eightiesboi Posted August 16 Share Posted August 16 22 hours ago, Nertea said: 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! I just saw this. According to CKAN, your mods have been downloaded around 20,000,000 times. I use them in every playthrough, and I am clearly not alone. You, and a handful of developers like you, are what elevated KSP from an interesting game to a great one. Also donated to say "thank you." Quote Link to comment Share on other sites More sharing options...
Virtualgenius Posted August 17 Share Posted August 17 I couldnt play this game without all your great work and I have made some incredible stuff so I have donated something as well Quote Link to comment Share on other sites More sharing options...
justspace103 Posted August 17 Share Posted August 17 On 8/15/2024 at 10:32 AM, Nertea said: 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. My god... Return of the King. Glad to see you back @Nertea and hope you are well Quote Link to comment Share on other sites More sharing options...
Nertea Posted August 18 Author Share Posted August 18 NFSpacecraft 1.4.5 Fixed a export error replacing the 1.25m orbital pod with the regular pod mesh Quote Link to comment Share on other sites More sharing options...
Nertea Posted August 18 Author Share Posted August 18 Release NF Construction 1.3.2 Updated ModuleManager to 4.2.3 Updated B9PartSwitch to 2.20.0 Fixed an issue with part switchers that would show up under certain circumstances Added support for VABOrganizer Quote Link to comment Share on other sites More sharing options...
Nertea Posted August 22 Author Share Posted August 22 NF Electrical's next version will be 2.0.0 and include the fission reactor revamp. It will transition the reactors competely to being based on the implementation in System Heat, which is better than the one in NFE right now in pretty much every way. It will not break your ships in flight - the old legacy parts will be preserved and deprecated in the way I usually do it. If you are interested in checking this out, check my dev thread. ETA to a real release is probably about a week. Quote Link to comment Share on other sites More sharing options...
The Dressian Exploder Posted August 26 Share Posted August 26 Is there a reason why NFP's Argon tanks have their own VABOrganiser category, but the lithium tanks don't? Speaking of NFP's tanks, have you ever considered consolidating the tanks into a single set with switchable resources? Quote Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted August 28 Share Posted August 28 @Nertea I think there's an issue in NF Construction with /Patches/NFConstructionCRPTrusses.cfg - I noticed in the most recent version, all the meshes/textures for three tank variants are visible in the editor (when CRP installed): truss-hex-01 truss-hex-02 truss-octo-02 The patches for those three trusses in NFConstructionCRPTrusses.cfg look like this: @PART[truss-octo-02]:NEEDS[CommunityResourcePack]:FOR[NearFutureConstruction] { !MODULE[ModuleB9DisableTransform] {} @MODULE[ModuleB9PartSwitch]:HAS[#moduleID[tankSwitch]] { %SUBTYPE[LH2OCryo] // ... etc. etc. The B9PartSwitch moduleID in the configs for those three parts appears to be "meshSwitch" -- changing the referenced moduleID to "meshSwitch" seems to fix the issue (tried it out and don't see any obvious problem with doing that). If there aren't any other ModuleB9PartSwitch-es being added elsewhere, I guess you could take out the whole :HAS instead...? FYSA in any case Quote Link to comment Share on other sites More sharing options...
Nertea Posted August 29 Author Share Posted August 29 I'll look into it, I took a patch without testing thoroughly. Quote Link to comment Share on other sites More sharing options...
Nertea Posted August 30 Author Share Posted August 30 Release NF Construction 1.3.3 Cleaned up part switchers, including adding color swatches for clearer PAW tracking of what's selected Fixed CRP truss patch causing shown fuel tanks on some trusses Quote Link to comment Share on other sites More sharing options...
konitihaa Posted August 31 Share Posted August 31 (edited) The mods made by this creator are the only reason I keep playing. How can I support the creator? Is it on Patreon? Edited September 2 by konitihaa Quote Link to comment Share on other sites More sharing options...
Gargamel Posted August 31 Share Posted August 31 20 minutes ago, konitihaa said: “这个作者的 mod 是我继续玩下去的唯一原因。我该如何支持作者?是在 Patreon 上吗?” Quote "This author's mods are the only reason I continue to play. How can I support the author? On Patreon?" Please include an English translation to all posts out side the "International" subforum. Thanks. Quote Link to comment Share on other sites More sharing options...
DeadJohn Posted August 31 Share Posted August 31 3 hours ago, konitihaa said: “这个作者的 mod 是我继续玩下去的唯一原因。我该如何支持作者?是在 Patreon 上吗?” The 1st post in this thread has a "donate" button at the bottom. It goes to PayPal. Here's the link for your convenience but please be cautious about clicking random donate links. Only trust the top post. https://www.paypal.com/cgi-bin/webscr?cmd=_donations&business=ZG6JD4L8DN86S&lc=US&item_name=Chris Adderley¤cy_code=CAD&bn=PP-DonationsBF%3Abtn_donate_SM.gif%3ANonHosted Quote Link to comment Share on other sites More sharing options...
Nertea Posted September 1 Author Share Posted September 1 That's correct... though rather thinking at some point to moving this to Patreon or Ko-fi, Paypal does suck in a lot of ways. Quote Link to comment Share on other sites More sharing options...
konitihaa Posted September 2 Share Posted September 2 2024 年 9 月 1 日上午 12:52,Gargamel 说道: 来自“国际”子论坛之外的所有帖子都翻译成英文。谢谢。 Sorry, I've already made the changes. Thanks for the reminder. Quote Link to comment Share on other sites More sharing options...
dlrk Posted September 2 Share Posted September 2 @Nertea Small bug/omission in the Near Future Electric Beta - the 1.875 reactor is missing a CTT patch. Quote Link to comment Share on other sites More sharing options...
Nertea Posted September 5 Author Share Posted September 5 Guess I'll stop procrastinating this one. Probably still some bugs but we'll see how we go NF Electrical 2.0.0 Updated ModuleManager to 4.2.3 Updated B9PartSwitch to 2.20.0 Updated DynamicBatteryStorage to 2.3.3 ALL PREVIOUS reactor, processing and fuel parts have been soft-deprecated. They will be deleted in < 10 years Switched mod to SystemHeat backend: New reactor parts run on the SystemHeat reactor model, which is very similar but uses a different heat system Game settings UI to tune your preferences for fuel transfer, reactor repair, etc SystemHeat is now bundled (0.7.4) Adjusted overall balance paradigm for nuclear parts (only applies to new parts) Reactors now have ~25y idle life Minimum reactor throttle reduced from 25 to 10% Reactor thermal efficiency tweaked; now caps out at ~37% and maps to the approximate conversion technology Power-mass ratios are tuned to range from 190 to 300 EC/t New/revised parts MN-1 'SNAK' Fission Reactor : new micro 5 Ec/s reactor with 0.625m partswitch option MN-2 'Kerbopower' Fission Reactor: new micro 10 Ec/s reactor with 0.625m partswitch option MX-0 'Toaster' Fission Reactor: revised 0.625m, 60 Ec/s reactor with inline and compact partswitch options MX-1 'Garnet' Fission Reactor: revised 1.25m, 200 Ec/s reactor with inline and compact partswitch options MX-1B 'Prometheus' Fission Reactor: new 1.875m, 800 Ec/s reactor with inline and compact partswitch options MX-2C 'Hyperion' Fission Reactor: revised 2.5m, 2000 Ec/s reactor with inline and compact partswitch options MX-2L 'Excalibur' Fission Reactor: revised 2.5m, 2000 Ec/s reactor with inline and compact partswitch options MX-3L 'Hermes' Fission Reactor: revised 3.75m, 2000 Ec/s reactor with inline and compact partswitch options PB-SRG Advanced Radioisotope Generator: evolutionary PB-NUK-III with similar mass ratios but much better costs PB-NUK-II Radioisotope Generator: 2 scaled up PB-NUK with ~10% bonus on ratios PB-NUK-III Radioisotope Generator: evolutionary PB-NUK with ~10% bonus on ratios PB-ACK Radioisotope Generator: small entry level RTG with lower power generation than the stock one. Appears at 1 lower tech level Quote Link to comment Share on other sites More sharing options...
Nertea Posted September 6 Author Share Posted September 6 I did a stupid yesterday NF Electrical 2.0.1 Fixed an issue where thermal output was not specified in the right context in configs, leading to low outputs Fixed a CTT patch issue that I THOUGHT was in the main release Quote Link to comment Share on other sites More sharing options...
theJesuit Posted September 6 Share Posted September 6 20 hours ago, Nertea said: Guess I'll stop procrastinating this one. Probably still some bugs but we'll see how we go 46 minutes ago, Nertea said: Fixed a CTT patch issue that I THOUGHT was in the main release Well, Nertea, I'm really enjoying your updates - and the new parts/ renames are certainly keeping me on my toes running to update the SIMPLEX supports!! I'm glad that I'm not the only one who uploads missing bits! Thank you for the most recent update and refresh passes. Quote Link to comment Share on other sites More sharing options...
EnderiumSmith Posted September 8 Share Posted September 8 hey i notticed the reactor revamp. thats quite a jump in art direction, looks like it shows more than just the reactor core. However i see that the garnet no longer makes 400EC which a lot of NF propulsion engines need. Similarly a 1kEC reactor is still missing for covering the medium sized electric engines. the 1.875 is also quite awkward at 650EC. Wouldnt it work better if Garnet kept its 400EC for small electrics and the prometheus got boosted to 1k so fits together with NFP? Quote Link to comment Share on other sites More sharing options...
METHUSMIT Posted September 9 Share Posted September 9 Hi i'm using the MX-0 'KerboPower' Fission Generator but when i instal the mod "system heat - nuclear reactor Configuration", i can't change the power setting in flight anymore. so i just wanted to know if it was a feature or not. Quote Link to comment Share on other sites More sharing options...
urturino Posted September 10 Share Posted September 10 10 hours ago, METHUSMIT said: Hi i'm using the MX-0 'KerboPower' Fission Generator but when i instal the mod "system heat - nuclear reactor Configuration", i can't change the power setting in flight anymore. so i just wanted to know if it was a feature or not. In the PAW menu of the reactor, there should be a button labeled 'Enable Manual Control' Quote Link to comment Share on other sites More sharing options...
Streetwind Posted September 10 Share Posted September 10 Been a long long time since I touched KSP1... but looks like my favorite mods are still alive and kicking. Feels like coming home Quote Link to comment Share on other sites More sharing options...
Rakete Posted September 15 Share Posted September 15 Good to see you back, @Nertea. Maybe you want to have a look at this issue: https://forum.kerbalspaceprogram.com/topic/155465-112x-near-future-technologies-september-6/page/171/#comment-4025175 Quote Link to comment Share on other sites More sharing options...
Streetwind Posted September 16 Share Posted September 16 Okay, so... I have a really weird issue. Possibly the weirdest issue I have ever had in KSP. When I have one of the cluster mounts that NF Launch Vehicles supplies placed in the VAB, and I mouse over it while having an engine selected, then everything is fine as long as I am in single-item symmetry. As soon as I change the symmetry mode to anything other than single, then an intense alarm noise will play whenever I mouse over that engine mount while dragging an engine. It is very loud. It is not a sound that is part of KSP, I have never heard it before. It sounds like a mobile phone going off, having both a bright tone, and multiple vibration "hums". It plays every single time. I can get it to overlap if I rapidly move the mouse off and on the cluster mount. I spent like half an hour confused, looking around my room for where that sound was coming from, until I clued in that it was the game. I cannot imagine this is intended. Has anyone here ever experienced anything like it? Quote Link to comment Share on other sites More sharing options...
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