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Pixie Perfect

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Everything posted by Pixie Perfect

  1. Thank you for the explanation and your time, @Starwaster!
  2. I don't use any radiators. None of them show up in my RP-1 game. Unless the RL10 engine has a built in radiator? Aren't the maximum number of layers 10? Also, there appears to be a negligible weight difference (2.0 diameter x 1.0 Length = .301 tons at 0 MLI, and .310 tons at 100 MLI) and no electricity hit even if I set the MLI to 100. I did reload the rocket to see a .0532 kg / hr boil off though. I suppose I can always self limit myself to MLI 10, which I don't have a problem with doing if that's a realistic amount of boil off to expect from a well insulated cryogenic tank. But it seems a bit overpowered to be able to set it at 100 and be able to reach Jupiter without any significant boil off. Is the performance of this situation working as intended? Thank you for your help, by the way.
  3. @Starwaster Okay, I got the debugger to work. https://imgur.com/a/GfHTTqn Top is the one I just launched, it's getting boil off. Bottom is the one orbiting the sun which isn't boiling off. Do you need me to re upload the two files?
  4. Okay, so I did get burn off this way. Odd, because I have a vessel orbiting the sun and it just doesn't burn even if I watch it for over a week. It's a balloon type tank though. I'll post a pic of the one I just sent up and the one that's got me curious. It's not just that one either, there are others that I can go all the way to the moon with and I'll see like 1 point of delta V burn. Anyways ... MM ConfigCache: https://ufile.io/x7c24 Output log file: https://ufile.io/tcd55 Let's try the pic upload again.. The one I just sent into orbit: The one that isn't burning off fuel: Ugh... I run high res and I guess the upload site can't keep up with it. Let me know if I need to reload it.
  5. I added the line in RealSettings.cfg file ... it changed it a bit for whatever reason... RFSETTINGS { engineMassMultiplier = 4.0 useRealisticMass = true heatMultiplier = 1.0 debugBoilOff = True? globalConductionCompensation = False ferociousBoilOff = False analyticInsulationMultiplier = 1 instantThrottleProps { val = SolidFuel val = PSPC val = HTPB val = PBAN val = HNIW val = NGNC } It put a ? after true ... is that a problem? I'll launch something into orbit and show you what I get and upload the two files.
  6. Is anybody having trouble getting boil off to work? I'm playing with RSS/RO/RP-1 and playing RF 12.6.0 and I get the MLI layers when selecting a tank, but for some reason I can move the slider from 0-100 and it doesn't seem to do anything no matter what setting it's on. When I go into space, it's like liquid hydrogen never boils off.
  7. Okay, so I got the MLI to work on the tanks. I reinstalled KSP and when installing I was careful to make sure to get as many mods at 1.3.1 as possible, and I also dramatically limited the number of parts mods I installed. It loads up in just a few minutes now. So I'm gonna hunt down the other thing and see if I can get these parts to show up ....
  8. Okay, I've been testing the cryo tanks by trying to update RealFuels. So far, I've tried the 1.4 update, and that didn't work, it wouldn't let me go to engine or tank UI or select any fuels. So I downloaded the 1.3.1 with the fix, and with it installed NetKAN and Modular Fuel Tanks. Found that Modular Fuel Tanks makes the load up hang at some procedural tank, so I deleted MFT and it still wouldn't let me select any fuels or go into the engine GUI. Deleted NetKAN, same thing. So I reinstalled the version of Real Fuels I had before and simply updated the RealTankTypes.cfg in resources, but that still didn't give me the MLI slider on any of my tanks. I overlooked that RealSettings.cfg was also updated, so I replaced that file, deleted the MM cache, restarted the game, and no change .... still no slider. As far as the Tree-parts.cfg, this is what I put in it to test with: @PART[reactor-25]:FOR[xxxRP0] { %TechRequired = nuclearFissionReactors %cost = 800 %entryCost = 1400000 RP0conf = false @description ^=:$: <b><color=green>From Near Future Electrical mod</color></b> MODULE { name = ModuleTagInstruments } } I didn't put that module tag in there, so MM or whatever process must've input it there itself. I've tried both false and true for RP0conf with no change. And for extra measure, this is what I put in that parts config: // --- asset parameters --- mesh = reactor-25.mu rescaleFactor = 1 TechRequired = nuclearFissionReactors entryCost = 1400000 Add to that the fact it takes nearly 20 minutes to load the game is even more frustrating when troubleshooting these little nagging problems.
  9. I'm having a problem with getting a lot of parts to show up in the tech tree. What's odd, is that there are mods where some parts show and some don't. For example, Near Future Electrical will show one or two reactors but not all of them. Also, cryogenic tanks will show up in the tech tree but there's no way to use them in game, because default tanks do not show up in the VAB for whatever reason. I used to be able to see / use these parts in the tech tree when I had 1.2.2, but since upgrading to 1.3.1 (I'm using the dev branch of RP-0 from github) I've been having issues with missing parts. I've tried a bunch of things just to try to get the missing parts in NFE to show in the tree to no avail. I've tried manually editing the part .cfg, I've even added it to TREE-parts.cfg ... am I missing something?
  10. I'm playing with RO and RP-0 along with a bunch of mods. I just unlocked the RL10 and have noticed that it doesn't have a connector node underneath the engine, so I cannot place a decoupler there. Is this intended? Is there a work around to getting this part to allow a decoupler or a stage underneath it?
  11. I'm really wondering if this mod will work / update? I loved the tree!
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