Mine_Turtle

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About Mine_Turtle

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    Spacecraft Engineer
  1. I would advise against using mods with similar functionality. For the same reason you do not mix USI-LS, TAC-LS and Kerbalism in the same game, you do not want to use near future and KSPI together as it might affect game balance and stability. Near future is more lightweight and streamlined, while KSPI is more complex and speculative as it implements technologies, that exist only on paper. However, KSPI is self-contained and provides a uniform spectrum of engines and means to power them from nuclear and electric engines(like VASMIR) that are well understood to "magical" warp and fusion engines and antimatter reactors. Note, that some parts of the near future mod pack are safe to use. For example, near future construction, that only adds new parts without custom dlls. This is not the only part that exists as cfg file but not present in the game. This is not a critical problem, but mod needs to be cleaned from temporary experiments. Eventually. Wrong and right are subjective terms, not universal constants. If you or anyone else wishes to continue discussion about this license nonsense, I will gladly join you in the offtopic subforum.
  2. That does sounds strange. Also, the version that uses Lithium Deuteride is not supposed to be usable. The problem might be with mod installation, so reinstalling latest version on a clean game might help. I have just tried using that engine myself and have not found any problems with it: https://imgur.com/aOj4Vlp
  3. I think I found the problem people are having with magnetic engines and AM reactors. Magnetic nozzle uses all available charged particle it can get regardless of throttle setting(similar to how old Vista engine worked). And AM reactor is more than happy to produce 1TW of energy to power the nozzle. However, only 95% of that energy is converted to CP and consumed by the engine. The other 5% = 50GW are in the form of thermal energy, that needs to be radiated somehow. Considering that even the largest radiators radiate a couple of GW vessel needs a whole lot of them to get rid of that much power. However, reactors can be throttled down. So, if radiators on the vessel are not capable to radiate 50GW, AM reactor's power output can be reduced down to 10%. This engine requires electrical power, which you can not get directly from a reactor. Reactors produce power in the form of heat(thermal power) and charged particles. So, you need a generator, which will convert reactor's output to electrical power as megawatts. For AM reactor it is best to use charged particle generator as it produces most of it energy as charged particles. On a related note: Indeed, KSP forum rules prevent me from distributing free content without restrictions. But they do not prevent me from making backups. Neither they prevent me from helping people, whose crafts will no longer load due to microchannel radiators missing from KSPI.
  4. Engine turn off on action group

    It was TCA smart engine setting messing with my engines. Even when TCA was disabled as a module it still had control over engines. Disabling smart engines solved the problem.
  5. I believe that it is indeed good for the community, if mod assets, be it a piece of code, a texture or a model, can be freely reused. Not only this increases mod development speed, but allows certain mods to exist in the first place, because not everyone can be a great programmer and artist at the same time. Obviously, this also has impact on the experience of the mod users as due to restrictive licenses certain features maybe missing from a mod. For example, KSS is currently lacking good cloud textures due license issues with EVE. As a result, clouds do not look as good as they could be. Note, that I am not encouraging to blatantly steal assets for whatever reason. I respect the amount of work developers put into their creations. But at as long as their work is given credit for, I do not care about licensing restrictions.
  6. Oh, no. Assets from one free, open-source game mod are being reused in another free, open-source game mod to improve user experience. Someone should call for teh Internet police.
  7. Indeed, charged particle consumption for magnetic nozzle is not affected by throttle. I can easily fix this in the code, but I need to know how the engine is supposed to work not to break its desired operation mode. Could anyone(I am looking at you @FreeThinker) provide me with some theoretical explanation of the engine operation? Specifically, I need to know how this engine is different from plasma nozzle, because plasma nozzle is using standard thermal nozzle controller module, while magnetic nozzle has completely different controller(both engines require power and charged particles).
  8. The science experiment for GRS has situationMask=16, which, if I am not mistaken, means that the experiment can only be performed when flying low(less than 60km orbit).
  9. [1.3.1] Kerbal Star Systems [v0.7.1 part 1*]

    I was referring to the menu in the main menu. I know that KSS overwrite configs, but this does not explain why menu can not be opened in the game. On a related note, could you add following line to Scatterer_Settings.cfg? Scatterer is known to spam a lot of exceptions in logs if ocean refractions are enabled:
  10. My engines keep turning off after a short period, if they are turned on using an action group. It does not matter which action is used: toggle or activate. The problem does not occur, if engine is activated manually via the right click menu. The problem does not happen on newly spawned vessel on launchpad, but on the one built via EL shipyard in orbit. I have tried disabling MJ and TCA(in game) but it does not affect engines. Game log does not reveal anything either(except a lot of FAR exceptions, but thats unrelated):https://drive.google.com/file/d/1_u_PyZjr3ypq25UekqxG7rtjBtkGo29m
  11. [1.3.1] Kerbal Star Systems [v0.7.1 part 1*]

    Any idea why scatterer config window gets disabled? I can neither invoke scatterer config window in main menu(alt+f10), nor can I edit scatterer config file as it gets overwritten after the game exits. This happens only with KSS installed.
  12. In case someone still has problems with stability derivatives, here is a small website to help people understand what all those variables mean: https://kerbalspacehelper.neocities.org/farHelper.html All credits go to rickyharline:
  13. How to view CoM and CoT in flight?

    Thank you. That is exactly what I was looking for initially. However, as I realized TCA does the job of balancing engine thrust way better then I could hope for with a naked eye.
  14. How to view CoM and CoT in flight?

    I do not entirely agree that there is no stock way. So far, I have been using very stock method - eyeballing: observe how much pitch and yaw SAS uses during acceleration and compensate with engine thrust. You were right about TCA though, I had the mod installed for long time but was assuming it is primarily used to flying VTOLs. As of now my station is accelerating without having problems with engine torque. Thanks for the suggestion.
  15. [1.3.1] Kerbal Star Systems [v0.7.1 part 1*]

    I have tried your config and those contracts you modified will not load. Apparently, you can not reference a body by its name as you did. But you can reference Kerbol as parent of Kerbin. 1) InvestorTour.cfg: Change targetBody in requirements to targetBody = HomeWorld().Parent() 2) GasGiantMoon.cfg Do the same. Or revert changes to Sun() and increase reward funds up to million. In KSS every star is effectively a gas giant, so having tourist contracts for planets in an other solar system for a good profit seems like a good idea.