sturmhauke Posted October 10, 2022 Share Posted October 10, 2022 22 minutes ago, bigyihsuan said: Broken image? No, the Sphinx actually emits imgur.com 404 error messages. Quote Link to comment Share on other sites More sharing options...
BadOaks Posted October 10, 2022 Share Posted October 10, 2022 2 hours ago, bigyihsuan said: Broken image? Yep, sorry. I'd messed with the imgur album while making another post and broke the link. It should be fixed. Quote Link to comment Share on other sites More sharing options...
csunday95 Posted October 27, 2022 Share Posted October 27, 2022 Hello All, I'm having a minor issue with the 3-9 Rhea pod IVA; it seems to mostly work, but the two displays in front of the pilot POVs have a couple broken features. The Home screen shows A-> Vessel View, B-> DPAI, C->Astrogator, but the A/B/C buttons do not appear to work. Additionally the CAM. EXT numbered buttons don't seem to show anything, but I can get camera views to function properly on the screen in the space between the two pilots. Other than that, pretty much all the IVA components seem to function as expected. I also see mention of "SET DISPLAY MODE AS PER CHECKLIST CHECK MODE BEFORE TAKEOFF" on the home page, but I'm not clear on what this means. Other than that, great work on the IVA! Quote Link to comment Share on other sites More sharing options...
HebaruSan Posted December 3, 2022 Share Posted December 3, 2022 On 1/23/2017 at 7:23 PM, Nertea said: Q: CKAN Support Questions? A: Talk to CKAN folks, CKAN is not supported. This is because KerbalActuators, a dependency of this mod, is specifically NOT listed on CKAN. Hi, KerbalActuators was added to CKAN in May 2020: https://github.com/KSP-CKAN/NetKAN/pull/7896 And Near Future Aeronautics (the mod with this annotation in the OP) was added in August 2020: https://github.com/KSP-CKAN/NetKAN/pull/8072 Quote Link to comment Share on other sites More sharing options...
Psykikk Posted December 19, 2022 Share Posted December 19, 2022 late to the party but are trusses / connectors working ? CKAN tells me NFConstruction is compatible to 1.11.9 only ? will it work anyways ? thanks in advance Quote Link to comment Share on other sites More sharing options...
Blufor878 Posted December 19, 2022 Share Posted December 19, 2022 2 hours ago, Psykikk said: late to the party but are trusses / connectors working ? CKAN tells me NFConstruction is compatible to 1.11.9 only ? will it work anyways ? thanks in advance They should work just fine. Functionally the parts are relatively basic but provide a lot of structural options. Quote Link to comment Share on other sites More sharing options...
Rakete Posted December 22, 2022 Share Posted December 22, 2022 On 12/19/2022 at 6:54 AM, Psykikk said: late to the party but are trusses / connectors working ? CKAN tells me NFConstruction is compatible to 1.11.9 only ? will it work anyways ? thanks in advance Works fine. But the dockingports do not come with rotational capabilities.... Nothing to worry about. Quote Link to comment Share on other sites More sharing options...
RB101 Posted December 22, 2022 Share Posted December 22, 2022 I've got an issue with the "OKEB-25R 'Starship' Blanket Photovoltaic Array" not animating correctly, It currently doesn't fold the panel part away correctly, which sticks out of the shroud when it is retracted. Does anyone know what I can do to fix this? Quote Link to comment Share on other sites More sharing options...
darthgently Posted December 25, 2022 Share Posted December 25, 2022 On 12/22/2022 at 5:58 PM, RB101 said: I've got an issue with the "OKEB-25R 'Starship' Blanket Photovoltaic Array" not animating correctly, It currently doesn't fold the panel part away correctly, which sticks out of the shroud when it is retracted. Does anyone know what I can do to fix this? Same issue, for more than one retractable solar part from this mod Quote Link to comment Share on other sites More sharing options...
NiL Posted December 27, 2022 Share Posted December 27, 2022 On 12/23/2022 at 12:58 AM, RB101 said: I've got an issue with the "OKEB-25R 'Starship' Blanket Photovoltaic Array" not animating correctly, It currently doesn't fold the panel part away correctly, which sticks out of the shroud when it is retracted. Does anyone know what I can do to fix this? Had the same issue since forever, reported it in the thread, even got a response from Nertea. The advice was to up the graphics settings, I never tried it, because I did run a lot of mods and it wasn't worth it. I don't believe you can fix it in any other ways, it is not a mod conflict. Do you also have a similar issue with ReStock antennaes? Quote Link to comment Share on other sites More sharing options...
darthgently Posted December 27, 2022 Share Posted December 27, 2022 So is the panel sticking out purely a graphical cosmetic thing with no effect on aerodynamic heating of the panels? I've been avoiding the affected parts for heating reasons. How they appear during launch is no big deal as once I deploy them they tend to stay deployed and only retracted for some docking and EVA activity Quote Link to comment Share on other sites More sharing options...
NiL Posted December 28, 2022 Share Posted December 28, 2022 22 hours ago, darthgently said: So is the panel sticking out purely a graphical cosmetic thing with no effect on aerodynamic heating of the panels? I've been avoiding the affected parts for heating reasons. How they appear during launch is no big deal as once I deploy them they tend to stay deployed and only retracted for some docking and EVA activity Yes, it's a purely cosmetic glitch with no effect on heating or aerodynamics. At least if we're talking about the same thing - https://imgur.com/gallery/gSuonBZ Quote Link to comment Share on other sites More sharing options...
gzzw Posted December 29, 2022 Share Posted December 29, 2022 Do these mods revise the config of the LV-N Nucelar Engine.I installed these mods and Kerbal Atomics,and I found the LV-N engine needs uranium.I want to know which mod did this and how to change it into stock. Quote Link to comment Share on other sites More sharing options...
Rakete Posted December 29, 2022 Share Posted December 29, 2022 (edited) 3 hours ago, zhang jiaxiangyu said: Do these mods revise the config of the LV-N Nucelar Engine.I installed these mods and Kerbal Atomics,and I found the LV-N engine needs uranium.I want to know which mod did this and how to change it into stock. As far as I know the installation of Kerbal Atomics (by Nertea) modifies the LV-N Nerva. There is a patch in the mod folder, that does that. Just delete/rename the patch and you have the stock properties of the part back. Keep an eye open for a cfg-file with LVN or nerva or stock in the filename. Edited December 29, 2022 by Rakete Quote Link to comment Share on other sites More sharing options...
Scarecrow71 Posted January 5, 2023 Share Posted January 5, 2023 So I downloaded the game through Epic Games today, and I'm going to install some mods...and some of the mods aren't supported with 1.12.4. In particular, B9 Part Switch, which is required for Near Future Tech. Now, I can potentially override that in CKAN, but should I have to? I know this isn't the thread for B9, but I want to ask the users in this thread what they have done in the past when B9 doesn't work/isn't compatible? Quote Link to comment Share on other sites More sharing options...
bigyihsuan Posted January 5, 2023 Share Posted January 5, 2023 1 hour ago, Scarecrow71 said: So I downloaded the game through Epic Games today, and I'm going to install some mods...and some of the mods aren't supported with 1.12.4. In particular, B9 Part Switch, which is required for Near Future Tech. Now, I can potentially override that in CKAN, but should I have to? I know this isn't the thread for B9, but I want to ask the users in this thread what they have done in the past when B9 doesn't work/isn't compatible? B9 is compatible with 1.12.4, you need to set the CKAN supported versions (title bar > Settings > Compatible Game Versions > check 1.12). This will make mods marked as "incompatible" for 1.12.4 available (B9PartSwitch is marked as compatible with max 1.12.3). Quote Link to comment Share on other sites More sharing options...
Rakete Posted January 7, 2023 Share Posted January 7, 2023 (edited) On 12/22/2022 at 11:58 PM, RB101 said: I've got an issue with the "OKEB-25R 'Starship' Blanket Photovoltaic Array" not animating correctly, It currently doesn't fold the panel part away correctly, which sticks out of the shroud when it is retracted. Does anyone know what I can do to fix this? On 12/28/2022 at 5:03 PM, NiL said: Yes, it's a purely cosmetic glitch with no effect on heating or aerodynamics. At least if we're talking about the same thing - https://imgur.com/gallery/gSuonBZ On 12/27/2022 at 6:35 PM, darthgently said: So is the panel sticking out purely a graphical cosmetic thing with no effect on aerodynamic heating of the panels? I've been avoiding the affected parts for heating reasons. How they appear during launch is no big deal as once I deploy them they tend to stay deployed and only retracted for some docking and EVA activity Did a test to the Starship blanket photovoltaic array - I can't reproduce the issue. If you want @Nertea to help (if he still does this; he has retired from Modding KSP1), please provide screenshots, logs, youur complete mod list and a craftfile for him to reproduce it. Otherwise, he simply can't track down the issue in a reasonable amount of time. Always be kind to your modders of choice ;-) Edited January 7, 2023 by Rakete Quote Link to comment Share on other sites More sharing options...
Rakete Posted January 10, 2023 Share Posted January 10, 2023 @Nertea A little Bugreport: Those RCS-Thrusters have a broken Part-description for B9-PS. The LOC does not work. Quote Link to comment Share on other sites More sharing options...
danfarnsy Posted February 2, 2023 Share Posted February 2, 2023 Hey @Nertea, figured you'd like this. A University of Michigan group took a Hall thruster and ran it way past its design power without getting big losses in efficiency. https://www.futurity.org/hall-thrusters-2864142-2/ Quote Link to comment Share on other sites More sharing options...
RB101 Posted February 10, 2023 Share Posted February 10, 2023 @Nertea Is there any chance we could have a feature added that allows us to control the recharge rate of capacitors, the same way we can control their discharge rate please? The static recharge rate is often enough to overwhelm smaller craft power generation, making capacitors un-suitable on small sized craft Quote Link to comment Share on other sites More sharing options...
Max_Xu Posted February 23, 2023 Share Posted February 23, 2023 (edited) Hi,Is there a smaller cargo bay type? such as 3.75,2.5 and so on diameter. Edited February 23, 2023 by Max_Xu Quote Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted February 28, 2023 Share Posted February 28, 2023 (edited) On 10/26/2022 at 10:58 PM, csunday95 said: Hello All, I'm having a minor issue with the 3-9 Rhea pod IVA; it seems to mostly work, but the two displays in front of the pilot POVs have a couple broken features. The Home screen shows A-> Vessel View, B-> DPAI, C->Astrogator, but the A/B/C buttons do not appear to work. Additionally the CAM. EXT numbered buttons don't seem to show anything, but I can get camera views to function properly on the screen in the space between the two pilots. Other than that, pretty much all the IVA components seem to function as expected. I also see mention of "SET DISPLAY MODE AS PER CHECKLIST CHECK MODE BEFORE TAKEOFF" on the home page, but I'm not clear on what this means. Other than that, great work on the IVA! The RPM config files don't have pages defined for the A/B/C buttons. I've just made a pull request to add them, but Nertea's busy working on KSP 2 so it may be a while before it gets addressed. In the meantime, you can copy this patch into your GameData folder to enable them! EDIT: Be sure to update DPAI to version 6.11 or later, so it can handle NFP's different button layout. Spoiler @PROP[NF_RPM_CNSL_MFD_Bezels]:NEEDS[RasterPropMonitor]:FINAL { @MODULE[RasterPropMonitor] { @screenWidth = 46 @screenHeight = 25 } } @PROP[NF_RPM_CNSL_MFD_Large]:NEEDS[RasterPropMonitor]:FINAL { @MODULE[RasterPropMonitor] { @screenWidth = 50 @screenHeight = 20 } } @PROP[NF_RPM_CNSL_MFD_Bezels,NF_RPM_CNSL_MFD_Large]:NEEDS[RasterPropMonitor]:FINAL { @MODULE[RasterPropMonitor] { PAGE { name = vesselView button = Btn_Rect2_A_01 textureInterlayURL = NearFutureProps/Props/RPM/generalBg01 text = $$$VesselView software not installed. localMargins = 0,0,0,3 PAGEHANDLER:NEEDS[VesselView] { name = InternalVesselView method = ShowMenu buttonClickMethod = ButtonProcessor buttonUp = 2 buttonDown = 3 buttonEnter = 4 buttonEsc = 5 buttonHome = 0 pageTitle =. multiHandler = true } BACKGROUNDHANDLER:NEEDS[VesselView] { name = InternalVesselView method = RenderViewer pageActiveMethod = PageActive multiHandler = true } } PAGE { name = DPAI button = Btn_Rect2_B_01 text = DPAI software not installed. PAGEHANDLER:NEEDS[DPAI_RPM] { name = DPAI_RPM method = getPageText buttonUp = 2 buttonDown = 3 buttonHome = 4 buttonLeft = 5 buttonNext = 1 buttonPrev = 0 multiHandler = true } BACKGROUNDHANDLER:NEEDS[DPAI_RPM] { name = DPAI_RPM method = DrawDPAI buttonClickMethod = ButtonProcessor pageActiveMethod = pageActiveMethod multiHandler = true } } PAGE { name = astrogator button = Btn_Rect2_C_01 localMargins = 0,1,2,1 text = Astrogator software not installed. PAGEHANDLER:NEEDS[Astrogator] { name = AstrogatorMenu method = ShowMenu buttonUp = 2 buttonDown = 3 buttonEnter = 4 buttonEsc = 5 buttonHome = 6 buttonRight = 1 buttonLeft = 0 pageActiveMethod = PageActive buttonClickMethod = ButtonClick buttonReleaseMethod = ButtonRelease pageTitle = Astrogator } textureURL = NearFutureProps/Props/RPM/generalBg01 } } } Edited March 4, 2023 by Kerbas_ad_astra DPAI has updated Quote Link to comment Share on other sites More sharing options...
NotOkDoc Posted March 8, 2023 Share Posted March 8, 2023 Are there raster prop monitors IvA s for this mod? Quote Link to comment Share on other sites More sharing options...
HeliosPh0enix Posted March 14, 2023 Share Posted March 14, 2023 I might be crazy, but is it an intentional feature that Cryogenic Engines changes some of the stock engines to use LH2/CH4 instead of LFO? I've noticed that some stock engines, like the Vector and Mammoth, retain the title "Liquid Fuel Engine," but use LH2 and have correspondingly updated ISP and thrust. Is the LFO patch supposed to prevent this, or does that get rid of the new fuel types for all engines in the mod? Or is there some other mod that might be conflicting? Quote Link to comment Share on other sites More sharing options...
Grimmas Posted March 15, 2023 Share Posted March 15, 2023 @HeliosPh0enix it depends on how you installed the mod. By default it won't touch those engines, but if you installed the optional CryoEnginesRestock patch and you also are using Restock then those engines will get patched to use LH2/CH4. The optional CryoEnginesLFO patch goes the other way and makes all the new cryo engines use LFO. The Restock patch does not change the actual engine names (probably since they are originally localized and to change them all consistently would be somewhat of a pain) so the effect is a bit jarring as you noticed. Quote Link to comment Share on other sites More sharing options...
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