Nertea Posted January 11, 2019 Author Share Posted January 11, 2019 On 1/7/2019 at 5:05 PM, fg45de said: Hello, i have a problem with the Grip-O-Tron Linear Docking Connector. I have two vessels each connected with a Linear Docking Connector. If i put both docking connectors within 2m range, they attract each other. But they dont dock. Is this a known bug or am i doing something wrong with these linear docking ports? Everything works well. I was just a bit impatient. Just took me a while for the correct docking procedure. Oh weird I though there was actually a problem, I had this marked to look into. In other news I guess now that 1.6.1 is here I will start checking up on updates. I'm mostly working on a new system that will allow me to deploy many mods seamlessly and automatically but it's taking a while - updates are on hold until that is done. Quote Link to comment Share on other sites More sharing options...
fg45de Posted January 13, 2019 Share Posted January 13, 2019 To be honest, it is still quite hard to complete a docking with these ports. Because they have to be perfectly aligned to each other. A bit help like the construction ports do would be really great. Quote Link to comment Share on other sites More sharing options...
iFlyAllTheTime Posted January 15, 2019 Share Posted January 15, 2019 (edited) Back in 0.25, for the sake of simplicity, I ignored the Argon and Hydrogen parts from the Near Future Propulsion pack and simply kept the Xenon tanks and Ion engines in the NF Propulsion folder. I was blown away by the sound and the emissive effects on the different ion thrusters this pack had and really enjoyed using it in my game. I'm trying to do the same now for a 1.2.2 save I have going on, but I see that "B9 Part Switch" and "Community Resource Pack" are listed as required dependencies. Could someone tell me what do the two required dependencies do? Just like before, I plan on only using the Xenon and Ion parts only, steering clear of the Argon and Lithium ones. Would I still need those dependencies? I don't care about mining Xenon. I just want to be able to launch probes with the Ion engines from this pack with that awesome sound and FX. I have tried loading up the mod in a separate clean install just to pick the stuff I like for my actual save game and I can't quite tell exactly what those 2 dependencies do. @Nertea As always, thank you for the amazing work you do. I have enjoyed this game orders of magnitude more because of modders like you. Edited January 15, 2019 by iFlyAllTheTime Quote Link to comment Share on other sites More sharing options...
Spica Posted January 15, 2019 Share Posted January 15, 2019 Community Resource Pack provides a set of common resources (fuel types and more) that mod authors can use to prevent conflicts/duplicates and also to allow easy inter-mod interaction. B9 Part Switch is what enables many parts in the Near Future suite to have multiple variants, say one with and one without an integrated mount. I'd strongly recommend not touching either CRP or B9 part switch, as that may break the subset of parts you want to use. Quote Link to comment Share on other sites More sharing options...
iFlyAllTheTime Posted January 15, 2019 Share Posted January 15, 2019 Thanks for the quick reply @Spica. I probed around a bit more and I see the Standard and Compact variants for those thrusters 57 minutes ago, iFlyAllTheTime said: I was blown away by the sound and the emissive effects on the different ion thrusters this pack had and really enjoyed using it in my game. Holy excrements @ the sound the pulsed inductive thrusters make. That was eargasm! Quote Link to comment Share on other sites More sharing options...
iFlyAllTheTime Posted January 15, 2019 Share Posted January 15, 2019 (edited) I'm wondering if anyone could lend me a helping hand here: I tried to edit the patch that comes with NF Propulsion for the Squad Ion engine "Dawn". What I was really trying to do is add the awesome sound and the plumeFX from NFPropulsion to the default ion engine in the game. I sort of succeeded but with a tiny bit of problem. You see, the effects are now visible even before I turn the engines ON. Here's what it looks like: Here's what the patch file looks like when I download it: Spoiler // ModuleManager cfg for nerfing the stock ion engine and adding effects to it @PART[ionEngine]:FOR[NearFuturePropulsion] { @cost = 2380 @mass = 0.15 @MODULE[ModuleEnginesFX] { @maxThrust = 1.40 @heatProduction = 7.616 @PROPELLANT[XenonGas] { DrawGauge = True @ratio = 0.1 } @PROPELLANT[ElectricCharge] { @ratio = 4.230918 } @atmosphereCurve { @key,0 = 0 4000 @key,1 = 1 40 @key,2 = 2 0.001 } } } and here's what it looks like after I added sound and plume to it: Spoiler // ModuleManager cfg for nerfing the stock ion engine and adding effects to it @PART[ionEngine]:FOR[NearFuturePropulsion] { @cost = 2380 @mass = 0.15 EFFECTS { engage { AUDIO { channel = Ship clip = NearFuturePropulsion/Sounds/IonXenonOn volume = 1.0 pitch = 1.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = thrustTransform oneShot = true } AUDIO { channel = Ship clip = NearFuturePropulsion/Sounds/GenericFlameout volume = 1.0 pitch = 1.0 loop = false } } exhaust { AUDIO { channel = Ship clip = NearFuturePropulsion/Sounds/IonXenonLoop01 volume = 0.0 0.0 volume = 0.01 0.1 volume = 0.5 0.2 volume = 1.0 0.4 pitch = 0.0 0.6 pitch = 0.5 0.7 pitch = 1.0 1.0 loop = true } MODEL_MULTI_PARTICLE { modelName = NearFuturePropulsion/FX/hipepplume 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[ModuleEnginesFX] { @maxThrust = 2.40 @heatProduction = 1.616 @PROPELLANT[XenonGas] { DrawGauge = True @ratio = 0.1 } @PROPELLANT[ElectricCharge] { @ratio = 2.8 } @atmosphereCurve { @key,0 = 0 4250 @key,1 = 1 80 @key,2 = 2 0.001 } } } Could anyone please point out what I did wrong here? btw, here's the default part cfg file for Dawn from Squad (if anyone wants to compare that with the patch I made above: Spoiler PART { name = ionEngine module = Part author = NovaSilisko mesh = model.mu scale = 1 rescaleFactor = 1 node_stack_top = 0.0, 0.2135562, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -0.1872844, 0.0, 0.0, -1.0, 0.0, 1 TechRequired = ionPropulsion entryCost = 16800 cost = 8000 category = Engine subcategory = 0 title = IX-6315 "Dawn" Electric Propulsion System manufacturer = Ionic Symphonic Protonic Electronics description = By emitting ionized xenon gas through a small thruster port, Dawn can produce incredibly efficient propulsion, but with a downside of very low thrust and high energy usage. According to ISP Electronics sales reps, the rumours of this engine being powered by "dark magic" are largely exaggerated. attachRules = 1,0,1,1,0 mass = 0.25 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 // = 3600 bulkheadProfiles = size0 tags = (dawn deep drive efficient engine (ion probe thruster vacuum xenon MODULE { name = ModuleEnginesFX engineID = Ion thrustVectorTransformName = thrustTransform exhaustDamage = False ignitionThreshold = 0.1 minThrust = 0 maxThrust = 2 heatProduction = 0 powerEffectName = IonPlume EngineType = Electric PROPELLANT { name = ElectricCharge ratio = 1.8 DrawGauge = True minResToLeave = 1.0 } PROPELLANT { name = XenonGas ratio = 0.1 DrawGauge = True } atmosphereCurve { key = 0 4200 key = 1 100 key = 1.2 0.001 } } MODULE { name = FXModuleAnimateThrottle animationName = colorAnimation dependOnEngineState = True responseSpeed = 0.5 engineName = Ion dependOnThrottle = True } EFFECTS { IonPlume { AUDIO { channel = Ship clip = sound_IonEngine volume = 0.0 0.0 volume = 0.05 0.20 volume = 1.0 0.25 pitch = 0.0 0.2 pitch = 1.0 0.8 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/IonPlume transformName = thrustTransform emission = 0.0 0.0 emission = 0.25 0.5 emission = 1.0 1.0 //speed = 0.0 0.0 //speed = 1.0 1.0 } } } MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 112 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } } } Also, does anyone know why the HT16 'Noon' Gridded Ion Engine Cluster and the HT3 S-IE Twin Ion Engine was "Unresearchable" in 0.8.7 (KSP 1.2.2) of this mod? No big deal...I was able to change the config file for them to make them available for use again. I found the post where someone mentioned this already over here. Just looking at the two config files, I think I have somehow made a mistake by not using "@" sign for the effects? Although, I don't know where I should be adding that sign Edited January 15, 2019 by iFlyAllTheTime Quote Link to comment Share on other sites More sharing options...
GrandProtectorDark Posted January 15, 2019 Share Posted January 15, 2019 45 minutes ago, iFlyAllTheTime said: Also, does anyone know why the HT16 'Noon' Gridded Ion Engine Cluster and the HT3 S-IE Twin Ion Engine was "Unresearchable" in 0.8.7 (KSP 1.2.2) of this mod? Because those have been phased out long ago. They aren't even in the newer version . Quote Link to comment Share on other sites More sharing options...
Kradgger Posted January 15, 2019 Share Posted January 15, 2019 1 minute ago, GrandProtectorDark said: Because those have been phased out long ago. They aren't even in the newer version . Any given reason? Don't think part diversity hurts anybody :c Quote Link to comment Share on other sites More sharing options...
DStaal Posted January 15, 2019 Share Posted January 15, 2019 7 minutes ago, Kradgger said: Any given reason? Don't think part diversity hurts anybody :c Nertea did a model refresh, didn't like how they looked, and found that KSP wasn't as bad at clusters as it was when they were created, so he didn't feel the need to refresh their models. IIRC. Quote Link to comment Share on other sites More sharing options...
Dnarbnellih2 Posted January 16, 2019 Share Posted January 16, 2019 Say, how come when I installed Near Future Electrical, it deleted the ECLSS (I think) module in Kerbalism, and 2 of my space stations with it? Quote Link to comment Share on other sites More sharing options...
Streetwind Posted January 16, 2019 Share Posted January 16, 2019 7 hours ago, Dnarbnellih2 said: Say, how come when I installed Near Future Electrical, it deleted the ECLSS (I think) module in Kerbalism, and 2 of my space stations with it? You'll have to ask in the Kerbalism thread about that, I'm afraid. Near Future does not ship compatibility patches for Kerbalism. Instead, Kerbalism ships patches to convert certain other modded parts, potentially including Near Future, to its method of doing things. This means that we have no control over what happens when these mods interact. 11 hours ago, iFlyAllTheTime said: I tried to edit the patch that comes with NF Propulsion for the Squad Ion engine "Dawn". What I was really trying to do is add the awesome sound and the plumeFX from NFPropulsion to the default ion engine in the game. I sort of succeeded but with a tiny bit of problem. You see, the effects are now visible even before I turn the engines ON. I have very little experience with how the EFFECTS node works, but at first glance, I can see one obvious mistake: you're trying to add an EFFECTS node to a part which already has one. Module Manager does not replace things unless you specifically tell it to. Without any modify operators, it simply takes the code you provide and virtually pastes it into the stock config file at runtime. So as a result, you have multiple concurrent effects at the same time. Protip: Don't try modifying the EFFECTS node. It's way too complex. Have Module Manager remove it and provide a new one. Quote Link to comment Share on other sites More sharing options...
_Zee Posted January 16, 2019 Share Posted January 16, 2019 Quick bug report for the Spacecraft Pack, The Monoprop Tanks, monoprop-tank-25-1 monoprop-tank-25-2 monoprop-tank-25-3 All point to the same title title = #LOC_NFSpacecraft_monoprop-tank-25-1_title Quote Link to comment Share on other sites More sharing options...
iFlyAllTheTime Posted January 16, 2019 Share Posted January 16, 2019 7 hours ago, Streetwind said: I have very little experience with how the EFFECTS node works, but at first glance, I can see one obvious mistake: you're trying to add an EFFECTS node to a part which already has one. Module Manager does not replace things unless you specifically tell it to. Without any modify operators, it simply takes the code you provide and virtually pastes it into the stock config file at runtime. So as a result, you have multiple concurrent effects at the same time. Protip: Don't try modifying the EFFECTS node. It's way too complex. Have Module Manager remove it and provide a new one. Thanks! Yeah. I think back when I tried this for KSP 0.25, the ion engine didn't have any EFFECTS, but now for 1.2.2 it does. I need to work out how to make the SQUAD ones not appear. wrt the PROTIP, seeing that I've already provided a new one, how do I make MM remove the one I don't want? Quote Link to comment Share on other sites More sharing options...
Dnarbnellih2 Posted January 17, 2019 Share Posted January 17, 2019 Can a nuclear reactor core be replace or repaired at the end of it's life? Quote Link to comment Share on other sites More sharing options...
Streetwind Posted January 17, 2019 Share Posted January 17, 2019 22 hours ago, iFlyAllTheTime said: wrt the PROTIP, seeing that I've already provided a new one, how do I make MM remove the one I don't want? After the @mass field, before you start your own EFFECTS node, try inserting !EFFECTS {} 5 hours ago, Dnarbnellih2 said: Can a nuclear reactor core be replace or repaired at the end of it's life? The fuel can be replaced, and damage to the core can be (partially) repaired. For either task, you need an engineer Kerbal. Ideally a high level one. Quote Link to comment Share on other sites More sharing options...
Frostiken Posted January 17, 2019 Share Posted January 17, 2019 Why does Aeronautics list "KerbalActuators" as a dependency when, as near I can tell, that's not a real mod that actually exists? There's a *SMART* Actuators mod, but it doesn't do anything that should be a dependency. Quote Link to comment Share on other sites More sharing options...
Nertea Posted January 17, 2019 Author Share Posted January 17, 2019 Ok, big update dump. Near Future Propulsion 1.0.5 KSP 1.6.x Updated MM to 3.1.3 Updated B9PartSwitch to 2.6.0 License change for code and configs to MIT Near Future Electrical 0.10.5 KSP 1.6.x Updated B9PartSwitch to 2.6.0 Updated ModuleManager to 3.1.3 Updated DynamicBatteryStorage to 1.4.0 Small change to license of code/configs (MIT) Near Future Solar 0.8.14 KSP 1.6.x Updated MM to 3.1.3 License change for code and configs to MIT Near Future Construction 1.0.5 KSP 1.6.x Updated MM to 3.1.3 Updated B9PartSwitch to 2.6.0 License change for code and configs to MIT Near Future Spacecraft 1.0.2 KSP 1.6.x Updated B9PartSwitch to 2.6.0 Updated ModuleManager to 3.1.3 Updated NFProps to 0.5.0 Fixed tiny docking nose not having a docking node Changed licensing of code/configs to MIT Near Future Launch Vehicles 1.1.9 KSP 1.6.x Updated B9PartSwitch to 2.6.0 Updated MM to 3.1.3 Changed license of code/configs to MIT Near Future Aeronautics 1.0.3 KSP 1.6.x Updated bundled ModuleManager to 3.1.3 Updated bundled B9PartSwitch to 2.6.0 Updated bundled KerbalActuators to 1.7.1 Updated bundled DynamicBatteryStorage to 1.0.0 License change for non-art assets (MIT) These are almost 100% just boring version bumps and 1.6.x compatiblity checks, but they validate the whole new deploy pipelines which fully automates releasing new versions. I have some backlog bugs to fix according to GitHub eventually but nothing urgent. Important thing - the sub-plugins (DynamicBatteryStorage) are now fully qualified mods with versioning and such. This means that quite shortly, CKAN will be supported for everything except Near Future Aeronautics. Also please note the removal of the Dropbox D/L. It was annoying to update, if you want you can now get it from the Github releases page. Quote Link to comment Share on other sites More sharing options...
MechBFP Posted January 17, 2019 Share Posted January 17, 2019 (edited) Just wanted to say thanks for the hard work on all the NF related mods, I appreciate the effort you guys put into them. EDIT: Holy cow, and here I thought I was going to have to wait a little while for the 1.6 patches! LOL. Thanks! Edited January 17, 2019 by MechBFP Quote Link to comment Share on other sites More sharing options...
Dnarbnellih2 Posted January 18, 2019 Share Posted January 18, 2019 9 hours ago, Streetwind said: The fuel can be replaced, and damage to the core can be (partially) repaired. For either task, you need an engineer Kerbal. Ideally a high level one. What about an old core? Like I take a craft to Eeloo and back, and the thing has a year or so left in it, can I bring that back up to 5 years or at least extend it a couple? Quote Link to comment Share on other sites More sharing options...
NHunter Posted January 18, 2019 Share Posted January 18, 2019 13 minutes ago, Dnarbnellih2 said: What about an old core? Like I take a craft to Eeloo and back, and the thing has a year or so left in it, can I bring that back up to 5 years or at least extend it a couple? Assuming core health is fine, you can simply refuel your reactor. You need AFAIR lvl1 engineer to transfer enriched uranium and lvl3 engineer to transfer depleted fuel between storages. That, and your reactor has to be cooled below - I think - 400 K for the fuel transfer to be possible. Also, both EnrU and depleted fuel don't use standard transfer pumps. You will need to parts' menus to transfer them around (this is a bit like transferring crew between habitable modules). Quote Link to comment Share on other sites More sharing options...
Nertea Posted January 18, 2019 Author Share Posted January 18, 2019 Besides what @NHuntersays, you can also use the Whirligig processor to reprocess some of your depleted fuel to extend its life. Quote Link to comment Share on other sites More sharing options...
Kradgger Posted January 18, 2019 Share Posted January 18, 2019 Hey, @Nertea, is it even remotely possible for your part variants to be based off of the stock switcher instead of B9, or is it just not as versatile? Quote Link to comment Share on other sites More sharing options...
Nertea Posted January 18, 2019 Author Share Posted January 18, 2019 1 minute ago, Kradgger said: Hey, @Nertea, is it even remotely possible for your part variants to be based off of the stock switcher instead of B9, or is it just not as versatile? I can do some of them but not all. It's not complete enough that I wouldn't need to bundle both. Maybe some of the mods, but it's really not worth the effort. B9 is just nicer... Quote Link to comment Share on other sites More sharing options...
Rainbow Pickles Posted January 18, 2019 Share Posted January 18, 2019 Hello @Nertea Why is NF Aeronautics incompatible with ckan? (I'm not asking for it to be added I'm just curious ) Quote Link to comment Share on other sites More sharing options...
Streetwind Posted January 18, 2019 Share Posted January 18, 2019 @Rainbow Pickles We don't know if it's incompatible. We don't know if it's compatible. We simply don't do CKAN. Sorry. Quote Link to comment Share on other sites More sharing options...
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