zer0Kerbal Posted January 6, 2020 Share Posted January 6, 2020 its *teary eyed* beautiful! only one issue have been experiencing - haven't tried RC2 (side-tracked on yet another project) is would like a button to turn all paths on/off/toggle in the editor. and sometimes the individual part's toggle doesn't seem to work. Quote Link to comment Share on other sites More sharing options...
stefsilver Posted January 6, 2020 Share Posted January 6, 2020 what did I miss Quote Link to comment Share on other sites More sharing options...
Nertea Posted January 6, 2020 Author Share Posted January 6, 2020 48 minutes ago, zer0Kerbal said: its *teary eyed* beautiful! only one issue have been experiencing - haven't tried RC2 (side-tracked on yet another project) is would like a button to turn all paths on/off/toggle in the editor. and sometimes the individual part's toggle doesn't seem to work. There was an issue where if you alt-click cloned a part the ray from the original would get cloned too, so there would be two rays on the part. Only one of them would be toggleable though. I can add the other one easily enough. Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted January 6, 2020 Share Posted January 6, 2020 9 minutes ago, Nertea said: can add the other one easily enough. thank you. Quote Link to comment Share on other sites More sharing options...
Nertea Posted January 7, 2020 Author Share Posted January 7, 2020 For those not in the know, the full version of the mod has been released in the main NFT thread (link in signature). Development here will now cease. Quote Link to comment Share on other sites More sharing options...
stefsilver Posted January 7, 2020 Share Posted January 7, 2020 so what are your plans now Quote Link to comment Share on other sites More sharing options...
Nertea Posted January 7, 2020 Author Share Posted January 7, 2020 Basically this Quote Link to comment Share on other sites More sharing options...
Big Katz Posted January 7, 2020 Share Posted January 7, 2020 8 minutes ago, Nertea said: Basically this Well deserved nertea, thanks for everything. Looking forward to updates and your eventual ksp 2 mods. I 100% believe your mods are not only essential, but higher quality then the original parts. Quote Link to comment Share on other sites More sharing options...
Manwith Noname Posted January 7, 2020 Share Posted January 7, 2020 13 minutes ago, Nertea said: Basically this... Haha, I got a bottle of that for christmas. ... It's gone. Quote Link to comment Share on other sites More sharing options...
Nertea Posted January 7, 2020 Author Share Posted January 7, 2020 23 minutes ago, Manwith Noname said: Haha, I got a bottle of that for christmas. ... It's gone. That is very unfortunate. I recommend you replenish your stock immediately! Quote Link to comment Share on other sites More sharing options...
Alpha512 Posted January 7, 2020 Share Posted January 7, 2020 On 1/5/2020 at 9:35 PM, Nertea said: This mod is not compatible with 1.7.3. Oh, that's a pity! Cos' I really love your idea, but totally don't want to update to 1.8 as I have ~100 mods, some of them already abandoned. Totally no workarounds to this? Quote Link to comment Share on other sites More sharing options...
Nertea Posted January 7, 2020 Author Share Posted January 7, 2020 3 minutes ago, Alpha512 said: Oh, that's a pity! Cos' I really love your idea, but totally don't want to update to 1.8 as I have ~100 mods, some of them already abandoned. Totally no workarounds to this? You would have to pull the source code, retarget it to the KSP 1.7.x assemblies, build it, correct any issues that arise from the port. 1.8 was not kind to cross version compatibility. Alternatively you could patch out the reflector and feed modules and replace them with standard antenna modules on the reflector. Quote Link to comment Share on other sites More sharing options...
NiL Posted January 9, 2020 Share Posted January 9, 2020 On 1/5/2020 at 9:35 PM, Nertea said: This mod is not compatible with 1.7.3. Could you please release a quick-taped-together-barely-working-not-supported-very-unstable .dll recompile for 1.7.3? Please? Pleease? I mean I'm already using a not compatrible 1.8.1 mod in 1.7.3, it wouldn't get worse anyway. Quote Link to comment Share on other sites More sharing options...
Okhin Posted January 9, 2020 Share Posted January 9, 2020 Mmm, weird. I updated NFT Exploration from 1.0 to 1.0.1 and lost the ability to config any antennae using CommNet Constellation (can't change their config, I got a Null object reference). And it does affect all non embedded antennaes (stock and not). Nothing much, but since it looks like a regression. If you need more info (especially what kind of logs) tell me. I have lots of mods, but besides CommNet Constellation, none are playing with the antennas. Not a big deal, I can still play (I just need to move all the craft on the same frequencies, which is easy to do with CNC), I'm essentially losing some flavor, but that's fine. Quote Link to comment Share on other sites More sharing options...
Nertea Posted January 10, 2020 Author Share Posted January 10, 2020 2 hours ago, NiL said: Could you please release a quick-taped-together-barely-working-not-supported-very-unstable .dll recompile for 1.7.3? Please? Pleease? I mean I'm already using a not compatrible 1.8.1 mod in 1.7.3, it wouldn't get worse anyway. There's a 1-7-3 branch on my git, link in the last page or two of my release thread. 1 hour ago, Okhin said: Mmm, weird. I updated NFT Exploration from 1.0 to 1.0.1 and lost the ability to config any antennae using CommNet Constellation (can't change their config, I got a Null object reference). And it does affect all non embedded antennaes (stock and not). Nothing much, but since it looks like a regression. If you need more info (especially what kind of logs) tell me. I have lots of mods, but besides CommNet Constellation, none are playing with the antennas. Not a big deal, I can still play (I just need to move all the craft on the same frequencies, which is easy to do with CNC), I'm essentially losing some flavor, but that's fine. You should probably post issues with the release version in the release thread. However, it's not really a regression, but 1.0.0 was fundamentally completely broken, and the changes needed to solve this have introduced this problem. I've contacted the mod author to see if we can figure out the best way to resolve this. Follow discussion here: Quote Link to comment Share on other sites More sharing options...
Okhin Posted January 10, 2020 Share Posted January 10, 2020 Ok, thanks for the info and the work Quote Link to comment Share on other sites More sharing options...
NiL Posted January 15, 2020 Share Posted January 15, 2020 On 1/10/2020 at 3:18 AM, Nertea said: There's a 1-7-3 branch on my git, link in the last page or two of my release thread. Thank you! Quote Link to comment Share on other sites More sharing options...
SmarterThanMe Posted January 31, 2020 Share Posted January 31, 2020 So, no one has stepped forward to do the RemoteTech configs? I guess I'll bite? But I have no idea how to implement the AntennaFeed stuff. Anyone got any opinions? Quote Link to comment Share on other sites More sharing options...
nepphhh Posted January 31, 2020 Share Posted January 31, 2020 (edited) I'd recommend producing RealAntenna configs (seems to be the future, and they're far easier to put together) instead of RT ones. I might even author them myself when I'm less busy... Edited January 31, 2020 by nepphhh Quote Link to comment Share on other sites More sharing options...
SmarterThanMe Posted February 1, 2020 Share Posted February 1, 2020 On 1/31/2020 at 7:43 PM, nepphhh said: I'd recommend producing RealAntenna configs (seems to be the future, and they're far easier to put together) instead of RT ones. I might even author them myself when I'm less busy... Is there a manual somewhere for me to RTFM? Quote Link to comment Share on other sites More sharing options...
nepphhh Posted February 1, 2020 Share Posted February 1, 2020 (edited) 10 hours ago, SmarterThanMe said: Is there a manual somewhere for me to RTFM? No manual required, but if you want one, we're building out the wiki: https://github.com/DRVeyl/RealAntennas/wiki Otherwise, it's incredibly simple. Here's some I wrote a while back: https://github.com/DRVeyl/RealAntennas/blob/master/GameData/RealAntennas/Parts/Coatl.cfg For dishes, set antennaDiameter to the dish diameter in meters, for omnis, set referenceGain to an appropriate gain. https://en.wikipedia.org/wiki/Antenna_gain That's it! Edited February 1, 2020 by nepphhh Quote Link to comment Share on other sites More sharing options...
Nertea Posted February 10, 2020 Author Share Posted February 10, 2020 (edited) I get a lot of PMs about FFT and about whether I'm going to work on stuff, so I'm going to put a roadmap post here that I can link to when asked. There are about half a dozen projects in my head at any one time. This is in approximate order of production - and recall that on top of this, I also spend a lot of time on Restock... a LOT of time, because people are very demanding. 1. NF Electrical Reactor Art/Content Pass This is probably my ugliest mod at the moment and is a clear target for some improvements, different size parts, etc. It's a medium project (1-2 months). 2. Heat Control Major Update HC is a bit dated and needs work to fit better into balance progression. This includes a fairly large number of additional radiators to fill out the low end of things. It's a medium project (2-4 months) 3. Kerbal Atomics Art Pass These models are getting pretty long in the tooth, some of them are going to need a redo soon. 4. SSPXr Construction Expansion: A concept to expand the mod. First with a set of EPL compatible parts to allow orbital construction and the like, which is a medium project (2-3 months) or a large project (4-6 months) if IVAs are included. I've had this one in my head for a long time but it keeps getting dropped because I break out in a cold sweat when I think of an IVA. When I finish the previous projects I will probably drop this one down again. 5. CryoTanks Art Pass I have to do this again because I only did it halfway last time and it didn't last as long as I wanted. Edited August 27, 2021 by Nertea Quote Link to comment Share on other sites More sharing options...
DStaal Posted February 10, 2020 Share Posted February 10, 2020 I just want to say thanks for the roadmap - it's well more than we should expect or need. (And I fail to see what's ugly about *any* of your released parts, but if you don't like the look, who else matters?) Quote Link to comment Share on other sites More sharing options...
SingABrightSong Posted February 10, 2020 Share Posted February 10, 2020 Found a seemingly abandoned project on your GitHub for "Radioactivity", which I imagine will remain abandoned for the near future (). Was looking at it mostly due to the limited compatibility between NFE/Kerbal Atomics and Kerbalism, but compatibility is third-party IIRC so I'm uncertain how to proceed. Quote Link to comment Share on other sites More sharing options...
Nertea Posted February 11, 2020 Author Share Posted February 11, 2020 29 minutes ago, SingABrightSong said: Found a seemingly abandoned project on your GitHub for "Radioactivity", which I imagine will remain abandoned for the near future (). Was looking at it mostly due to the limited compatibility between NFE/Kerbal Atomics and Kerbalism, but compatibility is third-party IIRC so I'm uncertain how to proceed. I have 2-3 code-heavy projects I work on in the background, but tend to develop them when IRL work is less software focus, which hasn't happened for a while. So, yeah... no plans. SystemHeat would be the one I'd want to develop most. Quote Link to comment Share on other sites More sharing options...
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