JSlone Posted March 5, 2021 Share Posted March 5, 2021 Sorry i've never actually done that before, what exactly do you need? Do i just drag and drop the actual "logs" folder in my KSP folder? Quote Link to comment Share on other sites More sharing options...
Tacombel Posted March 5, 2021 Share Posted March 5, 2021 1 hour ago, JSlone said: Sorry i've never actually done that before, what exactly do you need? Do i just drag and drop the actual "logs" folder in my KSP folder? https://forum.kerbalspaceprogram.com/index.php?/topic/163863-how-to-get-support/ Quote Link to comment Share on other sites More sharing options...
Starhelperdude Posted March 5, 2021 Share Posted March 5, 2021 18 hours ago, JSlone said: Hello Nertea, Gotta say huge fan! Love the detail you always put into your mods! Huge fan of small details and you always knock it outta the park! Anyway, i use a bunch of the near future tech like the spacecraft one, and i recently downloaded the lauch vehicles and the MK IV mod. but when i loaded KSP only narwald and proteus from space crafts remained. all the others like phoebe and the rest were missing? i'm not sure what else from the mod is gone but i noticed the landing legs are still there. But I just thought i'd ask if you'd ever heard of this issue before. I removed the launch vehicles mod but kepts the MK 4. and they are still gone. Also i can't seem to get rastorprop to work in the mk 4? Im using CKAN for all this, if that helps btw. Thanks for you time! try to download the mods manually with up to date dependencies, then it should work Quote Link to comment Share on other sites More sharing options...
JSlone Posted March 6, 2021 Share Posted March 6, 2021 I'm sorry i'm such a fool.. X'(, i just realized one of the mods came with community tech tree, and it placed most of the command pods that i had previously already unlocked in new nodes that i don't have unlocked so i couldn't see them. They're still there just now relocked in a farther out R&D Node. Lol, what a foolish mistake. Sorry to trouble ya. Quote Link to comment Share on other sites More sharing options...
MirrorsareHard154 Posted March 7, 2021 Share Posted March 7, 2021 Will we ever see those cargo bays get plane versions? Rotating them to be used as fuselages makes the navball off-center, also, any chance of massive wings and similar control surfaces, and make it easy to, you know, mirror the thing without the mirrored side going upside down, also a 7.5 metre cockpit would be awesome, along with landing gear that are integrated into fuselages, cockpit and wings, with the option to toggle them to be there or not. I know its 'space program' and not 'air force' but the planes are lacking badly. Quote Link to comment Share on other sites More sharing options...
TBenz Posted March 7, 2021 Share Posted March 7, 2021 2 hours ago, MirrorsareHard154 said: Will we ever see those cargo bays get plane versions? Rotating them to be used as fuselages makes the navball off-center, also, any chance of massive wings and similar control surfaces, and make it easy to, you know, mirror the thing without the mirrored side going upside down, also a 7.5 metre cockpit would be awesome, along with landing gear that are integrated into fuselages, cockpit and wings, with the option to toggle them to be there or not. I know its 'space program' and not 'air force' but the planes are lacking badly. Nertea keeps a list of projects he's thinking of working on in his development thread, but I'll let you know right now that more spaceplane parts aren't on that list. There are some other mods out there that can help fill that niche though. Nertea's own MKIV Spaceplane System: and Orbital Portal Technologies: Quote Link to comment Share on other sites More sharing options...
Starhelperdude Posted March 7, 2021 Share Posted March 7, 2021 2 hours ago, MirrorsareHard154 said: Will we ever see those cargo bays get plane versions? Rotating them to be used as fuselages makes the navball off-center, also, any chance of massive wings and similar control surfaces, and make it easy to, you know, mirror the thing without the mirrored side going upside down, also a 7.5 metre cockpit would be awesome, along with landing gear that are integrated into fuselages, cockpit and wings, with the option to toggle them to be there or not. I know its 'space program' and not 'air force' but the planes are lacking badly. well we have MK IV planes, I sadly don't know what you mean with the first point, wings would be cool, particulary thick wings, because you could still kitbash big wings with small thick wings, 7.5m cockpit would maybe be too big, if ever, a 5m plane cockpit or a 3.75m cockpit would be better IMO, landing gear in fuselages would be a bit ''not-legoable'' IMO because you could just use seperate landing gear. 2 minutes ago, TBenz said: Nertea keeps a list of projects he's thinking of working on in his development thread, but I'll let you know right now that more spaceplane parts aren't on that list. There are some other mods out there that can help fill that niche though. Nertea's own MKIV Spaceplane System: and Orbital Portal Technologies: yeah Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted March 7, 2021 Share Posted March 7, 2021 8 hours ago, MirrorsareHard154 said: Will we ever see those cargo bays get plane versions? Rotating them to be used as fuselages makes the navball off-center, also, any chance of massive wings and similar control surfaces, and make it easy to, you know, mirror the thing without the mirrored side going upside down, also a 7.5 metre cockpit would be awesome, along with landing gear that are integrated into fuselages, cockpit and wings, with the option to toggle them to be there or not. I know its 'space program' and not 'air force' but the planes are lacking badly. Your best bet is to use OPT plane parts. You're never going to see circular plane parts greater than 2.5m, and circular spaceplane bodies have a serious aerodynamic flaw or more (which is known well by anyone who tries to make or fly a Skylon). OPT K and the MkIV body can hold 3.75m cargo and are lifting bodies unlike any Skylon-derived design. A space program has plenty to do with the atmosphere, aerodynamics and aircraft. You will meet the term "Aerospace" frequently, which means the involvement of both aero and space in whatever's going on, and SpaceX Starship is a shining example of that. Quote Link to comment Share on other sites More sharing options...
Nertea Posted March 8, 2021 Author Share Posted March 8, 2021 On 3/7/2021 at 4:38 AM, MirrorsareHard154 said: Will we ever see those cargo bays get plane versions? Rotating them to be used as fuselages makes the navball off-center, also, any chance of massive wings and similar control surfaces, and make it easy to, you know, mirror the thing without the mirrored side going upside down, also a 7.5 metre cockpit would be awesome, along with landing gear that are integrated into fuselages, cockpit and wings, with the option to toggle them to be there or not. I know its 'space program' and not 'air force' but the planes are lacking badly. Sorry, I don't have any interest in doing any of those. Quote Link to comment Share on other sites More sharing options...
Nertea Posted March 9, 2021 Author Share Posted March 9, 2021 Updated NFLV to 2.1.3 Updated DeployableEngines to 1.3.0 Updated Waterfall compatibility to be much better, using new 0.6.0 features Fixed Manatee, Walrus atmosphere curves Fixed decoupler FX on some parts Adjusted some engine core effects to look better Quote Link to comment Share on other sites More sharing options...
KawaiiLucy Posted March 12, 2021 Share Posted March 12, 2021 I've looked at NFLV's extra folder for methalox patches on LFO engines, but the naming of the patched parts doesn't match any of the mods engines... am I missing something, or is the config not ready yet? Quote Link to comment Share on other sites More sharing options...
Clamp-o-Tron Posted March 12, 2021 Share Posted March 12, 2021 22 minutes ago, KawaiiLucy said: I've looked at NFLV's extra folder for methalox patches on LFO engines, but the naming of the patched parts doesn't match any of the mods engines... am I missing something, or is the config not ready yet? It’s a remnant of old versions with references to depreciated engines, and does nothing. It should probably be removed now to prevent confusion, especially now that CryoEngines Methalox exists. Quote Link to comment Share on other sites More sharing options...
Nertea Posted March 12, 2021 Author Share Posted March 12, 2021 Yeah it'll probably get scrapped shortly. Quote Link to comment Share on other sites More sharing options...
Nertea Posted March 15, 2021 Author Share Posted March 15, 2021 Near Future Propulsion 1.3.2 Updated Waterfall support for WF 0.6.0 Quote Link to comment Share on other sites More sharing options...
dzikakulka Posted March 17, 2021 Share Posted March 17, 2021 (edited) @Nertea I am cooking up a capacitor auto-discharge solution (toggleable, slightly configurable) for my own needs, would that be something you'd like to take a look e.g. in a PR? Not sure if it wasn't implemented so far simply because there wasn't enough time/resources/demand or they are supposed to stay fully manual in this mod. Some screens so far (gotta play with it for a few days) GUI: Launchpad testing logs with a VASIMR engine (varying thrust over time): Edited March 17, 2021 by dzikakulka Quote Link to comment Share on other sites More sharing options...
KSPNoob Posted March 17, 2021 Share Posted March 17, 2021 Anyone know how bad 1.11.2 broke mods? Anymore I dont even trust the small updates not to decimate my molded game. Quote Link to comment Share on other sites More sharing options...
Nertea Posted March 18, 2021 Author Share Posted March 18, 2021 On 3/16/2021 at 5:46 PM, dzikakulka said: @Nertea I am cooking up a capacitor auto-discharge solution (toggleable, slightly configurable) for my own needs, would that be something you'd like to take a look e.g. in a PR? Not sure if it wasn't implemented so far simply because there wasn't enough time/resources/demand or they are supposed to stay fully manual in this mod. Some screens so far (gotta play with it for a few days) GUI: Launchpad testing logs with a VASIMR engine (varying thrust over time): I used to have automation (for all of a month or two). The problem was that automation fundamentally just meant the capacitors were perfect batteries with 8x charge per mass which just made them ridiculous. 2 hours ago, KSPNoob said: Anyone know how bad 1.11.2 broke mods? Anymore I dont even trust the small updates not to decimate my molded game. Seems fine to me. Quote Link to comment Share on other sites More sharing options...
EnderKid2 Posted March 18, 2021 Share Posted March 18, 2021 2 hours ago, KSPNoob said: Anyone know how bad 1.11.2 broke mods? Anymore I dont even trust the small updates not to decimate my molded game. everything working fine for me too Quote Link to comment Share on other sites More sharing options...
Nertea Posted March 18, 2021 Author Share Posted March 18, 2021 (edited) NF Electrical 1.2.2 Updated DynamicBatteryStorage to 2.2.2 Reverted some USI patch changes RTG half life is now calculated correctly for other star systems, config value is specifically in Kerbin years. Reactor life display is now calculated correctly for other star systems Some code cleanup Edited March 18, 2021 by Nertea Quote Link to comment Share on other sites More sharing options...
dzikakulka Posted March 18, 2021 Share Posted March 18, 2021 (edited) 15 hours ago, Nertea said: I used to have automation (for all of a month or two). The problem was that automation fundamentally just meant the capacitors were perfect batteries with 8x charge per mass which just made them ridiculous. Well, "automation" isn't really strategically managing anything - it's basically clicking a thing every 10 seconds, which just saves the tedium and UI clutter. Personally I think micromanaging capacitors doesn't have any fun/depth, so if they are overpowered when done right, they should simply have more drawbacks but still don't require babysitting I guess it's an idea for an "addon" plugin then Edited March 18, 2021 by dzikakulka Quote Link to comment Share on other sites More sharing options...
Guest Posted March 20, 2021 Share Posted March 20, 2021 (edited) Sooo, the mods are great, but I have one complaint - The F.L.A.T. reactor is super hard to cool. I'm depending on it to power my VASMIR engine to get to Bop and Eeloo, so pls help Edited March 20, 2021 by SpaceX_Boi Quote Link to comment Share on other sites More sharing options...
Spaceman.Spiff Posted March 20, 2021 Share Posted March 20, 2021 9 minutes ago, SpaceX_Boi said: The F.L.A.T. reactor is super hard to cool. I recommend getting Nertea's Heat Control mod. It is in his signature and here. It provides some much better radiators than stock. Quote Link to comment Share on other sites More sharing options...
Guest Posted March 20, 2021 Share Posted March 20, 2021 1 minute ago, Spaceman.Spiff said: I recommend getting Nertea's Heat Control mod. It is in his signature and here. It provides some much better radiators than stock. Ok, thanks! Quote Link to comment Share on other sites More sharing options...
yjchun Posted March 28, 2021 Share Posted March 28, 2021 Hello. Convert-o-tron is not using fuel tank if it is over no crossfeed parts. It is not obeying resource transfer crossfeed rule. It is OFF in my settings. My mining rover is built using no crossfeed parts like M-Beam and structural parts, and it is not filling fuel tank since Near Future Technology is installed. Again, my crossfeed obey rule is OFF. I don't know which module is modifying convert-o-tron's function. Ore tanks are working OK though. Is this an NFT bug? I'll go quick fix my mining ships using External Fuel Duck. I'm so happy with EVA construction, even with many problems. Quote Link to comment Share on other sites More sharing options...
Lathari Posted April 2, 2021 Share Posted April 2, 2021 Hi, Loving all the mods, but there is just one very tiny teensy thing that has been bugging me. Would it be possible to flip the z-800 battery pack's thumbnail's rotation? I know it's nothing major but it just seems out of place with the blank gray backside showing compared to other radial batteries. Quote Link to comment Share on other sites More sharing options...
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