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krautbernd12

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Posts posted by krautbernd12

  1. 10 hours ago, Nertea said:

    I don't support that part so the dev of that mod will need to look into what they are doing wrong.

    Just trying to make sure it's not something on my end. Looking at the config the HeatGeneration entry might be invalid - it's not a curve but a single value. Unfortunately the github repository is missing documentation for ModuleSystemHeatFissionReactor and the other modules. I have been able to "fix" this manually by adding the missing entry, but I don't what else I might be missing - or for that matter why the in-game value for heat generation is lower than the one in the config.

  2. Is anybody using SystemHeat/NFE in conjunction with the MK2 stockalike expansion? I'm running into issues with the Mk.2 Reactor, which apparently produces "-500 kW" of waste heat and crashes the game when used in conjuntion with other parts like ISRUs (which might have something to do with teh heatflux not being a number). Anybody having similar issues or know how to fix this?

    13vjus.jpg2scjf7.jpg

     

  3. I'm running into issues with the Nuclear Reactor and NFE/SystemHeat integration - the reactor is throwing a NaN error an does not produce any heat, and the description lists waste heat production as "-500 kW". Trying to use it in conjunction with other parts results in a crash. Is this a known problem?

    13vjus.jpg2scjf7.jpg

    EDIT:

    @SuicidalInsanity

    Looking at the patches for SystemHeat integration, none of the nuclear engines or the reactor appear to have any heat generation entries. Is this intended?

  4. Sorry to drag this back up, but like @MrLake I am also experiencing texture issues in conjunction with restock - is there a way to get these two to play nice?

    EDIT:

    The whitelist is missing the Clampotron Sr. texture. Adding:

    Squad/Parts/Utility/dockingPortSr/ClampotronSr_ClampotronSr_Diffuse.dds

    to the whitelist file fixes the texture issues for me.

     

  5. Hi, coming back after a (longer) downtime, and I'm wondering - does the "simplification" mod still exist? While I like the idea of EL, having to deal with another redundant resource (MetalOre instead of Ore) which also limits gameplay never really appealed to me. TBH I am just looking for a simple integration with Plantary Base Systems.

  6. Another thing I noticed is that the non-tweakscale sizes (everything other than 2.5 m) of the universal modules can't be toggled/deployed in the editor or during EVA. Also, changing eventAvailableFlight = true in UAM.cfg only allows manual deployment for the 2.5 m module, as allowManualControl is set to false for all other modules in No_Tweakscale_Config.cfg. Is this intended?

    For that matter, why can the (working) modules only be deployed manually via EVA?

  7. 9 hours ago, linuxgurugamer said:

    Unfortunately, your patched file will fail if ReStock is NOT installed, but it shows me what has to happen. 

    I'm testing an  update, but won't be able to publish it until next week

    Apologies, my knowledge of how the syntax works is a bit rusty. The other (restocked) stock parts work fine from what I can tell. Another thing I noticed is that the airbags deflate (as in the animation plays in reverse) when you splash down, regardless of speed, but the bouancy remains.

    Also get well soon :)

  8. Is this mod compatible with 1.12.3? The integrated landing bags for the mk.2 pod don't work for me at all. All I get on landing is the inflating sound (I guess?) playing, but nothing actually deploys.

     

    EDIT: I've narrowed this down to Restock (newest / 1.4.2), which somehow breaks the Gemini bag animation. Log lists:

    "ModuleAnimateGeneric: Could not find animation component 'AirbagGemini' - on part Mk2Pod failed to load! Check the model file"

    Which is a bit diconcerting, given that the description lists "Added config for ReStock" - any tips on how to fix this (apart from removing the mk2 config file)?

    EDIT2:

    Replacing

    @PART[Mk2Pod]:NEEDS[!VenStockRevamp,SquadExpansion]

    with

    @PART[Mk2Pod]:NEEDS[!VenStockRevamp,SquadExpansion]:AFTER[Restock]

    in the config seems to work so far.

  9. Not sure if I'm missing something or if this us a bug, but I'm running into problems with the laser-altimeter / map-cam wedge. Mainly that I am unable to take any laser altimeter readings because the part "needs to be manned" (probably due to usageReqMaskInternal = 5) - is this intended? How do I "man" the wedge?

    Other problem is that I can not recover the picture taken with the wide-field camera, nor am I able to reset the camera. The same is true for both advanced amterials bays on my current craft, which are now throwing the "cannot run experiment; science module full" error. Any help would be appreciated.
  10. This isn't about system heat, this is about none of the engines showing up or working as reactors, let alone having any of the associated resources. Is there any additonal patch or integration-thing I'm missing to get those engines working as reactors? Again, I just downloaded the mods from the linked github repositories. Near future electrical only includes "decaying RTGs" in the extras folder, and Kerbal Atomics only inlcudes "KerbalAtomicsLH2NTRModSupport" and "KerbalAtomicsNTRsUseLF". None of these make the engine work as reactors.  How do I get KA integrated with NFE?

  11. Newest version of KSP and newest version of the mod of course. The engines just act like normal engines, they don't integrate any of the reactor options and don't have any of the resources i.e. enriched uranium. I downloaded all of the near future mods&kerbal atomics from the github repository. Going through the configs for kerbal atomics the only engine actually listing enriched uranium is the Emancipator. Any help would be appreciated.

  12. 27 minutes ago, allista said:

    BTW, does anyone have the History Expansion? If so, could you share part configs (only configs, in a password protected archive if you're serious about copy rights) so that I could make CC patches for the containers there?

    Is that even permissable under the new EULA? Has squad ever got around to clarify what is and isn't allowed as of the EULA change?

  13. 11 hours ago, Starwaster said:

    (don't call it fuel. The fuel is the radioactive isotopes in the reactor)

    I can call it reaction mass if that's any better :wink:

    My question was more along the lines of "can i effectivly cool the inactive reactor core to ambient temperature using radiators or by passing liquid hydrogen through it?".

    Also, could you please tell me what the second option in the advanced reactor control panel does?

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