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TBenz

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Posts posted by TBenz

  1. On 8/13/2021 at 5:18 PM, Starseeker said:

    Apologies if this has been asked before, but will crew-containing parts end up producing heat from this mod (thus requiring stations to have heat-rejection capacity)? Or is that beyond its scope?

    I believe this came up before, and if I recall correctly, the answer was 'out of scope'.

    On 8/13/2021 at 6:59 PM, Tabris said:

    Has anyone made a USI patch yet?

    Due to the way USI and SystemHeat both handle converters, compatibility between the two requires significantly more than just a patch. Nobody has tackled that issue yet, as far as I am aware.

  2. 1 hour ago, coyotesfrontier said:

    Sounds great, I don't see any issues with this system. At first I thought that the sticky throttle might cause problems when making very precise burns, but then realized going between say 0% and 5% (as would be done during a precise burn) would probably be very quick.

    Another option is to bring some small chemical engines or suitable RCS for making fine adjustments. 

  3. 23 hours ago, Rakete said:

    @Nertea

    Great, thanks. Really like your work, especially waterfall! Made KSP a whole different game for me.

     

    Just for interest: If I like the stock KSP design and don't want to implement the whole restock revamp (for compatibility reasons to my very complex and detail-optimized (for the Mr. Monk in me) workhorse crafts (mostly Spaceplanes) made of stock parts (don't want to rework them all after restock mod-install as it might break some aestetic descision I made on them) ), but some parts like the 3,75m dockingport or some additional nuclear engine from restock +.

    Is there an easy way, how I can pick and chose only some exclusive new (additional) parts from restock plus ? Maybe some kind of : "grab file part123.abc, part123.cfg and part123.xyz, put it a folder and you have the part extracted, if you just want that." ?

    Or Plan B: a way to only install Restock Plus  and only the files from restock, that forms the dependency and not the revamp (because of not wanting to re-optimize my whole beloved SSTO-Fleet)?

    It should be possible to install both Restock and Restock+ then delete all the restock patches and whitelist all the stock patches. That's a quick and dirty way to do it, and would cause your game to load ALL the stock and restock assets when it won't be using most of the Restock stuff. But it should work and not require a ton of jumping through hoops and testing.

  4. On 6/25/2021 at 7:54 AM, panarchist said:

    It's not visible because the category in the part.cfg file is "none". If it were "Ground", it should show up in the editor. The real question is whether it's deliberate, i.e. not ready for prime time, or an oversight.

    It appears it was intentionally removed back in 2017. 

    https://github.com/post-kerbin-mining-corporation/StationPartsExpansionRedux/commit/d5815a646e56631284ffeaaccea6a7bd1f61ea2d#diff-ba7de6ff63c9a0fde898a50882762103cd32df0b39fd2625793c11324bc8bc88

  5. 2 hours ago, Spaceman.Spiff said:

    EPIC!!!! 

    If I’ve got this right, these are special science modules for the megalab?

     

    Also, maybe a glimpse of what the Cupola might look like??

    My guess is that the Science Lab has an integrated telescope, and the part on the right is a standalone version for when you want to run that experiment without lugging a 5m lab across the kerbolar system.  Then the part on the left is a small greenhouse part for when you need just a little bit of snacks. 1.875m form factor, presumably?

  6. 20 minutes ago, theJesuit said:

    A NearFuture Spaces folder?  Or bundled into the NearFutureProps folder?   It is a good idea!

    TBH I only use part mods that include IVAs so how would you have the IVAs work if someone didnt install them?  That isnt just for visuals but to find where kerbals are in space stations and such.

    Peace.

     

    One thing I've seen done for parts without proper IVAs is to just create a solid black IVA cube inside the part and place the kerbals in there. That way you can at least see their portraits. When mods don't include any IVA at all then the Kerbal portraits won't show up, which is annoying. I've also seen mods reuse existing IVAs from other parts, the Mk3 passenger module could be a stand-in for anything less than16 kerbals. 

     

    35 minutes ago, Nertea said:

    Some early IVA work on the tuna can flat hab:

    unknown.png

    On that note I am toying with the idea of making IVAs into an Extras feature to help with memory usage. 

    Loving it. This looks to be more of a living area, in contrast to the sleeping quarters focus on the PXL-2 Shelter (flat 3.75 hab)? 

  7. 2 hours ago, toric5 said:

    reactor power and mass flow determine thrust, yes, but the core temp should be what determines ISP.

    http://www.projectrho.com/public_html/rocket/enginelist2.php#id--Nuclear_Thermal

    Thinking further, I believe you are correct.

    My mistake was in assuming that the reactor could "under heat" the propellant should it not be outputting enough energy to heat it all and maintain core temp, but now that I consider it, I'm not sure that is possible in a practical NTR.

  8. 1 hour ago, toric5 said:

    just tested that, and the ISP definitly depends on the reactor power setting, rather than the reatctors core temp.

    heres it at full throttle, I let the temp stabilize.

    L48urOp.png

    and at roughly half throttle, same reactor temp.

    BelwWNi.png

     

    I also messed around with manual reactor control a bit, and confirmed that the ISP indeed depended on the reactor power setting. I put some radiators on to absorb the waste heat, and set the throttle to a low setting, and messed with the reactor power setting.

    At full power, full ISP was achived.

    w1iBlcn.png

    at half power, you get roughtly half ISP. Note that the temperature is roughly constant.

    duhFGGA.png

     

    @Nertea, is this intended behavor? I like the slow response of the reactor W.R.T. thrust, and I think the mechanic could be really fun if fleshed out. Think of it this way: If you want to save mass by forgoing radiators (and its significant savings!), you need to be gentle with the throttle. Throttle up to rapidly and you quench your engine, bringing the temperature crashing down and ruining your ISP until the reactor powers up and the thermal mass of the reactor heats back up. Throttle down too quickly, and, as you have forgone radiators, the reactor cant SCRAM fast enough, and you severely overheat your core, possibly stranding you with a broken engine. On the other hand, you can take a big hit to Dv and/or TWR by packing enough radiators and getting that instant throttle response needed for precision maneuvers and landing.

     

    The only thing that feels out of place with the current system is the ISP depending on reactor power, not core (and therefore presumably propellant) temperature, meaning that half-throttle gets you half-ISP...

    My thermodynamics are pretty rusty, but I think that's correct behavior. The reactor power setting indicates how much energy over time (power) it is generating that can be transferred to the propellant to increase ISP. The core temp is just an instantaneous measure of energy in the reactor. We only care about it because we want it at a certain point to safely and efficiently run the reactor. 

  9. On 4/5/2021 at 5:55 PM, darthgently said:

    TACLS, yes.  In fact, it is my mining operation at night on the Mun running out of juice and TACLS warning me that my kerbs are going to die that has me looking at this mod.  But if it won't beam power in the background then maybe it isn't for me at this time.  Strangely, I have fuel cells on the mining craft, and right after I switch to the mining craft, the electricity climbs right back up as the cells come on.  So that is an entirely different an unrelated issue; but then again, maybe the stock fuel cells have a similar issue with background processing.  Or TACLS doesn't consider them properly.  But for realism and efficiency, I'd rather be beaming sun power down to the dark side than burning the fuel I mined ore to produce to make electricity

    Stock fuel cells work like other stock converters, they use a "catch up" mechanic where the game attempts to calculate how much power they generated and how much fuel they used once you load them back in. I would assume TACLS handles that by assuming that an active fuel cell has enough fuel until you load the ship back in, which would mean you could generate more power than you have fuel for if you leave it unattended for long enough.

    It may be possible to utilize the same system here, in lieu of background processing. It's not exactly great, but it's "good enough" for all the stock power generators. 

  10. 34 minutes ago, kspnerd122 said:

    Hey, um, does this work with MKS

    since otherwise, I cant use FFT in my MKS save

    Which would suck, since I would be stuck with KSPIE then

    System heat does not integrate into MKS, both use their own extension of the resource converter and resource producer modules that don't interoperate.

    MKS still does work fine when system heat is installed, because system heat doesn't remove core heat. However that means you need to consider both system heat and core heat when designing cooling systems.

  11. 12 minutes ago, SiCaRiO31 said:

    Do the SP-X modules have IVA interiors? I just started using one and when inside everything was black except for the windows, 

    The SP-X modules don't have their own IVAs. The models are used to replace the KV-X pods when Making History is installed. Since these models are original, the Restock team could use them in Restock+. But they never redid the IVAs, and can't redistribute MH IVA's, so without MH installed the parts don't have IVAs.

  12. 58 minutes ago, lookolookthefox said:

    @Lisias If you insist :). Basically, I've built this great modpack, but it involves USI life support and MKS, but also a bunch of Nertea's stuff, specifically SystemHeat. The problem arises with how both MKS and SystemHeat work. MKS has a bunch of drills which use a different harvester module due to their resource swapping system, something about requiring materialkits yada yada. Point is that SystemHeat, to implement its changes to the heat system of KSP, replaces the standard harvester modules entirely with a module of its own. This module does exactly the same as the regular harvester other than having a different thermal mechanic. In the end, i can't figure out how to integrate two different resource harvesting modules into a single file. I though about splitting the difference, somehow having both modules in communicating, the systemheat one not mining but doing heat and efficiency calculations, and the USI one not producing heat, but I'm not sure if that is possible at all. Even if it were, I've got no clue how.

    Yeah that's a cry of shame moment. Both USI and SystemHeat use custom modules that extend the ResourceConverter and ResourceHarvester modules. Someone would have to write an entirely new module that implements the functionality of both into one. MM patches can't do anything about it.

  13. As a complete IVA snob, I'm thrilled to see we are getting some more Nerta quality crewed parts to play with. I get that IVAs don't have much of any practical value, and that most players probably don't care that much, but I spend more time than I should considering the internal layout of my vessels, and high quality IVAs just make me happy inside.

  14. 2 hours ago, MirrorsareHard154 said:

    Will we ever see those cargo bays get plane versions? Rotating them to be used as fuselages makes the navball off-center, also, any chance of massive wings and similar control surfaces, and make it easy to, you know, mirror the thing without the mirrored side going upside down, also a 7.5 metre cockpit would be awesome, along with landing gear that are integrated into fuselages, cockpit and wings, with the option to toggle them to be there or not. I know its 'space program' and not 'air force' but the planes are lacking badly.

    Nertea keeps a  list of projects he's thinking of working on in his development thread, but I'll let you know right now that more spaceplane parts aren't on that list.

    There are some other mods out there that can help fill that niche though. Nertea's own MKIV Spaceplane System:

    and Orbital Portal Technologies:

     

  15. 3 minutes ago, Feye said:

    If Colony Supplies to freeze the Hab timers and Supplies to provide food indefinitely are taken care of, there's no need to stop production of anything else since resources you dig up from the ground don't deplete and WOLF doesn't care about time at all.
    Even if you dump excess of "end products" provided by a WOLF Hopper e.g. Material Kits there cannot be any other place where the resources used to make these things could have gone to otherwise.

    So "waste" by design doesn't exist... for WOLF infrastructure and anything you make with the resources provided by Hoppers at least...

     

    Unless of course, I'm just missing something totally obvious.

    These production chains don't exist solely in wolf, dumping excess could negatively impact chains using regular converters. 

  16. 32 minutes ago, linuxgurugamer said:

    Hi all,

    Looking for a volunteer to write a small patch for me.

    There is one mod which has a few parts with size0.5 in the bulkheadProfiles line.  I need to get a patch written which will change that to be size0p5

    The mod in question is:  

    and while I've contacted the author, I don't know if he is still around and active.  So I'd like to get this patch written so I can include it in the upcoming update to Janitor's Closet (I've totally rewritten the filter section which deals with part sizes).  Of course, if he does update it, then there wouldn't be a need, but I'm not holding my breath.

    The four lines which contain it are:

    
    Vostok/_Almach_Control_A.cfg      bulkheadProfiles = size0.5, size0
    Vostok/_Almach_Crew_A.cfg         bulkheadProfiles = size0.5, size0
    Vostok/_Almach_Decoupler_A.cfg    bulkheadProfiles = size0.5
    Vostok/_Almach_Service_A.cfg      bulkheadProfiles = size1, size0.5

    Thanks in advance

    This should do the trick. I tested it out with Vostok Continued and didn't see any errors or issues. And it's a damn simple patch so it's hard to screw up.

    @part[IronVostok_Control_A]
    {
    	@bulkheadProfiles = size0p5, size0
    }
    
    @part[IronVostok_Crew_A]
    {
    	@bulkheadProfiles = size0p5, size0
    }
    
    @part[IronVostok_Decoupler_A]
    {
    	@bulkheadProfiles = size0p5
    }
    
    @part[IronVostok_Control_A]
    {
    	@bulkheadProfiles = size1, size0p5
    }
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