trias702

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About trias702

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  1. But then why do some of the different submodes in the file have different NormalisedReactionRate/NormalisedPowerMultipliers (based on liquid vs gas) if these different reactor parameters cannot actually be used by the game? For example, for the TriAlpha reactor, the Lithium6-LiquidHelium3 parameters are WAY better than the ones for Lithium6-GasHelium3, but currently, they cannot be taken advantage of since Lithium6-GasHelium3 comes first in the file. I'm not sure I understand, how do I implement this in game? I had a look in ReactorFuels.cfg, and none of the cold deuterium fusion methods seem to generate any tritium. Looking at the file, it appears only the following actually create tritium: "Spin polarized Helium3-Deuterium Fusion" and "He3 Catalyzed D-D Fusion" On a somewhat unrelated question, may I please ask if it's possible to create LithiumHydride fuel from mining/ISRU? I can mine lithium directly with a drill, or extract Lithium6 from silicates. Is there a next step I can do to turn either of these into LithiumHydride?
  2. I just tested your fix, by changing the name field as you specified. However, it doesn't work, insofar as using Liquid He3 instead of regular He3 still uses the NormalisedReactionRate and NormalisedPowerMultiplier from the NON-liquid He3 submode. The only way to get the system to apply the different NRR and NPM values from the two different submodes is to give them different GUINames too, and then select the correct GUIName in the Reactor Control Window in game. I just tested this and it was the only way I could get the system to respect the different NRR/NPM values from each submode which differs only in the gas vs liquid state of the helium 3. Given your diagram, am I correct in my understanding that the only way to produce tritium in KSPI is to breed it in a reactor? There is no way to mine it at all?
  3. Thank you for that. I've been looking at the entries there and I have a question about how the game handles multiple entries in ReactorFuels.cfg which have the same exact names. For example, I note that ReactorFuels.cfg has the following two separate entries: REACTOR_FUEL_MODE { name = FusionLqdHe3Lthium6 Index = 9 ReactorType = 8 GUIName = Lithium6-Helium3 Fusion Aneutronic = True ChargedParticleRatio = 0.999 NeutronsRatio = 0.001 NormalisedReactionRate = 0.7 NormalisedPowerMultiplier = 0.672 NormalisedPowerConsumption = 3 MeVPerChargedProduct = 1.079411 TechRequirement = advFusionReactions RequiresUpgrade = False RequiresLab = False TechLevel = 3 FUEL { name = Helium3 UsagePerMW = 1.84222799e-12 Unit = kg } FUEL { name = Lithium6 UsagePerMW = 3.67411136e-12 Unit = kg } PRODUCT { name = Helium ProductionPerMW = 5.516e-12 Unit = kg } } And: REACTOR_FUEL_MODE { name = FusionLqdHe3Lthium6 Index = 9 ReactorType = 8 GUIName = Lithium6-Helium3 Fusion Aneutronic = True ChargedParticleRatio = 0.999 NeutronsRatio = 0.001 NormalisedReactionRate = 0.9 NormalisedPowerMultiplier = 1.04 NormalisedPowerConsumption = 3 MeVPerChargedProduct = 1.079411 TechRequirement = advFusionReactions RequiresUpgrade = False RequiresLab = False TechLevel = 3 FUEL { name = Helium3 resource = LqdHe3 UsagePerMW = 1.84222799e-12 Unit = kg } FUEL { name = Lithium6 UsagePerMW = 3.67411136e-12 Unit = kg } PRODUCT { name = Helium ProductionPerMW = 5.516e-12 Unit = kg } } The main differences between them are that the second one has different NormalisedReactionRate and NormalisedPowerMultiplier, along with "resource = LqdHe3". At first I thought this would mean that the second entry would be active if I used Liquid Helium 3 instead of regular Helium 3, however, on testing this hypothesis in the game, I note that it does NOT work like that. The game only uses the very first entry, in terms of NormalisedReactionRate/PowerMultiplier, irregardless of if you use Helium3 or Liquid Helium3. That would seem to indicate that the game will only use the first entry present, is that correct? Or is there a bug here somehow?
  4. @FreeThinker May I please ask where in the KSPI-E codebase can I find the parameters which determine what percentage of a reactor's total power output is charged particle vs thermal output? For example, a reactor may have a total power output of 10 MW, but 8 MW are from charged particles and 2 MW from thermal. Where in the codebase are the parameters which determine this split for each reactor?
  5. Thanks! So from the ocean I will get raw "Deuterium", but how do I then turn that into "Liquid Deuterium"? Is it by using the ISRU refrigerator? Also, I'm still a bit unsure about the Liquid Tritium. I understand how to get Lithium-6 from mining on a planet, but I'm not entirely sure how you then use the Li-6 to create Tritium. You mention doing it in a reactor, but which reactors can do this? All of them? How do you load the Li-6 into the reactor and then bake it into Tritium?
  6. Is it at all possible to mine/extract Liquid Deuterium and Liquid Tritium? If this is possible, what are the steps and parts involved in detail? Would greatly appreciate the help.
  7. I think there might be a bug in the latest KSPI-E for KSP 1.3. Specifically, it is with the part "InlineRadiatorWrap"; whenever I add this part to a vessel in the VAB, and then leave the VAB and return later, (for example shutdown the game and restart) I notice that I cannot select this part anymore. I cannot click on it, remove it, move it, or in any way interact with it in the VAB. I have never seen this happen with any other parts across any mods. A quick search of the forums seems to indicate this problem is caused when a part lacks a collision mesh in Unity, although that might not be the exact issue here. Can anyone else confirm if they get this issue as well?
  8. Have just decided to try this out. I notice that the version 0.4 zip package contains a DDS file already in the /Default directory called "logoFullRed_alt.dds". Is this file required for TRR to operate correctly, or can I safely delete it? The original TextureReplacer never had files in /Default or /EnvMap which came with the install package, hence am a bit confused.
  9. I'm sold, will try TRR instead
  10. Quick question about how it is that HC allows vessel-wide core xfer cooling: is it because all entries for ModuleActiveRadiator do NOT specify an entry for maxLinksAway? Put it another way, if a part specifies a ModuleActiveRadiator, but does not specify an entry for maxLinksAway, does that mean that that part will perform core cooling vessel-wide?
  11. Nice one! I actually solved the problem in the end. The Skybox was coming into the game normally, just as it did with past versions of KSP, it's just that in 1.3, it doesn't display on the main menu when you first load up the game (for some odd reason), but subsequently it does show up. Just a minor oddity.
  12. Correct me if I'm wrong, but shouldn't the KSP 1.2.2 version of Mk4 work just fine with KSP 1.3? Mk4 contains no compiled code, just parts files, patches, and art assets. It contains dependencies to the following modules: - B9PartsSwitch - Community Resource Pack - Deployable Engines - Firespitter - Near Future Props All of which have already been updated for 1.3. Assuming you have all of those installed for 1.3, then Mk4 should work perfectly under 1.3, no?
  13. Hmm, this new version doesn't seem to be working with Pood's Skyboxes. I've placed the required files in the Default/EnvMap folders, but they don't seem to be loading in the game. Is there an additional step I need to do with this new version of TextureReplacer for KSP 1.3? I'm using Win64.
  14. Good shout! So I received 0.32 via a CKAN update. However, I just downloaded 0.32 from the OP, and it works perfectly! Issue gone. Looks like CKAN has (or at least had) a corrupted version of scatterer 0.3.2 for KSP 1.2.2. Let this be a good lesson: any time one has issues with a mod, if it came from CKAN, always helps to re-download from the source. Thanks again for the help!
  15. According to the documentation in the first post of this forum, scatterer 0.3.2 supports both KSP 1.2.2 and 1.3. Nothing in the documentation states that 0.3.2 is KSP 1.3 only and therefore there will be issues on 1.2.2. EDIT: I have tried going back to Dx 9, but this doesn't solve anything. I notice that scatterer 0.3.0 has the following config setting which was removed in 0.3.2: oceanRenderQueue = 2001 Given I'm having ocean rendering issues, I wonder if perhaps removing this option is causing the issue? Could it be that the ocean surface shaders are too low priority in a queue somewhere to render properly?