rspeed Posted July 31, 2018 Share Posted July 31, 2018 On 7/25/2018 at 7:08 PM, Nertea said: Yes that is the plan currently, to move the engines, intakes, nacelles, etc to a "new" Near Future Aeronautics pack which is easy to maintain and update. I just noticed the new repo on Github and was wondering about it. Seems like a good plan. Also, I'm really happy to see the nuclear jet engine from Near Future Atomics in there. Hopefully that'll stick around. Quote Link to comment Share on other sites More sharing options...
rebel-1 Posted August 1, 2018 Share Posted August 1, 2018 On 7/26/2018 at 2:08 AM, Nertea said: Yes that is the plan currently, to move the engines, intakes, nacelles, etc to a "new" Near Future Aeronautics pack which is easy to maintain and update. The MkIV parts will stay here and enter a long term, no-longer-developed state. When to wait for the release? Quote Link to comment Share on other sites More sharing options...
Nertea Posted August 1, 2018 Author Share Posted August 1, 2018 16 hours ago, rebel-1 said: When to wait for the release? Whatever it was going to be +2 weeks. Quote Link to comment Share on other sites More sharing options...
rspeed Posted August 4, 2018 Share Posted August 4, 2018 On 8/1/2018 at 1:29 PM, Nertea said: Whatever it was going to be +2 weeks. Quote Link to comment Share on other sites More sharing options...
JoE Smash Posted August 9, 2018 Share Posted August 9, 2018 Awwwhhhhh. I started too late to use these....dammit Quote Link to comment Share on other sites More sharing options...
sturmhauke Posted August 9, 2018 Share Posted August 9, 2018 On 8/1/2018 at 10:29 AM, Nertea said: Whatever it was going to be +2 weeks. The first 90% of the project takes 90% of the development time. The last 10% takes the other 90% of the development time. Quote Link to comment Share on other sites More sharing options...
Judicator81 Posted August 10, 2018 Share Posted August 10, 2018 4 hours ago, sturmhauke said: The first 90% of the project takes 90% of the development time. The last 10% takes the other 90% of the development time. Correction: The first 90% of the project takes 10% of the development time. Quote Link to comment Share on other sites More sharing options...
damerell Posted August 10, 2018 Share Posted August 10, 2018 5 hours ago, Judicator81 said: Correction: The first 90% of the project takes 10% of the development time. I'm pretty sure sturmhauke meant what they wrote; it is how the expression normally goes. Quote Link to comment Share on other sites More sharing options...
sturmhauke Posted August 10, 2018 Share Posted August 10, 2018 9 hours ago, damerell said: I'm pretty sure sturmhauke meant what they wrote; it is how the expression normally goes. Yeah. For reference: Ninety-ninety rule Quote The first 90 percent of the code accounts for the first 90 percent of the development time. The remaining 10 percent of the code accounts for the other 90 percent of the development time. Quote Link to comment Share on other sites More sharing options...
Derb Posted August 13, 2018 Share Posted August 13, 2018 On 6/21/2018 at 6:25 AM, segmentation_fault said: @Cassiopee @Capt. James T. Kirman I may have found a quick fix for this: comment the 2 "texture" lines from the MODEL subsection on top of the MarkIVSystem\Parts\Pods\mk4cockpit-2\mk4cockpit-2.cfg. E.g. This MODEL { model = MarkIVSystem/Parts/Pods/mk4cockpit-2/mk4cockpit-2 texture = mk4common-1-blank, MarkIVSystem/Parts/Fuselage/mk4common-1 texture = mk4common-1-blank-e, MarkIVSystem/Parts/Fuselage/mk4common-1-e } Becomes this MODEL { model = MarkIVSystem/Parts/Pods/mk4cockpit-2/mk4cockpit-2 //texture = mk4common-1-blank, MarkIVSystem/Parts/Fuselage/mk4common-1 //texture = mk4common-1-blank-e, MarkIVSystem/Parts/Fuselage/mk4common-1-e } Did you do this and test it before and afterwards? Did it work? I see others saying that it does nothing. Quote Link to comment Share on other sites More sharing options...
Likasombodee Posted August 13, 2018 Share Posted August 13, 2018 Is there a config to make these optimized for RSS? An ssto is near impossible in RSS! As always Nertea, thank you for all your work with KSP! Quote Link to comment Share on other sites More sharing options...
Judicator81 Posted August 13, 2018 Share Posted August 13, 2018 On 8/10/2018 at 10:37 PM, sturmhauke said: Yeah. For reference: Ninety-ninety rule Ahh, that rule. Sorry, I have mistaken this for some of Murphy's laws. Quote Link to comment Share on other sites More sharing options...
Nertea Posted August 29, 2018 Author Share Posted August 29, 2018 I am imminently releasing Near Future Aeronautics in the Near Future thread. Sometime in the next week or two I will push out a corresponding update to MkIV. Because of part name changes and deprecation, you should remove all the parts that are being moved to NFA before upgrading. These are: All intakes All nacelle parts (including precoolers and engine pods) All engines (multimode, jet, propeller, lift fan, the works) The basic RCS blister (but not the Mk4 side profile one) The 4 2.5m fuel tanks Everything else should be untouched. Quote Link to comment Share on other sites More sharing options...
JoaquinJAR Posted September 4, 2018 Share Posted September 4, 2018 (edited) Help! i cant find the Hypersonic Cockpit in my KSP!! I have KSP Steam 1.4.5 , But this is not the first time i cant find it, a month ago the same happened in ksp 1.4.1 and 1.4.2 and 1.4.3 i know its a 1.3 mod but the other parts works Edited September 4, 2018 by JoaquinJAR Quote Link to comment Share on other sites More sharing options...
bcqJC Posted September 6, 2018 Share Posted September 6, 2018 (edited) Regarding the mk4cockpit-2... I'm on KSP 1.4.5. I'm a dev myself (boring business software, not the bleeding-edge game dev like the modders). So I understand the frustration of trying to support users who use an application on an unsupported release. So I accept that I'll have to live without it until @nertea is able to fit it his schedule. I have to say, @nertea, I admire your ability to juggle all the mods you're supporting. Back to the cockpit-2 issue... Having looked at KSP.log, I see that the textures for cockpit-2 are all successfully loaded. So there should be no reason why KSP errors out later, when it loads the cockpit-2 model. However, just after the cockpit-2 textures are loaded, the mk4crewcabin-1 textures are loaded. And there, KSP generates an exception. Which gets me thinking, maybe it's the mk4crewcabin-1 that has issues and it is messing up mk4cockpit-2 somehow. So I tried removing mk4crewcabin-1 from the Parts/Pods folder - placed it in a temp folder outside of KSP. It worked. I can now see and use mk4cockpit-2. So... If you can do without the mk4crewcabin-1, nix it and you get mk4cockpit-2. I've already used mk4crewcabin-1 in my personnel transports. And I have mk4cockpit-1 to use, so missing mk4cockpit-2 is not an issue for me. EDIT: 1 hour later, I decided to chase this rabbit. Finding out that mk4crewcabin-1 caused it is 95% of the solution. The fix is to resolve the issue with texture mk4common-1-blank-n. It looks like the "blank" textures are all 4x4, except mk4common-1-blank-n, which is 2x2. Something about that is not kosher with KSP. So I renamed mk4common-1-blank-n.dds in GameData\MarkIVSystem\Parts\Pods\mk4crewcabin-1 to mk4common-1-blank-n.dds.orig. Then I made a copy of mk4common-1-blank.dds and renamed the copy to mk4common-1-blank-n.dds to give KSP a valid texture to load. I haven't done a side-by-side comparison on how different the mk4crewcabin looks like now after the change. But I do get the mk4cockpit-2 now, together with the mk4crewcabin. Edited September 6, 2018 by bcqJC Included a workaround for the mk4cockpit-2 issue Quote Link to comment Share on other sites More sharing options...
sturmhauke Posted September 6, 2018 Share Posted September 6, 2018 2 hours ago, bcqJC said: I'm a dev myself (boring business software, not the bleeding-edge game dev like the modders). Not me, I write exciting business software. Ok, fine, it's not really that exciting. Quote Link to comment Share on other sites More sharing options...
bcqJC Posted September 6, 2018 Share Posted September 6, 2018 Holy clap, I never knew!!! I just finished building a shuttle using the mk4cockpit-2/Vulture pod. I see now what I'm missing. All the MFDs work! I didn't complain about the mk4cockpit-1/Thunderhawk displays before because I think it'll be awkward to fly using IVA anyway. The 60x30 MFD screens for MechJeb don't display the menus for some reason. And I have to "turn on my seat" to reach the auxiliary toggles/controls on the side. But with the Vulture, everything is front-and-center for the pilot. And all the MFDs work! Granted, visibility is limited. It's like looking through arrowslits of a castle. But that makes total sense in a spaceplane. Does anyone have a VR rig and played using the Thunderhawk? This mod makes me wish I have one now. I have a MSI-GS63VR with NVidia GTX70-MaxQ. I think it will support a VR setup. Something to think about when Black Friday sales start Anyways... time to actually take the Vulture out for her maiden flight. Quote Link to comment Share on other sites More sharing options...
Judicator81 Posted September 7, 2018 Share Posted September 7, 2018 9 hours ago, bcqJC said: Regarding the mk4cockpit-2... ... So I renamed mk4common-1-blank-n.dds in GameData\MarkIVSystem\Parts\Pods\mk4crewcabin-1 to mk4common-1-blank-n.dds.orig. Then I made a copy of mk4common-1-blank.dds and renamed the copy to mk4common-1-blank-n.dds to give KSP a valid texture to load. I haven't done a side-by-side comparison on how different the mk4crewcabin looks like now after the change. But I do get the mk4cockpit-2 now, together with the mk4crewcabin. Wow! Thanks a lot! It looks like Mk4 Vulture cockpit and fuselage parts are back to my game. Quote Link to comment Share on other sites More sharing options...
commanderHR Posted September 10, 2018 Share Posted September 10, 2018 Amazing mod! Can't wait to create some interesting things with this. Beautifully textured and modeled. Keep up the awesome work! Quote Link to comment Share on other sites More sharing options...
bcqJC Posted September 16, 2018 Share Posted September 16, 2018 Found out why the ThunderHawk MFDs are not working for MechJeb. The screenWidth, as defined in the NearFutureProps RPM patch that came packaged with the MarkIV, must be changed to a higher value. The screenWidth is currently set to 2 (see below). I changed it to 92 - a guesstimate after taking into account the ratios of the other width and height settings. / Adds RPM support to NFProps MFDS @PROP[NF_RPM_CNSL_MFD_Bezels]:NEEDS[RasterPropMonitor] { MODULE { name = RasterPropMonitor screenTransform = ScreenTransform fontTransform = ASET/ASET_Props/MFDs/Fonts/mainfont textureLayerID = _Emissive // Name of texture layer to work with on the screen surface. screenWidth = 2 // Screen width in letters. screenHeight = 40 // Screen height in lines. screenPixelWidth = 736 // Width of the generated screen texture in pixels. screenPixelHeight = 800 // Height of the generated screen texture in pixels. fontLetterWidth = 16 // Width of a font character. fontLetterHeight = 32 // Height of a font character. cameraAspect = 0.892 fontDefinition = ASET/ASET_Props/MFDs/Fonts/fontDefinition.txt Quote Link to comment Share on other sites More sharing options...
Apaseall Posted September 19, 2018 Share Posted September 19, 2018 Hi, here is a log: https://www.dropbox.com/s/5sdzcbltobydaoj/saves for LoadingScreenManager.1.output_log.rar?dl=0 Yes it is an odd name, but it does have the below in it. I have no idea if this is connected or that the message just happens to be near this: Spoiler Load(Texture): MarkIVSystem/Parts/Pods/mk4crewcabin-1/mk4common-1-blank-n (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) d3d: failed to create 2D texture id=5301 w=2 h=2 mips=3 d3dfmt=21 [invalid call] UnityException: LoadRawTextureData: not enough data provided (will result in overread). at (wrapper managed-to-native) UnityEngine.Texture2D:LoadRawTextureData_ImplArray (byte[]) at UnityEngine.Texture2D.LoadRawTextureData (System.Byte[] data) [0x00000] in <filename unknown>:0 at DatabaseLoaderTexture_DDS.Read (System.String filename) [0x00000] in <filename unknown>:0 at DatabaseLoaderTexture_DDS+<Load>c__Iterator0.MoveNext () [0x00000] in <filename unknown>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0 UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(IEnumerator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) <LoadObjects>c__Iterator1:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Quote Link to comment Share on other sites More sharing options...
Derb Posted September 21, 2018 Share Posted September 21, 2018 On 9/6/2018 at 2:44 PM, bcqJC said: Regarding the mk4cockpit-2... I'm on KSP 1.4.5. I'm a dev myself (boring business software, not the bleeding-edge game dev like the modders). So I understand the frustration of trying to support users who use an application on an unsupported release. So I accept that I'll have to live without it until @nertea is able to fit it his schedule. I have to say, @nertea, I admire your ability to juggle all the mods you're supporting. Back to the cockpit-2 issue... Having looked at KSP.log, I see that the textures for cockpit-2 are all successfully loaded. So there should be no reason why KSP errors out later, when it loads the cockpit-2 model. However, just after the cockpit-2 textures are loaded, the mk4crewcabin-1 textures are loaded. And there, KSP generates an exception. Which gets me thinking, maybe it's the mk4crewcabin-1 that has issues and it is messing up mk4cockpit-2 somehow. So I tried removing mk4crewcabin-1 from the Parts/Pods folder - placed it in a temp folder outside of KSP. It worked. I can now see and use mk4cockpit-2. So... If you can do without the mk4crewcabin-1, nix it and you get mk4cockpit-2. I've already used mk4crewcabin-1 in my personnel transports. And I have mk4cockpit-1 to use, so missing mk4cockpit-2 is not an issue for me. EDIT: 1 hour later, I decided to chase this rabbit. Finding out that mk4crewcabin-1 caused it is 95% of the solution. The fix is to resolve the issue with texture mk4common-1-blank-n. It looks like the "blank" textures are all 4x4, except mk4common-1-blank-n, which is 2x2. Something about that is not kosher with KSP. So I renamed mk4common-1-blank-n.dds in GameData\MarkIVSystem\Parts\Pods\mk4crewcabin-1 to mk4common-1-blank-n.dds.orig. Then I made a copy of mk4common-1-blank.dds and renamed the copy to mk4common-1-blank-n.dds to give KSP a valid texture to load. I haven't done a side-by-side comparison on how different the mk4crewcabin looks like now after the change. But I do get the mk4cockpit-2 now, together with the mk4crewcabin. I haven't tried this yet, will report back when I do. But still, you've just made my day, friend. Quote Link to comment Share on other sites More sharing options...
Nertea Posted September 21, 2018 Author Share Posted September 21, 2018 Finally, 1.4.5 support! KSP 1.4.5 Widened valid version range to up to KSP 1.4.99 Updated B9PartSwitch to 2.3.3 Updated ModuleManager to 3.0.7 Removed CRP, KerbalActuators from distribution Split pack: only Mk4 fuselage profile parts remain. Rest moved to Near Future Aeronautics Updated NF Props to 0.3.4 Fixed RPM patch Quote Link to comment Share on other sites More sharing options...
sturmhauke Posted September 21, 2018 Share Posted September 21, 2018 Aww yeah! Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted September 21, 2018 Share Posted September 21, 2018 Whaaaaa? I should have bought a lottery ticket today! They said it couldn't / wouldn't be done! Thank you, @Nertea!! Quote Link to comment Share on other sites More sharing options...
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