Jump to content

Search the Community

Showing results for tags 'core heat'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • Welcome Aboard
  • Kerbal Space Program 2
    • KSP2 Dev Updates
    • KSP2 Discussion
    • KSP2 Suggestions and Development Discussion
    • Challenges & Mission Ideas
    • The KSP2 Spacecraft Exchange
    • Mission Reports
    • KSP2 Prelaunch Archive
  • Kerbal Space Program 2 Gameplay & Technical Support
    • KSP2 Gameplay Questions and Tutorials
    • KSP2 Technical Support (PC, unmodded installs)
    • KSP2 Technical Support (PC, modded installs)
  • Kerbal Space Program 2 Mods
    • KSP2 Mod Discussions
    • KSP2 Mod Releases
    • KSP2 Mod Development
  • Kerbal Space Program 1
    • KSP1 The Daily Kerbal
    • KSP1 Discussion
    • KSP1 Suggestions & Development Discussion
    • KSP1 Challenges & Mission ideas
    • KSP1 The Spacecraft Exchange
    • KSP1 Mission Reports
    • KSP1 Gameplay and Technical Support
    • KSP1 Mods
    • KSP1 Expansions
  • Community
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
    • KSP Fan Works
  • International
    • International
  • KerbalEDU
    • KerbalEDU
    • KerbalEDU Website

Categories

  • Developer Articles

Categories

  • KSP2 Release Notes

Categories

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


About me


Location


Interests

Found 3 results

  1. You are descending to your outpost with running ISRU, and it rapidly builds core heat from nowhere (catch-up when going off-rails) and goes boom? "No ground contact" appears and disappears randomly, because surface detection of the game is challenged? Landed your 500-ton refinery on a "dead spot" of Pol? Oh, no. Your engineer went to the outhouse for a minute, and your ISRU production rate lowered in twenty times. ISRU TWEAKS Heavily inspired by @Markelius https://forum.kerbalspaceprogram.com/index.php?/topic/138756-112-no-overheating/ , distributed under the same license https://creativecommons.org/licenses/by-nc-sa/4.0/ Is made to stop that weird behaviour of stock mechanics by Module Manager magic. Even with mods. This is fairly simple. Patches can be used separately. Module manager is a dependency and you can get it here https://github.com/sarbian/ModuleManager, but looks like you have it already. No_overheat patch will look for any parts with modules, producing malicious CoreHeat. You will need no radiators for converters, processors and harvesters affected, they will not need to warm up and to blow up. RTGs are covered. Radiators will still be needed to operate NERVA-alike engines and in hot environments. No_engineers will remove stock 5% cap on effeciency of converters and harvesters, they will run on their nominal effeciency, harvesters will run depending on resource abundance. Your things will work like it`s 4-star engineer onboard, everytime, even on probes. Drill_collider makes drill collider 25 kerbal meters long, this is a dirty "fix" to fight bugged surface detection. But you still have to point it to the ground and to be landed. Mod support: Wild Blue Industries-any: Just works. For all parts, hopefully. Please tell me, if not. USI - any: no_engineers respects and preserves fancy USI effeciency and traits system, so you need specialist kerbals or you need automatic drills and automatic modules. Heat and colliders are patched as usual. Any custom parts with stock or USI/WBI modules are patched automatically, so stockalike mining extension, KPBS, MRS, Contares, rovers, etc are compatible. KSPIE: parts with stock modules are covered, parts with WasteHeat use WasteHeat pseudo-resource, no need to fix, you still need radiators. Extraplanetary Launchpads uses its own heat implementation for smeltery, own drill modules and unmanned production part, nothing to do here. 3rd party parts with stock modules are supported. You will need engineers to build stuff. OSE Workshop: Converters are covered, unmanned workshop is already present. Ground Construction: Converters are covered, you will need engineers to build stuff. Kerbalism: does not simulate heat, nothing to do here Near Future Electrical uses its own module for reactor, you still need radiators. SIMPLEX Resources, CRP, planet packs, new ISRU recipes, etc: compatible. Only drills, converters or generators(e.g. RTG) are affected, only heat and engineer requirement is disabled. Support: I will want to look at your save folder, namely craft files, and your KSP.log from the root folder, if something goes wrong. Special thanks to Markelius, Roverdude and SQUAD. DOWNLOAD LINK https://spacedock.info/mod/2469/ISRU Tweaks
  2. Hello, I'm not quite sure if this is any bug (I'm using some mods) or if there's some unknown multiplier within the core heat calculations. Perhaps someone here can help me to unterstand. In my setting I landed on Minmus with a level 2 engineer. The ship has 2 Drill-O-Matic Junior's attached to a fuel tank and attached to this tank a large radiator panel. Nothing else (of any heat importance) is conected with this fuel tank. There's no termal control system on the whole ship. Now each each Drill-O-Matic Junior has 50 KW max cooling and the large radiator panel has 200 KW of core heat xfer. So there should be more then enough cooling. But when I start mining, the drills core temp climbs up to 561 K. Thanks to KAS & KIS I was able to try some different settings. If I attach another small radiator panel (50 KW core heat xfer), the drills stay at 500 K. So the cooling requirement seems to be somewhere between 200 KW and 250 KW - the drills should only generate 100 KW. I also checked the additional thermal data over the debugging console (ALT + F12) but I'm no expert in those numbers and they don't gave my any hint, what happens with the heat when the drills starts to overheat (I mean going over 500 K). This behavior starts with 1.3.1, in prevoius versions the cooling for this ship was fine (but in those days I drilled on mun ) . Best regards
  3. Hello fellow Kerbalnauts! Have you ever started a drill or ISRU, only to be frustrated when it either takes forever to max it's efficiency, overheats, or needs a massive amount of NearFuture radiators or solar panels to dissapate the heat, which aren't always reliable? Wish the stock drills and ISRUs worked the same way Karbonite did before 1.0? Then you need... No Overheating Download on Spacedock [works with 1.1.2, probably 1.0+ too] This mod is just a simple couple of Module Manager patches, which completely remove the core heat system on Drills and ISRUs. Just start them up and let them do their thing. It also removes the core heat system on RTGs, I wasn't sure if they actually had any effect but I removed them just to be sure. It also works with Kerbal Planetary Base Systems, Modular Rocket Systems, and Near Future Electrical, but does not require them. It does however, REQUIRE Module Manager. You can get it here. That's all, and happy mining! This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
×
×
  • Create New...