Apaseall

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About Apaseall

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  1. Here are some numbers. The cargo bay, 306/313/1500/2700 core, skin, max, max. The fuel tank inside cargo bay that the arm is attached to, 303/265/200/2700. The arm, 228/766/900/900. I will need to double check, but when I placed the arm, it looks like it is inside the cargo bay. No part of it was visible from outside of the cargo bay. No part of the arm clips the inner skin of the cargo bay. Now yes I am at altitude, I am going rather fast. If the arm were to be attached externally to the craft then yes I would expect it to burn up. No question about that. But inside the cargo bay? The tank the arm is attached to is inside the cargo bay. That tank does not get very hot. Lol. name = wbiSampleArm. WBI part it seems. With a name that erm does not reflect the in game name, title = Mk1 Station Arm. tut tut Angel-125 Joke. \GameData\WildBlueIndustries\001KerbalActuators\Parts\Utility\SampleArm\SampleArm.cfg. So...if the tank does not get very hot, and the cargo bay does not get very hot, any idea why the arm does? edit. the cargo bay, name = kh.6m.cargo, spaceName = OPT KH Cargo Bay [CLS]. edit. Yes I could make a small patch to change the temp of the arm. One more to change the drag. But I guess I would like the cargo bay itself to be examined to see if there is something that it should be doing that it is not. Or just be told - that is the crappy way KSP works, live with it! Lol. Joke.
  2. Apaseall

    [1.4.*] MemGraph Updated with Stutter Reduction

    Yup. One approach would be to add a little RAM. I think hitting the add RAM button will add RAM each time you hit it ie first time say 0.5Gb, next time another 0.5Gb, so the total would be 0.5Gb then 1.0Gb etc. Once you work out what value works for you, you can replace your increment value with that.
  3. A question, where would I look to find out if a part inside a cargo bay is being shielded in terms of heat? I ask because I recently dropped into the utility section and found an arm. Long white and seems to be solely for space stations to handle erm stuff floating is space? I thought it looked like the one I seem to remember the space shuttle using. Anyway I added one for fun to the inside, I have some LFO tanks running along the lower sides of my cargo bays, of my cargo bay. Things get a little toasty during high altitude speed up for final tilt up for Kerbin escape to orbit. At a rating of only 900K the arms go poof! So I am wondering if they are not being shielded from heat properly? Talking about heat, I think I remember a mod called BackInBlack that allowed cargo bays to be radiators. Now that would be awesome if you could implement. Button to turn on and off. Use Ec like other rads do. You see cargo bays are rather large. So they could be used for radiators. Sure their max temp would be limited. Meaning the surface area ability to radiate heat in space would be low. But this would be mitigated by the shear size of the cargo bay. Hence a none trivial amount of heat could be radiated away. No need to change the models. Just add the right radiator modules and there we go. I wonder what values to use? I am excited by the idea, how about you? edit. Talking about shielding, I added some spotlights. Inside some downwards opening cargo bays. To light up landing, VTOL using TCA. I am not sure but my space plane seems a little sluggish now. Possibly a bit more drag has appeared? These spotlights are not designed for this, they have a reasonable max temp so do not blowup, but they are not aerodynamic in the slightest. How would I check if the cargo bag is drag shielding them? Other than watching MechJeb like a hawk for aero drag?
  4. Apaseall

    [1.4.3] Throttle Controlled Avionics

    I too use it for VTOL, that is to say take of from landed. However I have started playing with it to land on a surface target from orbit. It seems to work quite well. Apart from the actual touch down. It seems to touch down and then immediately take off again. I have to do some quick mouse and keyboard work to overcome this. What I do is closely watch the altitude. Just above the surface I turn off TCA. Immediately I have to press X to make sure the engines are cut. Looks like most of the time when I turn off TCA the engines that are active are set to maximum thrust. Woosh. Another niggle of mine is how TCA works out which engines to use. For example two sets of engines. One set for horizontal thrust, ie along the long axis of a space plane, normally used to push the craft along for flight. Another set of engines pointing downwards. Asking for level flight, with velocity set for less that actual velocity, I mean the horizontal speed, always uses both sets of engines. This results in craft tilting upwards as part of the rear, forward thrust engines are used to provide upwards thrust. Notice how I said that the slider in TCA is set for below current speed? In my mind that would mean that no thrust is needed from the forward thrust engines. The outcome is that for landing the craft comes down cheeks first. Rear wheel touch down first. Cutting the engines as outlined, the craft nose drops under gravity. This can lead to high stress on the front wheels. Provided they are substantial and survive impact, they can provide quite a bit of spring back, as the springs do their job. One way round the sloping nose up landing is of course to deactivate the forward thrust engines. But this then removed lateral, yaw control and forward speed control. Both of which are now solely controlled by the downwards pointing engines. Make a mockery of having engines attached specifically for extra control, ie engines not only pointing downwards for VTOL but also pointing forwards and backwards for horizontal forwards speed control. I have my engines set for thrust and man. If I set them for man. only, again the craft tilts as it now has to rely on the engines pointing down to provide forwards speed control. It is an art using TCA. For a first time user it can see impossible. It is though a mod that personally I would not play KSP without as no other mod seems to come close to being able to use multiple engines for any fancy flying. I don't use TCA for launching rockets vs space planes. I don't use TCA for a runway type take off for space planes. I do use it for VTOL take off on bodies that have no atmo. Basically go straight up as fast as possible, without forwards velocity. Once high enough, cut TCA and revert to forward thrust engines and hope you can go fast enough for orbit or escape.
  5. Like a computer, I get moody when people name stuff inconsistently. Thanks @JadeOfMaar for taking this issue on board, and for dealing with it so promptly. You are a credit to those that mod. I do try to provide as much info as I can, most of the time, when I comment on something that seems 'not quite right'.
  6. Whilst I take your intention, I am aware of the things you mention. I have upgrades to the pebble bed, at least 3 for the thermal convertor and have graduated to triangle wing graphite radiators. Plus going towards the goal of equilibrium should be covered by the testing of large numbers of rather big radiators. However there always seems to be a point at which no matter how much cooling I have, it is less than the heat produced. The first test was rather poor and I did not believe it would work. With each upgrade I hope. But it eludes me so far. One idea I had was to provide something like an NRT?, a small additional power source, in the thoughts that the cooling of the radiators needed power. Providing that power with the thing I was trying to cool might be self defeating. Either way, I would like to be able to use Xenon in the manner inquired about.
  7. Apaseall

    [1.4.3] Throttle Controlled Avionics

    Each engine has a Group associated with it. If you do not manually assign an engine to a Group it defaults to Group 0 [I think]. As each engine belongs to a Group I would assume that if you click on the properties of an engine it will tell you which Group that engine is in. So if you do something and have no idea which engine a Group is going to be controlling, just click on the engine and it will tell you which Group it is in.
  8. Hi, hopefully this is a quick question. Thermal Ramjet Nozzle. name = ThermalRamjetNozzle. \GameData\WarpPlugin\Parts\Engines\ThermalRocketNozzle\ThermalRocketRamjet.cfg. I would like to add XenonGas as a propellant. I see Nitrogen in game is available. I thought to write an easy patch. Problem is I have failed to find where the propellants for this engine are. Only LqdHydrogen is listed in the part cfg file. There is a \GameData\WarpPlugin\Resources\EnginePropellants.cfg. But there is an entry there for Xenon gas which has been commented out. Where would you advise I look for what I need? edit. I tried looking in ModuleManager.ConfigCache for help. No propellants appear in the url for that part. In other words still no idea which module to add or add to in order to be able to use my on board Xenon gas with this engine. Which is a pity as I was rather hoping to use the nozzle as a means of dumping waste heat. As it is I fail to remove enough waste heat from a simple combo of pebble bed reactor and thermal electric generator despite using many simply huge radiators (I mean these things dwarf the craft itself individually). Ion engines use quite a bit of juice, which the combo will supply, but the heat build up means I can only use them at about 80-85 percent throttle. Trying to dump MW into space is rather tricky, since the radiators seem to have their own opinion on how much heat they will suck into themselves and thus radiate. If, pardon the pun, the radiators sucked more, things would be so much easier. You see we have this problem with heat. 3 places I find heat. Core, internal and skin. Now the combo does not get hot, in terms of internal and skin. Yes the radiators do have info that seems to state that they or the part they are trying to cool is getting hot. Heat overlay merely shows that the radiators are the hot things, see no heat for internal or skin registering for either part of the combo mentioned. Nor is any other part showing up as hot, if they were I would have slapped some radiators on them. This is for a test craft, I liked that idea of insane ISP using Ion Engines. But for all my testing I cannot seem to drag enough heat out to stop both conversion efficiency of the thermal electric tanking and the reactor over heating. I have read that heat is a problem. I even tried stupid amounts of little radiators in the belief that the 10 percent suck was the stumbling block. Nope, yes the little radiators get hot quickly, but being so small the amount of heat they radiate, despite their much higher temperature, is also tiny. Ok heat is a problem and I have read you are working on it. In the mean time, I am trying other ways of dealing with it, hence the thought of dumping it out the back in an exhaust. Back to wanting to use the on board Xenon.
  9. No worries. It has niggled my for ages. I just got a new bit of software, for another reason, AstroGrep. As you can guess Grep is the bit it does. It spat back a short list, and I told it to show me a few lines around the result. Easy once its done like most things.
  10. Apaseall

    [1.4.x] Pathfinder - Space Camping & Geoscience

    Yes I am considering cloning an existing lab, changing its model to point to the physical one I want, editing attachment nodes etc and adding in modules that I need to replicate other behaviour. Anyways thanks for taking the time for replying.
  11. Apaseall

    [1.4.x] Pathfinder - Space Camping & Geoscience

    Do you mean 'Inflatable Multipurpose Science Lab (IMSL)' ? I ask as I am using the modules from 'name = WBI_DocSciLab'. As you can guess I am having a bit of a problem, I do not seem to be able to transmit the science. They get, or one does, data, the scientists in there convert that into science. I am playing a science game. If I use something like PAWS I can get a field to transmit. I see the usual display in OneWindow about transmittion, but the science in the part does not decrease, nor does the science total I can use to research new stuff in the CTT increase. I know this is my issue, as in I am making this patch. So I am only asking a simple question about multiple labs.
  12. Apaseall

    [1.4.x] Pathfinder - Space Camping & Geoscience

    Hi @Angel-125 and thank you for your reply. hmm. This is what I am trying to do. Have a part with a different physical shape. So I clone a part. Delete out modules I don't want. Add in modules that I think turns it into a functional equivalent of a WBI_DocSciLab. So far so good. My question though is having two of those parts in a craft. Say I call it mm_my_lab. If I look in my craft file I can see two entries for mm_my_lab, as I have picked up one lab, added it to my craft, then picked up another and added that one also. Is this anticipated to be a problem? Should I be making two parts, both the same, but with differing part names, so that the craft file only contains one of each? Does my question make sense?
  13. Back again. Small thing. My parts list is growing. Additional 'part = i.4m.cockpit.isp' are appearing. This is an old problem. I am working on my save files and thought I would bring it to your attention. 1. in \GameData\OPT\Parts\main\i_4m_cockpit_isp.cfg 2. in \GameData\OPT_Legacy\Parts\MiscParts\Size_2\OPT_i_4m_cockpit_isp.cfg Ta.
  14. Apaseall

    [1.4.x] Pathfinder - Space Camping & Geoscience

    Hopefully a quick and easy question to answer: Would you anticipate any issues if a craft had more than one part that was basically a clone of WBI_DocSciLab? Or even if a craft/base had more than one WBI_DocSciLab? The lab is multipurpose and can be configured in more than one way. Thanks.
  15. You know you have been playing too much when you right click and move your mouse to get a better view of a picture posted in these threads.