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


Nertea

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On 5/14/2024 at 10:43 AM, The Dressian Exploder said:

Do Near Future Electrical's nuclear reactors support SystemHeat?

I strongly believe not. I've been to System Heat's repo a few times, and NFE's repo just now, and have seen nothing that suggests "yes."

7 hours ago, xXxpacmanxXx said:

image.png?ex=664a506b&is=6648feeb&hm=e71
any idea why this might be happening?

Possible shader mod (TU, TUFX, Shabby/Shady, KS3P?, Reshade?, Restock) conflict or bad settings.

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Posted (edited)
21 minutes ago, JadeOfMaar said:

I strongly believe not. I've been to System Heat's repo a few times, and NFE's repo just now, and have seen nothing that suggests "yes."

it's in Extras/SystemHeatFissionReactors/NearFutureElectrical on the SystemHeat repo, was last touched 3 years ago according to github but seems to work

Edited by OrdinaryKerman
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23 minutes ago, OrdinaryKerman said:

it's in Extras/SystemHeatFissionReactors/NearFutureElectrical on the SystemHeat repo, was last touched 3 years ago according to github but seems to work

Oh. Nice. And oops. Thanks for pointing that out.

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  • 3 weeks later...

@Nertea Have you ever considered making a "universal mod"? There would be a selection of the most important parts from all your mods, which would complement Restock and Restock +. It would be such a Restock ++

I use Restock + and it's great. I'm just afraid of the amount of parts from other mods.

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14 minutes ago, Saturn1234 said:

a "universal mod"? There would be a selection of the most important parts from all your mods, which would complement Restock and Restock +

Howdy. I can give you a few reasons why this actually isn't an attractive idea:

  • This kind of idea is incredibly subjective. Everyone has a unique preference. What particular combination qualifies to you might not to the next guy.
  • Merely releasing (let alone maintaining after) clones of parts (even the exact same part) across multiple mods is automatically a chore and likely not fun at all.
  • It's far easier for you the player to install the mods you want then delete or hide the parts you don't want. Either manually or through Janitor's Closet mod.
  • I can argue that "Near Future Technologies" on the whole is a mod (well, it's definitely a mod suite). It's also definitely a universe because it's vast and pretty complete. The small "universe" that you're trying to describe reads more like a starter kit. :D
    • True enjoyers of Near Future suite do not fear the size of it. They embrace it!
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Posted (edited)

Hey, im also having a problem  Near Future Cosntruction. When opening the game, I get an error that LH2OCryo tank type don't exist. I have tried messing with the files, and I think I traced the problem to the tanktypes file on the patches folder, but i was unnable to fix it, so here's my log: KSP.log

 

So, update on this, it was some of the Kerbalism SIMPLEX extensions, no idea why or whitch one of them was. 

Edited by Willer Kerman
Update on the situation
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On 6/4/2024 at 10:47 AM, Saturn1234 said:

That makes sense. Is there a gallery of screenshots with parts from near future technologies? For inspiration.

The top post has a "Full Screenshot Gallery" link for each component mod in the NFT suite.

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1 hour ago, WolfieKSP said:

Hello, if you still make mods, could you please make s balloon tank mod? I mean like cryotanks but for Liquid fuel 

I have a nice idea for you to try while you wait: NF Construction trusses for a container and inside is Procedural Parts with whatever texture set fits your style.

I don't see Nertea agreeing at all to make LiquidFuel tanks mod #120.

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On 6/9/2024 at 3:02 AM, JadeOfMaar said:

I have a nice idea for you to try while you wait: NF Construction trusses for a container and inside is Procedural Parts with whatever texture set fits your style.

I don't see Nertea agreeing at all to make LiquidFuel tanks mod #120.

Hello, thanks for the advice, might try later, btw you make absolutely gorgeous sunflares! 

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  • 1 month later...
  • 2 weeks later...

Release NF Solar 1.3.3

  • Updated ModuleManager to 4.2.3
  • Updated B9PartSwitch to 2.20.0
  • Updated target KSP version
  • Added French translation (ValiusV)
  • Support for VABOrganizer

Release NF Propulsion 1.3.6

  • Updated ModuleManager to 4.2.3
  • Updated B9PartSwitch to 2.20.0
  • Updated target KSP version
  • Fix localization of small 1.25m argon tank
  • Finally deprecated the old resourcing parts
  • Support for VABOrganizer
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10 minutes ago, Nertea said:

Release NF Solar 1.3.3

  • Updated ModuleManager to 4.2.3
  • Updated B9PartSwitch to 2.20.0
  • Updated target KSP version
  • Added French translation (ValiusV)
  • Support for VABOrganizer

Release NF Propulsion 1.3.6

  • Updated ModuleManager to 4.2.3
  • Updated B9PartSwitch to 2.20.0
  • Updated target KSP version
  • Fix localization of small 1.25m argon tank
  • Finally deprecated the old resourcing parts
  • Support for VABOrganizer

The rocketman is back...  :1437623226_rocket_1f680(3)::cool:

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Release NF Launch Vehicles 2.2.1

  • Updated ModuleManager to 4.2.3
  • Updated B9PartSwitch to 2.20.0
  • Changed bulkhead profile of all 7.5m parts to size6 to follow community conventions
  • Fixed some config issues in waterfall patches for RCS parts
  • Fixed sound on KR-107 with Waterfall installed (ensou)
  • Added Japanese translation (Yark-Aki)
  • Support VABOrganizer

Release NF Spacecraft 1.4.4

  • Updated ModuleManager to 4.2.3
  • Updated NearFutureProps to 0.7.2
  • Updated B9PartSwitch to 2.20.0
  • Added Japanese translation (Yark-Aki)
  • Tweak the position of the Proteus hatch (#161)
  • Add support for VABOrganizer
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Nuclear waste and enriched uranium cannot be transferred between two parts, nor can they interact with components from other mods that have the same resources.( edit: with 5-star engineer onboard will do no different)-2024-08-15-112822.png

Edited by jebycheek
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47 minutes ago, jebycheek said:

Nuclear waste and enriched uranium cannot be transferred between two parts, nor can they interact with components from other mods that have the same resources.( edit: with 5-star engineer onboard will do no different)

Create an issue on Github, include the full text log of the event, include a mod list and include reproduction steps. 

Release NF Aeronautics 2.1.2

  • Updated bundled KerbalActuators to 1.9.0
  • Updated bundled ModuleManager to 4.2.3
  • Updated bundled B9PartSwitch to 2.20.0
  • Changes to Lift Fan tuning
    • Adjusted atmosphere flow curves to allow Electrical Drive mode to operate down to ~0.03 atm (badly)
    • Increased tolerance for Electrical Drive mode's operations in low flow conditions
    • Adjusted drag cubes of parts to make them a little less 'opaque' to air
  • VABOrganizer support
  • Added Chinese localization (tinygrox)
  • Added French localization (ValiusV)

Release NF Exploration 1.1.3

  • Updated bundled B9PartSwitch to 2.20.0
  • Updated bundled ModuleManager to 4.2.3
  • Updated marked KSP version
  • Added VABOrganizer support
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Chris, did you find a place to land after the studio closure? It seems like you've got some spare time on your hands, which is awesome in any other context, but I hope it doesn't mean you've got too much time. I tossed a paypal donation your way as thanks for updates, but it wasn't clear if it went through.

Edited by danfarnsy
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10 hours ago, danfarnsy said:

Chris, did you find a place to land after the studio closure? It seems like you've got some spare time on your hands, which is awesome in any other context, but I hope it doesn't mean you've got too much time. I tossed a paypal donation your way as thanks for updates, but it wasn't clear if it went through.

The words are appreciated (as is the donation, haha). I'm busy having a midlife crisis right now but am still looking for my next opportunities. Sometimes mindlessly updating version numbers in mods is a good distraction from life!

 

Aside, NFE and NFC are more complicated to update as they were in the middle of major updates so I have to untangle where I was and either truncate or finish what I was working on 3y ago. 

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