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westamastaflash

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Everything posted by westamastaflash

  1. I've found that once i stop thrusting, the Delta V readout in kerbal engineer returns. Which makes me think perhaps it might have something to do with ModuleEnginesRF and perhaps a property that KER is looking for is not being updated while the engine is running?? I just use the mechjeb window if i need to keep an eye on DV now.
  2. Hi, I love these RCS! I pruned most of the other RCS from other mods, and then made a MM patch to enable RealFuels integration, as well as a 1/2 power version of the thrusters. Patch is here.
  3. Thanks. I completely forgot that I didn't include it in my install. A lot of mods have moved to dds but not all. Crossing my fingers that it will be much faster once i run it through the ringer. EDIT: never mind my other question, I just checked the Repo.
  4. Agreed - Basically a bunch of tubes and LEDs. I'm not a graphics guy, but maybe it could be a crewable part with a neat IVA? One of the advantages also of LEDs - how well does algae do under cosmic radiation? Plants appear to have lots of problems in the sun without any radiation shielding.
  5. I'm running Linux (with KSP on an SSD) and with the large number of mods it takes like 10 minutes to start KSP. That's *after* i pruned all the fuel tanks (models+textures) and extra RCS thrusters. I'm thinking of making some more general configs so I can have maybe just 3 1.25m engines, 3 2.5.. etc. Can the mass of an engine be modified with the config? Seems like a lot of the engine packs have quite detailed textures that take some time to load.
  6. I was thinking about adding "artificial light" to the arrays for far away trips and planets where nights are long. These can be powered by nuclear reactors, RTGs, or perhaps hydrogen fuel cells when the sun isn't shining. I found a few interesting papers about algal bioreactors, plus the project rho link in the syolent file. http://onlinelibrary.wiley.com/doi/10.1002/elsc.200900003/pdf http://www.springer.com/cda/content/document/cda_downloaddocument/9789400774933-c1.pdf?SGWID=0-0-45-1418516-p175367694 Anyway for gameplay purposes I figure a PPFD of 400 micromoles / (m^2*s) ( 0.4 mmol / m^2/s) ? I can't tell for sure how much LED light energy we need for growing in the appropriate spectra. Some sources say 0.1 mmol / (m^2* s) and 1.5 mmol / J, the project rho link says 1.7 micromol/J. It seems that the amount of energy needed for a bioreactor is pretty small in comparison to some of the larger generator capabilities, so a fuel cell might provide plenty of power during periods of night? For 1 gigantor (13 square meters), worst case sounds like we'll need 3.25kW generating capacity (a small hydrogen fuel cell): 3.25 ec/s plus the pumps. I was thinking of a separate no-flow resource "bulbs" that are slowly used up over time (25,000 hrs?) - or perhaps just make use of the "SpecializedParts" in MKS. Thoughts?
  7. It's just a compiled perl script. If you are having trouble with the EXE you can download perl, then from the command line run perl pruner.pl.
  8. Yeah I believe that I fixed this in the latest upload of my patch. https://github.com/ntwest/TimeControl/releases/tag/1.0.4-hf-2 If you'd like I can upload the new DDS files and include them in my github. I finally finished working on a recent presentation so I have some time again to see about doing a real update to 1.0.4 / 1.0.5 (when it arrives).
  9. Feel free to add the part, and a :NEEDS section that depends on TweakScale. In addition - I would suggest refactoring the directory structure so it is in just one sub-directory, e.g. "GameData/Soylent" instead of the deeper subdirectory. If someone wanted to release a mod that depended on soylent, right now it wouldn't work as ModuleManager only supports :NEEDS commands at one level up from the GameData folder (or use a DLL) Thanks :-) If I have any time I will see about how it might integrate with MKS. My initial thought is that it could act as a super-charged version of the agricultural module (replacing the existing generator with one balanced for MKS resources), but perhaps make Kerbals less happy since they're eating goo.
  10. Those values appear to be related to the efficiency of the part itself, at least when I look at the IL/C# decompile in MonoDevelop. The GetCrewBonus code in the BaseConverter class: protected float GetCrewBonus () { // removed some IL code that always returns true // ... // float result = 1; if (this.UseSpecialistBonus) { result = this.SpecialistBonusBase + (1 + (float)this.HasSpecialist (this.Specialty)) * this.SpecialistEfficiencyFactor; } this.debugCrewBon = result.ToString (); return result; } So in my example, result should be = 0.05 + (1 + result of has HasSpecialist) * 0.2. But it appears that in the OnFixedUpdate of the BaseConverter class, the specialist is never taken into account. Snippet... conversionRecipe.FillAmount = this.FillAmount; conversionRecipe.TakeAmount = this.TakeAmount; double deltaHeatThrottle = this.GetDeltaHeatThrottle (deltaTime); [B]double num = (double)this.EfficiencyBonus * deltaHeatThrottle;[/B] this.debugFinBon = num.ToString (); ConverterResults result = this.ResConverter.ProcessRecipe (deltaTime, conversionRecipe, base.part, (float)num); this.PostProcess (result, deltaTime); On top of this, I'm not seeing anywhere that the actual module "Efficiency" is taken into account. Testing seems to confirm this - I created the module with Efficiency = "0.5", but when I start up the generator, it comes on at 100% efficiency. It looks like the only two numbers it takes into account is the EfficiencyBonus, and the throttling based on Heat. And it doesn't look like GetCrewBonus() is actually ever being called, hence why the debug string never shows a crew bonus in the right click menu. So the only way to actually modify the efficiency of the converter with a specialist is to do something like MKS and use a DLL to hook into the moduleresourceconverter, modifing the EfficiencyBonus on the fly.... EDIT: I've filed a bug #5532.
  11. You can scale the EfficiencyBonus, which determines how fast the conversions happen. When you scale up the green gigantor to 200%, it will process 4 kerbals worth of resources instead of 1. At 300%, it processes 9 kerbals worth. I had to override the default tweakscale which scales the converters as the volume scales instead of the surface area. I created an example, as well as a large unit that uses the hitchhiker module and processes up to 9 kerbals worth of waste into slurry. Also holds 200 units of sterile organic slurry to help the processing "catch up" after returning to the vessel. https://onedrive.live.com/redir?resid=1731C32CC90F1274!649&authkey=!AL-1jKhqnuczTbU&ithint=folder%2ccfg I figured I'd rather use the pessimistic mode - Soylent Green, and this tweak plus the converter hitchhiker does the trick. One thing I was thinking of doing would be to make this interoperate with MKS and have a converter that converts "Minerals", "Chemicals", and "Polymers" into SoylentStarter.
  12. I cannot get the stock ModuleResourceConverter module to improve efficiency with a specialist. After turning on debug, "CrewBon" is empty and remains so, even though I defined a crew bonus. I put bill into the unit and he is 3 stars, but the efficiency remains at 100%. How do I get this to actually work so that an engineer makes this converter work better? MODULE { name = ModuleResourceConverter ConverterName = Soylent Oxidation Unit StartActionName = Start Burning Waste StopActionName = Stop Burning Waste AutoShutdown = true GeneratesHeat = true Efficiency = 1 EfficiencyBonus = 1 UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Engineer SpecialistHeatFactor = 0 INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 12 } INPUT_RESOURCE { ResourceName = WasteWater Ratio = 0.00011398148148 } INPUT_RESOURCE { ResourceName = Waste Ratio = 0.000012314814816 } OUTPUT_RESOURCE { ResourceName = SterileOrganicSlurry Ratio = 0.00012629629632 DumpExcess = false } }
  13. I get the error with both the Molten Salt and Gas Core reactors, by themselves, in the VAB. It's likely that there's a conflicting mod in my modlist so I will try to pare it down and figure it out.
  14. Yeah it looks like TacGenericConverter doesn't store the conversion data in the craft file - it must use the data from the original cfg for the module. I'm going to try to use ModuleResourceConverter and see if that works differently. a 200% size "green" gigantor should be able to handle 4 kerbals :-). If I get it working I will share my configs.
  15. I'm getting strange NREs with the Swap Fuel and Switch Mode buttons when in the VAB. NullReferenceException: Object reference not set to an instance of an object at FNPlugin.InterstellarFissionMSRGC.EditorSwapFuel () [0x00000] in <filename unknown>:0 at BaseEvent.Invoke () [0x00000] in <filename unknown>:0 at UIPartActionButton.OnClick () [0x00000] in <filename unknown>:0 (Filename: Line: 4294967295) NullReferenceException: Object reference not set to an instance of an object at FNPlugin.InterstellarFissionMSRGC.EditorSwapFuel () [0x00000] in <filename unknown>:0 at BaseEvent.Invoke () [0x00000] in <filename unknown>:0 at UIPartActionButton.OnClick () [0x00000] in <filename unknown>:0
  16. As far as I can tell, ModuleEnginesRF is only used when if the user has installed an engine pack that specifically converts the engines that they want converted. In my install which includes stockalike real fuels, after module manager completes, the "TweakableThermalRocketNozzle" part has a regular "ModuleEngines" module, not a ModuleEnginesRF module. The "KspiNuclearCandle" part uses a regular "ModuleEnginesFX" module. Perhaps this user is using something like Realism Overhaul, which is specifically designed to be a complex set of compatibility parts for a specific set of mods leading to a specific game experience, also telling the end user that it will not work if one installs other mods as well. Real fuels on its own seems to be fine for me...
  17. Does this run even when we're at the Space Center or at a different vessel? I like to run many missions at once.
  18. A question - I have tweakscale installed and something that adds tweaking to the gigantor. It looks like these become tweakable too. Does the generator scale?
  19. I have had this happen in the past as well when I was using a mod that modifies the warp multipliers. If you're using one of those I just turn off all warping that KCT does and do all my warps manually.
  20. It's a known issue but there's not always a good fix :-( This happened to me for awhile too, even with no mods. I updated the NVidia driver (i use Ubuntu) recently and the problem as somewhat cleared up.
  21. Love these - I was wondering if there is a RealFuels stockalike config available for the SuperNova engine?
  22. I had this happen to me when I had a craft being built or in storage which had a part that no longer was being loaded. You can edit your persistence file and remove the offending craft node under the KCT section and it will fix it.
  23. There's something screwy with how the ModuleRCSFX and ModuleEngineRF are interacting. When I have an engine that has both sets of modules, sometimes after editing the engine settings the RCS settings don't respond - clicking the button fails to change the fuel. Here's an example config I used on the SpaceY hybrid engine: @PART[SYoms1]:FOR[RealFuels_StockEngines]:FINAL //SpaceY OMS/RCS Hybrid Engine { !MODULE[ModuleEngineConfigs],* {} @MODULE[ModuleEngine*] { @name = ModuleEnginesRF @maxThrust = 60 @heatProduction = 95 @atmosphereCurve { @key,0 = 0 250 @key,1 = 1 33 } !PROPELLANT,* {} PROPELLANT { name = Hydrazine ratio = 100 DrawGauge = True %ResourceFlowMode = STACK_PRIORITY_SEARCH } } MODULE { name = ModuleEngineConfigs type = ModuleEnginesRF techLevel = 1 origTechLevel = 1 engineType = O origMass = 0.25 configuration = Hydrazine modded = false CONFIG { name = MMH+NTO maxThrust = 65 heatProduction = 95 PROPELLANT { name = MMH ratio = 49.96554100620262 DrawGauge = True %ResourceFlowMode = STACK_PRIORITY_SEARCH } PROPELLANT { name = NTO ratio = 50.03445899379738 %ResourceFlowMode = STACK_PRIORITY_SEARCH } IspSL = 0.9600 IspV = 0.9500 throttle = 0 ModuleEngineIgnitor { ignitionsAvailable = 0 useUllageSimulation = true autoIgnitionTemperature = 800 ignitorType = Electric IGNITOR_RESOURCE { name = ElectricCharge amount = 1 } } } CONFIG { name = Hydrazine maxThrust = 65 heatProduction = 95 PROPELLANT { name = Hydrazine ratio = 1 DrawGauge = True %ResourceFlowMode = STACK_PRIORITY_SEARCH } IspSL = 0.274 IspV = 0.72 throttle = 0 ModuleEngineIgnitor { ignitionsAvailable = 0 useUllageSimulation = true autoIgnitionTemperature = 800 ignitorType = Electric IGNITOR_RESOURCE { name = ElectricCharge amount = 1 } } } CONFIG { name = Aerozine50+NTO maxThrust = 65 heatProduction = 95 PROPELLANT { name = Aerozine50 ratio = 0.5017301 DrawGauge = True %ResourceFlowMode = STACK_PRIORITY_SEARCH } PROPELLANT { name = NTO ratio = 0.4982699 DrawGauge = True %ResourceFlowMode = STACK_PRIORITY_SEARCH } IspSL = 0.9600 IspV = 0.9500 throttle = 0 ModuleEngineIgnitor { ignitionsAvailable = 0 useUllageSimulation = true autoIgnitionTemperature = 800 ignitorType = Electric IGNITOR_RESOURCE { name = ElectricCharge amount = 1 } } } !MODULE[ModuleEngineIgnitor] {} ModuleEngineIgnitor { ignitionsAvailable = 1 autoIgnitionTemperature = 800 useUllageSimulation = true } } @MODULE[ModuleRCS*] { @name = ModuleRCSFX @thrusterPower = 2.89 !resourceName = DELETE @atmosphereCurve { @key,0 = 0 281 @key,1 = 1 101 } !PROPELLANT[LiquidFuel] {} !PROPELLANT[Oxidizer] {} !PROPELLANT[MonoPropellant] {} PROPELLANT { name = Hydrazine ratio = 100 } } MODULE { name = ModuleEngineConfigs type = ModuleRCSFX techLevel = 3 origTechLevel = 3 engineType = L origMass = 0.077 configuration = Hydrazine modded = false CONFIG { name = MMH+NTO thrusterPower = 5 PROPELLANT { name = MMH ratio = 0.51135562 } PROPELLANT { name = NTO ratio = 0.48864438 } IspSL = 0.4 IspV = 0.952 } CONFIG { name = Hydrazine thrusterPower = 2.89 PROPELLANT { name = Hydrazine ratio = 1 } IspSL = 0.23 IspV = 0.72 } CONFIG { name = Aerozine50+NTO thrusterPower = 5 PROPELLANT { name = Aerozine50 ratio = 0.48657718 } PROPELLANT { name = NTO ratio = 0.51342282 } IspSL = 0.403 IspV = 0.955 } } } To reproduce the issue, add the engine to a tank. Clicking the *second* "Show GUI" Button opens the configure window, but I can't select MMH+NTO or Aerozine50+NTO, nor change the Tech Level. However, If I select the *first* Show GUI Button, then select the *second* Show GUI Button, and finally Hide the first Show GUI button, I can then configure the RCS Thrusters. It's like there's something in the GUI for these components that gets confused. edit: There may be a larger issue around the fact that we end up with two "ModuleEngineConfigs" in the persistent save file but the "type" is not persisted? And even after doing my workaround, I have found that it seems that it doesn't apply symmetry properly. Only the one engine actually fires the RCS thrusters. Re-adding the symmetrical engines fixed that. And then sometimes the configs disappear completely from the menu :-(
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