SuicidalInsanity

[1.6.X] Mk2 Expansion v1.8.3.5 [update 1/212019]

Recommended Posts

@Magnavox: Re static thrusts, engine output less than listed thrust seems to be a stock thing; a quick test with the Wheesley (120kN Listed Static Thrust), Whiplash (130kN LST), and Panther (Dry) (85 kN LST) had them producing 110.2 kN, 118.5 kN, and 77.8 kN of static thrust respectively.
For your Rontgen performance woes, a large part of it is 5000m alt. on Eve is not a good cruising altitude.

Spoiler

Not a perfect replica of the craft you posted, but should have similar performance

nhcJXpq.png

Ignore the glitched text for the NFE readouts - a consequence of loading in NFE via Alt F11 database reload rather than doing a restart of KSP

For Eve, you really should be flying in the 17,000-20,000m altitude range due to the thickness of the atmosphere, especially at low altitude.
The Rontgen is more or less a Turbojet-tier performance engine, so for Kerbin/Laythe its less than ideal for a SSTO, for something like Eve, the usual Eve SSTO caveats apply, though a Rontgen/Sledgehammer AARE combo could probably work; it was primarily intended to offer a decent non-rocket option for flight on non-O2 atmo worlds.
 

Edited by SuicidalInsanity
  • Like 1

Share this post


Link to post
Share on other sites

@SuicidalInsanity Can we get some fuselages (mk2) with pop out wings and a fuel tank that is on the end? For ultimate space-saving without that tedious thing known as part clipping.

Edit: Tank or a nacelle/pre cooler?

Share this post


Link to post
Share on other sites
On 7/17/2017 at 11:05 PM, KerBlitz Kerman said:

@SuicidalInsanity Can we get some fuselages (mk2) with pop out wings and a fuel tank that is on the end? For ultimate space-saving without that tedious thing known as part clipping.

Edit: Tank or a nacelle/pre cooler?

There is a  mod called Retractable Lifting Surface, which would help with this

Share this post


Link to post
Share on other sites
38 minutes ago, KerBlitz Kerman said:

@linuxgurugamer Thx, will have to check it out

It doesn't do anything by itself, it's intended for a mod author to use when making parts

Share this post


Link to post
Share on other sites

Ah. Just got SXT, liked the pop out wings, but WAY to many parts. Will have to Symlink my Boot Gamedata drive do my larger data file. :D

Share this post


Link to post
Share on other sites

This looks like a great mod but after mogule manager is 3/4 a way done and then it stops btw i have 1.3

Just now, Trekkie148 said:

This looks like a great mod but after mogule manager is 3/4 a way done and then it stops btw i have 1.3

This happens to me every time plus I am that same person who said that :D plus I need help on this cool mod in the loading screen

Edited by Trekkie148

Share this post


Link to post
Share on other sites
18 hours ago, Trekkie148 said:

This looks like a great mod but after mogule manager is 3/4 a way done and then it stops btw i have 1.3

This happens to me every time plus I am that same person who said that :D plus I need help on this cool mod in the loading screen

Send logs. No logs = no help. And don't post them directly into the forum.

Share this post


Link to post
Share on other sites

@Trekkie148: I'm going to need your Kerbal Space Program/KSP_Data/Output_log.txt (Kerbal Space Program/KSP_x64_Data/Output_log.txt if using 64 bit) to be able to tell you what's going wrong, but at a guess: do you have CommunityResourcePack installed? if no, that would explain your issue; M2X requires it, and KSP will not load if M2X is installed without CRP.

@AlexTheNotSoGreat: I have now; I'm unfamiliar with RP though, so no promises.

Edited by SuicidalInsanity
  • Like 1

Share this post


Link to post
Share on other sites

What happened to the screen in the IVA of the HS-X Hypersonic Cockpit that could be deployed and when turned on was basically a tl;dr of the instruments but better?

It was one of my favorite features on it.

Share this post


Link to post
Share on other sites
On 02/07/2017 at 2:32 PM, SuicidalInsanity said:

@linuxgurugamer: M3X CKAN has been updated (or will be whenever the Pull Request goes through.)

@ChainiaC: Can confirm that the M2X NFE patch is outdated; this should fix it:

  Reveal hidden contents


@PART[M2X_Pluto]:NEEDS[NearFutureElectrical]:NEEDS[!KSPIntegration]:FOR[Mk2Expansion]
{
@mass = 2.8
	!MODULE[ModuleActiveRadiator] {}
	!MODULE[ModuleAlternator] {}
MODULE
	{
		name = ModuleUpdateOverride
	}

MODULE
	{
		name = FissionReactor
		StartActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StartActionName
		StopActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StopActionName
		ToggleActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_ToggleActionName

		FollowThrottle = true
		OverheatAnimation = ThermalAnim
		HeatGeneration = 65000	
		NominalTemperature = 3200
		CriticalTemperature = 3600
		MaximumTemperature = 3800
		CoreDamageRate = 0.01
		FuelName = EnrichedUranium
		INPUT_RESOURCE
		{
			ResourceName = EnrichedUranium
			Ratio = 0.00027
			FlowMode = NO_FLOW
		}
		OUTPUT_RESOURCE
		{
			ResourceName = DepletedFuel
			Ratio = 0.00027
			DumpExcess = false
			FlowMode = NO_FLOW
		}

		GeneratesHeat = false
		UseSpecializationBonus = false
		AutoShutdown = false
		DefaultShutoffTemp = 0.90
		GeneratesHeat = false
		TemperatureModifier
		{
			key = 0 0
		}

	}
	MODULE
	{
		name = ModuleCoreHeat
		CoreTempGoal = 3200					//Internal temp goal - we don't transfer till we hit this point
		CoreToPartRatio = 0.1				//Scale back cooling if the part is this % of core temp
		CoreTempGoalAdjustment = 0			//Dynamic goal adjustment
		CoreEnergyMultiplier = 0.1			//What percentage of our core energy do we transfer to the part
		HeatRadiantMultiplier = 0.05		//If the core is hotter, how much heat radiates?
		CoolingRadiantMultiplier = 0		//If the core is colder, how much radiates?
		HeatTransferMultiplier = 0			//If the part is hotter, how much heat transfers in?
		CoolantTransferMultiplier = 0.01	//If the part is colder, how much of our energy can we transfer?
		radiatorCoolingFactor = 1			//How much energy we pull from core with an active radiator?  >= 1
		radiatorHeatingFactor = 0.01		//How much energy we push to the active radiator
		MaxCalculationWarp = 1000			//Based on how dramatic the changes are, this is the max rate of change
		CoreShutdownTemp = 3800				//At what core temperature do we shut down all generators on this part?
		MaxCoolant = 1300					//Maximum amount of radiator capacity we can consume - 50 = 1 small
	}
	MODULE
	{
		name = FissionFlowRadiator
		passiveCooling = 65
		exhaustCooling = 1300	
		maxEnergyTransfer = 65000
		overcoolFactor = 0.20
		maxLinksAway = 1
		isCoreRadiator = true	
		
	}
	MODULE
	{
		name = FissionEngine
		HeatUsed = 1300
		Priority = 2
		TempIspScale
		{
			key = 300 0
			key = 1000 0.2
			key = 3200 1.0
			key = 4000 1.3
		}	
	}
	MODULE
	{
		name = FissionGenerator
		Priority = 1
		PowerGeneration = 20
		HeatUsed = 65
	}
	RESOURCE
	{
		name = EnrichedUranium
		amount = 55
		maxAmount = 55
	}
	RESOURCE
	{
		name = DepletedFuel
		amount = 0
		maxAmount = 55
	}
	MODULE
	{
		name = RadioactiveStorageContainer
		DangerousFuel = DepletedFuel
		SafeFuel = EnrichedUranium
		// What enginer level is needed to transfer the safe fuel
		EngineerLevelForSafe = 1
		// What enginer level is needed to transfer the dangerous fuel
		EngineerLevelForDangerous = 3
		// Max temp for transferring fuel into or out of the part
		MaxTempForTransfer = 400
		// kW of heat per unit of waste
		HeatFluxPerWasteUnit = 5
	}
	@MODULE[ModuleEnginesFX]
	{
		@heatProduction *= 0.1
	}

}
@PART[M2X_AtomicJet]:NEEDS[NearFutureElectrical]:NEEDS[!KSPIntegration]:FOR[Mk2Expansion]
{
@mass = 2.8

	MODULE
	{
		name = ModuleUpdateOverride
	}

MODULE
	{
		name = FissionReactor
		StartActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StartActionName
		StopActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StopActionName
		ToggleActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_ToggleActionName
		FollowThrottle = true

		HeatGeneration = 40000	
		NominalTemperature = 3000
		CriticalTemperature = 3400
		MaximumTemperature = 3800
		CoreDamageRate = 0.01
		FuelName = EnrichedUranium

		INPUT_RESOURCE
		{
			ResourceName = EnrichedUranium
			Ratio = 0.00027
			FlowMode = NO_FLOW
		}
		OUTPUT_RESOURCE
		{
			ResourceName = DepletedFuel
			Ratio = 0.00027
			DumpExcess = false
			FlowMode = NO_FLOW
		}
		// Disables stock converter functions DO NOT CHANGE
		UseSpecializationBonus = false
		AutoShutdown = false
		DefaultShutoffTemp = 0.90
		GeneratesHeat = false
		TemperatureModifier
		{
			key = 0 0
		}
	}
	MODULE
	{
		name = ModuleCoreHeat
		CoreTempGoal = 3000					//Internal temp goal - we don't transfer till we hit this point
		CoreToPartRatio = 0.1				//Scale back cooling if the part is this % of core temp
		CoreTempGoalAdjustment = 0			//Dynamic goal adjustment
		CoreEnergyMultiplier = 0.1			//What percentage of our core energy do we transfer to the part
		HeatRadiantMultiplier = 0.05		//If the core is hotter, how much heat radiates?
		CoolingRadiantMultiplier = 0		//If the core is colder, how much radiates?
		HeatTransferMultiplier = 0			//If the part is hotter, how much heat transfers in?
		CoolantTransferMultiplier = 0.01	//If the part is colder, how much of our energy can we transfer?
		radiatorCoolingFactor = 1			//How much energy we pull from core with an active radiator?  >= 1
		radiatorHeatingFactor = 0.01		//How much energy we push to the active radiator
		MaxCalculationWarp = 1000			//Based on how dramatic the changes are, this is the max rate of change
		CoreShutdownTemp = 3800				//At what core temperature do we shut down all generators on this part?
		MaxCoolant = 800					//Maximum amount of radiator capacity we can consume - 50 = 1 small
	}
	MODULE
	{
		name = FissionFlowRadiator
		maxEnergyTransfer = 40000
		overcoolFactor = 0.20
		maxLinksAway = 1
		isCoreRadiator = true
		exhaustCooling = 800	
	}
	MODULE
	{
		name = FissionEngine
		HeatUsed = 800
		TempIspScale
		{
			key = 300 0
			key = 1000 0.2
			key = 3200 1.0
			key = 4000 1.3
		}	
	}
	RESOURCE
	{
		name = EnrichedUranium
		amount = 40
		maxAmount = 40
	}
	RESOURCE
	{
		name = DepletedFuel
		amount = 0
		maxAmount = 40
	}
	MODULE
	{
		name = RadioactiveStorageContainer
		DangerousFuel = DepletedFuel
		SafeFuel = EnrichedUranium
		// What enginer level is needed to transfer the safe fuel
		EngineerLevelForSafe = 1
		// What enginer level is needed to transfer the dangerous fuel
		EngineerLevelForDangerous = 3
		// Max temp for transferring fuel into or out of the part
		MaxTempForTransfer = 400
		// kW of heat per unit of waste
		HeatFluxPerWasteUnit = 5
	}
	@MODULE[ModuleEnginesFX]
	{
		@heatProduction *= 0.1		
	}
	!MODULE[ModuleAlternator] {}
}

@PART[M2X_Reactor]:NEEDS[NearFutureElectrical]:NEEDS[!KSPIntegration]:FOR[Mk2Expansion]
{
@mass = 2.0
@description = A stripped down experimental fission reactor intended for use aboard aerospace assets that produces up to 500kW of electric power. Comes with integrated radiators.
!MODULE[ModuleResourceConverter] {}
!MODULE[ModuleOverheatDisplay] {}

MODULE
	{
		name = ModuleUpdateOverride
	}

	MODULE
	{
		name = FissionReactor
		StartActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StartActionName
		StopActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StopActionName
		ToggleActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_ToggleActionName

		UseStagingIcon = true
		UseForcedActivation = true

		UseSpecializationBonus = false
		AutoShutdown = true
		DefaultShutoffTemp = 0.90

		HeatGeneration = 15000
		NominalTemperature = 800
		CriticalTemperature = 1300
		CoreDamageRate = 0.008

		EngineerLevelForRepair = 5
		MaxRepairPercent = 75
		MaxTempForRepair = 330

		OverheatAnimation = Reactor_Heat
		FuelName = EnrichedUranium

		// Heating
		GeneratesHeat = false
		TemperatureModifier
		{
			key = 0 0 //1250
		}

		INPUT_RESOURCE
		{
			ResourceName = EnrichedUranium
			Ratio = 0.000000126785
			FlowMode = NO_FLOW
		}

		OUTPUT_RESOURCE
		{
			ResourceName = DepletedFuel
			Ratio = 0.000000126785
			DumpExcess = false
			FlowMode = NO_FLOW
		}
	}

	!MODULE[ModuleCoreHeat] {}
	MODULE
	{
		name = ModuleCoreHeat
		CoreTempGoal = 800					//Internal temp goal - we don't transfer till we hit this point
		CoreToPartRatio = 0.1				//Scale back cooling if the part is this % of core temp
		CoreTempGoalAdjustment = 0			//Dynamic goal adjustment
		CoreEnergyMultiplier = 0.1			//What percentage of our core energy do we transfer to the part
		HeatRadiantMultiplier = 0.05		//If the core is hotter, how much heat radiates?
		CoolingRadiantMultiplier = 0		//If the core is colder, how much radiates?
		HeatTransferMultiplier = 0			//If the part is hotter, how much heat transfers in?
		CoolantTransferMultiplier = 0.01	//If the part is colder, how much of our energy can we transfer?
		radiatorCoolingFactor = 1			//How much energy we pull from core with an active radiator?  >= 1
		radiatorHeatingFactor = 0.01		//How much energy we push to the active radiator
		MaxCalculationWarp = 1000			//Based on how dramatic the changes are, this is the max rate of change
		CoreShutdownTemp =  6000					//At what core temperature do we shut down all generators on this part?
		MaxCoolant = 300					//Maximum amount of radiator capacity we can consume - 50 = 1 small
	}

	MODULE
	{
		name = FissionGenerator
		PowerGeneration = 500
		HeatUsed = 300
	}
	!RESOURCE[ElectricCharge] {}
	RESOURCE
	{
		 name = ElectricCharge
		 amount = 600
		 maxAmount = 600
	}
	!RESOURCE[DepletedFuel] {}
	RESOURCE
	{
		 name = DepletedFuel
		 amount = 0
		 maxAmount = 90

	}
	!RESOURCE[EnrichedUranium] {}
	RESOURCE
	{
		 name = EnrichedUranium
		 amount = 90
		 maxAmount = 90

	}
	
	MODULE
	{
		name = RadioactiveStorageContainer
		DangerousFuel = DepletedFuel
		SafeFuel = EnrichedUranium
		// What enginer level is needed to transfer the safe fuel
		EngineerLevelForSafe = 1
		// What enginer level is needed to transfer the dangerous fuel
		EngineerLevelForDangerous = 3
		// Max temp for transferring fuel into or out of the part
		MaxTempForTransfer = 400
		// kW of heat per unit of waste
		HeatFluxPerWasteUnit = 5
	}
}

 

@KerBlitz Kerman: Part variants require Interstellar Fuel Switch, which should be included with the M2X download. If you don't have IFS, that would likely explain the white flashing parts, as without IFS the game is trying to display all variants of those parts at the same time. M2X has tweakscale support, but does not come with it, you'll have to grab Tweakscale separately.
 

 

Looks like Nertea updated NFE again and broke whatever needed fixing again.

Share this post


Link to post
Share on other sites

I really liked the parts, but they REALLY make my game laggy whilst selecting them or placing them in the SHP.

Anyone else experiencing this?

Share this post


Link to post
Share on other sites

@SupperRobin6394 I've not noticed any particular extra lag when using these parts other than the general lag from all the addons I have installed.

@SuicidalInsanity I don't know if anyone else has been having this problem. but since Nertea updated NFE a few days ago, the problem with your nuclear reactors and engines is back. They no longer show up on the NFE reactor list, Won't heat up and don't produce any thrust. Examples below

 

Share this post


Link to post
Share on other sites

Again?
Try this, this should fix the NFE patch:

Spoiler

@PART[M2X_Pluto]:NEEDS[NearFutureElectrical]:NEEDS[!KSPIntegration]:FOR[Mk2Expansion]
{
@mass = 2.8
	!MODULE[ModuleActiveRadiator] {}
	!MODULE[ModuleAlternator] {}
MODULE
	{
		name = ModuleUpdateOverride
	}
MODULE
	{
		name = FissionReactor
		StartActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StartActionName
		StopActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StopActionName
		ToggleActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_ToggleActionName

    // Ramp up power based on throttle
    		FollowThrottle = true
		OverheatAnimation = ThermalAnim
		HeatGeneration = 65000	
		NominalTemperature = 3000
		CriticalTemperature = 3400
		MaximumTemperature = 3800
		CoreDamageRate = 0.01
		FuelName = EnrichedUranium
		INPUT_RESOURCE
		{
			ResourceName = EnrichedUranium
			Ratio = 0.00027
			FlowMode = NO_FLOW
		}
		OUTPUT_RESOURCE
		{
			ResourceName = DepletedFuel
			Ratio = 0.00027
			DumpExcess = false
			FlowMode = NO_FLOW
		}

		UseSpecializationBonus = false
		AutoShutdown = false
		DefaultShutoffTemp = 0.90
		GeneratesHeat = false
		TemperatureModifier
		{
			key = 0 0
		}

	}
	!MODULE[ModuleCoreHeat] {}
	MODULE
	{
		name = ModuleCoreHeatNoCatchup
		CoreTempGoal = 3000					
		CoreToPartRatio = 0.1				
		CoreTempGoalAdjustment = 0			
		CoreEnergyMultiplier = 0.1			
		HeatRadiantMultiplier = 0.05		
		CoolingRadiantMultiplier = 0		
		HeatTransferMultiplier = 0			
		CoolantTransferMultiplier = 0.01	
		radiatorCoolingFactor = 1			
		radiatorHeatingFactor = 0.01		
		MaxCalculationWarp = 1000			
		CoreShutdownTemp =  4500					
		MaxCoolant = 1300					//Maximum amount of radiator capacity we can consume - 50 = 1 small
	}
	MODULE
	{
		name = FissionFlowRadiator
		passiveCooling = 65
		exhaustCooling = 1300	
		CoolingDecayRate = 100
		
	}
	MODULE
	{
		name = FissionEngine
		HeatUsed = 1300
		Priority = 2
		TempIspScale
		{
			key = 300 0
			key = 1000 0.2
			key = 3200 1.0
			key = 4000 1.3
		}	
	}
	MODULE
	{
		name = FissionGenerator
		Priority = 1
		PowerGeneration = 20
		HeatUsed = 65
	}
	RESOURCE
	{
		name = EnrichedUranium
		amount = 55
		maxAmount = 55
	}
	RESOURCE
	{
		name = DepletedFuel
		amount = 0
		maxAmount = 55
	}
	MODULE
	{
		name = RadioactiveStorageContainer
		DangerousFuel = DepletedFuel
		SafeFuel = EnrichedUranium
		// What enginer level is needed to transfer the safe fuel
		EngineerLevelForSafe = 1
		// What enginer level is needed to transfer the dangerous fuel
		EngineerLevelForDangerous = 3
		// Max temp for transferring fuel into or out of the part
		MaxTempForTransfer = 400
		// kW of heat per unit of waste
		HeatFluxPerWasteUnit = 5
	}
	@MODULE[ModuleEnginesFX]
	{
		@heatProduction *= 0.01
	}

}
@PART[M2X_AtomicJet]:NEEDS[NearFutureElectrical]:NEEDS[!KSPIntegration]:FOR[Mk2Expansion]
{
@mass = 2.8

	MODULE
	{
		name = ModuleUpdateOverride
	}
	MODULE
	{
		name = FissionReactor
		StartActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StartActionName
		StopActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StopActionName
		ToggleActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_ToggleActionName

    // Ramp up power based on throttle
    FollowThrottle = true

		// Heat animation, plays when above nominal temp
		// OverheatAnimation = Reactor_1MW_Heat

		// Heat to generate (kW *50)
		HeatGeneration = 55000

		// Above this temp more power output but risky
		NominalTemperature = 3000
		// Above this temp, reactor takes damage
		CriticalTemperature = 3400

		MaximumTemperature = 3800

		// Amount of damage taken by core when over critical temp
		// %/s/K, so with value 0.001, at 200 K over CriticalTemp, reactor takes 0.2% damage/s
		CoreDamageRate = 0.01

		// Base lifetime calculations off this resource
		FuelName = EnrichedUranium

		INPUT_RESOURCE
		{
			ResourceName = EnrichedUranium
			Ratio = 0.00027
			FlowMode = NO_FLOW
		}
		OUTPUT_RESOURCE
		{
			ResourceName = DepletedFuel
			Ratio = 0.00027
			DumpExcess = false
			FlowMode = NO_FLOW
		}
		// Disables stock converter functions DO NOT CHANGE
		UseSpecializationBonus = false
		AutoShutdown = false
		DefaultShutoffTemp = 0.90
		GeneratesHeat = false
		TemperatureModifier
		{
			key = 0 0
		}
	}
	MODULE
	{
		name = ModuleCoreHeatNoCatchup
		CoreTempGoal = 3000					//Internal temp goal - we don't transfer till we hit this point
		CoreToPartRatio = 0.1				//Scale back cooling if the part is this % of core temp
		CoreTempGoalAdjustment = 0			//Dynamic goal adjustment
		CoreEnergyMultiplier = 0.001			//What percentage of our core energy do we transfer to the part
		HeatRadiantMultiplier = 0.05		//If the core is hotter, how much heat radiates?
		CoolingRadiantMultiplier = 0		//If the core is colder, how much radiates?
		HeatTransferMultiplier = 0			//If the part is hotter, how much heat transfers in?
		CoolantTransferMultiplier = 0.01	//If the part is colder, how much of our energy can we transfer?
		radiatorCoolingFactor = 1			//How much energy we pull from core with an active radiator?  >= 1
		radiatorHeatingFactor = 0.01		//How much energy we push to the active radiator
		MaxCalculationWarp = 1000			//Based on how dramatic the changes are, this is the max rate of change
		CoreShutdownTemp = 3800				//At what core temperature do we shut down all generators on this part?
		MaxCoolant = 1100					//Maximum amount of radiator capacity we can consume - 50 = 1 small
	}
	MODULE
	{
		name = FissionFlowRadiator
		exhaustCooling = 1100
		maxEnergyTransfer = 55000
		CoolingDecayRate = 100
	}
	RESOURCE
	{
		name = EnrichedUranium
		amount = 50
		maxAmount = 50
	}
	RESOURCE
	{
		name = DepletedFuel
		amount = 0
		maxAmount = 50
	}
	MODULE
	{
		name = FissionEngine
		HeatUsed = 1100
		TempIspScale
		{
			key = 300 0
			key = 1000 0.2
			key = 3000 1.0
			key = 4000 1.3
		}
	}
	MODULE
	{
		name = RadioactiveStorageContainer
		DangerousFuel = DepletedFuel
		SafeFuel = EnrichedUranium
		// What enginer level is needed to transfer the safe fuel
		EngineerLevelForSafe = 1
		// What enginer level is needed to transfer the dangerous fuel
		EngineerLevelForDangerous = 3
		// Max temp for transferring fuel into or out of the part
		MaxTempForTransfer = 400
		// kW of heat per unit of waste
		HeatFluxPerWasteUnit = 5
	}
	@MODULE[ModuleEnginesFX] {
		@heatProduction *= 0.01
	}
}


@PART[M2X_Reactor]:NEEDS[NearFutureElectrical]:NEEDS[!KSPIntegration]:FOR[Mk2Expansion]
{
@mass = 2.0
@description = A stripped down experimental fission reactor intended for use aboard aerospace assets that produces up to 500kW of electric power. Comes with integrated radiators.
!MODULE[ModuleResourceConverter] {}
!MODULE[ModuleOverheatDisplay] {}

MODULE
	{
		name = ModuleUpdateOverride
	}

	MODULE
	{
		name = FissionReactor
		StartActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StartActionName
		StopActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StopActionName
		ToggleActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_ToggleActionName

		HeatGeneration = 45000
		NominalTemperature = 800
		CriticalTemperature = 1300
		CoreDamageRate = 0.01

		EngineerLevelForRepair = 5
		MaxRepairPercent = 75
		MaxTempForRepair = 330

		OverheatAnimation = Reactor_Heat
		FuelName = EnrichedUranium

		// Heating
		UseSpecializationBonus = false
		AutoShutdown = false
		DefaultShutoffTemp = 0.90
		GeneratesHeat = false
		TemperatureModifier
		{
			key = 0 0
		}

		INPUT_RESOURCE
		{
			ResourceName = EnrichedUranium
			Ratio = 0.000000126785
			FlowMode = NO_FLOW
		}

		OUTPUT_RESOURCE
		{
			ResourceName = DepletedFuel
			Ratio = 0.000000126785
			DumpExcess = false
			FlowMode = NO_FLOW
		}
	}

	!MODULE[ModuleCoreHeat] {}
	MODULE
	{
		name = ModuleCoreHeatNoCatchup
		CoreTempGoal = 800				
		CoreToPartRatio = 0.1				
		CoreTempGoalAdjustment = 0			
		CoreEnergyMultiplier = 0.1			
		HeatRadiantMultiplier = 0.05		
		CoolingRadiantMultiplier = 0		
		HeatTransferMultiplier = 0			
		CoolantTransferMultiplier = 0.01	
		radiatorCoolingFactor = 1			
		radiatorHeatingFactor = 0.01		
		MaxCalculationWarp = 1000			
		CoreShutdownTemp =  4500					
		MaxCoolant = 900
	}
	MODULE
	{
		name = FissionGenerator
		PowerGeneration = 500
		HeatUsed = 800
	}

	!RESOURCE[ElectricCharge] {}
	RESOURCE
	{
		 name = ElectricCharge
		 amount = 600
		 maxAmount = 600
	}
	!RESOURCE[DepletedFuel] {}
	RESOURCE
	{
		 name = DepletedFuel
		 amount = 0
		 maxAmount = 90

	}
	!RESOURCE[EnrichedUranium] {}
	RESOURCE
	{
		 name = EnrichedUranium
		 amount = 90
		 maxAmount = 90

	}
	
	MODULE
	{
		name = RadioactiveStorageContainer
		DangerousFuel = DepletedFuel
		SafeFuel = EnrichedUranium
		// What enginer level is needed to transfer the safe fuel
		EngineerLevelForSafe = 1
		// What enginer level is needed to transfer the dangerous fuel
		EngineerLevelForDangerous = 3
		// Max temp for transferring fuel into or out of the part
		MaxTempForTransfer = 400
		// kW of heat per unit of waste
		HeatFluxPerWasteUnit = 5
	}

}

 

@SuperRobin6394: Reproduction steps? Is it any M2X part at random, specific parts, specific parts placed after other specific parts, etc?

Share this post


Link to post
Share on other sites
2 hours ago, SuicidalInsanity said:

Again?
Try this, this should fix the NFE patch:

  Reveal hidden contents


@PART[M2X_Pluto]:NEEDS[NearFutureElectrical]:NEEDS[!KSPIntegration]:FOR[Mk2Expansion]
{
@mass = 2.8
	!MODULE[ModuleActiveRadiator] {}
	!MODULE[ModuleAlternator] {}
MODULE
	{
		name = ModuleUpdateOverride
	}
MODULE
	{
		name = FissionReactor
		StartActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StartActionName
		StopActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StopActionName
		ToggleActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_ToggleActionName

    // Ramp up power based on throttle
    		FollowThrottle = true
		OverheatAnimation = ThermalAnim
		HeatGeneration = 65000	
		NominalTemperature = 3000
		CriticalTemperature = 3400
		MaximumTemperature = 3800
		CoreDamageRate = 0.01
		FuelName = EnrichedUranium
		INPUT_RESOURCE
		{
			ResourceName = EnrichedUranium
			Ratio = 0.00027
			FlowMode = NO_FLOW
		}
		OUTPUT_RESOURCE
		{
			ResourceName = DepletedFuel
			Ratio = 0.00027
			DumpExcess = false
			FlowMode = NO_FLOW
		}

		UseSpecializationBonus = false
		AutoShutdown = false
		DefaultShutoffTemp = 0.90
		GeneratesHeat = false
		TemperatureModifier
		{
			key = 0 0
		}

	}
	!MODULE[ModuleCoreHeat] {}
	MODULE
	{
		name = ModuleCoreHeatNoCatchup
		CoreTempGoal = 3000					
		CoreToPartRatio = 0.1				
		CoreTempGoalAdjustment = 0			
		CoreEnergyMultiplier = 0.1			
		HeatRadiantMultiplier = 0.05		
		CoolingRadiantMultiplier = 0		
		HeatTransferMultiplier = 0			
		CoolantTransferMultiplier = 0.01	
		radiatorCoolingFactor = 1			
		radiatorHeatingFactor = 0.01		
		MaxCalculationWarp = 1000			
		CoreShutdownTemp =  4500					
		MaxCoolant = 1300					//Maximum amount of radiator capacity we can consume - 50 = 1 small
	}
	MODULE
	{
		name = FissionFlowRadiator
		passiveCooling = 65
		exhaustCooling = 1300	
		CoolingDecayRate = 100
		
	}
	MODULE
	{
		name = FissionEngine
		HeatUsed = 1300
		Priority = 2
		TempIspScale
		{
			key = 300 0
			key = 1000 0.2
			key = 3200 1.0
			key = 4000 1.3
		}	
	}
	MODULE
	{
		name = FissionGenerator
		Priority = 1
		PowerGeneration = 20
		HeatUsed = 65
	}
	RESOURCE
	{
		name = EnrichedUranium
		amount = 55
		maxAmount = 55
	}
	RESOURCE
	{
		name = DepletedFuel
		amount = 0
		maxAmount = 55
	}
	MODULE
	{
		name = RadioactiveStorageContainer
		DangerousFuel = DepletedFuel
		SafeFuel = EnrichedUranium
		// What enginer level is needed to transfer the safe fuel
		EngineerLevelForSafe = 1
		// What enginer level is needed to transfer the dangerous fuel
		EngineerLevelForDangerous = 3
		// Max temp for transferring fuel into or out of the part
		MaxTempForTransfer = 400
		// kW of heat per unit of waste
		HeatFluxPerWasteUnit = 5
	}
	@MODULE[ModuleEnginesFX]
	{
		@heatProduction *= 0.01
	}

}
@PART[M2X_AtomicJet]:NEEDS[NearFutureElectrical]:NEEDS[!KSPIntegration]:FOR[Mk2Expansion]
{
@mass = 2.8

	MODULE
	{
		name = ModuleUpdateOverride
	}
	MODULE
	{
		name = FissionReactor
		StartActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StartActionName
		StopActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StopActionName
		ToggleActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_ToggleActionName

    // Ramp up power based on throttle
    FollowThrottle = true

		// Heat animation, plays when above nominal temp
		// OverheatAnimation = Reactor_1MW_Heat

		// Heat to generate (kW *50)
		HeatGeneration = 55000

		// Above this temp more power output but risky
		NominalTemperature = 3000
		// Above this temp, reactor takes damage
		CriticalTemperature = 3400

		MaximumTemperature = 3800

		// Amount of damage taken by core when over critical temp
		// %/s/K, so with value 0.001, at 200 K over CriticalTemp, reactor takes 0.2% damage/s
		CoreDamageRate = 0.01

		// Base lifetime calculations off this resource
		FuelName = EnrichedUranium

		INPUT_RESOURCE
		{
			ResourceName = EnrichedUranium
			Ratio = 0.00027
			FlowMode = NO_FLOW
		}
		OUTPUT_RESOURCE
		{
			ResourceName = DepletedFuel
			Ratio = 0.00027
			DumpExcess = false
			FlowMode = NO_FLOW
		}
		// Disables stock converter functions DO NOT CHANGE
		UseSpecializationBonus = false
		AutoShutdown = false
		DefaultShutoffTemp = 0.90
		GeneratesHeat = false
		TemperatureModifier
		{
			key = 0 0
		}
	}
	MODULE
	{
		name = ModuleCoreHeatNoCatchup
		CoreTempGoal = 3000					//Internal temp goal - we don't transfer till we hit this point
		CoreToPartRatio = 0.1				//Scale back cooling if the part is this % of core temp
		CoreTempGoalAdjustment = 0			//Dynamic goal adjustment
		CoreEnergyMultiplier = 0.001			//What percentage of our core energy do we transfer to the part
		HeatRadiantMultiplier = 0.05		//If the core is hotter, how much heat radiates?
		CoolingRadiantMultiplier = 0		//If the core is colder, how much radiates?
		HeatTransferMultiplier = 0			//If the part is hotter, how much heat transfers in?
		CoolantTransferMultiplier = 0.01	//If the part is colder, how much of our energy can we transfer?
		radiatorCoolingFactor = 1			//How much energy we pull from core with an active radiator?  >= 1
		radiatorHeatingFactor = 0.01		//How much energy we push to the active radiator
		MaxCalculationWarp = 1000			//Based on how dramatic the changes are, this is the max rate of change
		CoreShutdownTemp = 3800				//At what core temperature do we shut down all generators on this part?
		MaxCoolant = 1100					//Maximum amount of radiator capacity we can consume - 50 = 1 small
	}
	MODULE
	{
		name = FissionFlowRadiator
		exhaustCooling = 1100
		maxEnergyTransfer = 55000
		CoolingDecayRate = 100
	}
	RESOURCE
	{
		name = EnrichedUranium
		amount = 50
		maxAmount = 50
	}
	RESOURCE
	{
		name = DepletedFuel
		amount = 0
		maxAmount = 50
	}
	MODULE
	{
		name = FissionEngine
		HeatUsed = 1100
		TempIspScale
		{
			key = 300 0
			key = 1000 0.2
			key = 3000 1.0
			key = 4000 1.3
		}
	}
	MODULE
	{
		name = RadioactiveStorageContainer
		DangerousFuel = DepletedFuel
		SafeFuel = EnrichedUranium
		// What enginer level is needed to transfer the safe fuel
		EngineerLevelForSafe = 1
		// What enginer level is needed to transfer the dangerous fuel
		EngineerLevelForDangerous = 3
		// Max temp for transferring fuel into or out of the part
		MaxTempForTransfer = 400
		// kW of heat per unit of waste
		HeatFluxPerWasteUnit = 5
	}
	@MODULE[ModuleEnginesFX] {
		@heatProduction *= 0.01
	}
}


@PART[M2X_Reactor]:NEEDS[NearFutureElectrical]:NEEDS[!KSPIntegration]:FOR[Mk2Expansion]
{
@mass = 2.0
@description = A stripped down experimental fission reactor intended for use aboard aerospace assets that produces up to 500kW of electric power. Comes with integrated radiators.
!MODULE[ModuleResourceConverter] {}
!MODULE[ModuleOverheatDisplay] {}

MODULE
	{
		name = ModuleUpdateOverride
	}

	MODULE
	{
		name = FissionReactor
		StartActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StartActionName
		StopActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StopActionName
		ToggleActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_ToggleActionName

		HeatGeneration = 45000
		NominalTemperature = 800
		CriticalTemperature = 1300
		CoreDamageRate = 0.01

		EngineerLevelForRepair = 5
		MaxRepairPercent = 75
		MaxTempForRepair = 330

		OverheatAnimation = Reactor_Heat
		FuelName = EnrichedUranium

		// Heating
		UseSpecializationBonus = false
		AutoShutdown = false
		DefaultShutoffTemp = 0.90
		GeneratesHeat = false
		TemperatureModifier
		{
			key = 0 0
		}

		INPUT_RESOURCE
		{
			ResourceName = EnrichedUranium
			Ratio = 0.000000126785
			FlowMode = NO_FLOW
		}

		OUTPUT_RESOURCE
		{
			ResourceName = DepletedFuel
			Ratio = 0.000000126785
			DumpExcess = false
			FlowMode = NO_FLOW
		}
	}

	!MODULE[ModuleCoreHeat] {}
	MODULE
	{
		name = ModuleCoreHeatNoCatchup
		CoreTempGoal = 800				
		CoreToPartRatio = 0.1				
		CoreTempGoalAdjustment = 0			
		CoreEnergyMultiplier = 0.1			
		HeatRadiantMultiplier = 0.05		
		CoolingRadiantMultiplier = 0		
		HeatTransferMultiplier = 0			
		CoolantTransferMultiplier = 0.01	
		radiatorCoolingFactor = 1			
		radiatorHeatingFactor = 0.01		
		MaxCalculationWarp = 1000			
		CoreShutdownTemp =  4500					
		MaxCoolant = 900
	}
	MODULE
	{
		name = FissionGenerator
		PowerGeneration = 500
		HeatUsed = 800
	}

	!RESOURCE[ElectricCharge] {}
	RESOURCE
	{
		 name = ElectricCharge
		 amount = 600
		 maxAmount = 600
	}
	!RESOURCE[DepletedFuel] {}
	RESOURCE
	{
		 name = DepletedFuel
		 amount = 0
		 maxAmount = 90

	}
	!RESOURCE[EnrichedUranium] {}
	RESOURCE
	{
		 name = EnrichedUranium
		 amount = 90
		 maxAmount = 90

	}
	
	MODULE
	{
		name = RadioactiveStorageContainer
		DangerousFuel = DepletedFuel
		SafeFuel = EnrichedUranium
		// What enginer level is needed to transfer the safe fuel
		EngineerLevelForSafe = 1
		// What enginer level is needed to transfer the dangerous fuel
		EngineerLevelForDangerous = 3
		// Max temp for transferring fuel into or out of the part
		MaxTempForTransfer = 400
		// kW of heat per unit of waste
		HeatFluxPerWasteUnit = 5
	}

}

 

@SuperRobin6394: Reproduction steps? Is it any M2X part at random, specific parts, specific parts placed after other specific parts, etc?

OK, That fixed the problem for the the M2X engine parts. The problem still exists for your M3X engines. Might want to put a fix in that thread.

Share this post


Link to post
Share on other sites
9 hours ago, SuicidalInsanity said:

Again?
Try this, this should fix the NFE patch:

  Reveal hidden contents


@PART[M2X_Pluto]:NEEDS[NearFutureElectrical]:NEEDS[!KSPIntegration]:FOR[Mk2Expansion]
{
@mass = 2.8
	!MODULE[ModuleActiveRadiator] {}
	!MODULE[ModuleAlternator] {}
MODULE
	{
		name = ModuleUpdateOverride
	}
MODULE
	{
		name = FissionReactor
		StartActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StartActionName
		StopActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StopActionName
		ToggleActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_ToggleActionName

    // Ramp up power based on throttle
    		FollowThrottle = true
		OverheatAnimation = ThermalAnim
		HeatGeneration = 65000	
		NominalTemperature = 3000
		CriticalTemperature = 3400
		MaximumTemperature = 3800
		CoreDamageRate = 0.01
		FuelName = EnrichedUranium
		INPUT_RESOURCE
		{
			ResourceName = EnrichedUranium
			Ratio = 0.00027
			FlowMode = NO_FLOW
		}
		OUTPUT_RESOURCE
		{
			ResourceName = DepletedFuel
			Ratio = 0.00027
			DumpExcess = false
			FlowMode = NO_FLOW
		}

		UseSpecializationBonus = false
		AutoShutdown = false
		DefaultShutoffTemp = 0.90
		GeneratesHeat = false
		TemperatureModifier
		{
			key = 0 0
		}

	}
	!MODULE[ModuleCoreHeat] {}
	MODULE
	{
		name = ModuleCoreHeatNoCatchup
		CoreTempGoal = 3000					
		CoreToPartRatio = 0.1				
		CoreTempGoalAdjustment = 0			
		CoreEnergyMultiplier = 0.1			
		HeatRadiantMultiplier = 0.05		
		CoolingRadiantMultiplier = 0		
		HeatTransferMultiplier = 0			
		CoolantTransferMultiplier = 0.01	
		radiatorCoolingFactor = 1			
		radiatorHeatingFactor = 0.01		
		MaxCalculationWarp = 1000			
		CoreShutdownTemp =  4500					
		MaxCoolant = 1300					//Maximum amount of radiator capacity we can consume - 50 = 1 small
	}
	MODULE
	{
		name = FissionFlowRadiator
		passiveCooling = 65
		exhaustCooling = 1300	
		CoolingDecayRate = 100
		
	}
	MODULE
	{
		name = FissionEngine
		HeatUsed = 1300
		Priority = 2
		TempIspScale
		{
			key = 300 0
			key = 1000 0.2
			key = 3200 1.0
			key = 4000 1.3
		}	
	}
	MODULE
	{
		name = FissionGenerator
		Priority = 1
		PowerGeneration = 20
		HeatUsed = 65
	}
	RESOURCE
	{
		name = EnrichedUranium
		amount = 55
		maxAmount = 55
	}
	RESOURCE
	{
		name = DepletedFuel
		amount = 0
		maxAmount = 55
	}
	MODULE
	{
		name = RadioactiveStorageContainer
		DangerousFuel = DepletedFuel
		SafeFuel = EnrichedUranium
		// What enginer level is needed to transfer the safe fuel
		EngineerLevelForSafe = 1
		// What enginer level is needed to transfer the dangerous fuel
		EngineerLevelForDangerous = 3
		// Max temp for transferring fuel into or out of the part
		MaxTempForTransfer = 400
		// kW of heat per unit of waste
		HeatFluxPerWasteUnit = 5
	}
	@MODULE[ModuleEnginesFX]
	{
		@heatProduction *= 0.01
	}

}
@PART[M2X_AtomicJet]:NEEDS[NearFutureElectrical]:NEEDS[!KSPIntegration]:FOR[Mk2Expansion]
{
@mass = 2.8

	MODULE
	{
		name = ModuleUpdateOverride
	}
	MODULE
	{
		name = FissionReactor
		StartActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StartActionName
		StopActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StopActionName
		ToggleActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_ToggleActionName

    // Ramp up power based on throttle
    FollowThrottle = true

		// Heat animation, plays when above nominal temp
		// OverheatAnimation = Reactor_1MW_Heat

		// Heat to generate (kW *50)
		HeatGeneration = 55000

		// Above this temp more power output but risky
		NominalTemperature = 3000
		// Above this temp, reactor takes damage
		CriticalTemperature = 3400

		MaximumTemperature = 3800

		// Amount of damage taken by core when over critical temp
		// %/s/K, so with value 0.001, at 200 K over CriticalTemp, reactor takes 0.2% damage/s
		CoreDamageRate = 0.01

		// Base lifetime calculations off this resource
		FuelName = EnrichedUranium

		INPUT_RESOURCE
		{
			ResourceName = EnrichedUranium
			Ratio = 0.00027
			FlowMode = NO_FLOW
		}
		OUTPUT_RESOURCE
		{
			ResourceName = DepletedFuel
			Ratio = 0.00027
			DumpExcess = false
			FlowMode = NO_FLOW
		}
		// Disables stock converter functions DO NOT CHANGE
		UseSpecializationBonus = false
		AutoShutdown = false
		DefaultShutoffTemp = 0.90
		GeneratesHeat = false
		TemperatureModifier
		{
			key = 0 0
		}
	}
	MODULE
	{
		name = ModuleCoreHeatNoCatchup
		CoreTempGoal = 3000					//Internal temp goal - we don't transfer till we hit this point
		CoreToPartRatio = 0.1				//Scale back cooling if the part is this % of core temp
		CoreTempGoalAdjustment = 0			//Dynamic goal adjustment
		CoreEnergyMultiplier = 0.001			//What percentage of our core energy do we transfer to the part
		HeatRadiantMultiplier = 0.05		//If the core is hotter, how much heat radiates?
		CoolingRadiantMultiplier = 0		//If the core is colder, how much radiates?
		HeatTransferMultiplier = 0			//If the part is hotter, how much heat transfers in?
		CoolantTransferMultiplier = 0.01	//If the part is colder, how much of our energy can we transfer?
		radiatorCoolingFactor = 1			//How much energy we pull from core with an active radiator?  >= 1
		radiatorHeatingFactor = 0.01		//How much energy we push to the active radiator
		MaxCalculationWarp = 1000			//Based on how dramatic the changes are, this is the max rate of change
		CoreShutdownTemp = 3800				//At what core temperature do we shut down all generators on this part?
		MaxCoolant = 1100					//Maximum amount of radiator capacity we can consume - 50 = 1 small
	}
	MODULE
	{
		name = FissionFlowRadiator
		exhaustCooling = 1100
		maxEnergyTransfer = 55000
		CoolingDecayRate = 100
	}
	RESOURCE
	{
		name = EnrichedUranium
		amount = 50
		maxAmount = 50
	}
	RESOURCE
	{
		name = DepletedFuel
		amount = 0
		maxAmount = 50
	}
	MODULE
	{
		name = FissionEngine
		HeatUsed = 1100
		TempIspScale
		{
			key = 300 0
			key = 1000 0.2
			key = 3000 1.0
			key = 4000 1.3
		}
	}
	MODULE
	{
		name = RadioactiveStorageContainer
		DangerousFuel = DepletedFuel
		SafeFuel = EnrichedUranium
		// What enginer level is needed to transfer the safe fuel
		EngineerLevelForSafe = 1
		// What enginer level is needed to transfer the dangerous fuel
		EngineerLevelForDangerous = 3
		// Max temp for transferring fuel into or out of the part
		MaxTempForTransfer = 400
		// kW of heat per unit of waste
		HeatFluxPerWasteUnit = 5
	}
	@MODULE[ModuleEnginesFX] {
		@heatProduction *= 0.01
	}
}


@PART[M2X_Reactor]:NEEDS[NearFutureElectrical]:NEEDS[!KSPIntegration]:FOR[Mk2Expansion]
{
@mass = 2.0
@description = A stripped down experimental fission reactor intended for use aboard aerospace assets that produces up to 500kW of electric power. Comes with integrated radiators.
!MODULE[ModuleResourceConverter] {}
!MODULE[ModuleOverheatDisplay] {}

MODULE
	{
		name = ModuleUpdateOverride
	}

	MODULE
	{
		name = FissionReactor
		StartActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StartActionName
		StopActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StopActionName
		ToggleActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_ToggleActionName

		HeatGeneration = 45000
		NominalTemperature = 800
		CriticalTemperature = 1300
		CoreDamageRate = 0.01

		EngineerLevelForRepair = 5
		MaxRepairPercent = 75
		MaxTempForRepair = 330

		OverheatAnimation = Reactor_Heat
		FuelName = EnrichedUranium

		// Heating
		UseSpecializationBonus = false
		AutoShutdown = false
		DefaultShutoffTemp = 0.90
		GeneratesHeat = false
		TemperatureModifier
		{
			key = 0 0
		}

		INPUT_RESOURCE
		{
			ResourceName = EnrichedUranium
			Ratio = 0.000000126785
			FlowMode = NO_FLOW
		}

		OUTPUT_RESOURCE
		{
			ResourceName = DepletedFuel
			Ratio = 0.000000126785
			DumpExcess = false
			FlowMode = NO_FLOW
		}
	}

	!MODULE[ModuleCoreHeat] {}
	MODULE
	{
		name = ModuleCoreHeatNoCatchup
		CoreTempGoal = 800				
		CoreToPartRatio = 0.1				
		CoreTempGoalAdjustment = 0			
		CoreEnergyMultiplier = 0.1			
		HeatRadiantMultiplier = 0.05		
		CoolingRadiantMultiplier = 0		
		HeatTransferMultiplier = 0			
		CoolantTransferMultiplier = 0.01	
		radiatorCoolingFactor = 1			
		radiatorHeatingFactor = 0.01		
		MaxCalculationWarp = 1000			
		CoreShutdownTemp =  4500					
		MaxCoolant = 900
	}
	MODULE
	{
		name = FissionGenerator
		PowerGeneration = 500
		HeatUsed = 800
	}

	!RESOURCE[ElectricCharge] {}
	RESOURCE
	{
		 name = ElectricCharge
		 amount = 600
		 maxAmount = 600
	}
	!RESOURCE[DepletedFuel] {}
	RESOURCE
	{
		 name = DepletedFuel
		 amount = 0
		 maxAmount = 90

	}
	!RESOURCE[EnrichedUranium] {}
	RESOURCE
	{
		 name = EnrichedUranium
		 amount = 90
		 maxAmount = 90

	}
	
	MODULE
	{
		name = RadioactiveStorageContainer
		DangerousFuel = DepletedFuel
		SafeFuel = EnrichedUranium
		// What enginer level is needed to transfer the safe fuel
		EngineerLevelForSafe = 1
		// What enginer level is needed to transfer the dangerous fuel
		EngineerLevelForDangerous = 3
		// Max temp for transferring fuel into or out of the part
		MaxTempForTransfer = 400
		// kW of heat per unit of waste
		HeatFluxPerWasteUnit = 5
	}

}

 

@SuperRobin6394: Reproduction steps? Is it any M2X part at random, specific parts, specific parts placed after other specific parts, etc?

Any craft, any part.

Only having them loaded in the part browser/preview makes me lag.

Share this post


Link to post
Share on other sites
23 minutes ago, SupperRobin6394 said:

Any craft, any part.

Only having them loaded in the part browser/preview makes me lag.

What other mods do you have installed?

 Other mods do you have installed?

Can you get us a log file please? Thank you 

Share this post


Link to post
Share on other sites
7 hours ago, linuxgurugamer said:

What other mods do you have installed?

 Other mods do you have installed?

Can you get us a log file please? Thank you 

Will do once I'm back from vacation.

Uninstalled the mod and my game ran like it used to.

 

I'm sooooooooo going to forget to post the log file tho.

Share this post


Link to post
Share on other sites
On 8/10/2017 at 9:14 AM, SupperRobin6394 said:

I really liked the parts, but they REALLY make my game laggy whilst selecting them or placing them in the SHP.

Anyone else experiencing this?

I know the source. This is TextureReplacer with reflections set to real.

M2X parts Windowshine is what's lagging you out.

Share this post


Link to post
Share on other sites

No idea. If you can live without window reflections on M2X parts, removing the M2Expansion/Patch/mk2X_Windowshine.cfg would probably work.

Share this post


Link to post
Share on other sites
On 8/11/2017 at 8:22 PM, Magnavox said:

Is there a way to turn that feature down?

Go to KSC view, open TextureReplacer's window and change the setting there at the very bottom. If you need shiny kerbal helmets without shiny cockpit glass then you have to find and delete the config mentioned by @SuicidalInsanity

I personally made a patch to undo the windowshine when it bothered me (not just for M2X but with Omicron flying car parts which also has this), but then I discovered the connection with TextureReplacer setting. I don't care about helmet reflections except when making skyboxes.

Edited by JadeOfMaar

Share this post


Link to post
Share on other sites

Doing some part reworks of some of the earlier M2X parts to bring them more in-line with later stuff; feel free to make requests for parts that could use a rework.
For now, have a reworked Service Bay:
tArNbDt.png
Also figured out how to do stock togglable attach nodes, so the service bay can be used as a service bay now.

  • Like 5

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now