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[1.12.x] Near Future Technologies (September 6)


Nertea

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  On 1/8/2019 at 1:05 AM, 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.

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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. 

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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 by iFlyAllTheTime
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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.

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Thanks for the quick reply @Spica.

I probed around a bit more and I see the Standard and Compact variants for those thrusters

  On 1/15/2019 at 4:08 AM, 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.

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Holy excrements @ the sound the pulsed inductive thrusters make. That was eargasm!

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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:

b0Onedj.png

 

Here's what the patch file looks like when I download it:

  Reveal hidden contents
 

and here's what it looks like after I added sound and plume to it:

  Reveal hidden contents
 

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:

  Reveal hidden contents
 

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 by iFlyAllTheTime
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  On 1/15/2019 at 8:34 PM, 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?

 

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Because those have been phased out long ago. They aren't even in the newer version .

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  On 1/16/2019 at 12:46 AM, 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?

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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.

 

  On 1/15/2019 at 8:34 PM, 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.

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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.

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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

 

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  On 1/16/2019 at 8:05 AM, 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.

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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?

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  On 1/16/2019 at 4:06 PM, 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?

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After the @mass field, before you start your own EFFECTS node, try inserting !EFFECTS {}

 

  On 1/17/2019 at 8:35 AM, Dnarbnellih2 said:

Can a nuclear reactor core be replace or repaired at the end of it's life?

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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.

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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.

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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 by MechBFP
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  On 1/17/2019 at 2:12 PM, 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.

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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?

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  On 1/18/2019 at 12:07 AM, 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?

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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).

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  On 1/18/2019 at 1:35 AM, 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?

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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...

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