DStaal Posted November 3, 2017 Share Posted November 3, 2017 3 hours ago, KerBlitz Kerman said: @Nertea just out of curiosity why isn't out on Spacedock? That would make it easier to find version? Also OP version making please. Thank you for this incredible mod. If you have spare time though would you consider doing a Tweakscale config as it would help to give the Nuclear Salt Water fuel tanks more functionality. But that isn't something needed now. Once again, Thank you for the mod, as always textures are beautiful and masterfully designed. It adds more variety to the game, so we thank you for it. Um, because it's still in heavy development, and may change at any point? Quote Link to comment Share on other sites More sharing options...
Plutron Posted November 3, 2017 Share Posted November 3, 2017 Hello everyone! I seem to have a bit of trouble using the fusion reactors. They aren't able to switch their fuel and they aren't able to charge or provide power. Is this a bug or am I using them wrong? I have fusion fuel on my ship (not the pellets) and i have enough radiators and batteries to power the reactor. I'm sorry if this is already being looked into. The mod is a dream come true by the way! Quote Link to comment Share on other sites More sharing options...
Nertea Posted November 3, 2017 Author Share Posted November 3, 2017 (edited) 7 hours ago, KerBlitz Kerman said: just out of curiosity why isn't out on Spacedock? Because I don't want to support things to the unwashed masses before it's ready. 7 hours ago, KerBlitz Kerman said: Also OP version making please. I don't know what this means. If you mean overpowered, here you go. 7 hours ago, KerBlitz Kerman said: If you have spare time though would you consider doing a Tweakscale config as it would help to give the Nuclear Salt Water fuel tanks more functionality I hate tweakscale. Go bother them about it. 1 hour ago, Plutron said: Hello everyone! I seem to have a bit of trouble using the fusion reactors. They aren't able to switch their fuel and they aren't able to charge or provide power. Is this a bug or am I using them wrong? I have fusion fuel on my ship (not the pellets) and i have enough radiators and batteries to power the reactor. I'm sorry if this is already being looked into. The mod is a dream come true by the way! Glad you like it, can you be more specific? Screenshots for example? Installed mods? Neither of those bugs have been reported before. Edited November 3, 2017 by Nertea Quote Link to comment Share on other sites More sharing options...
KerBlitz Kerman Posted November 3, 2017 Share Posted November 3, 2017 2 hours ago, Nertea said: I don't know what this means. I mean please put in the OP (Original Post) Title the current version to simplify things. Quote Link to comment Share on other sites More sharing options...
Streetwind Posted November 3, 2017 Share Posted November 3, 2017 1 hour ago, KerBlitz Kerman said: I mean please put in the OP (Original Post) Title the current version to simplify things. This isn't a mod thread for Far Future Technologies though. This is "Nert's Dev Thread". Its title changes whenever he's working on something else. He has like... *counts on fingers* ...eleven different projects? Quote Link to comment Share on other sites More sharing options...
Plutron Posted November 4, 2017 Share Posted November 4, 2017 https://imgur.com/a/OKlPL These are images of my fusion reactor test ship. I apologize for the tiny HUD but ksp's HUD does not scale well with screen size. I know CKAN is not supported by your mods so that could be the cause of the problem. Modlist: AtmosphereAutopilot (Fly-By-Wire) B9 Part Switch Community Resource Pack Community Tech Tree Cryogenic Engines Cryogenic Engines Extras: LFO Patch Cryogenic Tanks Deployable Engines Plugin Dynamic Battery Storage Ferram Aerospace Research Firespitter Core Heat Control Hide Empty Tech Tree Nodes HyperEdit Interstellar Fuel Switch Interstellar Fuel Switch Core Kerbal Atomics Kerbal Joint Reinforcement Mechjeb 2 Mechjeb and Engineer for all! ModularFlightIntegrator Module Manager Near Future Construction Near Future Electrical Near Future Electrical Core Near Future Iva Props Near Future Propulsion Near Future Solar Near Future Solar Core Near Future Spacecraft Part Overhauls Physics Range Extender RasterPropMonitor RasterPropMonitor Core SCANsat Stockalike Station Parts Expansion Tweakscale - Rescale Everything! VesselMover Continued And of course: Far Future Technologies. Only Far Future Tech is not from CKAN there is a possibility that CKAN might be the cause. Thanks for looking into it! Quote Link to comment Share on other sites More sharing options...
shynung Posted November 4, 2017 Share Posted November 4, 2017 @Nertea Do you have any plans to revive Project Orion? You know, ol' Boom-Boom? Quote Link to comment Share on other sites More sharing options...
Nertea Posted November 4, 2017 Author Share Posted November 4, 2017 8 hours ago, Plutron said: https://imgur.com/a/OKlPL These are images of my fusion reactor test ship. I apologize for the tiny HUD but ksp's HUD does not scale well with screen size. I know CKAN is not supported by your mods so that could be the cause of the problem. Modlist: AtmosphereAutopilot (Fly-By-Wire) B9 Part Switch Community Resource Pack Community Tech Tree Cryogenic Engines Cryogenic Engines Extras: LFO Patch Cryogenic Tanks Deployable Engines Plugin Dynamic Battery Storage Ferram Aerospace Research Firespitter Core Heat Control Hide Empty Tech Tree Nodes HyperEdit Interstellar Fuel Switch Interstellar Fuel Switch Core Kerbal Atomics Kerbal Joint Reinforcement Mechjeb 2 Mechjeb and Engineer for all! ModularFlightIntegrator Module Manager Near Future Construction Near Future Electrical Near Future Electrical Core Near Future Iva Props Near Future Propulsion Near Future Solar Near Future Solar Core Near Future Spacecraft Part Overhauls Physics Range Extender RasterPropMonitor RasterPropMonitor Core SCANsat Stockalike Station Parts Expansion Tweakscale - Rescale Everything! VesselMover Continued And of course: Far Future Technologies. Only Far Future Tech is not from CKAN there is a possibility that CKAN might be the cause. Thanks for looking into it! Yes something odd going on. the module appears to be uninitialized. Could I get an output.log also? I can't see this at all in my install. 4 hours ago, shynung said: @Nertea Do you have any plans to revive Project Orion? You know, ol' Boom-Boom? I know you seem to want me to do everything, but I have a job and a kid and 11 mods to maintain. I have plans to complete the roadmap on github and then release the mod. That's all I will commit to. Quote Link to comment Share on other sites More sharing options...
shynung Posted November 4, 2017 Share Posted November 4, 2017 25 minutes ago, Nertea said: I know you seem to want me to do everything, but I have a job and a kid and 11 mods to maintain. I have plans to complete the roadmap on github and then release the mod. That's all I will commit to. As much as I wanted that to happen, I don't mean to ask a lot from you. Just gauging how far are you willing to go into the rabbit hole, so to speak. Quote Link to comment Share on other sites More sharing options...
Plutron Posted November 5, 2017 Share Posted November 5, 2017 Here's the output log in my google drive: https://drive.google.com/file/d/0B-GYMZwYaaS5ZEQ0TldEUVk3dXc/view?usp=sharing Quote Link to comment Share on other sites More sharing options...
toric5 Posted November 7, 2017 Share Posted November 7, 2017 On 11/4/2017 at 10:38 AM, shynung said: @Nertea Do you have any plans to revive Project Orion? You know, ol' Boom-Boom? Roverdude has a rather excellent Orion drive mod. Quote Link to comment Share on other sites More sharing options...
Plutron Posted November 8, 2017 Share Posted November 8, 2017 I think I found the problem! I reïnstalled all the Near Future mods and found a weird Gamedata folder located within my Gamedata folder. I've deleted it and discovered that the fusion reactors now function properly. It appears the bug was caused by a bad install. Sorry if I wasted your time with a problem that could be fixed very easily. Quote Link to comment Share on other sites More sharing options...
Nertea Posted November 8, 2017 Author Share Posted November 8, 2017 Hm ok. That's good. I had some moments to look at your log half an hour ago and there wasnt anything clear, so that's good that it worked out Quote Link to comment Share on other sites More sharing options...
Gatrnerd Posted November 12, 2017 Share Posted November 12, 2017 Probably a stupid question or already been asked, but where exactly is the roadmap for FFT? I poked around the GitHub repository and couldn't find it. Quote Link to comment Share on other sites More sharing options...
Sahadara Posted November 13, 2017 Share Posted November 13, 2017 From what I gathered from earlier posts, it looks like using the advanced engines on space planes is possible, but are there any engines which can use intake air as the fuel, heated up by a reactor and exhausted out the back? I know those exist in KSPI, but I think it'd be great to see some in this pack as well. Quote Link to comment Share on other sites More sharing options...
shynung Posted November 13, 2017 Share Posted November 13, 2017 On 11/12/2017 at 8:21 AM, Gatrnerd said: Probably a stupid question or already been asked, but where exactly is the roadmap for FFT? I poked around the GitHub repository and couldn't find it. It's in the Issues section. Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted November 14, 2017 Share Posted November 14, 2017 Awesome to see this is still moving forward. I couldn't play without NF Propulsion, and this is an awesome extention. Quote Link to comment Share on other sites More sharing options...
Mace from Space Posted November 15, 2017 Share Posted November 15, 2017 @Nertea in the FFT CTT patch the KV-1 gets patched to the nuclearRefueling node which isn't existing. Quote Link to comment Share on other sites More sharing options...
shynung Posted November 17, 2017 Share Posted November 17, 2017 On 9/17/2017 at 6:43 AM, Nertea said: I'm open to better suggestions for how to handle interfacing with the chargeable engines. I recognize this isn't super user friendly. I suggest giving chargeable engines a short shutdown delay, so that whenever the engine is at 0% throttle, it waits for a short time before actually shutting down. 'Residual charge', if you will. Quote Link to comment Share on other sites More sharing options...
planeguy868 Posted November 22, 2017 Share Posted November 22, 2017 (edited) When I time warp above 10x and I have full Antimatter tanks onboard, my electricity drains and the tanks blow up. Is there a way to avoid this? Edited November 22, 2017 by planeguy868 Quote Link to comment Share on other sites More sharing options...
Saltshaker Posted December 5, 2017 Share Posted December 5, 2017 I am absolutely blown away by the quality of these parts! One question though, in the imgur album how did you get the Discovery command center? (Unless its in FFT, as I haven't checked it out yet). Quote Link to comment Share on other sites More sharing options...
AndrewHere Posted December 6, 2017 Share Posted December 6, 2017 Hey there. Just noticed something weird on my craft today and I'm not sure where it's coming from. https://imgur.com/a/EUoTQ Quote Link to comment Share on other sites More sharing options...
Nertea Posted December 6, 2017 Author Share Posted December 6, 2017 On 12/4/2017 at 5:30 PM, Saltshaker said: I am absolutely blown away by the quality of these parts! One question though, in the imgur album how did you get the Discovery command center? (Unless its in FFT, as I haven't checked it out yet). You might need to be more specific, I don't have any such command centre 10 hours ago, AndrewHere said: Hey there. Just noticed something weird on my craft today and I'm not sure where it's coming from. https://imgur.com/a/EUoTQ You need to have the latest NFProps development branch if using SSPXr On 11/21/2017 at 5:59 PM, planeguy868 said: When I time warp above 10x and I have full Antimatter tanks onboard, my electricity drains and the tanks blow up. Is there a way to avoid this? Didn't see this, sorry. Use the DBS release from NFE/CE/KA, there was a bug. Quote Link to comment Share on other sites More sharing options...
Alaygrounds Posted December 7, 2017 Share Posted December 7, 2017 I can't wait until this comes out, It'll be much easier than trying to figure out the interstellar mod. Quote Link to comment Share on other sites More sharing options...
Saltshaker Posted December 7, 2017 Share Posted December 7, 2017 4 hours ago, Nertea said: You might need to be more specific, I don't have any such command centre *snip* In the imgur album of FFT, there's a ship that looks that looks like the Discovery from 2001: A Space Odyssey. At the front is a large spheroid that looks like the Discovery's command center, ahead of the radiators. Do you know what mod that's from? Quote Link to comment Share on other sites More sharing options...
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