Nertea Posted February 19, 2019 Author Share Posted February 19, 2019 This error is actually coming from FuseBox - the class that's throwing it is not part of DBS. Won't say I'm not completely responsible, but I do than insight on what it would take to fix that. Quote Link to comment Share on other sites More sharing options...
Tapeta Posted March 16, 2019 Share Posted March 16, 2019 Hi I want to report conflict between these two mods: Kerbal Atomics 0.5.5 and Restock 0.1.2.1 . The problem is with LV-N "NERV" Atomic Rocket Motor when both mods are installed. The part seems to be not affected by changes made by Kerbal Atomics mod (it only work with LF, LH2 is not working) and as a bonus in VAB it show delta v calculation equal to 0. I have installed only these two mods Kerbal Atomics 0.5.5 and Restock 0.1.2.1 . KSP 1.6.1 Quote Link to comment Share on other sites More sharing options...
Eridan Posted March 17, 2019 Share Posted March 17, 2019 (edited) 23 hours ago, Tapeta said: Hi I want to report conflict between these two mods: Kerbal Atomics 0.5.5 and Restock 0.1.2.1 . The problem is with LV-N "NERV" Atomic Rocket Motor when both mods are installed. The part seems to be not affected by changes made by Kerbal Atomics mod (it only work with LF, LH2 is not working) and as a bonus in VAB it show delta v calculation equal to 0. I have installed only these two mods Kerbal Atomics 0.5.5 and Restock 0.1.2.1 . KSP 1.6.1 Nertea has ongoing work regarding compatibility between the two mods. The issues should be mostly cosmetic with LF, but if you are still having issues with dV, there might be something else wrong. Would you kindly: upload KSP.log (to a file sharing site of your choice) and add a link to this thread Check if you have the latest version of ModuleManager installed The following is unofficial, but if you can't wait for the update, you can try these changes. These should be overwritten once the official update comes. Edited March 17, 2019 by Eridan +MODULE[ModuleEngines] should not work at all for the release version Quote Link to comment Share on other sites More sharing options...
Tapeta Posted March 17, 2019 Share Posted March 17, 2019 46 minutes ago, Eridan said: Nertea has ongoing work regarding compatibility between the two mods. The issues should be purely cosmetic, but if you are still having issues with dV, there might be something else wrong. Would you kindly: upload KSP.log (to a file sharing site of your choice) and add a link to this thread Check if you have the latest version of ModuleManager installed The following is unofficial, but if you can't wait for the update, you can try these changes. These should be overwritten once the official update comes. my KSP.log is here: https://drive.google.com/open?id=1GdbVRFcPf8_2hPa-Q1fbuzGpD-HCcd9M my version of the ModuleManager is: ModuleManager.4.0.2.dll I think it is the latest one. THX and BDW: Did I mentioned how great these mods are. Quote Link to comment Share on other sites More sharing options...
Eridan Posted March 17, 2019 Share Posted March 17, 2019 (edited) 3 hours ago, Tapeta said: my KSP.log is here: https://drive.google.com/open?id=1GdbVRFcPf8_2hPa-Q1fbuzGpD-HCcd9M my version of the ModuleManager is: ModuleManager.4.0.2.dll I think it is the latest one. THX and BDW: Did I mentioned how great these mods are. From the logs and patch order, everything looks alright, and NTRsUseLF is correctly not present. At this point, the release version of the Kerbal Atomics will fail to duplicate ModuleEngines since ReStock changes the engine to use ModuleEnginesFX. Work by Nertea is ongoing, but if you need to use LV-Ns, you can change the contents of GameData/KerbalAtomics/Patches/NTR/hydrogenNTRsSQUAD.cfg with the following: // MM Configs for changing various NTRs to use LqdHydrogen // LV-N (stock) @PART[nuclearEngine]:NEEDS[!NTRsUseLF,!ReStock] { @mass = 2.25 !EFFECTS,* {} EFFECTS { engage { AUDIO { channel = Ship clip = sound_vent_medium volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = thrustTransform oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } fx-sc-lh2-core { AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } MODEL_MULTI_PARTICLE { modelName = KerbalAtomics/FX/fx-sc-lh2-125-core transformName = thrustTransform emission = 0.0 0.0 emission = 0.01 0.1 emission = 0.075 0.25 emission = 1.0 1.0 speed = 0.0 0.35 speed = 1.0 1.0 } } fx-sc-lh2-plume { MODEL_MULTI_PARTICLE { modelName = KerbalAtomics/FX/fx-sc-lh2-125-plume transformName = thrustTransform emission = 0.0 0.0 emission = 0.01 0.1 emission = 0.075 0.25 emission = 1.0 1.0 speed = 0.0 0.35 speed = 1.0 1.0 } } fx-sc-lf-core { AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } MODEL_MULTI_PARTICLE { modelName = KerbalAtomics/FX/fx-sc-lh2-125-core transformName = thrustTransform emission = 0.0 0.0 emission = 0.01 0.1 emission = 0.075 0.25 emission = 1.0 1.0 speed = 0.0 0.35 speed = 1.0 1.0 } } fx-sc-lf-plume { MODEL_MULTI_PARTICLE { modelName = KerbalAtomics/FX/fx-sc-lh2-125-plume transformName = thrustTransform emission = 0.0 0.0 emission = 0.01 0.1 emission = 0.075 0.25 emission = 1.0 1.0 speed = 0.0 0.35 speed = 1.0 1.0 } } } MODULE { name = MultiModeEngine primaryEngineID = LF secondaryEngineID = LH2 primaryEngineModeDisplayName = #LOC_KerbalAtomics_Multimode_LF secondaryEngineModeDisplayName = #LOC_KerbalAtomics_Multimode_LH2 } @MODULE[ModuleAlternator] { preferMultiMode = true } @MODULE[ModuleEngines] { @name = ModuleEnginesFX engineID = LH2 runningEffectName = fx-sc-lh2-core powerEffectName = fx-sc-lh2-plume @fxOffset = 0, 0, 1.5 @PROPELLANT[LiquidFuel] { @name = LqdHydrogen @ratio = 1.0 } !atmosphereCurve {} atmosphereCurve { key = 0 900 key = 1 400 key = 2 50 key = 10 1 } } +MODULE[ModuleEnginesFX]:HAS[#engineID[LH2]] { @engineID = LF @runningEffectName = fx-sc-lf-core @powerEffectName = fx-sc-lf-plume @PROPELLANT[LqdHydrogen] { @name = LiquidFuel @ratio = 0.9 } !atmosphereCurve {} atmosphereCurve { key = 0 600 key = 1 185 key = 2 0.001 } } } // LV-N (ReStock) @PART[nuclearEngine]:NEEDS[!NTRsUseLF]:AFTER[ReStock] { @mass = 2.25 !EFFECTS,* {} EFFECTS { engage { AUDIO { channel = Ship clip = sound_vent_medium volume = 1.0 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } fx-sc-lh2 { AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } MODEL_MULTI_PARTICLE { name = core modelName = ReStock/FX/restock-fx-nerv-core-1 transformName = fxTransformCore emission = 0.0 0.0 emission = 0.01 0.1 emission = 0.075 0.25 emission = 1.0 1.0 speed = 0.0 0.35 speed = 1.0 1.0 } MODEL_MULTI_PARTICLE { name = turbo modelName = ReStock/FX/restock-fx-nerv-turbo-1 transformName = fxTransformTurbo emission = 0.0 0.0 emission = 0.01 0.1 emission = 0.075 0.25 emission = 1.0 1.0 speed = 0.0 0.35 speed = 1.0 1.0 } MODEL_MULTI_PARTICLE { name = plume modelName = ReStock/FX/restock-fx-nerv-plume-1 transformName = fxTransformPlume emission = 0.0 0.0 emission = 0.01 0.1 emission = 0.075 0.25 emission = 1.0 1.0 speed = 0.0 0.35 speed = 1.0 1.0 } PREFAB_PARTICLE { prefabName = fx_smokeTrail_light transformName = smokePoint emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 } } fx-sc-lf { AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } MODEL_MULTI_PARTICLE { name = core modelName = ReStock/FX/restock-fx-nerv-core-1 transformName = fxTransformCore emission = 0.0 0.0 emission = 0.01 0.1 emission = 0.075 0.25 emission = 1.0 1.0 speed = 0.0 0.35 speed = 1.0 1.0 } MODEL_MULTI_PARTICLE { name = turbo modelName = ReStock/FX/restock-fx-nerv-turbo-1 transformName = fxTransformTurbo emission = 0.0 0.0 emission = 0.01 0.1 emission = 0.075 0.25 emission = 1.0 1.0 speed = 0.0 0.35 speed = 1.0 1.0 } MODEL_MULTI_PARTICLE { name = plume modelName = ReStock/FX/restock-fx-nerv-plume-1 transformName = fxTransformPlume emission = 0.0 0.0 emission = 0.01 0.1 emission = 0.075 0.25 emission = 1.0 1.0 speed = 0.0 0.35 speed = 1.0 1.0 } PREFAB_PARTICLE { prefabName = fx_smokeTrail_light transformName = smokePoint emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 } } } MODULE { name = MultiModeEngine primaryEngineID = LF secondaryEngineID = LH2 primaryEngineModeDisplayName = #LOC_KerbalAtomics_Multimode_LF secondaryEngineModeDisplayName = #LOC_KerbalAtomics_Multimode_LH2 } @MODULE[ModuleAlternator] { %preferMultiMode = true } @MODULE[ModuleEnginesFX] { %engineID = LH2 %runningEffectName = fx-sc-lh2 !powerEffectName @PROPELLANT[LiquidFuel] { @name = LqdHydrogen @ratio = 1.0 } !atmosphereCurve {} atmosphereCurve { key = 0 900 key = 1 400 key = 2 50 key = 10 1 } } +MODULE[ModuleEnginesFX]:HAS[#engineID[LH2]] { @engineID = LF @runningEffectName = fx-sc-lf @PROPELLANT[LqdHydrogen] { @name = LiquidFuel @ratio = 0.9 } !atmosphereCurve {} atmosphereCurve { key = 0 600 key = 1 185 key = 2 0.001 } } @MODULE[FXModuleThrottleEffects],* { preferMultiMode = true } } Edited March 17, 2019 by Eridan Quote Link to comment Share on other sites More sharing options...
Nertea Posted March 31, 2019 Author Share Posted March 31, 2019 Some important notes about the upcoming next release (1.0.0), which should be in the next few days. Bold is important. Engine textures have been tuned to be closer to Restock (oranges, greys, etc) Shrouds and white bits of aerospike engines completely rebuilt New set of FX plumes for everything Engines now use the improve glow/cooloff methods developed for Restock Hydrogen conversion patch for mod NTRs has been converted to an Extra rather than a default LV-N LH2 conversion patch is more comprehensive (new effects for LF mode, handles Restock correctly) Quote Link to comment Share on other sites More sharing options...
Nertea Posted April 3, 2019 Author Share Posted April 3, 2019 Kerbal Atomics 1.0.0 Final content update Updated ModuleManager to 4.0.2 Changes to LH2 patching methodology LH2 patching for mod NTRs is now an optional Extra LV-N remains multi-mode patched New effects are added for LF mode Full compatibility with Restock LV-N model Set of new effects for all engines Tuned greys/symbols on parts to match Restock standards Redid shrouds and hull plated areas of parts to match new standards Recolored orange highlights to match a new consistent manufacturer color scheme Recompressed most textures with better dds compressor Quote Link to comment Share on other sites More sharing options...
StarStreak2109 Posted April 3, 2019 Share Posted April 3, 2019 First! Looking great. Taking this out for a spin around GPP soon! Quote Link to comment Share on other sites More sharing options...
Rawenwarcrow Posted April 3, 2019 Share Posted April 3, 2019 Hey @Nertea , on the H500-144 Hydrogen Tank, some of the textures or switched compared to their names (foil compact and bare have the corresponding isohedral textures and vice-versa). Not really a problem, but hey, you should want to know And as always, thanks a lot for your amazing mods Quote Link to comment Share on other sites More sharing options...
Eridan Posted April 3, 2019 Share Posted April 3, 2019 33 minutes ago, Rawenwarcrow said: Hey @Nertea , on the H500-144 Hydrogen Tank, some of the textures or switched compared to their names (foil compact and bare have the corresponding isohedral textures and vice-versa). Not really a problem, but hey, you should want to know And as always, thanks a lot for your amazing mods Can confirm this is an issue. I've had this https://github.com/ChrisAdderley/CryoTanks/pull/67 pull request for quite a while now. Quote Link to comment Share on other sites More sharing options...
Nertea Posted April 5, 2019 Author Share Posted April 5, 2019 On 4/3/2019 at 3:27 PM, Eridan said: Can confirm this is an issue. I've had this https://github.com/ChrisAdderley/CryoTanks/pull/67 pull request for quite a while now. Thanks for reminding me, sometimes I need to be poked, there are a lot of repos that I get PRs for and I can miss some, or quickly glance over them from my phone and forget. Quote Link to comment Share on other sites More sharing options...
Eridan Posted April 5, 2019 Share Posted April 5, 2019 49 minutes ago, Nertea said: Thanks for reminding me, sometimes I need to be poked, there are a lot of repos that I get PRs for and I can miss some, or quickly glance over them from my phone and forget. Good day. Thanks for looking into this, and thank you for the amazing work you put into your mods in the first place. Quote Link to comment Share on other sites More sharing options...
Zorg Posted April 5, 2019 Share Posted April 5, 2019 The FX looks so good! Quote Link to comment Share on other sites More sharing options...
Nertea Posted April 5, 2019 Author Share Posted April 5, 2019 Awesome @Zorg. Nuclear delta heavy should should immediately be pursued by ULA. Quote Link to comment Share on other sites More sharing options...
Nertea Posted April 23, 2019 Author Share Posted April 23, 2019 KA 1.0.1 KSP 1.7.x Updated CryoTanks to 1.1.2 Updated DynamicBatteryStorage to 1.4.2 Updated DeployableEngines to 1.0.1 Fixed ghost of engine glow present on Poseidon in VAB Fixed offset of Neptune model Quote Link to comment Share on other sites More sharing options...
Redacted Posted April 24, 2019 Share Posted April 24, 2019 @Nertea As i understand it, the Liquid Fuel conversion patch allows for all nukes to use LF but at a penalty. My question is, does this patch make the nukes FL only or are they multi-mode, being able to toggle between LF and H2? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted April 25, 2019 Share Posted April 25, 2019 23 hours ago, Redacted said: @Nertea As i understand it, the Liquid Fuel conversion patch allows for all nukes to use LF but at a penalty. My question is, does this patch make the nukes FL only or are they multi-mode, being able to toggle between LF and H2? They likely do not become multi-mode. I have enough experience messing with engines to be absolutely sure of it. (And nuke engines shouldn't be burning LF anyway. LF is an abstract of Kerosene which cannot actually lead to NTR-range Isp. Seasoned KSP players understand.) Quote Link to comment Share on other sites More sharing options...
Starwaster Posted April 30, 2019 Share Posted April 30, 2019 On 4/25/2019 at 12:03 PM, JadeOfMaar said: They likely do not become multi-mode. I have enough experience messing with engines to be absolutely sure of it. (And nuke engines shouldn't be burning LF anyway. LF is an abstract of Kerosene which cannot actually lead to NTR-range Isp. Seasoned KSP players understand.) OMGWTF SOMEBODY GETS IT. Quote Link to comment Share on other sites More sharing options...
Nertea Posted April 30, 2019 Author Share Posted April 30, 2019 On 4/24/2019 at 9:29 AM, Redacted said: @Nertea As i understand it, the Liquid Fuel conversion patch allows for all nukes to use LF but at a penalty. My question is, does this patch make the nukes FL only or are they multi-mode, being able to toggle between LF and H2? LF only, several of the engines are already dual-mode, adding a third mode is not possible without additional plugin work. Plus, LF-only is a minimum-effort thing for me - it's really only there because people complain a lot. Quote Link to comment Share on other sites More sharing options...
Nightside Posted April 30, 2019 Share Posted April 30, 2019 (edited) On 4/25/2019 at 9:03 AM, JadeOfMaar said: Seasoned KSP players understand Especially the salty ones. Edited April 30, 2019 by Nightside Quote Link to comment Share on other sites More sharing options...
toric5 Posted May 13, 2019 Share Posted May 13, 2019 Need a patch for the project eloo engine from NF aeronautics. the dynamic patch doesn't cover multi-mode engines. Quote Link to comment Share on other sites More sharing options...
Nertea Posted May 14, 2019 Author Share Posted May 14, 2019 19 hours ago, toric5 said: Need a patch for the project eloo engine from NF aeronautics. the dynamic patch doesn't cover multi-mode engines. You could play around with and suggest some stats? I don't have a good picture of how LH2 engines would work in an atmospheric context. Quote Link to comment Share on other sites More sharing options...
toric5 Posted May 15, 2019 Share Posted May 15, 2019 On 5/14/2019 at 7:37 AM, Nertea said: You could play around with and suggest some stats? I don't have a good picture of how LH2 engines would work in an atmospheric context. Ill try. I could remove the multi-mode restriction, but I think there are some possible edge cases where it could affect non-nuke engines. (I think. It might be safe...) Also, when did the LV-N get the patch to become a liquid fuel-LH2 hybrid? that patch needs to be applied after the dynamic NTR patch, so something like :FOR[zzzKerbalAtomics]. Ill pull request when I have something. Quote Link to comment Share on other sites More sharing options...
Whirligig Girl Posted May 16, 2019 Share Posted May 16, 2019 (edited) @Nertea Sorry if this has been covered before, but I seem to be having a problem cooling my Emancipator reactors. I'm using Near Future Electrical integration and HeatControl. The square and triangular panels are the Microchannel Graphene radiators. But when I activate them, they don't seem to cool the reactor. I believe they should have the max cooling capacity to reject all the waste heat for both reactors. Now I noticed this in the NFE wiki: Important Note Static (Edge and Panel) radiators in the stock game only transfer heat from parts up to one part away. Therefore, if using these for reactor cooling, make sure they are attached directly to the reactor or directly to a part that is reactor adjacent. The deployable Thermal Control Systems and most other mod radiators can be placed anywhere on the ship. I assume this applies to the HeatControl radiators as well. Is there a way around this? Some kind of heat pump line, or setting somewhere I can change? EDIT: there's also a mysterious power drain that I can't trace down. Anyone know anything about that? Edited May 16, 2019 by GregroxMun Quote Link to comment Share on other sites More sharing options...
Nightside Posted May 16, 2019 Share Posted May 16, 2019 2 hours ago, GregroxMun said: there's also a mysterious power drain that I can't trace down. Anyone know anything about that? Cryo cooling on the tanks? Quote Link to comment Share on other sites More sharing options...
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