Wyzard 337 Posted March 16 Out of curiosity, what's the actual difference between a "blanket" and non-"blanket" solar array? As far as I can tell, "blanket" just means "less efficient per unit area, but large enough to make up for it", but is there some sort of fundamental technological difference that makes an array "blanket" or not? Is a blanket just anything that's not a concentrator? Quote Share this post Link to post Share on other sites
Nertea 10,585 Posted March 16 17 hours ago, Wyzard said: Out of curiosity, what's the actual difference between a "blanket" and non-"blanket" solar array? As far as I can tell, "blanket" just means "less efficient per unit area, but large enough to make up for it", but is there some sort of fundamental technological difference that makes an array "blanket" or not? Is a blanket just anything that's not a concentrator? RL or NF? RL, it's a lot harder to put a large/bulky cell in a flexible material that folds and deforms. It's a convenient differentiator for KSP. Quote Share this post Link to post Share on other sites
Nertea 10,585 Posted March 16 NF Propulsion 1.1.0: Updated bundled ModuleManager to 4.0.2 Argon tank textures have been adjusted with similar greys to restock tanks, and the 'internal' tanks use the reflective material for a brushed metal look Argon parts have a new thematic color (darkish teal) Argon thrusters have been tuned to color-wise match Restock greys Lithium foil-wrapped tanks now use new reflective material Lithium has a new thematic color (darkish red) Lithium thrusters have been tuned to color-wise match Restock greys Xenon tank textures have been adjusted to color-wise match Restock tanks (greys and yellows) Xenon thrusters have been tuned to color-wise match Restock Dawn Xenon/Argon small thrusters now have normal maps VASIMR thrusters have been tuned to color-wise match Restock greys and consistently use Xenon colours Electric RCS have been tuned to color-wise match their respective engines Surface attachment was enabled for all large engines Fixed surface attach node for 0.625m MPDT An important FAQ here.... you might want to force DX11. The metallic shader uses the stock cubemaps that in DX9 has visible seams. Quote Share this post Link to post Share on other sites
Raccoon 6 Posted March 16 1 hour ago, Nertea said: An important FAQ here.... you might want to force DX11. The metallic shader uses the stock cubemaps that in DX9 has visible seams. I thought DX11 wasn't supported and caused various funky issues and missing VAB/SPH part shaders and stuff? Seems to be the case still, unless I'm missing something? Quote Share this post Link to post Share on other sites
Nertea 10,585 Posted March 16 24 minutes ago, Raccoon said: I thought DX11 wasn't supported and caused various funky issues and missing VAB/SPH part shaders and stuff? Seems to be the case still, unless I'm missing something? I should be clearer then, the deficiency in the reflection maps can be solved by this, not by me. I just wanted to get out ahead of complaints. Quote Share this post Link to post Share on other sites
Raccoon 6 Posted March 16 Just now, Nertea said: I should be clearer then, the deficiency in the reflection maps can be solved by this, not by me. I just wanted to get out ahead of complaints. Fair enough! The new parts look incredible and the seams are a small price to pay for me. Quote Share this post Link to post Share on other sites
wasmic 145 Posted March 16 So I've been using the Near Future Spacecraft mod for the first time in forever, and there's a lot of cool new pods. However, I find myself wondering - some of the pods do not fit with stock heat shields, but also do not come with their own heat shields. This is true both of the Dragon-alike pod and the one that goes really wide and then tapers again. What heat shields should I use with these pods? Quote Share this post Link to post Share on other sites
DeltaDizzy 1,696 Posted March 17 40 minutes ago, wasmic said: So I've been using the Near Future Spacecraft mod for the first time in forever, and there's a lot of cool new pods. However, I find myself wondering - some of the pods do not fit with stock heat shields, but also do not come with their own heat shields. This is true both of the Dragon-alike pod and the one that goes really wide and then tapers again. What heat shields should I use with these pods? The restock heat shield worked for me with the tethys. Quote Share this post Link to post Share on other sites
DomiKamu 12 Posted March 18 (edited) Hi, be careful they're many "typos" (in particular version numbers), in this post (first page) for some Near Future... This is a list (all January 21, 2019): - NF Construction section indicates 1.0.5, instead of 1.0.6. - NF Spacecraft section indicates 1.0.2 instead of 1.0.3. - NF Launch Vehicules section indicates 1.1.7 instead of 1.1.10 (I don't know about Aeronautics because I don't use it). Hope this can help. Thanks a lot for your mods! Edited March 18 by DomiKamu Quote Share this post Link to post Share on other sites
Nertea 10,585 Posted March 18 10 hours ago, DomiKamu said: Hi, be careful they're many "typos" (in particular version numbers), in this post (first page) for some Near Future... This is a list (all January 21, 2019): - NF Construction section indicates 1.0.5, instead of 1.0.6. - NF Spacecraft section indicates 1.0.2 instead of 1.0.3. - NF Launch Vehicules section indicates 1.1.7 instead of 1.1.10 (I don't know about Aeronautics because I don't use it). Hope this can help. Thanks a lot for your mods! Thanks for letting me know, not really concerned as all the authoritative locations are correct. Quote Share this post Link to post Share on other sites
Nertea 10,585 Posted March 19 I managed to accidentally bump the version number to 1.2.0, then had to fix it to 1.2.1. So uh, several versions for free? NF Spacecraft 1.2.1 Updated MM to 4.0.2 Added French translation (don-vip) Soft-deprecated stack monopropellant tanks due to artistic irrelevance. Some may return later but for now you shouldn't build new craft with them Renamed PPD-24 to RPD-12 (name collision with SSPXr) Propagated command pod-related improvements from Restock to command pods (hatches, endcaps, colours) Retextured orbital engines completely Now uses improved thermal colorization method for engine emisives Redid orbital engine particle effects Orbital engine colour/manufacturer are now consistent with Reaction Engines (stock Puff) Minor texture tunings in many places Fixed floating Occupy Duna poster in Elara IVA Fixed top node of Callisto being a bit too high Added support for the Landertron mod to the three landing command pods (DStaal) Added support for newer versions of USI-LS (dlrk2) Recompressed many textures with higher quality compressor Quote Share this post Link to post Share on other sites
MaximumThrust 145 Posted March 19 (edited) 19 minutes ago, Nertea said: NF Spacecraft 1.2.1 Great, checking the parts now! But I actually like the tanks, I think I'll keep them active in my own install Edit: a small suggestion. The first bottom node in the LV-95-6 is impossible to use. Making the two nodes size "1" solves the problem. Edited March 19 by MaximumThrust Quote Share this post Link to post Share on other sites
scottadges 667 Posted March 20 (edited) 4 hours ago, Nertea said: several versions for free? Free versions for everyone!! Great job on the updates, seriously thanks for all your commitment to this game and the community. Edited March 20 by scottadges Quote Share this post Link to post Share on other sites
Wyzard 337 Posted March 20 5 hours ago, Nertea said: Recompressed many textures with higher quality compressor After updating, I noticed this exception in my log: [LOG 23:47:39.484] Load(Texture): NearFutureSpacecraft/Parts/Command/command-pods/blank [EXC 23:47:39.588] UnityException: LoadRawTextureData: not enough data provided (will result in overread). UnityEngine.Texture2D.LoadRawTextureData (System.Byte[] data) DatabaseLoaderTexture_DDS.Read (System.String filename) DatabaseLoaderTexture_DDS+<Load>c__Iterator0.MoveNext () UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) <LoadObjects>c__Iterator1:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) The history for blank.dds shows that it's one that you recompressed, so I'm guessing it got corrupted/truncated somehow. Grep tells me that some of the .mu files in that directory contain the string "blank", but the parts look fine in-game, so it doesn't seem like a big problem as far as I can tell. Quote Share this post Link to post Share on other sites
DomiKamu 12 Posted March 20 (edited) On 3/18/2019 at 11:13 PM, Nertea said: Thanks for letting me know, not really concerned as all the authoritative locations are correct. Hi, and excuse me because your reply isn't clear in my mind (I precise I'm French, so English isn't my main language). I presume you'll can edit your post (page 1), like you've done to update Near Future Propulsion to 1.1.0. Perhaps by using "be careful" you've assumed I'm "aggressive" (in fact I'm not sure), but be sure it was not - probably by using "caution" (or something similar) it was better Please apologize in case of confusion, of course! Be sure Nertea I'm in admiration about your stuff, all (except Aeronautic) Near Future are in my favorite mods! Regards. Edited March 20 by DomiKamu Quote Share this post Link to post Share on other sites
Nertea 10,585 Posted March 20 (edited) 11 hours ago, DomiKamu said: Hi, and excuse me because your reply isn't clear in my mind (I precise I'm French, so English isn't my main language). I presume you'll can edit your post (page 1), like you've done to update Near Future Propulsion to 1.1.0. Perhaps by using "be careful" you've assumed I'm "aggressive" (in fact I'm not sure), but be sure it was not - probably by using "caution" (or something similar) it was better Please apologize in case of confusion, of course! Be sure Nertea I'm in admiration about your stuff, all (except Aeronautic) Near Future are in my favorite mods! Regards. Yeah no worries, I got it , was just mentioning that all the actual download locations seem correct so I'll fix it when I have a completely bored moment. 13 hours ago, Wyzard said: After updating, I noticed this exception in my log: [LOG 23:47:39.484] Load(Texture): NearFutureSpacecraft/Parts/Command/command-pods/blank [EXC 23:47:39.588] UnityException: LoadRawTextureData: not enough data provided (will result in overread). UnityEngine.Texture2D.LoadRawTextureData (System.Byte[] data) DatabaseLoaderTexture_DDS.Read (System.String filename) DatabaseLoaderTexture_DDS+<Load>c__Iterator0.MoveNext () UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) <LoadObjects>c__Iterator1:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) The history for blank.dds shows that it's one that you recompressed, so I'm guessing it got corrupted/truncated somehow. Grep tells me that some of the .mu files in that directory contain the string "blank", but the parts look fine in-game, so it doesn't seem like a big problem as far as I can tell. It could be but it's dangerous. I should probably do a re-release with a fix. edit: I pushed out 1.2.2 which should solve this issue. Edited March 20 by Nertea Quote Share this post Link to post Share on other sites
Barzon 719 Posted March 20 How long will that take? Quote Share this post Link to post Share on other sites
TonedMite133805 13 Posted March 20 Is there any way to download all the NFT mods together? Quote Share this post Link to post Share on other sites
Nertea 10,585 Posted March 20 You all may have noticed that I removed the "no CKAN" qualifier from the OP for NFP and NFSpc. This is due to a switchover to fully managed (by me) CKAN files. This allows me to endorse that as a valid source. The other mods will follow in this update cycle. 1 hour ago, TonedMite133805 said: Is there any way to download all the NFT mods together? Not as of yet. Quote Share this post Link to post Share on other sites
cineboxandrew 420 Posted March 21 On 3/14/2019 at 10:33 AM, Dragon01 said: Concentrator panels tend to be bulky, fitting this tech on a flexible blanket isn't really possible. It's doable Quote Share this post Link to post Share on other sites
Barzon 719 Posted March 21 From a quick look at the pdf from @cineboxandrew, please do something like that @Nertea, the one-by-one deployment would be mesmerising! Quote Share this post Link to post Share on other sites
Nertea 10,585 Posted March 21 It's shocking and nastily complex! Today I spent much time redoing the standard deployable arrays, and got them all rigged up and animated. Hoped to finish the two "advanced" arrays as well, but those will have to wait. Gigantor shown in blue. Coming along faster than expected, I have a pretty good workflow for these now. Blankets will be... harder. Quote Share this post Link to post Share on other sites
KSPNoob 5 Posted March 23 @Nertea Did I somehow screw my game up or did I never notice that with the Near Future Launch Vehicles engines that the shrouds don't seem to work? Quote Share this post Link to post Share on other sites