The Dressian Exploder Posted October 9 Share Posted October 9 Babe wake up FFT Orion just dropped Quote Link to comment Share on other sites More sharing options...
Streetwind Posted October 9 Share Posted October 9 Argh... I want to update... but I'm already in the middle of a heavily customized playthrough... choices, choices... Quote Link to comment Share on other sites More sharing options...
uncertified_engineer Posted October 10 Share Posted October 10 Rejoice, a new method to obliterate the KSC and all life on kerbin Quote Link to comment Share on other sites More sharing options...
DIY Labs Posted October 10 Share Posted October 10 Good thing this update came out right before I get started designing my ISV Quote Link to comment Share on other sites More sharing options...
SpudNutimus Posted October 10 Share Posted October 10 NERTEA ORION WOOOOOOO!!! Quote Link to comment Share on other sites More sharing options...
idiot Posted October 10 Share Posted October 10 DA ONE PIECE! DA ONE PIECE IS REAL! Quote Link to comment Share on other sites More sharing options...
Iapetus7342 Posted October 10 Share Posted October 10 20 hours ago, Nertea said: FFT 1.4.0 Added new parts: PW x8 Nuclear Pellet Storage Container: 2x length 5m nuclear targets container OP 6x2 Nuclear Pulse Unit Tank: Basic 5m nuclear pulse unit container OP 6x4 Nuclear Pulse Unit Tank: 2x nuclear pulse unit container OP 6x8 Nuclear Pulse Unit Tank: 4x nuclear pulse unit container ST-G14NT Fusion Fuel Tank: 5m spherical fusion fuel tank with compact/3.75m/5m attach structures ST-N0v4 Fusion Fuel Tank: 10m spherical fusion fuel tank with compact/3.75m/5m attach structures A-CY1-5B Antimatter Storage Container: 2x length advanced antimatter storage container A-CY1-5C Antimatter Storage Container: 4x length advanced antimatter storage container A-CY1-5D Antimatter Storage Container: 8x length advanced antimatter storage container X-12 'Hamilton' Nuclear Pulse Engine: 5m orion style nuclear pulse drive Plasma RCS systems: high power usage, higher Isp (relatively) systems for future ships ARC-μ Electrothermal RCS Block: average sized 4, 3, 2 or 1-way high power electric RCS block, Lithium and Hydrogen propellant options. Uses 10 kW per thruster ARC-L Electrothermal RCS Block: large sized 4, 3, 2 or 1-way high power electric RCS block, Lithium and Hydrogen propellant options. Uses 100 kW per thruster Fixed AMR-01 Antiproton Storage Ring VABOrganizer bulkhead profile (10m) Added 3 new Antimatter settings to the ingame FFT settings Containment Needed: Enables or disables the need to power antimatter tanks. Defaults to ON Detonation Rate: Scales the leak rate of leaking antimatter tanks. Defaults to 100% Volatility: Scales the damage rate of leaking antimatter tanks. Defaults to 100% A few pictures from @triple cheeseburger who is better at taking screenshots than me. HOLY MACKEREL IN LOW ORBIT OF MESBIN WE GOT FFT ORION DRIVES Quote Link to comment Share on other sites More sharing options...
masertank Posted October 10 Share Posted October 10 Oh mein leben Quote Link to comment Share on other sites More sharing options...
dave1904 Posted October 10 Share Posted October 10 I use kerbalism. I leave dynamicbattery storage away because as far as I know it it is only for timewarp right? Any of the Near Future or FFT will run no problem without or will I end up with problems ive not found yet? Quote Link to comment Share on other sites More sharing options...
CallMeShirley Posted October 10 Share Posted October 10 21 hours ago, Nertea said: I anticipate a few bugs with this because I renovated a lot of things. FFT 1.4.0 Updated SpaceDust to 0.5.4 Updated Waterfall to 0.10.2 Added new parts: PW x8 Nuclear Pellet Storage Container: 2x length 5m nuclear targets container OP 6x2 Nuclear Pulse Unit Tank: Basic 5m nuclear pulse unit container OP 6x4 Nuclear Pulse Unit Tank: 2x nuclear pulse unit container OP 6x8 Nuclear Pulse Unit Tank: 4x nuclear pulse unit container ST-G14NT Fusion Fuel Tank: 5m spherical fusion fuel tank with compact/3.75m/5m attach structures ST-N0v4 Fusion Fuel Tank: 10m spherical fusion fuel tank with compact/3.75m/5m attach structures A-CY1-5B Antimatter Storage Container: 2x length advanced antimatter storage container A-CY1-5C Antimatter Storage Container: 4x length advanced antimatter storage container A-CY1-5D Antimatter Storage Container: 8x length advanced antimatter storage container X-12 'Hamilton' Nuclear Pulse Engine: 5m orion style nuclear pulse drive Plasma RCS systems: high power usage, higher Isp (relatively) systems for future ships ARC-μ Electrothermal RCS Block: average sized 4, 3, 2 or 1-way high power electric RCS block, Lithium and Hydrogen propellant options. Uses 10 kW per thruster ARC-L Electrothermal RCS Block: large sized 4, 3, 2 or 1-way high power electric RCS block, Lithium and Hydrogen propellant options. Uses 100 kW per thruster Reworked art for the following tanks ST-412 Fusion Fuel Tank: now uses a more unique surface treatment compared to hydrogen tanks ST-824 Fusion Fuel Tank: now uses a more unique surface treatment compared to hydrogen tanks ST-4L3 Fusion Fuel Tank: now uses a more unique surface treatment compared to hydrogen tanks ST-4L3R Fusion Fuel Tank: now uses a more unique surface treatment compared to hydrogen tanks A-CY1-5A: Antimatter Storage Container: rebuilt to take up more of the 5m volume and use the new style for the 5m cylinder tanks Fixed AMR-01 Antiproton Storage Ring VABOrganizer bulkhead profile (10m) Improvements to localization Update a number of less clear descriptions Better descriptions for variants throughout Engines with length switch options that change their performance now show the changes in the part switcher Reworked high energy exhaust damage Significantly increased the range and rate at which high energy engines (Frisbee, Cascade, Heinlein, Niven, Hamilton) 'damage' parts via heat and force High energy engines now damage KSC facilities when pointed at them (or are near them in the case of the Hamilton) Game settings added to toggle engines damaging facilities (Defaults to ON) and the rate they damage them at (defaults to 100%) Pulse engines can be configured to deliver damage/heat/force pulses Tuning changes Cost of LqdHe3 has been changed to 5.5/u from 52.5/u Cost ratio for fusion fuel tanks have been adjusted to make deeper cryo fuels (Deuterium) more expensive than say, helium Volumes and masses of fusion fuel tanks have been revised for more consistency between models Fusion reactors have been rebalanced Reactors should go through an equivalent sized small tank in ~10y at full power now, instead of ~2y Reactor minimum power generation has been reduced to 2.5% from 10% (5% for engine integrated reactors) Engine reactors are now the same fuel efficiency as dedicated reactors Increased power generation of Ouroboros to 100 kW from 20 kW because it really sucked Reactor thermal balance revised: all engine reactors are now 35% efficient. D-D dedicated reactors are now 40%, which jumps to 50% when using D-He3. Antimatter fuel is now significantly denser per unit Increased the consumption of antimatter by Dirac and Casaba by 1000x Increased the capacity of the AMR-01 Antiproton Storage Ring by 1000x Rebalanced the capacity of all advanced antimatter tanks. They're now much more volumetrically efficient and have better mass ratios. Rebalanced containment costs for antimatter, now 100-80 kw/t Increased the Frisbee Isp to 2,500,000s and tweaked its propellant ratios so it's now about 1/6th pure annihilation vs 1/100 Fixed a few heat typos in the Frisbee variants config, should now be completely linear Changed exospheric harvest rates for the scoop to make the minimums useable. In conjunction with the SpaceDust 0.5.4 update this should make exo harvesting much better Fixed the mass ratio of Fission Particle tanks being 10x worse than it should be Added 3 new Antimatter settings to the ingame FFT settings Containment Needed: Enables or disables the need to power antimatter tanks. Defaults to ON Detonation Rate: Scales the leak rate of leaking antimatter tanks. Defaults to 100% Volatility: Scales the damage rate of leaking antimatter tanks. Defaults to 100% Removed the patch that uses the NFE nuclear transfer mechanics when NFE is installed, everything uses the SystemHeat ones now A few pictures from @triple cheeseburger who is better at taking screenshots than me. Commenting for awareness, pretty sure it's from the Waterfall update as now there is a .dll missing for TweakScale compatablity that casues huge lag in the VAB/SPH Quote Link to comment Share on other sites More sharing options...
Rakete Posted October 10 Share Posted October 10 Bug report The huge antimatterdrive frisbee has once staged and used once still waterfall effects even if throttled to zero. Just for completeness. Issue was also present in fft 1.2. Quote Link to comment Share on other sites More sharing options...
EnderiumSmith Posted October 11 Share Posted October 11 Any plans for the Medusa variant of Orion? Since a deployable parachute would be freed from the concerns of fitting in the VAB it could make use of hydrogen bombs and get some actually good ISP, maybe enough to go interstellar. Like how the NSWR has an upgraded variant. Also could the nuke tanks be separate from the frame so they can be decoupled? Quote Link to comment Share on other sites More sharing options...
Karii2145 Posted October 13 Share Posted October 13 On 10/9/2024 at 8:14 PM, Nertea said: I anticipate a few bugs with this because I renovated a lot of things. FFT 1.4.0 Updated SpaceDust to 0.5.4 Updated Waterfall to 0.10.2 Added new parts: PW x8 Nuclear Pellet Storage Container: 2x length 5m nuclear targets container OP 6x2 Nuclear Pulse Unit Tank: Basic 5m nuclear pulse unit container OP 6x4 Nuclear Pulse Unit Tank: 2x nuclear pulse unit container OP 6x8 Nuclear Pulse Unit Tank: 4x nuclear pulse unit container ST-G14NT Fusion Fuel Tank: 5m spherical fusion fuel tank with compact/3.75m/5m attach structures ST-N0v4 Fusion Fuel Tank: 10m spherical fusion fuel tank with compact/3.75m/5m attach structures A-CY1-5B Antimatter Storage Container: 2x length advanced antimatter storage container A-CY1-5C Antimatter Storage Container: 4x length advanced antimatter storage container A-CY1-5D Antimatter Storage Container: 8x length advanced antimatter storage container X-12 'Hamilton' Nuclear Pulse Engine: 5m orion style nuclear pulse drive Plasma RCS systems: high power usage, higher Isp (relatively) systems for future ships ARC-μ Electrothermal RCS Block: average sized 4, 3, 2 or 1-way high power electric RCS block, Lithium and Hydrogen propellant options. Uses 10 kW per thruster ARC-L Electrothermal RCS Block: large sized 4, 3, 2 or 1-way high power electric RCS block, Lithium and Hydrogen propellant options. Uses 100 kW per thruster Reworked art for the following tanks ST-412 Fusion Fuel Tank: now uses a more unique surface treatment compared to hydrogen tanks ST-824 Fusion Fuel Tank: now uses a more unique surface treatment compared to hydrogen tanks ST-4L3 Fusion Fuel Tank: now uses a more unique surface treatment compared to hydrogen tanks ST-4L3R Fusion Fuel Tank: now uses a more unique surface treatment compared to hydrogen tanks A-CY1-5A: Antimatter Storage Container: rebuilt to take up more of the 5m volume and use the new style for the 5m cylinder tanks Fixed AMR-01 Antiproton Storage Ring VABOrganizer bulkhead profile (10m) Improvements to localization Update a number of less clear descriptions Better descriptions for variants throughout Engines with length switch options that change their performance now show the changes in the part switcher Reworked high energy exhaust damage Significantly increased the range and rate at which high energy engines (Frisbee, Cascade, Heinlein, Niven, Hamilton) 'damage' parts via heat and force High energy engines now damage KSC facilities when pointed at them (or are near them in the case of the Hamilton) Game settings added to toggle engines damaging facilities (Defaults to ON) and the rate they damage them at (defaults to 100%) Pulse engines can be configured to deliver damage/heat/force pulses Tuning changes Cost of LqdHe3 has been changed to 5.5/u from 52.5/u Cost ratio for fusion fuel tanks have been adjusted to make deeper cryo fuels (Deuterium) more expensive than say, helium Volumes and masses of fusion fuel tanks have been revised for more consistency between models Fusion reactors have been rebalanced Reactors should go through an equivalent sized small tank in ~10y at full power now, instead of ~2y Reactor minimum power generation has been reduced to 2.5% from 10% (5% for engine integrated reactors) Engine reactors are now the same fuel efficiency as dedicated reactors Increased power generation of Ouroboros to 100 kW from 20 kW because it really sucked Reactor thermal balance revised: all engine reactors are now 35% efficient. D-D dedicated reactors are now 40%, which jumps to 50% when using D-He3. Antimatter fuel is now significantly denser per unit Increased the consumption of antimatter by Dirac and Casaba by 1000x Increased the capacity of the AMR-01 Antiproton Storage Ring by 1000x Rebalanced the capacity of all advanced antimatter tanks. They're now much more volumetrically efficient and have better mass ratios. Rebalanced containment costs for antimatter, now 100-80 kw/t Increased the Frisbee Isp to 2,500,000s and tweaked its propellant ratios so it's now about 1/6th pure annihilation vs 1/100 Fixed a few heat typos in the Frisbee variants config, should now be completely linear Changed exospheric harvest rates for the scoop to make the minimums useable. In conjunction with the SpaceDust 0.5.4 update this should make exo harvesting much better Fixed the mass ratio of Fission Particle tanks being 10x worse than it should be Added 3 new Antimatter settings to the ingame FFT settings Containment Needed: Enables or disables the need to power antimatter tanks. Defaults to ON Detonation Rate: Scales the leak rate of leaking antimatter tanks. Defaults to 100% Volatility: Scales the damage rate of leaking antimatter tanks. Defaults to 100% Removed the patch that uses the NFE nuclear transfer mechanics when NFE is installed, everything uses the SystemHeat ones now A few pictures from @triple cheeseburger who is better at taking screenshots than me. The new Orion drive is great! I just wish I could retract it during launch instead of having to be fully extended in a stack. Quote Link to comment Share on other sites More sharing options...
Streetwind Posted October 13 Share Posted October 13 On 10/9/2024 at 9:14 PM, Nertea said: I anticipate a few bugs with this because I renovated a lot of things. (...) Well, one thing I can see is that the stats for the two new RCS blocks make no sense. At least, the stats visible by rightclicking them in the pats list in the editor. Because I looked into the definition files, and the stats within the B9Partswitch group do seem to make sense. But each of the thruster blocks also has a separate ModuleRCSFX, presumably for the editor to be able to show something, and that one has numbers which don't reflect each part's actual performance. On the ARC-L, the editor shows the thrust and power draw of the lithium mode, but the Isp of the hydrogen mode. On the ARC-µ, the editor shows ten times the thrust it should have (equal to the ARC-L). Also, the release notes say that the ARC-µ should use "10kW" of power, and the ARC-L "100kW". Meanwhile, the editor shows 100 EC/s for the ARC-µ, and 60 EC/s for the ARC-L. Regardless of what conversion rate between EC/s and kW one uses, those numbers don't line up Quote Link to comment Share on other sites More sharing options...
arbsoup Posted October 13 Share Posted October 13 (edited) 53 minutes ago, Streetwind said: Well, one thing I can see is that the stats for the two new RCS blocks make no sense. At least, the stats visible by rightclicking them in the pats list in the editor. Because I looked into the definition files, and the stats within the B9Partswitch group do seem to make sense. But each of the thruster blocks also has a separate ModuleRCSFX, presumably for the editor to be able to show something, and that one has numbers which don't reflect each part's actual performance. On the ARC-L, the editor shows the thrust and power draw of the lithium mode, but the Isp of the hydrogen mode. On the ARC-µ, the editor shows ten times the thrust it should have (equal to the ARC-L). Also, the release notes say that the ARC-µ should use "10kW" of power, and the ARC-L "100kW". Meanwhile, the editor shows 100 EC/s for the ARC-µ, and 60 EC/s for the ARC-L. Regardless of what conversion rate between EC/s and kW one uses, those numbers don't line up Updated my PR. (Honestly probably all of these tiny changes need to be rebased, but I'll let Nertea handle that if/how he wants.) Thruster EC consumption naturally displays correctly now (it was correct in flight anyway). Feel free to double-check me by trying these changes yourself. There's no balance tweaks, just editor stuff. Edited October 13 by arbsoup Quote Link to comment Share on other sites More sharing options...
Nertea Posted October 13 Author Share Posted October 13 2 hours ago, arbsoup said: Updated my PR. (Honestly probably all of these tiny changes need to be rebased, but I'll let Nertea handle that if/how he wants.) Thruster EC consumption naturally displays correctly now (it was correct in flight anyway). Feel free to double-check me by trying these changes yourself. There's no balance tweaks, just editor stuff. Sorry I didn't see your PR until I'd already fixed in dev thanks though. 8 hours ago, Karii2145 said: The new Orion drive is great! I just wish I could retract it during launch instead of having to be fully extended in a stack. I'll probably work on this at some point On 10/10/2024 at 10:15 PM, EnderiumSmith said: Any plans for the Medusa variant of Orion? Since a deployable parachute would be freed from the concerns of fitting in the VAB it could make use of hydrogen bombs and get some actually good ISP, maybe enough to go interstellar. Like how the NSWR has an upgraded variant. Also could the nuke tanks be separate from the frame so they can be decoupled? Medusa I will probably not do, but never say never. It's a really edge case engine that drives too much of the core vessel design to make me want to do it Implementing the ejecting tanks I considered during development, but did not do because it adds a ton of complexity for an extremely minor, principally visual benefit. On 10/10/2024 at 9:55 AM, CallMeShirley said: Commenting for awareness, pretty sure it's from the Waterfall update as now there is a .dll missing for TweakScale compatablity that casues huge lag in the VAB/SPH To resolve this, if you're using Tweakscale/L, ensure you're using the most up to date releases. FFT 1.4.1 Updated Waterfall to 0.10.3 Fixed the VAB tooltip displays for the new RCS blocks Fixed missing VAB descriptions for the new RCS blocks Fixed an effect that was on at all throttle levels for the Frisbee Tuned the Frisbee effects to add a bit more visual flair to the flare Quote Link to comment Share on other sites More sharing options...
DareMightyThingsJPL Posted October 14 Share Posted October 14 Seeing as you've gone back on what you said previously and decided to add an Orion Drive, would the Daedalus engine be a future consideration? Also I have a few ideas on possible 'far future' additions! 1. I was reading on the Atomic Rockets website, and it talks about a 'Pulsed Solid-Core Nuclear Thermal Rocket.' I thought this might be a possible addition, given it's high ISP (optimistically 1 000 000 seconds!) , although I have no idea whether this should be in Kerbal Atomics, given it being a nuclear thermal engine, whist also having ridiculous ISP. =P 2. Maybe a thermal engine of some sort. You could toggle which propellant it would use, trading stats like specific impulse, thrust, fuel cost and such depending on which one is used. It would obviously output heat, but given the fact its a thermal engine, I'm not sure as to what extent you'd need to cool it before you start losing thrust and ISP 3. More radiator options! Dusty plasma radiators, maybe? large scale graphene heat radiators to save precious part count on the more heat intensive engines (Frisbee, Cascade, ect) and inline radiators and coolant tanks, which would make using the Ouroboros more effective. Currently, you'd either have to use a lot of radiators or a lot of coolant tanks, which would hurt aerodynamics. Thanks for reading, btw. Quote Link to comment Share on other sites More sharing options...
The Dressian Exploder Posted October 14 Share Posted October 14 A lot of those parts (Daedalus, thermal engines, some radiators) can be found in the wonderful Sterling Systems mod, which has some level of interplay between itself and FFT. It contains several fancy radiators but quite a few of the ones you've described are also in the Heat Control mod which is designed to be complimentary to FFT. I'd definitely recommend installing it if you haven't done so already. Quote Link to comment Share on other sites More sharing options...
DareMightyThingsJPL Posted October 15 Share Posted October 15 12 hours ago, The Dressian Exploder said: A lot of those parts (Daedalus, thermal engines, some radiators) can be found in the wonderful Sterling Systems mod, which has some level of interplay between itself and FFT. I'm very well familiar with the mod. I think it is great. Even then, I would love to see Nertea's take on them such concepts. I've had issues with Sterling systems, but it is to be expected as it's pre-release, and i fully realize that. 12 hours ago, The Dressian Exploder said: quite a few of the ones you've described are also in the Heat Control mod which is designed to be complimentary to FFT. Yes, I have it installed. FFT comes bundled with heat control. I now realize that if I do want to make suggestions, it should be on that mod's page, now that I think about it. Well, can't change the past! Quote Link to comment Share on other sites More sharing options...
Nertea Posted October 15 Author Share Posted October 15 10 hours ago, DareMightyThingsJPL said: Yes, I have it installed. FFT comes bundled with heat control. I now realize that if I do want to make suggestions, it should be on that mod's page, now that I think about it. Well, can't change the past! I don't mind suggestions being here, I can track them well enough. Heat Control has a fairly comprehensive plan that just needs to be executed. Problem is its quite... dry and boring to work on: https://github.com/post-kerbin-mining-corporation/HeatControl/issues/48. The reasons for not doing Orion were related to KSP2 doing it as a first class system and my lack of confidence in my execution. I got around those by spending a few months working on the support stuff (particles, animation drivers, etc). The reasons for not doing Daedulus are different, it's about scale and visual appeal. Like VISTA it's kinda just too big for KSP and I don't really like scaling things down that much. Quote Link to comment Share on other sites More sharing options...
DareMightyThingsJPL Posted October 15 Share Posted October 15 3 hours ago, Nertea said: The reasons for not doing Daedulus are different, it's about scale and visual appeal. Like VISTA it's kinda just too big for KSP and I don't really like scaling things down that much. Now that I think about it, the only way to feasibly incorporate such an engine would be some sort of orbital construction, using either segments that would be joined together or the use of specialized parts kits with an assembler of some sort. I know there are mods that do things similar to build and expand surface colonies and such, but I don't think it would work well to have all these parts, just to make one engine. Quote Link to comment Share on other sites More sharing options...
Professor K Posted October 29 Share Posted October 29 I've seen a number of recent posts from folks having trouble gathering liquid hydrogen but no solutions as yet so I thought I'd post my issue with it as well now that the forum is back up. Using: KSP 1.12.5 FFT 1.4.2.0 SpaceDust 0.54.0 SystemHeat 0.7.2.0 Cryotanks 1.6.6.0 HeatControl 0.6.2.0 Here's what I see in flight with the PK-EXP "Bussard" Particle Scoop (fft-exosphere-scoop-1) If I'm interpreting the numbers correctly, the scoop is seeing 4.25E-13 u/s LqdHydrogen and the minimum for collection is 1E-20 u/s (as per the part config). Unless I'm misremembering how to convert scientific notation to real numbers, that's 0.000000000000425 u/s LqdHydrogen, considerably more than the 0.00000000000000000001 u/s minimum for needed for collection. The info box seems to be saying that the harvester is working, but nothing is being added to the half empty tanks regardless of how long I let it run. I've tried the scoop with other gasses and it seems to work with them. Am I missing something obvious here? -K Quote Link to comment Share on other sites More sharing options...
Nertea Posted October 29 Author Share Posted October 29 50 minutes ago, Professor K said: I've seen a number of recent posts from folks having trouble gathering liquid hydrogen but no solutions as yet so I thought I'd post my issue with it as well now that the forum is back up. Using: KSP 1.12.5 FFT 1.4.2.0 SpaceDust 0.54.0 SystemHeat 0.7.2.0 Cryotanks 1.6.6.0 HeatControl 0.6.2.0 Here's what I see in flight with the PK-EXP "Bussard" Particle Scoop (fft-exosphere-scoop-1) If I'm interpreting the numbers correctly, the scoop is seeing 4.25E-13 u/s LqdHydrogen and the minimum for collection is 1E-20 u/s (as per the part config). Unless I'm misremembering how to convert scientific notation to real numbers, that's 0.000000000000425 u/s LqdHydrogen, considerably more than the 0.00000000000000000001 u/s minimum for needed for collection. The info box seems to be saying that the harvester is working, but nothing is being added to the half empty tanks regardless of how long I let it run. I've tried the scoop with other gasses and it seems to work with them. Am I missing something obvious here? -K Based on your screenshot, you're using an outdated version of the mod. This conflicts with what you've listed as versions - the UI in Space Dust > 0.5.0 shows the PAW descriptions in mass per time, not units per time. Ensure FFT and all its dependencies are up to date - try a reinstall if needed. Quote Link to comment Share on other sites More sharing options...
Professor K Posted October 30 Share Posted October 30 (edited) 3 hours ago, Nertea said: Based on your screenshot, you're using an outdated version of the mod. This conflicts with what you've listed as versions - the UI in Space Dust > 0.5.0 shows the PAW descriptions in mass per time, not units per time. Ensure FFT and all its dependencies are up to date - try a reinstall if needed. Thanks for the quick reply. The listed versions came from the version files in each folder, but I just deleted and reinstalled FFT with all it's included dependencies from a freshly downloaded copy from Spacedock and the PAW description still says "u/s". I even launched a new copy of the ship in a sandbox to double check. The only thing I noticed when comparing what I had to the new copy was that the version of SpaceDust I originally had was the standalone one from SpaceDock (which was labeled 0.5.4, the same as the one in the FFT archive) but the file dates on it were 10/9, where the dates on the SpaceDust files in the FFT archive are 10/18. It doesn't seem to have made a difference though. The 0.5.4 version from SpaceDock was the first version of SpaceDust I ever installed, so I don't believe anything could be left over from an older version. -K Edited October 30 by Professor K Added info Quote Link to comment Share on other sites More sharing options...
Professor K Posted October 30 Share Posted October 30 17 hours ago, Nertea said: Based on your screenshot, you're using an outdated version of the mod. This conflicts with what you've listed as versions - the UI in Space Dust > 0.5.0 shows the PAW descriptions in mass per time, not units per time. Ensure FFT and all its dependencies are up to date - try a reinstall if needed. Some additional troubleshooting: Even after the re-install, the harvester itself is showing all the resources in u/s. The scanners and the map screen info are in u/m3. I set up an atmospheric processor from the base SpaceDust parts and it also listed the resources in u/s, although both the OX and Argon present did harvest as expected. I found this line in the English localization, which looks like it should be the UI line used for the Resource PAW lines. Possibly the mod's code is not reading it and dropping back to an internal default? #LOC_SpaceDust_ModuleSpaceDustHarvester_Field_Scoop_Resource = <b><<1>></b>: <<2>> t/s -K Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.