Nertea

[1.10.x] Near Future Technologies (All 1.10, NFA returns)

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There is a problem with the NFSolar build and there will be a hotfix soon.

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As mentioned before, I would appreciate some feedback on the changed engines and tanks.

- Do you have a trusted design you build every time? If so, which engines are you using, how are you powering them, and how did TWR and dV available change from 1.2.2 to 1.3.0?
- Is there a design that was viable in the past but now no longer works? On the flip side, can you now pull off something that was impossible before?
- Does one of your builds fill you with disappointment about a useless engine, or with giddyness about a terribly overpowered one?
- Did your favorite and least favorite engine change between past versions and this one?

There is a certain intent behind the changes, and I'm curious to see if the answers reflect it... :wink: 

Feel free to take your time and play the game first. You can answer when you feel like you have a good overview :) 

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@Nertea Thank you for sharing your awesome mods, and your latest improvements, with us! :D

Your electric propulsion systems have been particularly fun and useful; however, I have found uses for pretty much your entire Near Future series! :rep:

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*Sees NFT pack updated for 1.3*

Welp, I'm not getting any sleep tonight while I play with theses mods again :D

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Thanks for the update and I will provide some feedback I prefer the older style 4 nozzle engine as it was very universal i find the nozzles on this version to be rather long. I also preferred them as LFO engines, not a huge fan on mono prop engines as usually there isnt a sufficient range of tanks to go with them with the mods I use, but apart from that well done and  I like the changes made to the solar panels they look really good.

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48 minutes ago, Virtualgenius said:

I also preferred them as LFO engines, not a huge fan on mono prop engines as usually there isnt a sufficient range of tanks to go with them with the mods I use

You'll be happy to hear, then, that the pack includes an optional extra patch that makes the orbital engines run on LFO :) 

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Eeeeeek, thank you both!!!

Edited by Spaceception

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Thank you for the effort to make this mod so awesome! First thing im doing to do is a huge expedition to Jool and its moons.

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8 hours ago, Nertea said:

NF Propulsion 0.9.0

NF Electrical 0.9.0

NF Construction 0.8.0

NF Solar 0.8.0

NF Spacecraft 0.7.0

Great, great thanks to @Streetwind for all his balance work

And now I go to sleep.

 

Whaaaa!?!?!  Thanks guys! :D

 

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@Nertea - Loving the new NFE Reactor UI - a lot cleaner.

I can't recall if this was asked before, but is there a chance in the future that the mods will be rolled up into a single directory, like USI, WildBlue, TriggerTech, and others have done?  It would make it easier for those of us who are running 50-75 mods and use most of your catalog to navigate our GameData folder.  If not, that's cool - but don't ask, don't get, so to say.

Thanks so much for the hard work and for putting up with the crowd - hard to get anything done with 500+ people complaining that mod X isn't updated for 1.3.

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9 hours ago, Nertea said:

There is a problem with the NFSolar build and there will be a hotfix soon.

Does it have to do with the Nullref animation spam in the console? 

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Spoiler

Posnetek_zaslona_12.png

Posnetek_zaslona_13.png

 

here some images of my new ship meant too visit other planets build mostly of NFT parts.

Thanks for updating your mod 

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7 hours ago, Virtualgenius said:

Thanks for the update and I will provide some feedback I prefer the older style 4 nozzle engine as it was very universal i find the nozzles on this version to be rather long. I also preferred them as LFO engines, not a huge fan on mono prop engines as usually there isnt a sufficient range of tanks to go with them with the mods I use, but apart from that well done and  I like the changes made to the solar panels they look really good.

That's why the patch is there, but you do know NFSpacecraft does include about 9 new mono tanks, right?

41 minutes ago, Jengaleng said:

Does it have to do with the Nullref animation spam in the console? 

No, I'm not aware of this (it was a missing texture and was fixed in 0.8.1). You'll have to post a full bug report (log, reproduction steps) there as I haven't seen any NREs related to solar panels. 

1 hour ago, panarchist said:

I can't recall if this was asked before, but is there a chance in the future that the mods will be rolled up into a single directory, like USI, WildBlue, TriggerTech, and others have done?  It would make it easier for those of us who are running 50-75 mods and use most of your catalog to navigate our GameData folder.  If not, that's cool - but don't ask, don't get, so to say.

Don't hold your breath, maybe on the final release cycle. It would be a lot of work to fix the paths. 

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Finally, I can build a properly big station in 1.3.

I'll try to remember to come back with pics, but I lived through the 80's so don't expect much from my memory.

Thanks, you guys!!

May your genomes continue until the end of time.

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On 2017-6-15 at 3:05 AM, JadeOfMaar said:

An NFT Showroom? I wanna see! :P I own the OPT Spaceplane Showroom and in it someone posted a mothership with sistership, both of which run on Lithium. According to the poster they have near-exact dV, around 15km/s.

 

Oooookay, with the new update to NFT I've decided to take the suggestion and create an NFT Showroom. Please go ahead and post anything you have or are creating! :)

 

Edited by Immashift

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11 hours ago, Nertea said:

NF Propulsion 0.9.0

  • ALL ION ENGINE CLUSTERS COMPLETELY DEPRECATED
  • KSP 1.3
  • Updated bundled MM to 2.8.0
  • Updated bundled B9PartSwitch to 1.8.0
  • Updated bundled CRP to 0.7.1
  • Switched to 1.3 string localization
  • Fixed thrust transform on 1.25m VASIMR
  • Completely rebalanced all electric engines
  • Rebalanced all Xenon tanks to have a mass ratio of 4 (including stock Xenon tanks)
  • Modified the effective volume of all Xenon tanks to be closer to stock effective volumes
  • Rebalanced all Argon tanks to have a mass ratio of 4
  • Rebalanced all Argon tanks to contain a similar fuel mass to Xenon tanks
  • Rebalanced all Lithium tanks to have a mass ratio of 4
  • Slightly rebalanced the contents of lithium tanks to match stock volumes
  • Changed nomenclature of thrust/Isp slider on VariableIspEngines
  • Plugin performance optimizations

NF Electrical 0.9.0

  • KSP 1.3
  • Updated bundled MM to 2.8.0
  • Updated bundled B9PartSwitch to 1.8.0
  • Updated bundled CRP to 0.7.1
  • Full localization support for parts and plugins
  • New sub-plugin: DynamicBatteryStorage
    • Dynamically adjusts EC storage to combat KSP crap resource mechanics at high timewarp
    • Should dramatically reduce instances of EC loss at high timewarp
  • Revised many part descriptions, tags and names
  • Revised costs of batteries to correctly match stock batteries
  • Revised costs of capacitors to be slightly more expensive (~1.5x) than before
  • Battery and capacitor mass values are now 100% consistent
  • Reactor numbering system revised for better sorting
  • All reactors are now their inline variant by default
  • MX-3L Hermes reactor now generates 6000 kW, up from 5000 kW. All other stats adjusted to match
  • Rebalanced cost and mass of all reactors
  • Reduced electricity storage of all reactors to 50% of kW
  • Rebalanced mass and cost of all nuclear fuel containers
  • Reduced price of PB-AS-NUK RTG
  • Increased mass of Whirlijig Nuclear Reprocessor
  • Adjusted recipes for Whirlijig reprocessing/extraction to be less weird
  • DecayingRTGs patch now cuts price of affected RTGs by 50%
  • Changed CLS patch to behave better when CLS is not around
  • Cleaned up FissionReactor config blocks for clarity
  • Significant improvements to KA integration code

NF Construction 0.8.0

  • KSP 1.3
  • Updated bundled MM to 2.8.0
  • Updated bundled B9PartSwitch to 1.8.0
  • Normalized some part internal names
  • Improved naming of most truss parts
  • Converted to KSP 1.3 localization string methods
  • Small tweaks to masses and costs of many parts

NF Solar 0.8.0

  • KSP 1.3
  • Updated bundled MM to 2.8.0
  • Converted all part name/descriptions to localization system
  • Rebalanced solar panel masses and costs for more consistency
  • Removed retractable part search tag from parts that are not retractable
  • Renamed some solar panels to increase consistency and ease of inter-panel comparison
  • Reworked manufacturer names to reduce the number of new manufacturers
  • Adjusted position of suncatcher transforms on SOL-A, NIV-3 and NIV-16 panels
  • K7R 1x4 Concentrating Photovoltaic Panels are no longer retractable
  • Adjusted shaders for many panels to improve looks
  • Added K7R 1x4 Concentrating Photovoltaic Panels and K5R 1x3 Concentrating Photovoltaic Panels, variants of two current panels with added shrouds and retractability
  • Added SOL-B Expanding Curved Solar Array (3.75m to 10m expanding curved solar array)
  • Added OKEB-125 Blanket Solar Array (based on NASA asteroid tug concept)
  • Added OKEB-75 Blanket Solar Array (based on SpaceX ITS solar array concept)

NF Spacecraft 0.7.0

  • OLD ORBITAL ENGINES FULLY DEPRECATED
  • KSP 1.3
  • Updated bundled MM to 2.8.0
  • Updated bundled B9PartSwitch to 1.8.0
  • Full localization support for all parts
  • New textures for Mk4-1, Mk3-9 and PPD-1 pods
  • New model and texture for PPD-24 Itinerant
  • Improved textures for all monopropellant tanks and service tanks
  • Mk4-1 pod now has toggleable shroud "skirts" that change attachment options and slightly increase thermal tolerances
  • Checked the exhaust transforms on all RCS parts
  • Reduced vacuum Isp of all monopropellant engines by 10-20s
  • All RCS parts have been set to physicsless
  • Many IVA-related fixes
  • Fixed USI-LS patch for Mk4-1 pod
  • Improved Mk 3-9, PPD-24 and PPD-1 IVAs
    •  Fixed some holes
    •  Better lighting
    •  Better diffuse map, new normal maps
    •  Realigned and improved props
  •  Improve Mk 4-1 IVA
    • Fixed some holes
    •  better lighting
    •  Realigned props
  •  IVA RPM integration disabled for now
  •  NF Props updated
    • Now versioned (0.1.0 is current)
    •  Removed many less useful props
    • Fixed transform centering of remaining props
    • RPM functions of RPM-enabled props are now applied using MM, avoiding error messages when RPM is not installed

Great, great thanks to @Streetwind for all his balance work

And now I go to sleep.

 

Woohoo! Just in time for the weekend. Thank you man, cannot wait to try it out tonight!

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2 hours ago, Nertea said:

Don't hold your breath, maybe on the final release cycle. It would be a lot of work to fix the paths. 

That's what I suspected.  Thanks again for the release, looking forward to building some new ships this weekend and checking out all the changes / improvements - some of those change logs are pretty sizeable, you've been busy for sure!

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