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EricTheEpic

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Everything posted by EricTheEpic

  1. I was also really confused about why the mod page says it supports Procedural Parts, but in reality it doesn't. So, I did a little bit of investigating. I figured it must've been supported at some point, so I went to SpaceDock to find past versions. And what do I find in version 2.4.2? (That's around the release of 1.4, 2018) Why? I haven't got a clue. I pulled up the version of Configurable Containers from immediately before that update, and did the same for Procedural Parts. When comparing them to the new version, the only relevant difference in CC is that there's a config for PP. On PP's behalf, almost nothing had changed; the only difference was the change of 'TECHLIMIT' to 'UPGRADE'. Comparing other files from within CC, the formatting there hadn't changed either, besides a change in the Module Manager call in the new version to make sure that other fuel switch mods and CC didn't overlap. The PP config had some extra parts in it, which become totally meaningless when you consider that one tank can be modified for anything, so I deleted everything but the patch to the procedural fuel tank, and put it in with the rest of the configs in the new mod. And what do you know, it works. Absolutely nothing changed between versions, and CC and PP still work together if you just use the old config. I am utterly confused as to why Allista dropped support for it. Here's a link to my version of the Procedural Parts config file. Just drop it into \GameData\ConfigurableContainers\Parts and you should be good to go. This only covers the procedural liquid fuel tank, of course. I might update this later, because I'm probably going to add support for the procedural nosecone at some point. Also, because I didn't add the same anti-fuel-switch-mods incantation as the rest of the configs do, you might run into issues if any other fuel switch mod also modify Procedural Parts. I (in my admittedly limited testing) haven't experienced any serious conflict with TweakScale so far. I haven't been able to switch tanks in flight, but I'm not sure if that was because of TweakScale or because there were other (unmodifiable) resources in the part. If there was a problem, one of the game updates since this was posted may have fixed it (my version being 1.12.3).
  2. Ditto to the above about being a long-time lurker. I've got a problem to do with radiators. They take forever to heat up, and never reach anywhere near the temperature of the reactor they're cooling. I've waited for more than one real-life hour for radiators to heat up (time warp doesn't speed it up), and they were barely at 800K. As a result of this, my reactor is constantly throttled. It's a full-tech pebble bed using mainly radiators from Heat Control, but there are some titanium flat panels around too. KSP version is 1.6.1 (don't judge me) KSPIE version is 1.7.0 according to the ChangeLog.txt, released 2016-03-28 I've also got NearFutureElectrical, but I've already tried disabling the compatibility patch to see if that fixes anything. Interestingly, while it doesn't fix this issue, it does fix the issue of electric thruster power demand not being scaled to match the reactors' reduced output, which has presumably already been fixed in newer versions. EDIT: Just thought to add that: 1) The pebble bed reactor is connected to a thermal generator, 2) The waste heat helper says that I should have way more than enough radiator area, and 3) I have not checked if other reactors have the same issue.
  3. I don't think that's work. My reason for saying this is that Windows 10 blocks you from installing mods manually. AKA, the game creator would have to make a thing specifically for mods, because you don't have access to game files. The reason for no access is no pirating, cheating, etc. This is what I'm looking into before I get Windows 10, and so far I haven't found anybody who's found a way past it.
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