Jump to content

ChainiaC

Members
  • Posts

    66
  • Joined

  • Last visited

Posts posted by ChainiaC

  1. Hmm... I retrurned some mined munar He3 to the KSC for profit... but... instead it ate up all my funds. It seems the He3 itself brings in the correct funds, but for some reason the He3 tanks cause enormous negative funds on recovery.  I am unable to upload a screenshot right now but the recovery window says (for a craft with two He3 tanks recovered on Kerbin):

    ST-4L3R Fusion Fuel Tank

    QTY: 2   Part Value:  -1,841,583  (total) +-3,683,166 funds (yes, plus minus)

    Well, you know, I cheated back my funds using the debug menu, but still, would be nice if I didn't have to ;)

     

     

     

  2. 54 minutes ago, Nertea said:

    It's not really a bug. KSP resources have two flow definitions: what happens when you feed them to a consumer (engine) and what happens when you transfer them. By toggling that setting you are forcing the game to use the feed definition which for uranium is 'don't move it', thus overriding my functionality :shrug:. 

    Ah ok, makes sense. Thanks for elaborating! 

    I just figured the obey crossfeed rule appeared as being more realistisc, which is why I used it. 

    Still, this issue had me stumped for some time since I had no idea what caused it. Perhaps my FYI saves some other poor schmuck some frustration;)

  3. 45 minutes ago, WarriorSabe said:

    It is intended, you're supposed to use kerbals on EVA. Might be a setting in the mod to disable that, but I'm not sure

    Actually, that feature was removed in System Heat 0.4.0

    From GitHub:

    • Redid nuclear transfer mechanics
      • Presence of an engineer of Level 3 on the vessel will allow nuclear transfer using the stock transfer system

    And like I noticed, the stock transfer works.... IF obey crossfeed rules is disabled in game settings.

    Also notworthy is that when I docked a vessel with stored uranium with another vessel with and empty nuclear fuel drum and an engineer, I could still not transfer the uranium to the empty drum. I had to unload and reload the vessel before I could transfer. 

     

     

  4. FYI:

    It turns out transferring Nuclear fuel and waste is impossible when you have the option "fuel transfer obeys crossfeed rules" turned on.  I use NFE with System Heat patches and was unable to transfer uranium. I tested some things and this setting proved to be the culprit. I do not believe this is intended? I tested with two fuel drums, one full and one empty, connected to each other. 

     

  5. 1 hour ago, Flying dutchman said:

    Has anyone got potato's ?

    Idiot's over here have been buying them like crazy.

    Nope :( Bloody hamsters stole all the taters... We had to divert dinner plans to pasta...

     

     

  6. Well correct me if I'm wrong, but, disregarding kinetic energy for a moment, is this not also simply a matter of... time?

    So say you're entering a gravity well with a discrete SOI boundary (for the sake of argument). You fall in, you experience acceleration, you fall back out, you experience the same deceleration. Now the time spent falling in is the same as the time spent falling out, so the change in velocity from acceleration is the same as the change in velocity from deceleration, so you come out going as fast as you went in. 

    If you fire your engine before going in, well, then you still come out as fast as you came in. 

    Now if you fire your engine while at the lowest point in the dive (periapsis), this would mean that, you go out faster than you came in. So you reach the far side of the SOI boundary in less time than it took you to reach periapsis from the SOI entry point. So you spend more time experiencing acceleration than you spend experiencing deceleration. So the net change in velocity from accelerating down the well is greater then the net change in velocity you get from decelerating on the way out. So you end up with more speed then just the speed boost you get from firing your engine. 

    Does it work that way?

  7. 9 hours ago, Confused Scientist said:

    Or, you could try: Hydrogen and methane! It's what all the cool kids are doing these days! I'd say it's mainstream, except then it would- paradoxically- not be mainstream.

    Well I ain't no rocket scientist nor a chemist, but I recon you'll get some pretty lousy ISP using that as a bipropellant :P

  8. When using this mod in combination with Near Future Electrical, the nuclear engines (Pluto and röntgen) don't provide any thrust. Also an empty NFE interface window appears. I suspect the compatibility patch no longer works with the latest NFE. The patches bundled with Kerbal Atomics also seem to be completely rewritten by Nertea. I have experimented with the patch a bit, but as of yet without success. The engines work when I remove the NFE patch ( but without NFE mechanics naturally). Just FYI. It's not a very urgent issue.

  9. Hey, I noticed the Eel NTR was not getting any associated reactor controls when using the patches for NFE integration. I stared at the patch files for a while comparing the ntr-sc-0625-1.cfg patch with the others, and I noticed at the top of the file the @ was missing. It read:

    PART[ntr-sc-0625-1]:NEEDS[NearFutureElectrical]

    I changed it to 

    @PART[ntr-sc-0625-1]:NEEDS[NearFutureElectrical]

    And then it worked. 

    Just a heads up! 

  10. Alright, this thread just pushed me over the edge. I just started a RP-0 career. That was good advice since sandbox RO was indeed too overwhelming.

    My first two sounding rockets crashed horribly, but the third one flew and the fourth one *almost* hit the Karman line :)

     

×
×
  • Create New...