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[1.12.x] Kerbal Atomics: fancy nuclear engines! (January 22, 2022)


Nertea

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  • 4 weeks later...

Hi

I want to report conflict between these two mods: Kerbal Atomics 0.5.5 and  Restock 0.1.2.1 .

The problem is with LV-N "NERV" Atomic Rocket Motor when both mods are installed.

The part seems to be not affected by changes made by Kerbal Atomics mod (it only work with LF,  LH2 is not working) and as a bonus in VAB it show delta v calculation equal to 0.

 

I have installed only these two mods Kerbal Atomics 0.5.5 and  Restock 0.1.2.1 .

KSP 1.6.1

 

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23 hours ago, Tapeta said:

Hi

I want to report conflict between these two mods: Kerbal Atomics 0.5.5 and  Restock 0.1.2.1 .

The problem is with LV-N "NERV" Atomic Rocket Motor when both mods are installed.

The part seems to be not affected by changes made by Kerbal Atomics mod (it only work with LF,  LH2 is not working) and as a bonus in VAB it show delta v calculation equal to 0.

 

I have installed only these two mods Kerbal Atomics 0.5.5 and  Restock 0.1.2.1 .

KSP 1.6.1

 

Nertea has ongoing work regarding compatibility between the two mods. The issues should be mostly cosmetic  with LF, but if you are still having issues with dV, there might be something else wrong. Would you kindly:

  • upload KSP.log (to a file sharing site of your choice) and add a link to this thread
  • Check if you have the latest version of ModuleManager installed

The following is unofficial, but if you can't wait for the update, you can try these changes. These should be overwritten once the official update comes.

Edited by Eridan
+MODULE[ModuleEngines] should not work at all for the release version
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46 minutes ago, Eridan said:

Nertea has ongoing work regarding compatibility between the two mods. The issues should be purely cosmetic, but if you are still having issues with dV, there might be something else wrong. Would you kindly:

  • upload KSP.log (to a file sharing site of your choice) and add a link to this thread
  • Check if you have the latest version of ModuleManager installed

The following is unofficial, but if you can't wait for the update, you can try these changes. These should be overwritten once the official update comes.

 

my KSP.log is here:

https://drive.google.com/open?id=1GdbVRFcPf8_2hPa-Q1fbuzGpD-HCcd9M

 

my version of the ModuleManager is:

ModuleManager.4.0.2.dll

I think it is the latest one.

 

THX and BDW:  Did I mentioned how great these mods are.

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3 hours ago, Tapeta said:

 

my KSP.log is here:

https://drive.google.com/open?id=1GdbVRFcPf8_2hPa-Q1fbuzGpD-HCcd9M

 

my version of the ModuleManager is:

ModuleManager.4.0.2.dll

I think it is the latest one.

 

THX and BDW:  Did I mentioned how great these mods are.

From the logs and patch order, everything looks alright, and NTRsUseLF is correctly not present.

At this point, the release version of the Kerbal Atomics will fail to duplicate ModuleEngines since ReStock changes the engine to use ModuleEnginesFX. Work by Nertea is ongoing, but if you need to use LV-Ns, you can change the contents of

GameData/KerbalAtomics/Patches/NTR/hydrogenNTRsSQUAD.cfg

with the following:

// MM Configs for changing various NTRs to use LqdHydrogen

// LV-N (stock)
@PART[nuclearEngine]:NEEDS[!NTRsUseLF,!ReStock] {
	@mass = 2.25

	!EFFECTS,* {}
	EFFECTS {
		engage {
			AUDIO {
				channel = Ship
				clip = sound_vent_medium
				volume = 1.0
				pitch = 2.0
				loop = false
			}
		}
		flameout {
			PREFAB_PARTICLE {
				prefabName = fx_exhaustSparks_flameout_2
				transformName = thrustTransform
				oneShot = true
			}
			AUDIO {
				channel = Ship
				clip = sound_explosion_low
				volume = 1.0
				pitch = 2.0
				loop = false
			}
		}
		fx-sc-lh2-core {
			AUDIO {
				channel = Ship
				clip = sound_rocket_hard
				volume = 0.0 0.0
				volume = 1.0 1.0
				pitch = 0.0 0.2
				pitch = 1.0 1.0
				loop = true
			}
			MODEL_MULTI_PARTICLE {
				modelName = KerbalAtomics/FX/fx-sc-lh2-125-core
				transformName = thrustTransform
				emission = 0.0 0.0
				emission = 0.01 0.1
				emission = 0.075 0.25
				emission = 1.0 1.0
				speed = 0.0 0.35
				speed = 1.0 1.0
			}
		}
		fx-sc-lh2-plume {
			MODEL_MULTI_PARTICLE {
				modelName = KerbalAtomics/FX/fx-sc-lh2-125-plume
				transformName = thrustTransform
				emission = 0.0 0.0
				emission = 0.01 0.1
				emission = 0.075 0.25
				emission = 1.0 1.0
				speed = 0.0 0.35
				speed = 1.0 1.0
			}
		}
		fx-sc-lf-core {
			AUDIO {
				channel = Ship
				clip = sound_rocket_hard
				volume = 0.0 0.0
				volume = 1.0 1.0
				pitch = 0.0 0.2
				pitch = 1.0 1.0
				loop = true
			}
			MODEL_MULTI_PARTICLE {
				modelName = KerbalAtomics/FX/fx-sc-lh2-125-core
				transformName = thrustTransform
				emission = 0.0 0.0
				emission = 0.01 0.1
				emission = 0.075 0.25
				emission = 1.0 1.0
				speed = 0.0 0.35
				speed = 1.0 1.0
			}
		}
		fx-sc-lf-plume {
			MODEL_MULTI_PARTICLE {
				modelName = KerbalAtomics/FX/fx-sc-lh2-125-plume
				transformName = thrustTransform
				emission = 0.0 0.0
				emission = 0.01 0.1
				emission = 0.075 0.25
				emission = 1.0 1.0
				speed = 0.0 0.35
				speed = 1.0 1.0
			}
		}
	}

	MODULE {
		name = MultiModeEngine
		primaryEngineID = LF
		secondaryEngineID = LH2
		primaryEngineModeDisplayName = #LOC_KerbalAtomics_Multimode_LF
		secondaryEngineModeDisplayName = #LOC_KerbalAtomics_Multimode_LH2
	}

	@MODULE[ModuleAlternator] {
		preferMultiMode = true
	}

	@MODULE[ModuleEngines] {
		@name = ModuleEnginesFX
		engineID = LH2
		runningEffectName = fx-sc-lh2-core
		powerEffectName = fx-sc-lh2-plume
		@fxOffset = 0, 0, 1.5

		@PROPELLANT[LiquidFuel] {
			@name = LqdHydrogen
			@ratio = 1.0
		}

		!atmosphereCurve {}
		atmosphereCurve {
			key = 0 900
			key = 1 400
			key = 2 50
			key = 10 1
		}
	}

	+MODULE[ModuleEnginesFX]:HAS[#engineID[LH2]] {
		@engineID = LF
		@runningEffectName = fx-sc-lf-core
		@powerEffectName = fx-sc-lf-plume
		@PROPELLANT[LqdHydrogen]
		{
			@name = LiquidFuel
			@ratio = 0.9
		}

		!atmosphereCurve {}
		atmosphereCurve
		{
			key = 0 600
			key = 1 185
			key = 2 0.001
		}
	}
}

// LV-N (ReStock)
@PART[nuclearEngine]:NEEDS[!NTRsUseLF]:AFTER[ReStock] {
	@mass = 2.25

	!EFFECTS,* {}
	EFFECTS {
		engage {
			AUDIO {
				channel = Ship
				clip = sound_vent_medium
				volume = 1.0
				pitch = 2.0
				loop = false
			}
		}
		flameout {
			AUDIO {
				channel = Ship
				clip = sound_explosion_low
				volume = 1.0
				pitch = 2.0
				loop = false
			}
		}
		fx-sc-lh2 {
      		AUDIO {
				channel = Ship
				clip = sound_rocket_hard
				volume = 0.0 0.0
				volume = 1.0 1.0
				pitch = 0.0 0.2
				pitch = 1.0 1.0
				loop = true
      		}
			MODEL_MULTI_PARTICLE {
				name = core
				modelName = ReStock/FX/restock-fx-nerv-core-1
				transformName = fxTransformCore
				emission = 0.0 0.0
				emission = 0.01 0.1
				emission = 0.075 0.25
				emission = 1.0 1.0
				speed = 0.0 0.35
				speed = 1.0 1.0
			}
			MODEL_MULTI_PARTICLE {
				name = turbo
				modelName = ReStock/FX/restock-fx-nerv-turbo-1
				transformName = fxTransformTurbo
				emission = 0.0 0.0
				emission = 0.01 0.1
				emission = 0.075 0.25
				emission = 1.0 1.0
				speed = 0.0 0.35
				speed = 1.0 1.0
			}
			MODEL_MULTI_PARTICLE {
				name = plume
				modelName = ReStock/FX/restock-fx-nerv-plume-1
				transformName = fxTransformPlume
				emission = 0.0 0.0
				emission = 0.01 0.1
				emission = 0.075 0.25
				emission = 1.0 1.0
				speed = 0.0 0.35
				speed = 1.0 1.0
			}
			PREFAB_PARTICLE {
				prefabName = fx_smokeTrail_light
				transformName = smokePoint
				emission = 0.0 0.0
				emission = 0.05 0.0
				emission = 0.075 0.25
				emission = 1.0 1.25
				speed = 0.0 0.25
				speed = 1.0 1.0
			}
		}
		fx-sc-lf {
      		AUDIO {
				channel = Ship
				clip = sound_rocket_hard
				volume = 0.0 0.0
				volume = 1.0 1.0
				pitch = 0.0 0.2
				pitch = 1.0 1.0
				loop = true
      		}
			MODEL_MULTI_PARTICLE {
				name = core
				modelName = ReStock/FX/restock-fx-nerv-core-1
				transformName = fxTransformCore
				emission = 0.0 0.0
				emission = 0.01 0.1
				emission = 0.075 0.25
				emission = 1.0 1.0
				speed = 0.0 0.35
				speed = 1.0 1.0
			}
			MODEL_MULTI_PARTICLE {
				name = turbo
				modelName = ReStock/FX/restock-fx-nerv-turbo-1
				transformName = fxTransformTurbo
				emission = 0.0 0.0
				emission = 0.01 0.1
				emission = 0.075 0.25
				emission = 1.0 1.0
				speed = 0.0 0.35
				speed = 1.0 1.0
			}
			MODEL_MULTI_PARTICLE {
				name = plume
				modelName = ReStock/FX/restock-fx-nerv-plume-1
				transformName = fxTransformPlume
				emission = 0.0 0.0
				emission = 0.01 0.1
				emission = 0.075 0.25
				emission = 1.0 1.0
				speed = 0.0 0.35
				speed = 1.0 1.0
			}
			PREFAB_PARTICLE {
				prefabName = fx_smokeTrail_light
				transformName = smokePoint
				emission = 0.0 0.0
				emission = 0.05 0.0
				emission = 0.075 0.25
				emission = 1.0 1.25
				speed = 0.0 0.25
				speed = 1.0 1.0
			}
		}
	}

	MODULE {
		name = MultiModeEngine
		primaryEngineID = LF
		secondaryEngineID = LH2
		primaryEngineModeDisplayName = #LOC_KerbalAtomics_Multimode_LF
		secondaryEngineModeDisplayName = #LOC_KerbalAtomics_Multimode_LH2
	}

	@MODULE[ModuleAlternator] {
		%preferMultiMode = true
	}

	@MODULE[ModuleEnginesFX] {
		%engineID = LH2
		%runningEffectName = fx-sc-lh2
		!powerEffectName

		@PROPELLANT[LiquidFuel] {
			@name = LqdHydrogen
			@ratio = 1.0
		}

		!atmosphereCurve {}
		atmosphereCurve {
			key = 0 900
			key = 1 400
			key = 2 50
			key = 10 1
		}
	}

	+MODULE[ModuleEnginesFX]:HAS[#engineID[LH2]] {
		@engineID = LF
		@runningEffectName = fx-sc-lf
		@PROPELLANT[LqdHydrogen]
		{
			@name = LiquidFuel
			@ratio = 0.9
		}

		!atmosphereCurve {}
		atmosphereCurve
		{
			key = 0 600
			key = 1 185
			key = 2 0.001
		}
	}

	@MODULE[FXModuleThrottleEffects],* {
		preferMultiMode = true
	}
}

 

Edited by Eridan
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  • 2 weeks later...

Some important notes about the upcoming next release (1.0.0), which should be in the next few days. Bold is important.

  • Engine textures have been tuned to be closer to Restock (oranges, greys, etc)
  • Shrouds and white bits of aerospike engines completely rebuilt
  • New set of FX plumes for everything
  • Engines now use the improve glow/cooloff methods developed for Restock
  • Hydrogen conversion patch for mod NTRs has been converted to an Extra rather than a default
  • LV-N LH2 conversion patch is more comprehensive (new effects for LF mode, handles Restock correctly)

 

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Kerbal Atomics 1.0.0

  • Final content update
  • Updated ModuleManager to 4.0.2
  • Changes to LH2 patching methodology
    • LH2 patching for mod NTRs is now an optional Extra
    • LV-N remains multi-mode patched
    • New effects are added for LF mode
    • Full compatibility with Restock LV-N model
  • Set of new effects for all engines
  • Tuned greys/symbols on parts to match Restock standards
  • Redid shrouds and hull plated areas of parts to match new standards
  • Recolored orange highlights to match a new consistent manufacturer color scheme
  • Recompressed most textures with better dds compressor

 

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Hey @Nertea , on the H500-144 Hydrogen Tank, some of the textures or switched compared to their names (foil compact and bare have the corresponding isohedral textures and vice-versa). Not really a problem, but hey, you should want to know ;) 

And as always, thanks a lot for your amazing mods ^_^ 

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33 minutes ago, Rawenwarcrow said:

Hey @Nertea , on the H500-144 Hydrogen Tank, some of the textures or switched compared to their names (foil compact and bare have the corresponding isohedral textures and vice-versa). Not really a problem, but hey, you should want to know ;) 

And as always, thanks a lot for your amazing mods ^_^ 

Can confirm this is an issue. I've had this https://github.com/ChrisAdderley/CryoTanks/pull/67 pull request for quite a while now.

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On 4/3/2019 at 3:27 PM, Eridan said:

Can confirm this is an issue. I've had this https://github.com/ChrisAdderley/CryoTanks/pull/67 pull request for quite a while now.

Thanks for reminding me, sometimes I need to be poked, there are a lot of repos that I get PRs for and I can miss some, or quickly glance over them from my phone and forget. 

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49 minutes ago, Nertea said:

Thanks for reminding me, sometimes I need to be poked, there are a lot of repos that I get PRs for and I can miss some, or quickly glance over them from my phone and forget. 

Good day. Thanks for looking into this, and thank you for the amazing work you put into your mods in the first place.

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  • 3 weeks later...

KA 1.0.1

  • KSP 1.7.x
  • Updated CryoTanks to 1.1.2
  • Updated DynamicBatteryStorage to 1.4.2
  • Updated DeployableEngines to 1.0.1
  • Fixed ghost of engine glow present on Poseidon in VAB
  • Fixed offset of Neptune model
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23 hours ago, Redacted said:

@Nertea

As i understand it, the Liquid Fuel conversion patch allows for all nukes to use LF but at a penalty. My question is, does this patch make the nukes FL only or are they multi-mode, being able to toggle between LF and H2?

They likely do not become multi-mode. I have enough experience messing with engines to be absolutely sure of it. (And nuke engines shouldn't be burning LF anyway. LF is an abstract of Kerosene which cannot actually lead to NTR-range Isp. Seasoned KSP players understand.)

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On 4/25/2019 at 12:03 PM, JadeOfMaar said:

They likely do not become multi-mode. I have enough experience messing with engines to be absolutely sure of it. (And nuke engines shouldn't be burning LF anyway. LF is an abstract of Kerosene which cannot actually lead to NTR-range Isp. Seasoned KSP players understand.)

OMGWTF SOMEBODY GETS IT.

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On 4/24/2019 at 9:29 AM, Redacted said:

@Nertea

As i understand it, the Liquid Fuel conversion patch allows for all nukes to use LF but at a penalty. My question is, does this patch make the nukes FL only or are they multi-mode, being able to toggle between LF and H2?

LF only, several of the engines are already dual-mode, adding a third mode is not possible without additional plugin work. Plus, LF-only is a minimum-effort thing for me - it's really only there because people complain a lot. 

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  • 2 weeks later...
19 hours ago, toric5 said:

Need a patch for the project eloo engine from NF aeronautics. the dynamic patch doesn't cover multi-mode engines.

You could play around with and suggest some stats? I don't have a good picture of how LH2 engines would work in an atmospheric context. 

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On 5/14/2019 at 7:37 AM, Nertea said:

You could play around with and suggest some stats? I don't have a good picture of how LH2 engines would work in an atmospheric context. 

Ill try. I could remove the multi-mode restriction, but I think there are some possible edge cases where it could affect non-nuke engines. (I think. It might be safe...)

 

Also, when did the LV-N get the patch to become a liquid fuel-LH2 hybrid? that patch needs to be applied after the dynamic NTR patch, so something like :FOR[zzzKerbalAtomics].

 

Ill pull request when I have something.

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@Nertea

Sorry if this has been covered before, but I seem to be having a problem cooling my Emancipator reactors. I'm using Near Future Electrical integration and HeatControl.

unknown.png?width=668&height=563

The square and triangular panels are the Microchannel Graphene radiators. But when I activate them, they don't seem to cool the reactor. I believe they should have the max cooling capacity to reject all the waste heat for both reactors.

Now I noticed this in the NFE wiki:

Important Note

Static (Edge and Panel) radiators in the stock game only transfer heat from parts up to one part away. Therefore, if using these for reactor cooling, make sure they are attached directly to the reactor or directly to a part that is reactor adjacent. The deployable Thermal Control Systems and most other mod radiators can be placed anywhere on the ship.

I assume this applies to the HeatControl radiators as well. Is there a way around this? Some kind of heat pump line, or setting somewhere I can change?

 

EDIT: there's also a mysterious power drain that I can't trace down. Anyone know anything about that?

Edited by GregroxMun
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