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RoverDude

Parts Hero
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Everything posted by RoverDude

  1. Incorrect. The stock radiators are designed to automatically shut down active transfer if they are not deployed. This implies you're using the stock deployable radiator module and the stock active radiator modules.
  2. No, you should not try exotic matter conversion with the drive operational because you're going to rapidly run out of EC and collapse the bubble.
  3. 0.1.3 PRE-RELEASE IS UP! 0.1.3 - 2015.06.26 * You can now access the life support screen from the KSC, VAB, and Tracking Station * Life Support should no longer cause unanticipated part activations * Added 'Fertilizer' as a resource * Increased the cost of Mulch * Added token mulch storage to all inline tanks * Added a larger greenhouse that can also use fertilizer to extend supplies * Mini packs for mulch and fertilizer * Only crewed vehicles are showed in the life support summary window * Once supplis go in the red, replaced the negative time with 'crew lost' * Added parameter for the altitude at which kerbals are considered supplied on Kerbin * Added parameter to toggle the immunity of verterans (orange suits) Take a peek, let me know if there are issues. Unless someone finds a horrible bug, this will be promoted to the official release.
  4. When did you last try this? Assuming they are hitting the master branch raw version file this should be fine now.
  5. Whoops! Forgot to do the Git checkin before publishing the release (note that the ZIPs are correct). This has been corrected
  6. 7.1.4 is up This is essentially just a version patch, to help out things like CKAN, etc. (I've been using FireSpitter in my test saves for both 1.0.3 and 1.0.4 and have found no issues). As always, if folks see issues please post here or log github issues
  7. Actually it goes about 16x lightspeed currently... explain to me the case for making it go even faster please
  8. Same answer for a common issue. Just drop the GameData folder in the ZIP directly in your KSP folder (same place your existing GameData folder is). Done.
  9. Well yeah but you get the idea - i.e. they should generate more heat when they are not at full throttle.
  10. Side note - we're aware that technically nukes should run cold, but be really hot when idle
  11. All other parts have a default threshold that is a function of their thermal mass and their max temp.
  12. The temperature at which a radiator begins pulling from a part is configurable at the part level. It's a property of the part itself (the Nerv being the only stock part with this property right now).
  13. I can answer for what stock does. Regarding management - passive panels conduct heat and radiate it - no code, just static parts. The active panels will look for parts across the entire ship and identify those past their individual heat threshold (which can be configured at the part level). They then attempt to distribute this energy across all active, deployed radiators (similar to RCS, heat transfer is all-vessel). The amount of transfer is configurable, and the saturation point of the radiators are configurable. In both cases, heat is dissipated through stock radiative mechanics. So to answer specific questions (regarding stock): 1. For active radiators, attach and go. Location does not matter. Also the deployable active radiators are assumed to have insluated bases so as to not heat up what they are directly attached to. 2. Passive panels are direct attach, active panels work with the assumption/abstraction that there is a network of heat pipes throughout the vessel for heat transfer. There are no separate heat pipe parts. 3. Stock just moves it around from part to part and depends on stock mechanics for dissipation, so nothing like dumping coolant, etc. (not sure what all mechanics HC uses). With sufficient panels you can run clusters of Nerv engines indefinitely. Well, pretty much any heat problem is solvable with enough of the stock radiators - if you're willing to pay the cost in terms of added mass.
  14. It was getting flaky - I have ideas for when I do a refresh of this mod.
  15. Well now. Surprised at some of the hostility, insults, and veiled (and not-so-veiled) accusations in this thread. More than a bit disappointing. Radiators were in the works for a very long time (longer than Heat Control existed), but I'm also not at liberty to discuss what I am/am not working on, or when it gets green lighted (at least not before it officially gets blessed). And for clarity... I planned on taking HC/NFE dependencies since at the time I had no idea when/if these would make it into stock (and I kinda need reactors too). I was pleasantly surprised to have it approved for 1.0.3. Lastly. Believe it or not, I actually made certain design considerations specifically to make life easier for Nertea to integrate stuff (tho I was under zero obligation to do so). That is all. (edit) Well not quite all. I'll still take a dependency on NFE, since in my chats with Nertea on launch day, it looks like his reactor mechanics will work with the stock radiators, which covers that dependency issue for my mods.
  16. There is enough space within tiny satellites to house liquid cooling pipes. (edit) And apparently fuel lines and electrical wire, too, in the case of the aforementioned I-Beam
  17. It's a liquid cooled thermal control system, and it's and abstraction not magic. Much like the ISS can pull heat from stuff not directly attached to the radiator arrays.
  18. And seriously... I make model numbers on texture text by mashing the keyboard (and in the case of the radiators, making sure the last four made sense between the two models).
  19. It has nothing to do with your install - I looked at your screenshot. That looked like they were working as intended. If you want to replicate it.. take a 2.75m capsule, the pancake Roco tank (get rid of all of the fuel), the quad adapter, four nervs, and the super-large radiators (four of them) radially on that roco tank. Turn on infinite fuel, hyper edit into place, go nuts.
  20. The radiators actively pull energy from across the ship. They will heat up very quickly (this is by design). The amount of energy being transferred is independent of how 'glowy' something is. The amount of heat moved will always net zero (i.e. if I pull 100 internal flux from part A, I dump 100 into the radiators). And your docking ports (or any other interceding part) are irrelevant since they are assumed to have internal heat pipes to move the heat around from hot spots to the radiators. Side note... they work fine. My test craft (a simple ship with quad nervs) without radiators exploded spectacularly at about 12 minutes into it's burn. With radiators deployed, this was dramatically extended (I got tired of watching it at around 20 minutes). Now... everything was super glowy (the nukes won't start trying to dump heat till they are very hot, and the surrounding bits were warm) but the radiators were able to cope with the heat and dump it into space due to their high emmissive value and large surface area. (edit: make that 30 minutes of watching.. and it looks like the radiators are keeping up with the nervs even at full throttle)
  21. Convergent design - there's only so many ways radiators can work
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