking and glassworking. Also research primitive chemistry, because your character is going to have to do a ton of it.