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WarriorSabe

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Everything posted by WarriorSabe

  1. Gotta love those fission fragments and nuclear saltwater. Though, personally I'd describe a NSWR not as a constantly detonating nuclear bomb but as a constantly melting down nuclear reactor
  2. To be clear, that is all of the MPE bodies, not just the ones past Plock? Edit - ninja'd it seems
  3. I was looking into it some more, and it looks like you probably don't have to worry about Kerbalism 4.0; it adds its own replacement to the core heat system, so it'd be redundant to use both. Though, I guess users might want to disable Kerbalism's heat system in favor of SystemHeat, in which case it'll need to be able to run stably at high timewarps and in the background for Kerbalism to work with it (though that's not exactly the same as a compatibility patch since you probably don't need to interface with Kerbalism for that).
  4. Yep, and that LS mod is called Kerbalism. Which actually will probably become incompatible with this in its next update since it will do some stuff related to heat when it comes out. Obviously it's too early to ask for compatibility since that update doesn't even have a date yet and it might not even make sense to want both, but it is something to keep in mind.
  5. Can confirm, using kopex in 1.8, regional pqs will crash your game and emissive fx doesn't work from most camera angles. 1.9 is probably even worse
  6. Oh, I actually forgot KopEx even did footprints. I was more concerned with the regional PQS and EmissiveFX, which also broke in 1.8 (the former much worse than the latter)
  7. Oh, sure, obviously making the build fully stable comes first. I was just curious if you were open to it, say, once Kopernicus gets back to a maintenance level.
  8. Do you think it'd be possible to pick up Kopernicus Expansion Continued as well? That one's still stuck way back in 1.7 with only select features still functional.
  9. How about if it were a setting that could be toggled on radiators that made them treat the loop temperature as some proportion higher for determining cooling rates at the cost of some power and efficiency loss? That'd be what you'd ultimately need the expansion/compression for - cooling below ambient temp, and making it a radiator setting is simple and doesn't require adding parts or directionality or anything, and I think would end up closer to the desired result.
  10. You could do it like Kerbalism handles stuff like solar panels - assume the orientation relative to the sun is frozen once you start timewarping and the vessel is just automatically orienting itself. And blackbody equilibrium temperature is actually a pretty simple thing to calculate, and probably not too computationally heavy either (especially since there's no real reason to figure it out every frame; you won't be moving around *that* fast) Hmm, I'm not sure if that'd actually be simpler for users than a simple step up paired with a step down (and presumably some power consumption and maybe inefficiency), and I can see some ways that might have unintended behavior, unless I'm misunderstanding what you're saying.
  11. Looks promising. How does it handle being near a star? Is the temperature radiators cool to still the ambient space temperature, or some blackbody equilibrium with the light? And regarding refrigeration, I think it'd be neat to have compressors and expanders you can add to your lines (with some basic checking to make sure they're always paired up), maybe even as purely UI elements, so you can adequately cool parts on hot atmospheric planets. Not sure if that'd be too complex for people to handle though. One other thing, do the radiators handle both convection and radiation flux? If not they should, since that can make a fair bit of difference on planets with thin atmospheres (or high up in atmospheres).
  12. With the recent Kopernicus news, has there been any impact here? Or is it going to be implemented in a way that doesn't need Kopernicus / not been started yet anyways?
  13. I noticed that with Kerbalism, the RPWS antenna and magnetometer boom can only do science around bodies with magnetospheres, but magnetic survey contracts still generate around these bodies, as well as orbital survey contracts requesting that science. Is there a way around this, or should I just accept that I just won't have as many possible contracts available to pick from?
  14. Well, I for one don't seem to fall into either of the two camps of "oh, I thought the game was doomed but now I'm perfectly content" or "I don't believe you, take two is too evil for this to be true". Really, the thing that caught my eye here was your comment about z-pinch fusion devices, and want to know exactly what they're used in. Colonial reactor, onboard spacecraft reactor, or engine. If engine, which engine and what's its performance. If reactor, what kind of power to weight ratio does it get and how bulky is it. These are the things that interest me.
  15. Oh, good. No rush or anything, it's been several months and I have no problems waiting another several. Just was curious since the thread had been quiet.
  16. I know how to use the radiation model; there's currently no key to make the magnetic axis not pass through the core like I was talking about, just to change the coordinates of magnetic north. For example, the closest Neptune's magnetic axis passes to its core is still 55% of the way to the surface, and Uranus about a third the way to the surface, since they're produced by the superionic ice in the mantle.
  17. Are there any plans to extend the radiation model to accurately model the ice giants? Specifically, it'd need to support the physical centers of the fields being offset (not just the orientation), as well as possibly quadrupole moments (less of a significant impact on the overall structure so that isn't as necessary).
  18. It's been a good while; any progress?
  19. That's an issue with the way ksp handles celestial bodies; it happens because for some reason the point right at the north pole has its elevation set by the game to match that of the south pole. You'll notice most stock worlds have it to some degree (that's the origin of the mohole, that one was just turned into an easter egg due to how extreme it was), the only ones that I know don't at all are Laythe and Kerbin, since they have flat ice caps at both poles (and if you want to be pedantic Jool and the Sun since they don't have surfaces to get spikes or holes in).
  20. Why are jet engines omitted from the balancing? I was doing some comparisons, and they seem like they could use a 50% or so mass increase.
  21. Ah, so you mean you set the clock to have a day be different than how long it actually is ingame? I don't think there's any way to make the planner use anything but the rotation period of Kerbin (or whtever takes its place with a planet mod) as a day. You'll have to just convert the units (i.e., divide the number of days by 4), since the absolute amount of time it lasts shouldn't be affected, just the units used to show that time.
  22. It would almost certainly not work. This specifically targets the bit of each part that corresponds to the lift it produces, but FAR completely removes the part-based aerodynamics in favor of its own shape-based aero. So, basically, if you have FAR then this mod wouldn't know where to look to find the lift.
  23. What is the issue when you play with a different cycle? I've found that the planner uses the rotation period of the homeworld to define a day (and the orbital period to define a year), so if the issue is that that isn't matching up right, then that might just be it.
  24. I recently got around to updating to the newer version, and I now have a question: How do I EVA? I remember reading something about needing to depressurize first now, but I can't find an option to do so
  25. It should. I'm pretty sure it doesn't currently use anything whose syntax changed between 1.7.3 and 1.8.1, so as long as you have the 1.7.3 Kopernicus I don't see why it won't. Edit: I'd still do it on a separate save first just to be safe
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