Penkover Posted April 22, 2018 Share Posted April 22, 2018 I saw a bug with near future Launch vehicles (my favorite) mod. It seems that EX-M9 configurable cluster mount doesnt show his shroud when he is launched, while its OK in the VAB/SPH. https://drive.google.com/file/d/1nAoIdF0_SlfRzqn3izkuB_EsHiK0Smr_/view?usp=sharing https://drive.google.com/file/d/1GrECVDqJZLXzwK0M5mO2LImePV5jLblb/view?usp=sharing Quote Link to comment Share on other sites More sharing options...
Xeiki Posted April 24, 2018 Share Posted April 24, 2018 Hey Nertea, just a quick question: You got the NCR-N Nose Cargo Bay, which I like very much. Would it be possible for you to include a flat variant? That would be really useful for designing cargo pods that are not meant for athmospheric reentry. Or is there already a mod that adds that kind of door, so that you can close of a cargo bay and open it from the front? Quote Link to comment Share on other sites More sharing options...
istathar Posted April 25, 2018 Share Posted April 25, 2018 (edited) On 4/22/2018 at 6:37 PM, Penkover said: I saw a bug with near future Launch vehicles (my favorite) mod. It seems that EX-M9 configurable cluster mount doesnt show his shroud when he is launched, while its OK in the VAB/SPH. I've run into the same thing. Seems none of the shrouds are showing up in flight (they are present in the VAB). Album a6Z8bJM will appear when post is submitted Edited April 25, 2018 by istathar Fix link to image? Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted April 27, 2018 Share Posted April 27, 2018 (edited) Not sure if this is a known issue... I noticed the NF Propulsion RCS units have a high ISP, but the fuel consumption is basically the same as the stock MP rcs units:RCS: isp of 200, uses 0.098 units/sec NF: isp of 2000, uses 0.095 units/sec (+ Ec). I have the same issue if I raise the ISP of rthe stock part to 2000, then fuel consumption also goes to 0.095 and doesn't really use any less fuel. This seems to be a KSP thing where maybe for RCS they don't use ISP correctly? Edited April 27, 2018 by Jimbodiah Quote Link to comment Share on other sites More sharing options...
mikegarrison Posted April 27, 2018 Share Posted April 27, 2018 Back in the day, the Mk3-9 capsule was given the optional ability to be used as a probe. Then KSP implemented their comnet system and there were problems with the Mk3-9 being treated as a probe even when it had pilots in it. I got the impression that had been fixed or something, but in 1.4.2 I ended up with big problems when my crewed Mk3-9 refused to answer commands because I had no signal. What's the fix for this? Quote Link to comment Share on other sites More sharing options...
Streetwind Posted April 27, 2018 Share Posted April 27, 2018 (edited) 50 minutes ago, mikegarrison said: What's the fix for this? This is the config setup for a stock command pod: MODULE { name = ModuleCommand minimumCrew = 1 } This is the config setup for a stock probe core: MODULE { name = ModuleCommand minimumCrew = 0 RESOURCE { name = ElectricCharge rate = 0.05 } } This is the config setup for the Mk3-9 pod: MODULE { name = ModuleCommand minimumCrew = 0 RESOURCE { name = ElectricCharge rate = 0.05 } } As you can see, the Mk3-9 pod is set up identical to a probe core. Also, it differs in exactly two ways from a stock command pod: one, it has minimumCrew = 0; two, it has that RESOURCE subnode that makes it consume Ec/s. I do not know what KSP's CommNet feature uses to determine whether something is a manned pod or not. But since the above is literally all of the config code that governs whether or not a part is a command part, it must be one of those two differences (or even both). I encourage you to try and make changes, and see what the result is. Edited April 27, 2018 by Streetwind Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted April 27, 2018 Share Posted April 27, 2018 It's either a probe or manned, you can't have it both ways (probe when no crew, but manned when crew present). Just use mechjeb smartsas, it works without comnets Quote Link to comment Share on other sites More sharing options...
mikegarrison Posted April 27, 2018 Share Posted April 27, 2018 4 hours ago, Jimbodiah said: It's either a probe or manned, you can't have it both ways (probe when no crew, but manned when crew present). Just use mechjeb smartsas, it works without comnets I was using Mechjeb, and it wasn't working. Possibly this was due to the switch to 1.4.3. Quote Link to comment Share on other sites More sharing options...
KSPNoob Posted April 29, 2018 Share Posted April 29, 2018 (edited) NVM Edited April 29, 2018 by KSPNoob Quote Link to comment Share on other sites More sharing options...
loverevolutionary Posted April 29, 2018 Share Posted April 29, 2018 Hey folks, I am trying to use Near Future Technologies with Planetary bases and Modular Kolonization Systems. I am having issues with nuclear fuel and waste transfers. MKS system of maintenance does not refill the MKS parts as it should, and the transfer buttons do not work: when I click on the button it says to click on part to transfer to but when I do so, nothing at all happens. I've tried every conceivable combination of parts from mall three mods, and nothing can transfer fuel or waste. Not between nuclear fuel or waste containers, not between shut down reactors and containers, not between processors and containers, processors and reactors, nothing. My nuclear reactors are all running out of fuel. Any ideas? Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted April 29, 2018 Share Posted April 29, 2018 Just to be sure: You need an engineer with 3 stars somewhere on the vessel to transfer fuel. Quote Link to comment Share on other sites More sharing options...
FatboyTim Posted April 29, 2018 Share Posted April 29, 2018 (edited) Edit: Ignore! Edited April 30, 2018 by FatboyTim Quote Link to comment Share on other sites More sharing options...
Streetwind Posted April 30, 2018 Share Posted April 30, 2018 18 hours ago, loverevolutionary said: My nuclear reactors are all running out of fuel. Any ideas? I vaguely recall localization screwing with the fuel transfer plugin in 1.3.x. Are you running in native English, or do you have a different language selected? Quote Link to comment Share on other sites More sharing options...
dave1904 Posted April 30, 2018 Share Posted April 30, 2018 I have a question, I am trying to make my own engine with variable ISP for private use of course but can't figure out how to get it working for some reason. The engine I am "making" has no multi modes so I'm not sure how to start. Could you show me an example of a patch to get it working on a single mode engine please? Something like this: Spoiler @PART[ExampleEngine]:NEEDS[NearFuturePropulsion] { MODULE { name = VariableISPEngine EnergyUsage = 1999.9 UseDirectThrottle = false CurThrustSetting = 50 VARIABLEISPMODE { name = #LOC_NFPropulsion_Multimode_Argon_Short throttleAnimation = VASIMR-25-ThrottleArA throttleAnimationLayer = 1 IspThrustCurve { key = 3500 134.60 key = 6000 73.50 key = 8500 42.50 } } } } I'm still on 1.3 but I think its the same thing. Quote Link to comment Share on other sites More sharing options...
Nertea Posted April 30, 2018 Author Share Posted April 30, 2018 On 4/29/2018 at 9:17 AM, loverevolutionary said: Hey folks, I am trying to use Near Future Technologies with Planetary bases and Modular Kolonization Systems. I am having issues with nuclear fuel and waste transfers. MKS system of maintenance does not refill the MKS parts as it should, and the transfer buttons do not work: when I click on the button it says to click on part to transfer to but when I do so, nothing at all happens. I've tried every conceivable combination of parts from mall three mods, and nothing can transfer fuel or waste. Not between nuclear fuel or waste containers, not between shut down reactors and containers, not between processors and containers, processors and reactors, nothing. My nuclear reactors are all running out of fuel. Any ideas? There's a bug, fixed in dev but I haven't had time to test and release in 1.4.3 . 2 hours ago, dave1904 said: I have a question, I am trying to make my own engine with variable ISP for private use of course but can't figure out how to get it working for some reason. The engine I am "making" has no multi modes so I'm not sure how to start. Could you show me an example of a patch to get it working on a single mode engine please? Something like this: Can't tell much without seeing the actual engine module. Make sure it's ModuleEnginesFX, not ModuleEngines, and make sure the mode ID is the same as the name of the VARIABLEISPMODE node Quote Link to comment Share on other sites More sharing options...
dave1904 Posted May 1, 2018 Share Posted May 1, 2018 (edited) 1 hour ago, Nertea said: Can't tell much without seeing the actual engine module. Make sure it's ModuleEnginesFX, not ModuleEngines, and make sure the mode ID is the same as the name of the VARIABLEISPMODE node I'll be updating to 1.4.3 from 1.3 as soon as all the mods I use are updated. I also forgot to say how good your mods are and I can't really understand how the hell you make so many top quality parts. Thank you for that. Ok I swapped the ModuleEngines to ModuleEnginesFX but its the mode ID I don't get. Do it need an ID if it doesn't have multimode? Here is the engine, its the vista from ksp interstellar but I would only like this engine and not the rest. The engine works great so far but I really would love variable isp Edit: I don't use LqdHydrogen in my game and have added a resource LH2 because I prefer it in drawgauge incase you're wondering. Spoiler PART { name = VISTAEngine2 module = Part author = Zzz mesh = model.mu scale = 1 rescaleFactor = 1 node_stack_top = 0.0, 0.47383, 0.0, 0.0, 1.0, 0.0, 3 node_stack_bottom = 0.0, -0.671957, 0.0, 0.0, -1.0, 0.0, 3 //fx_exhaustFlame_blue_small = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, running fx_exhaustFlame_blue = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, running fx_exhaustLight_blue = 0.0, 0, 0.0, 0.0, 0.0, 1.0, running sound_vent_medium = engage sound_rocket_hard = running sound_vent_soft = disengage sound_explosion_low = flameout TechRequired = fusionRockets entryCost = 2500000 cost = 1250000 category = Engine subcategory = 0 title = Vista Fusion Engine manufacturer = Kerbal Ignition Facility Junkyard Co. description = The Vista propulsion system is an engine that utilises laser induced interial fusion for propulsion. Pellets of Deuterium and Tritium are compressed to ultra-high densities using a high power laser. By default it will use maximum power (up to 2 GW for D-T ) but this can be changed in the settings. The crew onboard are shielded by the engine from the intense neutron flux of the fusion reaction but because the reaction occurs outside the ship, other nearby vessels aren't so protected - Beware! // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,0,0 mass = 2.5 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 12 breakingForce = 1500 breakingTorque = 1500 maxTemp = 3200 heatConductivity = 0.01 emissiveConstant = 0.95 DRAG_CUBE { cube = Fairing, 6.62,0.7777,1.916, 6.62,0.7765,2.172, 11.32,0.9724,0.1658, 11.72,0.7357,1.605, 6.586,0.7747,2.033, 6.586,0.7752,1.969, 0.01087,-0.1446,0, 3.872,1.722,3.883 cube = Clean, 4.298,0.5887,3.015, 4.298,0.589,2.889, 11.32,0.9724,0.1644, 11.32,0.721,1.607, 4.262,0.5827,2.897, 4.262,0.5976,2.991, 0.01068,-0.1367,-4.525E-08, 3.804,1.706,3.814 } MODULE { name = ModuleEnginesFX engineID = LH2Mode thrustVectorTransformName = T_T exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 500 heatProduction = 1500 maxTemp = 2700 fxOffset = 0, 0, 0 PROPELLANT { name = LH2 ratio = 1.38337941 // 1.44 DrawGauge = True } PROPELLANT { name = LqdDeuterium ratio = 1.38337941e-3 DrawGauge = False } PROPELLANT { name = LqdTritium ratio = 1.38337941e-3 DrawGauge = False } PROPELLANT { name = ElectricCharge ratio = 3 DrawGauge = True minResToLeave = 1.0 } atmosphereCurve { key = 0 15500 key = 1 9000 key = 2 6000 } } MODULE { name = ModuleGimbal gimbalTransformName = T_T gimbalRange = 1 } MODULE { name = FXModuleAnimateThrottle animationName = e22 dependOnEngineState = True responseSpeed = 0.5 } MODULE { name = ModuleJettison jettisonName = fairing bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 } RESOURCE { name = LqdDeuterium amount = 160 maxAmount = 160 } RESOURCE { name = LqdTritium amount = 160 maxAmount = 160 } } Edited May 1, 2018 by dave1904 Quote Link to comment Share on other sites More sharing options...
Nertea Posted May 1, 2018 Author Share Posted May 1, 2018 (edited) 1 hour ago, dave1904 said: I'll be updating to 1.4.3 from 1.3 as soon as all the mods I use are updated. I also forgot to say how good your mods are and I can't really understand how the hell you make so many top quality parts. Thank you for that. Ok I swapped the ModuleEngines to ModuleEnginesFX but its the mode ID I don't get. Do it need an ID if it doesn't have multimode? Here is the engine, its the vista from ksp interstellar but I would only like this engine and not the rest. The engine works great so far but I really would love variable isp Edit: I don't use LqdHydrogen in my game and have added a resource LH2 because I prefer it in drawgauge incase you're wondering. Reveal hidden contents PART { name = VISTAEngine2 module = Part author = Zzz mesh = model.mu scale = 1 rescaleFactor = 1 node_stack_top = 0.0, 0.47383, 0.0, 0.0, 1.0, 0.0, 3 node_stack_bottom = 0.0, -0.671957, 0.0, 0.0, -1.0, 0.0, 3 //fx_exhaustFlame_blue_small = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, running fx_exhaustFlame_blue = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, running fx_exhaustLight_blue = 0.0, 0, 0.0, 0.0, 0.0, 1.0, running sound_vent_medium = engage sound_rocket_hard = running sound_vent_soft = disengage sound_explosion_low = flameout TechRequired = fusionRockets entryCost = 2500000 cost = 1250000 category = Engine subcategory = 0 title = Vista Fusion Engine manufacturer = Kerbal Ignition Facility Junkyard Co. description = The Vista propulsion system is an engine that utilises laser induced interial fusion for propulsion. Pellets of Deuterium and Tritium are compressed to ultra-high densities using a high power laser. By default it will use maximum power (up to 2 GW for D-T ) but this can be changed in the settings. The crew onboard are shielded by the engine from the intense neutron flux of the fusion reaction but because the reaction occurs outside the ship, other nearby vessels aren't so protected - Beware! // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,0,0 mass = 2.5 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 12 breakingForce = 1500 breakingTorque = 1500 maxTemp = 3200 heatConductivity = 0.01 emissiveConstant = 0.95 DRAG_CUBE { cube = Fairing, 6.62,0.7777,1.916, 6.62,0.7765,2.172, 11.32,0.9724,0.1658, 11.72,0.7357,1.605, 6.586,0.7747,2.033, 6.586,0.7752,1.969, 0.01087,-0.1446,0, 3.872,1.722,3.883 cube = Clean, 4.298,0.5887,3.015, 4.298,0.589,2.889, 11.32,0.9724,0.1644, 11.32,0.721,1.607, 4.262,0.5827,2.897, 4.262,0.5976,2.991, 0.01068,-0.1367,-4.525E-08, 3.804,1.706,3.814 } MODULE { name = ModuleEnginesFX engineID = LH2Mode thrustVectorTransformName = T_T exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 500 heatProduction = 1500 maxTemp = 2700 fxOffset = 0, 0, 0 PROPELLANT { name = LH2 ratio = 1.38337941 // 1.44 DrawGauge = True } PROPELLANT { name = LqdDeuterium ratio = 1.38337941e-3 DrawGauge = False } PROPELLANT { name = LqdTritium ratio = 1.38337941e-3 DrawGauge = False } PROPELLANT { name = ElectricCharge ratio = 3 DrawGauge = True minResToLeave = 1.0 } atmosphereCurve { key = 0 15500 key = 1 9000 key = 2 6000 } } MODULE { name = ModuleGimbal gimbalTransformName = T_T gimbalRange = 1 } MODULE { name = FXModuleAnimateThrottle animationName = e22 dependOnEngineState = True responseSpeed = 0.5 } MODULE { name = ModuleJettison jettisonName = fairing bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 } RESOURCE { name = LqdDeuterium amount = 160 maxAmount = 160 } RESOURCE { name = LqdTritium amount = 160 maxAmount = 160 } } You need an ID because the VariableIspEngine module looks for engines by their ID. Edit- after looking into this I don't think it'll work without a multimode engine. Edited May 1, 2018 by Nertea Quote Link to comment Share on other sites More sharing options...
dave1904 Posted May 1, 2018 Share Posted May 1, 2018 (edited) 12 hours ago, Nertea said: You need an ID because the VariableIspEngine module looks for engines by their ID. Edit- after looking into this I don't think it'll work without a multimode engine. Yeah cheers for the help man. I even tryed making a multi mode engine but I can't seem to figure it out. I do have one last question about the engine ID of the vasmir. Its like this as you know name = ModuleEnginesFX engineID = ArgonMode but in the VariableIspEngine the name is just Argon instead of ArgonMode right? name = #LOC_NFPropulsion_Multimode_Xenon_Short This is just Argon? throttleAnimation = VASIMR-25-ThrottleXeA Is this line required? throttleAnimationLayer = 2 Is this line required? IspThrustCurve { key = 2000 279.00 key = 4000 124.45 key = 6000 66.80 } I don't get the name part in this case. Do I need to name my primary engineID *****Mode? Edited May 1, 2018 by dave1904 Quote Link to comment Share on other sites More sharing options...
Nertea Posted May 3, 2018 Author Share Posted May 3, 2018 Most packs have been updated to 1.4.3. NFLV will follow in time. NF Propulsion 1.0.1 KSP 1.4.3 Updated B9PartSwitch to 2.3.0 Switched versioning to mix/max specification Additions/fixes to Russian translation NF Electrical 0.10.1 KSP 1.4.3 Updated B9PartSwitch to 2.3.0 Switched versioning to mix/max specification Fixed a bug with fuel transfer that caused it to basically never work NF Solar 0.8.11 KSP 1.4.3 Switched versioning to mix/max specification NF Construction 1.0.2 KSP 1.4.3 Updated B9PartSwtich to 2.3.0 Fixed lower stack node of S-MINI Adapter being too low Fixed lower stack node of Annular Truss Docking Connector being too low Revised exact positions of nodes on Spinal Truss pieces Fixed slight offset on Pressurized Octo-Truss Mini Fixed tiny misalignment on truss mesh of some Octo-truss variants Fixed lower node height on octo-truss octo-port Fixed tiny misalignment on hollow truss mesh of some Hex trusses Fixed old window texture emissive for pressurized parts being included instead of new one Fixed misalignment of meshes on angled octo-connector models Fixed misaligned mesh on replaced Rockomax Micronode Fixed localization error with Planar micro trusses NF Spacecraft 0.7.9 KSP 1.4.3 Updated B9Partswitch to 2.3.0 Updated NF Props to 0.3.3 Switched versioning to mix/max specification Disabled drag cube recalculation for B9PS-using engines to work around stock issue On 5/1/2018 at 6:15 AM, dave1904 said: Yeah cheers for the help man. I even tryed making a multi mode engine but I can't seem to figure it out. I do have one last question about the engine ID of the vasmir. Its like this as you know name = ModuleEnginesFX engineID = ArgonMode but in the VariableIspEngine the name is just Argon instead of ArgonMode right? name = #LOC_NFPropulsion_Multimode_Xenon_Short This is just Argon? throttleAnimation = VASIMR-25-ThrottleXeA Is this line required? throttleAnimationLayer = 2 Is this line required? IspThrustCurve { key = 2000 279.00 key = 4000 124.45 key = 6000 66.80 } I don't get the name part in this case. Do I need to name my primary engineID *****Mode? name = the EngineID of whatever engine you want to modify. In this case it's Argon but due to a bug in KSP, the localized version of the engine that shows up ingame is also the in-code version. It doesn't affect KSP, it does affect KER. Quote Link to comment Share on other sites More sharing options...
JakSheppard Posted May 3, 2018 Share Posted May 3, 2018 Just wanted to say thanks, everything I've used so far has been awesome! Quote Link to comment Share on other sites More sharing options...
tonimark Posted May 3, 2018 Share Posted May 3, 2018 VERY GOOD WORK SIR I AM SUPRISED but the mods are a lot and are a little bit of a work to update them so can you add them on CKAN Quote Link to comment Share on other sites More sharing options...
IronPanda Posted May 3, 2018 Share Posted May 3, 2018 On 1/23/2017 at 8:23 PM, Nertea said: Frequently Asked Questions Q: CKAN Support Questions?A: Talk to CKAN folks, CKAN is not supported. Quote Link to comment Share on other sites More sharing options...
Errol Posted May 3, 2018 Share Posted May 3, 2018 What does Dynamic Battery Storage do? Does it conflict with RealBattery? Quote Link to comment Share on other sites More sharing options...
Nertea Posted May 3, 2018 Author Share Posted May 3, 2018 55 minutes ago, Errol said: What does Dynamic Battery Storage do? Does it conflict with RealBattery? DBS is a workaround for problems with stock's resource consumption management at high time warp. I'm pretty sure I worked with @Blackline on support for RB in DBS so it should be cool. Quote Link to comment Share on other sites More sharing options...
OrbiterAirFields Posted May 3, 2018 Share Posted May 3, 2018 dose the purpolshion have PURE electric engines? Quote Link to comment Share on other sites More sharing options...
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