Nertea Posted October 30, 2021 Author Share Posted October 30, 2021 On 10/27/2021 at 1:19 PM, fittedorphan68 said: @Nertea or anyone who can help. I was playing around with the mk4-1 ship trying to get it to fit into RSS as best I can. I noticed while using the RasterProp IVA that (maybe?) the textures look like they're misaligned. In short, some of the displays are clipped behind the walls. I know without the scaling implemented it works fine. But any tips on troubleshooting would be amazing as this is definitely one of the best RPM IVAs I've seen.. Obviously not a critical issue, but any help from anyone is appreciated. I've played with plenty of props in IVA but never testures/models. Reveal hidden contents It looks like if they all just shift up (Z+) a smudge we'd be back in business I did not make it so I can't say, but you shouldn't need to change any textures or models, the props just need to be repositioned. Quote Link to comment Share on other sites More sharing options...
Frostiken Posted November 6, 2021 Share Posted November 6, 2021 (edited) Is the Angora engine supposed to be a vacuum engine? It's really not a particularly interesting engine in the lineup, owing to its mass and near-identical performance to the Spark (plus the much larger engine size which is its own drawback). It seems it would be nicer to be a better alternative to the Ant, but as-is, the Angora *maybe* gets me a couple extra delta-V but I can't imagine we have these great parts just to basically be identical to what we already have. Roughly, lowering mass around 0.07 or so, and the thrust reduced to like 6/8 Kn would result in it finding a place on my rockets that it doesn't right now. What was the intent of its use? Thanks for the mod though, these things are great! Edited November 6, 2021 by Frostiken Quote Link to comment Share on other sites More sharing options...
ruiluth Posted November 7, 2021 Share Posted November 7, 2021 (edited) I commented on the CryoEngines thread about wanting more hydrolox lander engines, but I solved my own problem by making MM configs to copy the vacuum engines from NF Spacecraft and converting them to hydrolox. (Complete with Waterfall plumes!) The engine clusters can store either monopropellant or oxidizer, since I usually store oxidizer in non-cryo tanks and LH2 separately in foil-wrapped tanks. They also have atmosphere curves modeled on the Hecate (from CryoEngines). I also wrote a MM patch to change the plumes for the LFO vacuum engines from the monopropellant plume to the proper kerolox vacuum plume. @Nerteafeel free to incorporate it into the OrbitalLFOEngines patch. (I'd submit a request on Github but I don't know how to do that, sorry.) I copied code from several patches around the NF suite, I hope that's okay. Patch for hydrolox engine copies: Spoiler // copy the orbital engines from NF Spacecraft and convert them to hydrolox $PART[orbital-engine-0625]:NEEDS[Waterfall]:FOR[CryoEngines] { @name = orbital-engine-0625-lh2 @MODULE[ModuleEnginesFX] { @PROPELLANT[MonoPropellant] { @name = LqdHydrogen @ratio = 1.5 } %PROPELLANT[Oxidizer] { %ratio = 0.1 } !atmosphereCurve atmosphereCurve { key = 0 465 key = 1 110 key = 4 11 key = 12 4 } } @title = LV-95H Orbital Maneuvering Engine @description = This is a modified LV-95 engine that burns liquid hydrogen fuel. // Removes the stock effect block, and replace it with one that has no particles !EFFECTS {} EFFECTS { running_closed { 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 } } 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 = fxPoint oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = ModuleWaterfallFX // This is a custom name moduleID = rocketFX // This links the effects to a given ModuleEngines if desired. If not, it will use the basic one. engineID = basicEngine // List out all controllers we want available // This controller scales with atmosphere depth CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } // This controller scales with effective throttle CONTROLLER { name = throttle linkedTo = throttle } TEMPLATE { // This is the name of the template to use templateName = waterfall-hydrolox-upper-1 // This field allows you to override the parentTransform name in the EFFECTS contained in the template overrideParentTransform = thrustTransform scale = 0.25,0.25,0.3 rotation = 0,0,0 position = 0,0,-0.01 } } } $PART[orbital-engine-125]:NEEDS[Waterfall]:FOR[CryoEngines] { @name = orbital-engine-125-lh2 @MODULE[ModuleEnginesFX] { @PROPELLANT[MonoPropellant] { @name = LqdHydrogen @ratio = 1.5 } %PROPELLANT[Oxidizer] { %ratio = 0.1 } !atmosphereCurve atmosphereCurve { key = 0 475 key = 1 130 key = 4 12 key = 12 4 } } @title = LV-601H Orbital Maneuvering Engine @description = This is a modified LV-601 engine that burns liquid hydrogen fuel. // Removes the stock effect block, and replace it with one that has no particles !EFFECTS {} EFFECTS { running_closed { 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 } PREFAB_PARTICLE { prefabName = fx_smokeTrail_light transformName = smokeTransform 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 } } 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 = fxPoint oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = ModuleWaterfallFX // This is a custom name moduleID = rocketFX // This links the effects to a given ModuleEngines if desired. If not, it will use the basic one. engineID = basicEngine // List out all controllers we want available // This controller scales with atmosphere depth CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } // This controller scales with effective throttle CONTROLLER { name = throttle linkedTo = throttle } TEMPLATE { // This is the name of the template to use templateName = waterfall-hydrolox-upper-1 // This field allows you to override the parentTransform name in the EFFECTS contained in the template overrideParentTransform = thrustTransform scale = 0.95,0.95,1 rotation = 0,0,0 position = 0,0,-0.03 } } } $PART[orbital-engine-25]:NEEDS[Waterfall]:FOR[CryoEngines] { @name = orbital-engine-25-lh2 @MODULE[ModuleB9PartSwitch] { @SUBTYPE[Integrated] { @name = Monopropellant @tankType = MonoPropellant } SUBTYPE { name = Oxidizer transform = FuelTanks tankType = OX } } @MODULE[ModuleEnginesFX] { @PROPELLANT[MonoPropellant] { @name = LqdHydrogen @ratio = 1.5 } %PROPELLANT[Oxidizer] { %ratio = 0.1 } !atmosphereCurve atmosphereCurve { key = 0 477 key = 1 116 key = 4 12 key = 12 4 } } @title = LV-95H-6 Orbital Maneuvering Engine @description = This is a variant of the LV-95-6 that uses the LV-95H engine. Optional integrated tankage can be configured for monopropellant or oxidizer. // Removes the stock effect block, and replace it with one that has no particles !EFFECTS {} EFFECTS { running_closed { 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 } } 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 } } } MODULE { name = ModuleWaterfallFX // This is a custom name moduleID = rocketFX // This links the effects to a given ModuleEngines if desired. If not, it will use the basic one. engineID = basicEngine // List out all controllers we want available // This controller scales with atmosphere depth CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } // This controller scales with effective throttle CONTROLLER { name = throttle linkedTo = throttle } TEMPLATE { // This is the name of the template to use templateName = waterfall-hydrolox-upper-1 // This field allows you to override the parentTransform name in the EFFECTS contained in the template overrideParentTransform = thrustTransform scale = 0.25,0.25,0.3 rotation = 0,0,0 position = 0,0,-0.01 } } } $PART[orbital-engine-375]:NEEDS[Waterfall]:FOR[CryoEngines] { @name = orbital-engine-375-lh2 @MODULE[ModuleB9PartSwitch]:HAS[#switcherDescription[Fuel?Tanks]] { @SUBTYPE[Integrated] { @name = Monopropellant @tankType = MonoPropellant } SUBTYPE { name = Oxidizer transform = Tanks tankType = OX } } @MODULE[ModuleEnginesFX] { @PROPELLANT[MonoPropellant] { @name = LqdHydrogen @ratio = 1.5 } %PROPELLANT[Oxidizer] { %ratio = 0.1 } !atmosphereCurve atmosphereCurve { key = 0 483 key = 1 135 key = 4 13 key = 12 4 } } @title = LV-601H-4 Orbital Maneuvering Engine @description = This is a variant of the LV-601-4 that uses the LV-601H engine. The optional integrated tanks can be configured for either monopropellant or oxidizer. // Removes the stock effect block, and replace it with one that has no particles !EFFECTS {} EFFECTS { running_closed { 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 } } 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 } } } MODULE { name = ModuleWaterfallFX // This is a custom name moduleID = rocketFX // This links the effects to a given ModuleEngines if desired. If not, it will use the basic one. engineID = basicEngine // List out all controllers we want available // This controller scales with atmosphere depth CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } // This controller scales with effective throttle CONTROLLER { name = throttle linkedTo = throttle } TEMPLATE { // This is the name of the template to use templateName = waterfall-hydrolox-upper-1 // This field allows you to override the parentTransform name in the EFFECTS contained in the template overrideParentTransform = thrustTransform scale = 0.95,0.95,1 rotation = 0,0,0 position = 0,0,-0.03 } } } Patch for LFO Waterfall plumes: Spoiler @PART[orbital-engine-0625]:NEEDS[Waterfall]:AFTER[NearFutureSpacecraft] { @MODULE[ModuleWaterfallFX] { @TEMPLATE { @templateName = waterfall-kerolox-upper-1 @position = 0,0,-0.01 @scale = 0.6, 0.6, 0.6 } } } @PART[orbital-engine-125]:NEEDS[Waterfall]:AFTER[NearFutureSpacecraft] { @MODULE[ModuleWaterfallFX] { @TEMPLATE { @templateName = waterfall-kerolox-upper-1 @position = 0,0,-0.01 @scale = 1.67, 1.67, 1.67 } } } @PART[orbital-engine-25]:NEEDS[Waterfall]:AFTER[NearFutureSpacecraft] { @MODULE[ModuleWaterfallFX] { @TEMPLATE { @templateName = waterfall-kerolox-upper-1 @position = 0,0,-0.01 @scale = 0.6, 0.6, 0.6 } } } @PART[orbital-engine-375]:NEEDS[Waterfall]:AFTER[NearFutureSpacecraft] { @MODULE[ModuleWaterfallFX] { @TEMPLATE { @templateName = waterfall-kerolox-upper-1 @position = 0,0,-0.01 @scale = 1.67, 1.67, 1.67 } } } Edited November 7, 2021 by ruiluth Quote Link to comment Share on other sites More sharing options...
ArkaelDren Posted November 8, 2021 Share Posted November 8, 2021 Hey Nert, its been a long time. Amazed and thankful your still here sticking with it and making our game so much better to play. Enough praise and sounding like a Kiss A$$ but KSP and Nertea go hand and hand. Could I get a link to the old capacitor skins please. The older versions were just better in my opinion. Again man, cant say it enough, thanks for the hard work you put in. Quote Link to comment Share on other sites More sharing options...
panarchist Posted November 8, 2021 Share Posted November 8, 2021 2 hours ago, ArkaelDren said: Hey Nert, its been a long time. Amazed and thankful your still here sticking with it and making our game so much better to play. Enough praise and sounding like a Kiss A$$ but KSP and Nertea go hand and hand. Could I get a link to the old capacitor skins please. The older versions were just better in my opinion. Again man, cant say it enough, thanks for the hard work you put in. Try the older releases on Github. https://github.com/post-kerbin-mining-corporation/NearFutureElectrical/releases?page=2 Quote Link to comment Share on other sites More sharing options...
fragtzack Posted November 9, 2021 Share Posted November 9, 2021 Any particular large expansion mods (such as planet packs) that NFT works well with? Think the cryogenic stuff is great btw! Quote Link to comment Share on other sites More sharing options...
Naeth Kerman Posted November 10, 2021 Share Posted November 10, 2021 7 hours ago, fragtzack said: Any particular large expansion mods (such as planet packs) that NFT works well with? Think the cryogenic stuff is great btw! Would recommend OPM (Outer Planets Mod). Adds Saturn, Uranus, Neptune, and Pluto analogs to the original stock system. Quote Link to comment Share on other sites More sharing options...
Grimmas Posted November 10, 2021 Share Posted November 10, 2021 OPM is good. JNSQ is a good bet too. Any rescale mod would also work. Basically, any time there are larger than stock distances you can greatly benefit from NFT/FFT. Quote Link to comment Share on other sites More sharing options...
fragtzack Posted November 10, 2021 Share Posted November 10, 2021 Going with OPM! Any chance Near Future Electrical could also support the TAC Life Support for Kerbal electrical utilizations in the "Near Future Systems Manager" pop up window? That is such a cool and useful electrical calculations pop up window, but becomes inaccurate if playing with TAC Life Support which has electrical draw per on board Kerbal.. TAC Life Support does have a very large number of downloads Quote Link to comment Share on other sites More sharing options...
Nertea Posted November 11, 2021 Author Share Posted November 11, 2021 7 hours ago, fragtzack said: Going with OPM! Any chance Near Future Electrical could also support the TAC Life Support for Kerbal electrical utilizations in the "Near Future Systems Manager" pop up window? That is such a cool and useful electrical calculations pop up window, but becomes inaccurate if playing with TAC Life Support which has electrical draw per on board Kerbal.. TAC Life Support does have a very large number of downloads Not an easy thing to add but I'd accept a PR for it. Quote Link to comment Share on other sites More sharing options...
Naeth Kerman Posted November 11, 2021 Share Posted November 11, 2021 Been researching VASIMR engines and found that it can take Hydrogen as well. Wondering if you could add that in, or somebody has or could make a config for that. Also, is there a way for System Heat to be compatible with NFP? Looked into some of the engines and noticed some created a significant amount of heat. No need for this, but it would make the engines seem more realistic. Quote Link to comment Share on other sites More sharing options...
SciMan Posted November 12, 2021 Share Posted November 12, 2021 (edited) @Naeth Kerman I agree that having the NFP MPDT thrusters of all sizes have a heat output in SystemHeat type heat instead of in "stock heat" type heat would be greatly helpful. There's already patches in the SystemHeat folder to let the stock ISRU converter (and maybe drills? Don't think I saw that) work with SystemHeat instead of stock heat, which is great, but the ability to have one common easily understandable heat system for all the things in the game (with all of the NF mods) that produce heat, would be really nice. Speaking of that, the NF Electrical nuclear reactors don't seem to be working on SystemHeat, as I can't change which loop they're assigned to, I always have to put the radiators to cool the reactors on Loop 0. I'm aware that the possibility exists that I have a patch file not in the right folder or something like that, but if I could get it confirmed or denied that those NF Electrical fission reactors do or do not have a patch to work with SystemHeat that would be quite nice, because then I'd know if I needed to start working on a patch file or just start figuring out where the existing patch file went or needs to go. One more thing, I'm trying to make configs (for my own personal use) of re-scaled versions of some of the radiator parts in System Heat (specifically the fixed microchannel square radiator), and I can make the parts show up just fine, but I can't seem to make them acknowledge that they're SystemHeat radiators and not just stock heat radiators. ... Of course, I say that, and only now do I realize that I skipped a very important step. I did not delete the ModuleManager caches. I'll try that and report back. EDIT: Well clearing the cache didn't seem to work, and the tooltip for the re-scaled radiator parts I did doesn't seem to have any different stats from the standard-scale ones (I made mine bigger, and I scaled up the number in the part module that makes it behave like a radiator proportionally to the increased surface area, so I don't know what I'm doing wrong). As a matter of fact, I can't get the re-scaled radiator to show up as a SystemHeat radiator part at all, like I mentioned previously. Any clue what I'm doing wrong? All I changed were the part mass, the rescale factor, the cost, and the sole number inside the radiator part module. Oh yeah and I made up my own part name (both for the config and for the name that shows up in the VAB). Do I need to do more? It's been a while since I messed around with part configs, but from memory that's all I should need to do to make a new part show up, right? Edited November 12, 2021 by SciMan Quote Link to comment Share on other sites More sharing options...
Jakub Posted November 12, 2021 Share Posted November 12, 2021 Having a strange problem with the near future aeronautics, the center of mass for the multimodal nuclear ramjet engine is outside its body, just beyond the prograde ending. If the engine is scaled down with tweakscale the problem gets even worse. Any solutions? Quote Link to comment Share on other sites More sharing options...
Nertea Posted November 12, 2021 Author Share Posted November 12, 2021 On 11/10/2021 at 8:54 PM, Naeth Kerman said: Been researching VASIMR engines and found that it can take Hydrogen as well. Wondering if you could add that in, or somebody has or could make a config for that. They can take any gas that can be ionized, setting all these up is not worth it (new plumes, stat balance, etc) Besides, the stock MM engine module can only handle two modes. Would need to write new code. On 11/10/2021 at 8:54 PM, Naeth Kerman said: Also, is there a way for System Heat to be compatible with NFP? Looked into some of the engines and noticed some created a significant amount of heat. No need for this, but it would make the engines seem more realistic. Already exists: https://github.com/post-kerbin-mining-corporation/SystemHeat/tree/master/Extras/SystemHeatIonEngines 41 minutes ago, SciMan said: Speaking of that, the NF Electrical nuclear reactors don't seem to be working on SystemHeat, as I can't change which loop they're assigned to, I always have to put the radiators to cool the reactors on Loop 0. I'm aware that the possibility exists that I have a patch file not in the right folder or something like that, but if I could get it confirmed or denied that those NF Electrical fission reactors do or do not have a patch to work with SystemHeat that would be quite nice, because then I'd know if I needed to start working on a patch file or just start figuring out where the existing patch file went or needs to go. They seem to work fine for most people. You'll need to provide more information. 42 minutes ago, SciMan said: One more thing, I'm trying to make configs (for my own personal use) of re-scaled versions of some of the radiator parts in System Heat (specifically the fixed microchannel square radiator), and I can make the parts show up just fine, but I can't seem to make them acknowledge that they're SystemHeat radiators and not just stock heat radiators. Did you make the parts with SystemHeat part modules? It seems like you just made them with stock modules. If you do that, you'll have to edit the SH patches to make ones for your new parts. 28 minutes ago, Jakub said: Having a strange problem with the near future aeronautics, the center of mass for the multimodal nuclear ramjet engine is outside its body, just beyond the prograde ending. If the engine is scaled down with tweakscale the problem gets even worse. Any solutions? Intentional. Similar to the stock engines there is a lot of hardware that's 'supposed' to be up front. Tweakscale is unsupported. Quote Link to comment Share on other sites More sharing options...
Jakub Posted November 12, 2021 Share Posted November 12, 2021 Nertea, thanks for the quick reply. Are any resize mods supported in near future? If so which ones? Quote Link to comment Share on other sites More sharing options...
Tangle Posted November 12, 2021 Share Posted November 12, 2021 On 11/9/2021 at 11:52 AM, fragtzack said: Any particular large expansion mods (such as planet packs) that NFT works well with? Think the cryogenic stuff is great btw! Definitely Whirligig World. Delta-v costs can be a little daunting from Mesbin's surface, but the lack of an atmosphere makes for some especially fun designs! Quote Link to comment Share on other sites More sharing options...
Marschig Posted November 14, 2021 Share Posted November 14, 2021 On 11/12/2021 at 8:59 PM, Nertea said: Similar to the stock engines there is a lot of hardware that's 'supposed' to be up front. So, the thickening in the front part with the radiation sign is not the reactor core (the heaviest part)? It looks different from stock models, where only the nozzle is modelled. Quote Link to comment Share on other sites More sharing options...
Davi SDF Posted November 14, 2021 Share Posted November 14, 2021 9 hours ago, Marschig said: So, the thickening in the front part with the radiation sign is not the reactor core (the heaviest part)? It looks different from stock models, where only the nozzle is modelled. While that could be the reactor, you would still need a whole lot of compressors and blades to make this "simple" thing work, although im not Nertea so i could be wrong Quote Link to comment Share on other sites More sharing options...
Jakub Posted November 17, 2021 Share Posted November 17, 2021 On 11/14/2021 at 8:52 AM, Marschig said: So, the thickening in the front part with the radiation sign is not the reactor core (the heaviest part)? It looks different from stock models, where only the nozzle is modelled. So I get the left version with the CoM way out of the body. How can I get the right one? That seems more reasonable. Quote Link to comment Share on other sites More sharing options...
Jakub Posted November 18, 2021 Share Posted November 18, 2021 Another question. Why has the cryogenic gas separator been deprecated? What replaces it? I don’t see any replacements in near future mods. Quote Link to comment Share on other sites More sharing options...
Nertea Posted November 18, 2021 Author Share Posted November 18, 2021 32 minutes ago, Jakub said: Another question. Why has the cryogenic gas separator been deprecated? What replaces it? I don’t see any replacements in near future mods. SpaceDust On 11/14/2021 at 3:28 PM, Davi SDF said: While that could be the reactor, you would still need a whole lot of compressors and blades to make this "simple" thing work, although im not Nertea so i could be wrong This is the correct answer. Quote Link to comment Share on other sites More sharing options...
Sandriell Posted November 21, 2021 Share Posted November 21, 2021 I created a patch that will add CryoTanks/CryoEngines' Methane and Methalox fuels to the trusses from Near Future Construction. No new models though for them obviously, so they simply use the existing models for Hydrogen and Hydrolox. //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /////////// Add Methane and Methalox from CryoTanks to Near Future Construction's trusses /////////// Sandriell - https://forum.kerbalspaceprogram.com/index.php?/profile/165509-sandriell/ //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// B9_TANK_TYPE:NEEDS[CommunityResourcePack&CryoTanks] { name = NFC_LCH4OCryo tankMass = 0.000278904 tankCost = 0 RESOURCE { name = LqdMethane unitsPerVolume = 1.875 } RESOURCE { name = Oxidizer unitsPerVolume = 0.625 } } B9_TANK_TYPE:NEEDS[CommunityResourcePack&CryoTanks] { name = NFC_LCH4Cryo tankMass = 0.00010627500 tankCost = 0.2 RESOURCE { name = LqdMethane unitsPerVolume = 5 } } @PART[truss-octo-01]:NEEDS[CommunityResourcePack&CryoTanks] { !MODULE[ModuleB9DisableTransform] {} @MODULE[ModuleB9PartSwitch] { %SUBTYPE[LCH4OCryo] // Methalox { title = #LOC_CryoTanks_switcher_fuel_methalox tankType = NFC_LCH4OCryo transform = OctoLargeBare transform = COLLISION15 transform = LH2OXTankLarge transform = LH2OXTankLargeFoil addedCost = 2696 crashTolerance = 50 descriptionSummary = Liquid Methane/Oxidizer Tanks descriptionDetail = Integrated tanks with Liquid Methane and Oxidizer storage } %SUBTYPE[LCH4Cryo] // Methane { title = #LOC_CryoTanks_switcher_fuel_methane tankType = NFC_LCH4Cryo transform = OctoLargeBare transform = COLLISION15 transform = LH2TankLarge addedCost = 2696 crashTolerance = 50 descriptionSummary = Liquid Methane Tanks descriptionDetail = Integrated tanks with Liquid Methane storage } } @MODULE[ModuleCryoTank] { BOILOFFCONFIG { FuelName = LqdMethane BoiloffRate = 0.005 CoolingCost = 0.045 } } } @PART[truss-octo-02]:NEEDS[CommunityResourcePack&CryoTanks] { !MODULE[ModuleB9DisableTransform] {} @MODULE[ModuleB9PartSwitch] { %SUBTYPE[LCH4OCryo] // Methalox { title = #LOC_CryoTanks_switcher_fuel_methalox tankType = NFC_LCH4OCryo transform = OctoMedBare transform = COLLISION14 transform = LH2OXTankMed transform = LH2OXTankMedFoil addedCost = 1348 crashTolerance = 50 descriptionSummary = Liquid Methane/Oxidizer Tanks descriptionDetail = Integrated tanks with Liquid Methane and Oxidizer storage } %SUBTYPE[LCH4Cryo] // Methane { title = #LOC_CryoTanks_switcher_fuel_methane tankType = NFC_LCH4Cryo transform = OctoMedBare transform = COLLISION14 transform = LH2TankMed addedCost = 1348 crashTolerance = 50 descriptionSummary = Liquid Methane Tanks descriptionDetail = Integrated tanks with Liquid Methane storage } } @MODULE[ModuleCryoTank] { BOILOFFCONFIG { FuelName = LqdMethane BoiloffRate = 0.005 CoolingCost = 0.045 } } } // Hex Truss XL @PART[truss-hex-01]:NEEDS[CommunityResourcePack&CryoTanks] { !MODULE[ModuleB9DisableTransform] {} @MODULE[ModuleB9PartSwitch] { %SUBTYPE[LCH4OCryo] // Methalox { title = #LOC_CryoTanks_switcher_fuel_methalox tankType = NFC_LCH4OCryo transform = HexLH2OTankLrg transform = HexLH2OTankLrgFoil transform = LargeTruss transform = COLLIDERLRG addedCost = 1348 crashTolerance = 50 descriptionSummary = Liquid Methane/Oxidizer Tanks descriptionDetail = Integrated tanks with Liquid Methane and Oxidizer storage } %SUBTYPE[LCH4Cryo] // Methane { title = #LOC_CryoTanks_switcher_fuel_methane tankType = NFC_LCH4Cryo transform = HexLH2TankLrg transform = LargeTruss transform = COLLIDERLRG addedCost = 1348 crashTolerance = 50 descriptionSummary = Liquid Methane Tanks descriptionDetail = Integrated tanks with Liquid Methane storage } } @MODULE[ModuleCryoTank] { BOILOFFCONFIG { FuelName = LqdMethane BoiloffRate = 0.005 CoolingCost = 0.045 } } } // Hex Truss XL @PART[truss-hex-02]:NEEDS[CommunityResourcePack&CryoTanks] { !MODULE[ModuleB9DisableTransform] {} @MODULE[ModuleB9PartSwitch] { %SUBTYPE[LCH4OCryo] // Methalox { title = #LOC_CryoTanks_switcher_fuel_methalox tankType = NFC_LCH4OCryo transform = HexLH2OTankMed transform = MediumTruss transform = HexLH2OTankMedFoil transform = COLLIDERMED addedCost = 1348 crashTolerance = 50 descriptionSummary = Liquid Methane/Oxidizer Tanks descriptionDetail = Integrated tanks with Liquid Methane and Oxidizer storage } %SUBTYPE[LCH4Cryo] // Methane { title = #LOC_CryoTanks_switcher_fuel_methane tankType = NFC_LCH4Cryo transform = HexLH2TankMed transform = MediumTruss transform = COLLIDERMED addedCost = 1348 crashTolerance = 50 descriptionSummary = Liquid Methane Tanks descriptionDetail = Integrated tanks with Liquid Methane storage } } @MODULE[ModuleCryoTank] { BOILOFFCONFIG { FuelName = LqdMethane BoiloffRate = 0.005 CoolingCost = 0.045 } } } Quote Link to comment Share on other sites More sharing options...
fragtzack Posted November 29, 2021 Share Posted November 29, 2021 (edited) The 'PMA-4' Science Lab can't seem to radio home science after processing. In game goes through all the motions correctly, even the radio appears to be sending. But in the end, no science is sent...And the below is the log file: (Filename: <cd473063d3a2482f8d93d388d0c95035> Line: 0) Exception handling event onPartActionUICreate in class ModuleScienceLab:System.NullReferenceException: Object reference not set to an instance of an object at ModuleScienceLab.updateModuleUI () [0x00000] in <cd473063d3a2482f8d93d388d0c95035>:0 at ModuleScienceLab.onPartActionUI (Part p) [0x00025] in <cd473063d3a2482f8d93d388d0c95035>:0 at EventData`1[T].Fire (T data) [0x000b0] in <cd473063d3a2482f8d93d388d0c95035>:0 (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) NullReferenceException: Object reference not set to an instance of an object at ModuleScienceLab.updateModuleUI () [0x00000] in <cd473063d3a2482f8d93d388d0c95035>:0 at ModuleScienceLab.onPartActionUI (Part p) [0x00025] in <cd473063d3a2482f8d93d388d0c95035>:0 at EventData`1[T].Fire (T data) [0x000b0] in <cd473063d3a2482f8d93d388d0c95035>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) EventData`1:Fire(Part) UIPartActionWindow:CreatePartList(Boolean) UIPartActionWindow:UpdateWindow() UIPartActionController:UpdateActiveWindows() UIPartActionController:UpdateFlight() UIPartActionController:Update() Further tests: --Spawned in a second 'PMA-4' Science Lab to same location using option cheat place object. Using the same save game and same mods. Got same results, broken send science. --Spawned in the stock science lab, no issues. Science was sent just fine. Edited November 29, 2021 by fragtzack further tests Quote Link to comment Share on other sites More sharing options...
Sandriell Posted November 29, 2021 Share Posted November 29, 2021 47 minutes ago, fragtzack said: The 'PMA-4' Science Lab can't seem to radio home science after processing. In game goes through all the motions correctly, even the radio appears to be sending. But in the end, no science is sent...And the below is the log file: (Filename: <cd473063d3a2482f8d93d388d0c95035> Line: 0) Exception handling event onPartActionUICreate in class ModuleScienceLab:System.NullReferenceException: Object reference not set to an instance of an object at ModuleScienceLab.updateModuleUI () [0x00000] in <cd473063d3a2482f8d93d388d0c95035>:0 at ModuleScienceLab.onPartActionUI (Part p) [0x00025] in <cd473063d3a2482f8d93d388d0c95035>:0 at EventData`1[T].Fire (T data) [0x000b0] in <cd473063d3a2482f8d93d388d0c95035>:0 (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) NullReferenceException: Object reference not set to an instance of an object at ModuleScienceLab.updateModuleUI () [0x00000] in <cd473063d3a2482f8d93d388d0c95035>:0 at ModuleScienceLab.onPartActionUI (Part p) [0x00025] in <cd473063d3a2482f8d93d388d0c95035>:0 at EventData`1[T].Fire (T data) [0x000b0] in <cd473063d3a2482f8d93d388d0c95035>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) EventData`1:Fire(Part) UIPartActionWindow:CreatePartList(Boolean) UIPartActionWindow:UpdateWindow() UIPartActionController:UpdateActiveWindows() UIPartActionController:UpdateFlight() UIPartActionController:Update() Further tests: --Spawned in a second 'PMA-4' Science Lab to same location using option cheat place object. Using the same save game and same mods. Got same results, broken send science. --Spawned in the stock science lab, no issues. Science was sent just fine. I posted a temporary work around for this in the Stockalike Station Parts Redux thread, Quote Link to comment Share on other sites More sharing options...
Tonas1997 Posted December 10, 2021 Share Posted December 10, 2021 (edited) Is the Pandora capsule weightless for anyone else? The config says it should have 3.0405 tons, but when I place it on the editor it immediately goes to 0... EDIT: nevermind, it was a faulty MFT config lol Edited December 10, 2021 by Tonas1997 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.