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


Nertea

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How do I operate fission reactors?

Someone has told me there's supposed to be a nuclear control panel in the toolbar, but I don't see one.

I've put an MX-0 on my craft. I've tried with a thermal electric effect generator, I've tried without it. I've tried with no radiators, I've tried with one radiator, I've tried with 24 radiators. I've tried it at the launch pad, I've tried it in vacuum. I've done a complete uninstall and reinstall.

The MX-0 fission reactor still does nothing. No power or heat generated at all.

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14 hours ago, Scotty6644 said:

The MX-0 fission reactor still does nothing. No power or heat generated at all. 

Are you sure that the reactor is fuelled? You need nuclear fuel and a place for the waste. 

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On 2/4/2022 at 7:08 AM, Scotty6644 said:

Someone has told me there's supposed to be a nuclear control panel in the toolbar, but I don't see one.

Yes, you're supposed to see this icon chEdX4h.jpg  

Please can you post your mod list (use the spoiler tab)

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2 hours ago, Ares27 said:

Yes, you're supposed to see this icon chEdX4h.jpg  

Please can you post your mod list (use the spoiler tab)

Sure thing.

Here's a readout of my mod list as a CKAN file:

Spoiler

{
    "spec_version": "v1.18",
    "identifier": "installed-Auto-KSP",
    "name": "installed-Auto KSP",
    "abstract": "A list of modules installed on the Auto KSP KSP instance",
    "author": [
        "Scotty"
    ],
    "version": "2022.02.05.12.47.28",
    "license": [
        "unknown"
    ],
    "depends": [
        {
            "name": "MakingHistory-DLC"
        },
        {
            "name": "BreakingGround-DLC"
        },
        {
            "name": "MechJeb2"
        },
        {
            "name": "ModuleManager"
        },
        {
            "name": "RemoteTech"
        },
        {
            "name": "SIMPLEXKerbalism"
        },
        {
            "name": "JX2Antenna"
        },
        {
            "name": "Kerbalism"
        },
        {
            "name": "CommunityResourcePack"
        },
        {
            "name": "Harmony2"
        },
        {
            "name": "OuterPlanetsMod"
        },
        {
            "name": "CustomBarnKit"
        },
        {
            "name": "CommunityCategoryKit"
        },
        {
            "name": "Kopernicus"
        },
        {
            "name": "ModularFlightIntegrator"
        },
        {
            "name": "CommunityTerrainTexturePack"
        },
        {
            "name": "KerbalPlanetaryBaseSystems"
        },
        {
            "name": "CommunityTechTree"
        },
        {
            "name": "NearFutureAeronautics"
        },
        {
            "name": "NearFutureElectrical"
        },
        {
            "name": "NearFutureExploration"
        },
        {
            "name": "NearFutureLaunchVehicles"
        },
        {
            "name": "NearFuturePropulsion"
        },
        {
            "name": "NearFutureSolar"
        },
        {
            "name": "NearFutureSpacecraft"
        },
        {
            "name": "ReStock"
        },
        {
            "name": "ReStockPlus"
        },
        {
            "name": "Waterfall"
        },
        {
            "name": "StationPartsExpansionRedux"
        },
        {
            "name": "NearFutureProps"
        },
        {
            "name": "B9PartSwitch"
        },
        {
            "name": "DeployableEngines"
        },
        {
            "name": "KerbalActuators"
        },
        {
            "name": "NearFutureElectrical-Core"
        },
        {
            "name": "DynamicBatteryStorage"
        },
        {
            "name": "NearFutureSolar-Core"
        },
        {
            "name": "KSPInterstellarExtended"
        },
        {
            "name": "PatchManager"
        },
        {
            "name": "InterstellarFuelSwitch"
        },
        {
            "name": "PersistentRotationUpgraded"
        },
        {
            "name": "FilterExtensions"
        },
        {
            "name": "PhotonSailor"
        },
        {
            "name": "HideEmptyTechNodes"
        },
        {
            "name": "ImprovedTreeEnginePlacement"
        },
        {
            "name": "KerbalJointReinforcementContinued"
        },
        {
            "name": "InterstellarRedistributable"
        },
        {
            "name": "InterstellarFuelSwitch-Core"
        },
        {
            "name": "TweakScale"
        },
        {
            "name": "KSP-Recall"
        },
        {
            "name": "ToolbarController"
        },
        {
            "name": "ClickThroughBlocker"
        },
        {
            "name": "ZeroMiniAVC"
        },
        {
            "name": "SpaceTuxLibrary"
        }
    ],
    "recommends": [],
    "suggests": [],
    "kind": "metapackage",
    "release_date": "2022-02-05T22:47:28.0808913+10:00"
}

 

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6 hours ago, Scotty6644 said:

Sure thing.

Here's a readout of my mod list as a CKAN file:

  Reveal hidden contents

{
    "spec_version": "v1.18",
    "identifier": "installed-Auto-KSP",
    "name": "installed-Auto KSP",
    "abstract": "A list of modules installed on the Auto KSP KSP instance",
    "author": [
        "Scotty"
    ],
    "version": "2022.02.05.12.47.28",
    "license": [
        "unknown"
    ],
    "depends": [
        {
            "name": "MakingHistory-DLC"
        },
        {
            "name": "BreakingGround-DLC"
        },
        {
            "name": "MechJeb2"
        },
        {
            "name": "ModuleManager"
        },
        {
            "name": "RemoteTech"
        },
        {
            "name": "SIMPLEXKerbalism"
        },
        {
            "name": "JX2Antenna"
        },
        {
            "name": "Kerbalism"
        },
        {
            "name": "CommunityResourcePack"
        },
        {
            "name": "Harmony2"
        },
        {
            "name": "OuterPlanetsMod"
        },
        {
            "name": "CustomBarnKit"
        },
        {
            "name": "CommunityCategoryKit"
        },
        {
            "name": "Kopernicus"
        },
        {
            "name": "ModularFlightIntegrator"
        },
        {
            "name": "CommunityTerrainTexturePack"
        },
        {
            "name": "KerbalPlanetaryBaseSystems"
        },
        {
            "name": "CommunityTechTree"
        },
        {
            "name": "NearFutureAeronautics"
        },
        {
            "name": "NearFutureElectrical"
        },
        {
            "name": "NearFutureExploration"
        },
        {
            "name": "NearFutureLaunchVehicles"
        },
        {
            "name": "NearFuturePropulsion"
        },
        {
            "name": "NearFutureSolar"
        },
        {
            "name": "NearFutureSpacecraft"
        },
        {
            "name": "ReStock"
        },
        {
            "name": "ReStockPlus"
        },
        {
            "name": "Waterfall"
        },
        {
            "name": "StationPartsExpansionRedux"
        },
        {
            "name": "NearFutureProps"
        },
        {
            "name": "B9PartSwitch"
        },
        {
            "name": "DeployableEngines"
        },
        {
            "name": "KerbalActuators"
        },
        {
            "name": "NearFutureElectrical-Core"
        },
        {
            "name": "DynamicBatteryStorage"
        },
        {
            "name": "NearFutureSolar-Core"
        },
        {
            "name": "KSPInterstellarExtended"
        },
        {
            "name": "PatchManager"
        },
        {
            "name": "InterstellarFuelSwitch"
        },
        {
            "name": "PersistentRotationUpgraded"
        },
        {
            "name": "FilterExtensions"
        },
        {
            "name": "PhotonSailor"
        },
        {
            "name": "HideEmptyTechNodes"
        },
        {
            "name": "ImprovedTreeEnginePlacement"
        },
        {
            "name": "KerbalJointReinforcementContinued"
        },
        {
            "name": "InterstellarRedistributable"
        },
        {
            "name": "InterstellarFuelSwitch-Core"
        },
        {
            "name": "TweakScale"
        },
        {
            "name": "KSP-Recall"
        },
        {
            "name": "ToolbarController"
        },
        {
            "name": "ClickThroughBlocker"
        },
        {
            "name": "ZeroMiniAVC"
        },
        {
            "name": "SpaceTuxLibrary"
        }
    ],
    "recommends": [],
    "suggests": [],
    "kind": "metapackage",
    "release_date": "2022-02-05T22:47:28.0808913+10:00"
}

 

So it's not a dependencies problem. You have KSPIE installed, can you use its reactors? 

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4 hours ago, Ares27 said:

So it's not a dependencies problem. You have KSPIE installed, can you use its reactors? 

After a short tutorial I got a few of the KSPIE reactors and thrusters working.

Positron reactor only fills up to 50% electric charge, and I couldn't find any slider that would change the target amount of EC. 

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7 hours ago, Scotty6644 said:
12 hours ago, Ares27 said:

So it's not a dependencies problem. You have KSPIE installed, can you use its reactors? 

After a short tutorial I got a few of the KSPIE reactors and thrusters working.

Please uninstall KSPIE and see if NFE works, they handle the same things differently and maybe they interfere with each other

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15 minutes ago, Ares27 said:

Please uninstall KSPIE and see if NFE works, they handle the same things differently and maybe they interfere with each other

No change with KSPIE uninstalled. Reactors not producing energy and no control panel for reactors.

I'm starting to think NFE might just be broken. 

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24 minutes ago, modus said:

It's not. Works fine for me.

Are all dependencies installed?

Do you have a screenshot of your Gamedata and nfe folder?

Album of what I've got https://imgur.com/a/7YYacy7

There is also a readout of my CKAN above.

I've also retried installing NFE manually instead of through CKAN, but problem persists. 

KSP2 will probably be released before I figure this out.:confused:

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32 minutes ago, Scotty6644 said:

Album of what I've got https://imgur.com/a/7YYacy7

There is also a readout of my CKAN above.

I've also retried installing NFE manually instead of through CKAN, but problem persists. 

KSP2 will probably be released before I figure this out.:confused:

That's a strange problem, can you post your ksp logs? 

Edited by Ares27
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1 hour ago, Ares27 said:

That's a strange problem, can you post your ksp logs

ksp.log, mmpatch.log, and modulemanager.log

https://drive.google.com/file/d/1-grxBNvqLcF3DiQYYF8gsCRGu9-EcTbQ/view?usp=sharing

I think these are the relevant ones, tell me if there's any other you are looking for. Apparently there's also supposed to be an "output_log.txt" but that isn't present.

Edit: That link should be public now

Edited by Scotty6644
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You've either got something misinstalled or you have some kind of conflict.

Are you using Kerbalism? It's been a while now, but when I tried playing with Kerbalism none of the Near Future reactors gave any power. 

Edited by mikegarrison
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2 hours ago, Scotty6644 said:

Album of what I've got https://imgur.com/a/7YYacy7

There is also a readout of my CKAN above.

I've also retried installing NFE manually instead of through CKAN, but problem persists. 

KSP2 will probably be released before I figure this out.:confused:

Maybe I found the problem, with kerbalism simplex you need Simplex resources for NFE to work. Thank you @mikegarrison for the hint :D

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Thanks for the help guys.

I opened up KerbalismSimplex\Support\SimplexNFEIElectric.cfg and removed this section. Will probably probe a bit more to find the exact line causing issues, but for now I'm happy just removing the whole block.

Spoiler

// ============================================================================
// Add Nuclear reactor process's to all NearFutureElectrical Nuclear reactors and remove modules
// ============================================================================
    // Radiation workers are allowed to be exposed to 5000 mrem of radiation on yearly basis, but recommended to stay within 1000 mrem/year over whole lifetime
    // Radiation workers are likely to receive 100 mrem/year, so let's use that value for a single reactor
    // See http://news.mit.edu/1994/safe-0105 and http://neinuclearnotes.blogspot.com/2008/08/nuclear-plant-workers-averaged-lowest.html
    // Note: 1000 mrem is 1 rad
    // Note: Assume that shielding improves for larger reactors, and thus radiation is constant for all reactor types


@PART[reactor-*]:NEEDS[NearFutureElectrical,ProfileSimplex]:AFTER[NearFutureElectrical]
    {    !MODULE[FissionGenerator],* {}
        !MODULE[FissionReactor],* {}
        !MODULE[ModuleCoreHeatNoCatchup],* {}
        !MODULE[ModuleUpdateOverride],* {}
        !MODULE[RadioactiveStorageContainer],* {}

        MODULE:NEEDS[FeatureRadiation]
            {    name = Emitter
                radiation = 0.0003 // rad/s
            }

        MODULE
            {    name = ProcessController
                resource = _Nukereactor
                title = #KerbalismSimplex_fission_reactor
                capacity = 1
//                valve_i = 3
            }

        MODULE:NEEDS[FeatureReliability]
            {    name = Reliability
                type = ProcessController
                title = #KerbalismSimplex_fission_reactor
                redundancy = Power Generation
                repair = Engineer
                mtbf = 36288000
                extra_cost = 2.5
                extra_mass = 1.0
            }
    }

@PART[reactor-0625]:NEEDS[NearFutureElectrical,ProfileSimplex]:AFTER[NearFutureElectrical]
    {    @MODULE[ProcessController]:HAS[#resource[_Nukereactor]]{@capacity *= 6.0}  // 60 EC
    }

@PART[reactor-125]:NEEDS[NearFutureElectrical,ProfileSimplex]:AFTER[NearFutureElectrical]
    {    @MODULE[ProcessController]:HAS[#resource[_Nukereactor]]{@capacity *= 40.0}  // 400 EC
    }

@PART[reactor-25]:NEEDS[NearFutureElectrical,ProfileSimplex]:AFTER[NearFutureElectrical]
    {    @MODULE[ProcessController]:HAS[#resource[_Nukereactor]]{@capacity *= 200.0}  // 2000 EC
    }

@PART[reactor-25-2]:NEEDS[NearFutureElectrical,ProfileSimplex]:AFTER[NearFutureElectrical]
    {    @MODULE[ProcessController]:HAS[#resource[_Nukereactor]]{@capacity *= 300.0}  // 3000 EC
    }

@PART[reactor-375]:NEEDS[NearFutureElectrical,ProfileSimplex]:AFTER[NearFutureElectrical]
    {    @MODULE[ProcessController]:HAS[#resource[_Nukereactor]]{@capacity *= 200.0}  // 2000 EC
    }

@PART[reactor-375-2]:NEEDS[NearFutureElectrical,ProfileSimplex]:AFTER[NearFutureElectrical]
    {    @MODULE[ProcessController]:HAS[#resource[_Nukereactor]]{@capacity *= 600.0}  // 6000 EC
    }

This brought back power generation and the nuclear control panel.

I'm sure there'll be some more weird edge cases, but this is now the closest to a 'perfect' modset for me. RemoteTech, KerbalismSimplex, and Outer Planets to add logistical challenges, and Near Future to help tackle them. 

Cheers!

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  • 2 weeks later...

Hi @Scotty6644, Kerbalism intentionally modifies many mods resource production systems (and even NFE) because it uses a custom background simulation system, like described here: https://github.com/Kerbalism/Kerbalism/wiki/Home-~-Mod-Support#why-is-kerbalism-messing-with-mods-and-stock-modules-

So it replaces many modules, included the NFE provided ones. The NFE system is very enjoyable alone, however I'd like to point this out since you may start finding strange interactions (like time warp disable above 1000x, for example), since Kerbalism background simulation needs a consistent system.

Someone should "bridge" the two systems together, like someone did for SystemHeat (https://github.com/judicator/KerbalismSystemHeat) however it hasn't been done right now, so you need to choose between NFE "as-is" with the Kerbalism integration problems, or Kerbalism (Simplex) replacements.

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Hi,

I just upgraded my computer and went from a stable 1.7.3 version with mods (including NF Solar) to 1.12.1 and am running into an issue with a couple of crafts no loading due to a missing "solarpanel-deploying-2x3-1" part. 

I have tried advice earlier in this thread about finding the 1.0.5 version of NF Solar and loading the deprecated part folder to my GameData folder and this did not work. 

This issue impacts my ability to load craft files in the VAB as well as crafts I've already launched/landed/orbited with this part, as well. Those crafts are not available to fly in the tracking station. 

Any advice would be most appreciated!

 

PS: first time poster but long-time lurker. This community has bailed me out many times before but I'm stumped now. 

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19 hours ago, MidasMulligan said:

Hi,

I just upgraded my computer and went from a stable 1.7.3 version with mods (including NF Solar) to 1.12.1 and am running into an issue with a couple of crafts no loading due to a missing "solarpanel-deploying-2x3-1" part. 

I have tried advice earlier in this thread about finding the 1.0.5 version of NF Solar and loading the deprecated part folder to my GameData folder and this did not work. 

This issue impacts my ability to load craft files in the VAB as well as crafts I've already launched/landed/orbited with this part, as well. Those crafts are not available to fly in the tracking station. 

Any advice would be most appreciated!

 

PS: first time poster but long-time lurker. This community has bailed me out many times before but I'm stumped now. 

If you really want to keep the save you can edit your craft files in a text editor.  Find a similar part in the new save and make a simple test craft.  Load the test.craft in a text editor and find the "name = " bit, copy it and replace the offending part in the broken craft file.

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3 hours ago, Friznit said:

If you really want to keep the save you can edit your craft files in a text editor.  Find a similar part in the new save and make a simple test craft.  Load the test.craft in a text editor and find the "name = " bit, copy it and replace the offending part in the broken craft file.

So if I understand you correctly:

1. Build a simple craft with a solar panel similar to the one that isn't loading on my existing builds

2. Edit the simple craft text file and locate the *just* the 'name' part of the code that similar solar panel and copy/paste

3. Edit the craft file for my existing builds that aren't loading and replace just the name part copied?

4. Save and re-load everything?

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I have a problem with the NFLV engine.
The thrust of the NFLV engine becomes low from around 2000m, and the thrust continues to be insufficient until it exceeds 25000m. (Almost no acceleration) When it exceeds 25000m, it returns to the original thrust.

I'm using RSS.
Can anyone help me?

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