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Colseg

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Everything posted by Colseg

  1. I haven't run into that problem in testing, could you post a picture with the reactor monitor and thermal management windows open, and possibly with the right click menu of each of the radial thermal adapters as well.
  2. I could see about making further versions however I am afraid I do not understand what you mean by an inline version, are you requesting one that allows you to put other parts in a space between the reactor and the nozzle like this?
  3. Here is the download for the one I made, it uses existing code in interstellar for a part like this and appears to work fine, I have seen some reports that it can cause some wonky thermal performance however I have not been able to determine if those problems are confined to issues with the thermal helper in the VAB or if there are additional problems after launch, in order to properly configure your radiators I would suggest putting them on before any thermal adapters with a little extra just in case and then adding any needed thermal adapters, the .rar just needs to be unpacked into "Kerbal Space Program\GameData\WarpPlugin\Parts\Utility" and the part description includes all further info. https://www.dropbox.com/s/mpwq84f3p593mwo/ThermalAdapter.rar?dl=0
  4. Here I will provide a download, https://www.dropbox.com/s/mpwq84f3p593mwo/ThermalAdapter.rar?dl=0 the folder should be dropped right into here> \Kerbal Space Program\GameData\WarpPlugin\Parts\Utility\ and the part should appear and function in your game, the part can transfer up to 1500 kelvin to the stack nodes on it's top and bottom and function just like the stack node for a reactor as far as I can tell including use for generators/thermal turbojets/thermal rocket nozzles. I am not sure if the 1500 kelvin limmit is total or to each adapter, I didn't have a chance to look too closely into how the module worked on the github. If anyone has any problems or suggestions just mention and I can work on any fixes or changes needed. I'm back and have some work to show everyone on my Aluminium Hybrid Rocket Engine. The model is of course untextured and using a diffuse material in those images as I haven't created a texture for it yet however the model is mostly done and functional ingame. The idea is to have the aluminium in a powdered or pellet form in the engine part as seen there which accounts for the length of the part above the engine bell with space to store the 5.86 tons of aluminium the engine carries. The oxidizer storage will be handled by a matching set of oxidizer tanks and possibly some radially mounted aluminium storage/feeding parts as well that I haven't begun modeling yet. The engine bell's shape and reinforcement is my attempt at creating a realistic exterior while still having an interesting appearance, the shape of the bell is designed to be reinforced at the nozzle and then rapidly expand from there to account for the extreme temperatures of a pure Aluminium and Liquid Oxygen reaction, while the reinforcing struts up the sides are meant to account for the torque that can be caused by the rapid acceleration such a reaction can involve.
  5. Thank you, joining the engine body mesh to the attachment plate mesh then importing again completely solved the problem.
  6. I have been dropping the .blend file that has all of the meshes that make up the engine into a folder in assets and then in unity setting the import settings as shown in the below picture and applying those, then dragging the whole blend file from the lower window into the hierarchy and going from there, as shown in the below image the .blend file when expanded in unity is missing the mesh called "Engine Body" as shown in blender in my first post.
  7. Flipping the normals doesn't seem to have any effect, the problem is the engine body mesh isn't appearing in Unity at all, not even in the Hierarchy list, even though it is in the same blend file as the others and all of the other meshes are showing up just fine in Unity both in the Scene Window and in the Hierarchy.
  8. I am working on my second ever part in KSP and am having a strange issue when importing my .blend into unity, as can be seen in the below images the mesh called engine body in blender isn't showing up at all when the .blend file is opened in unity. Has anyone else ever run into this problem or have an idea of what might be causing it? My first part used multiple meshes as well but worked fine, I have tried deleting some of the meshes and reimporting it to see if I hit some kind of cap on the number of separate meshes however that still didn't make the engine body mesh show up. Solved: Joining the Engine Body Mesh(which wasn't showing up in Unity) to the Attachment Plate Mesh (which was showing up in Unity) in Blender and then importing the .blend file again fixed the issue.
  9. I have fully integrated my thermal adapter models into the game now with costs and correctly sized attachment nodes and everything, the FNThermalHeatExchanger module is already ingame so the part now seems to work as intended. Here I will provide a download, https://www.dropbox.com/s/mpwq84f3p593mwo/ThermalAdapter.rar?dl=0 the folder should be dropped right into here> \Kerbal Space Program\GameData\WarpPlugin\Parts\Utility\ and the part should appear and function in your game, the part can transfer up to 1500 kelvin to the stack nodes on it's top and bottom and function just like the stack node for a reactor as far as I can tell including use for generators/thermal turbojets/thermal rocket nozzles. I am not sure if the 1500 kelvin limmit is total or to each adapter, I didn't have a chance to look too closely into how the module worked on the github. If anyone has any problems or suggestions just mention and I can work on any fixes or changes needed.
  10. Thanks, I could probably work on something simmilar to that although this was my first time making a model so it may take me a while to figure out something that complex with unfolding animation and all that. I will probably focus on my model for the Aluminium Hybrid rocket next though since I already have some work done on that.
  11. I'm back and I have now more or less completed a model for the Thermal Adapter, if Fractal likes it then it should be able to have the thermal routing module added to the Part.cfg and work from there after whatever research location and cost balancing may be needed, it should also be good to go for attachment points and be able to scale to 0.625, 2.5, or anything really with a corresponding multiplication to the attachment point values. My idea was to kind of make it look like a cpu cooler heat plate with heat pipes running to it although I don't know how well such a system would scale in reality to the temperatures involved I figured this would at least be visually intuitive. If Fractal likes the part and wants it in the mod he can PM me and I can provide it though email or however would be most convenient to him, I will also send Fractal a PM in case this post gets lost in the thread.
  12. This is a model I have been working on recently, I saw that Fractal needed a model for a radial thermal adapter so I thought I would try my hand at it, it is my first time making a model so I am not sure how the end result will turn out and I still need to make a texture but I am learning. I am also working on a model for the Aluminium Hybrid Rocket where I have split the Engine with the Aluminium off as a separate part from a dedicated oxidizer tank to give a bit more design flexibility, with the amount of aluminium that is included (5.86 tons) the engine section will be smaller than a mainsail due to that quantity of presumably powdered aluminium taking up quite a small space and the oxidizer tank I haven't worked on yet however it will include the same amount as the current engine stores internally or you could use other third party oxidizer tanks for further flexibility. The model for the hybrid engine isn't in a state worth presenting yet however I am collaborating with a friend who spent a number of years as an avid rocket drafting hobbyist so that I can design it as realistically as I can. Hopefully the models turn out good enough to be useful to Fractal, also any criticism or suggestions are always welcome, so far the model isn't much and it is really just meant to look like some heat pipes going from the part it is attached to to a stack node.
  13. I would also have to agree with Xiong that the best route forward for RT2 would be to strive toward improving realism.
  14. Couldn't you set the rotation limits to 270-90 in order to get the result you show in picture A)?
  15. That seems like it could be the problem then, my Kerbin station where I collect AM was just a normal fuel station that I added some parts to over time for antimatter generation and collection, and with the antimatter container as just the container with 2 docking ports attached to the station separately from everything else it does not collect AM while out of focus, can anyone else confirm this behavior in their game so we can give Fractal some good info for a fix? Edit: Here is an image of how my antimatter container is connected, ignore the window about antimatter generation being 0, that was a bug in an older version, the AM container is still in the same place though. It works fine while in focus and with time warp as far as I can tell, but does not generate while out of focus.
  16. Try renaming the probe cores of the impactors after detaching them, that worked for me last time I had that problem.
  17. Is that with the Antimatter container as part of a larger module or with the antimatter container as a separate part with only docking ports attached? My station that does not generate antimatter out of focus has the antimatter container as an independent part with only docking ports attached.
  18. I have also been having this issue, it seems antimatter does not generate on out of focus vessels with the antimatter container and antimatter generation parts (either science lab or collector) as separate docked parts.
  19. Quantum Vacuum Plasma Thrusters are being researched for use in RCS systems by NASA, it could be set up such that you unlock the first stage of plasma thruster RCS with or shortly after the plasma thrusters that will give you similar flexibility in propellant to the normal plasma thrusters in terms of tuning your ISP to thrust ratio and then unlock quantum vacuum capability for them slightly before or at the same time as the quantum vacuum capability for your normal plasma thrusters.
  20. I also can't seem to have my space station produce antimatter from either the science labs or collectors or tritium from my thorium fission reactors unless I have it focused.
  21. I have a space station orbiting Kerbin that I have been attempting to generate antimatter at using a lab, I have the full 5GJ power requirement for the lab to produce antimatter at maximum speed and a charged antimatter containment device however the lab always says it is generating 0.000000E+000mg/sec of antimatter, I have tried time accelerating both while in control of the station and while in control of other ships to no avail, it is possible the problem is being caused by one of my other installed mods however I thought I would post in case there was something I was just doing wrong.
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