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Showing results for tags 'core heat'.
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 h
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 l
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 he