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MatterBeam

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  1. Hi. I need help understanding what some components of ModuleResourceConverter and ModuleCoreHeat do. Specifically: TemperatureModifier { key = 0 2000000 key = 750 200000 key = 1000 20000 key = 1250 10000 key = 2000 200 key = 4000 0 } found in ModuleResourceConverter and HeatRadiantMultiplier, CoolingRadiantMultiplier and MaxCoolant found in ModuleCoreHeat: MODULE { name = ModuleCoreHeat CoreTempGoal = 1000 //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 = 4000 //At what core temperature do we shut down all generators on this part? MaxCoolant = 400 //Maximum amount of radiator capacity we can consume - 50 = 1 small } How do those parameters affect a part? What does modifying them do? What is the meaning or unitsnof the values used?
  2. I think I'm going to integrate Tweakscale instead of spamming 3 resized versions of every model I intend to include. This frees me up to diversify the types of reactor available. I've settled on the following distribution: -Solid Fission: Great for landers. It has a low temperature, so it doesn't need much radiators. It has good power-to-weight, meaning it weighs less for the same output compared to other reactors, and is quite compact. It also has good crash tolerance. Produces thermal energy. -Gaseous Fission: Very high temperatures and low power density, but amazing performance. Great for orbital maneuvers, but should not be landed. Needs large amounts of thermal support. Produces thermal energy. -Fission Fragment: Very low temperatures and low output. Produce electric energy. Perfect for small probes. -Pulsed Fusion: High temperatures and moderate waste heat. Lightweight, but bulky and requires an electric current input. Produces thermal energy. -Tokamak fusion: Extreme temperatures and high heat. Low power density but amazing performance. Produces electric energy. The point is to give each reactor a role, and prevent a power creep/one-size-fits-all syndrome that comes with introducing overpowered reactors. There is no incentive to use anything but high-end fusion in KSPI-E, for example. With SimpleNuclear, a player would use Solid Fission in an atmospheric lander, Fission Fragment for a probe running on ion engines, Pulsed fusion for a vacuum lander, and decide whether he wants to use high thrust thermal engines with a Gasseous fission reactor, or high Isp electric engines with a Tokamak reactor. In some cases, it might be better to take the mass penalty of a thermal-to-electric generator and use a reactor providing thermal energy, so that you may switch between thermal and electric engines on the same ship. This would be useful for SSTOs. Also, I play to create different sets of configs for Kerbal and Real scale solar systems.
  3. Hi. I am trying to create a simplified mechanic for nuclear reactors and engines. The objective is a straightforward, configurable, unified-balance mod with minimal RAM consumption. Mechanisms: Reactor are based on RTGs, with an optimal temperature based on size. Reactors and engines use Thermal or Electric MegaWatts. Reactor and generator efficiency depends on temperature. Integrated into the stock thermal control system (radiators). Features: Unified balance, configurable for different solar system sizes. Allows multiple great mods to work together Simple to understand and even simpler to use - focus on providing options instead of hindering gameplay. Requires: Module Manager Tweakscale Downloads Core mod: SpaceDock v1.0 Integration packages (install alongside core mod): Near Future Tech SpaceDock v0.1 Near Future Tech Power Balanced SpaceDock v0.1 USI Core KSP Interstellar - Extended After testing out KSPI-E, I found it very well developed, but hard to re-configure and with very reduced compatibility with other mods. Near Future mods are the result of some amazing work by Nertea, but they too have a complex thermal management system and the 'power level' of the parts isn't scaled with other mods. I also wanted to use the MKS Core set of reactors from RoverDude without their complex resource mechnisms and top-down balancing. The results of this mod would be a set of reactors and engines with bottom-up balancing and open-ended compatibility. I'll start with the above three for now, then move on to other mods. Completed: Specific waste heat outputs accomplished. Near Future integration In development: Adding second Electric Engine. Solving KerbalEngineer inability to calculate dV issue. Planned: Add multi-fuel and variable Isp settings to appropriate engines. Move balance from a per-part basis to full heat management/fuel/reactor/engine combinations. Balance part cost and tech tree node placement. Acquire testers! Create picture tutorial. Changelog: v1.0: Created SimpleNuclearNearFuture that integrated Near Future reactors and engines into SimpleNuclear. Adjusted some settings for the Thermal engines (reduced heat production). Rebalanced the Fission Fragment reactor from 10MW/ton to 50MW/ton. Disclaimers: This mod contains part models and textures from KSPI-Extended. This work is Licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  4. Thank you for your help! I will try and utilize the efficiency module that comes with the ISRU and the drills, that reduces their output based on their current temperature.
  5. Not maxTemp, which is fixed during loading, but the Internal and Skin temperatures in-game.
  6. Thanks. However, I didn't find any mention of temperature in that post I found the RTG heat generating module. Edit: Did some more careful reading and I think I'd have to write something like this: Temperature { TemperatureMultiplier = (Current Temperature)/(Target Temperature) } MODULE { name = ModuleGenerator isAlwaysActive = true TemperatureMultiplier = #$@Temperature/TemperatureMultiplier$ OUTPUT_RESOURCE { name = MWt rate = 1000 @rate *= #$TemperatureMultiplier$ } } The problem remains that there is nothing in the cfg files that 'reads' the current part temperature.
  7. Hi. This mod aims to provide simple rocketbuilding capability to stock parts. New Thread This mod is now maintained and updated by @RealGecko. Special thanks to: @maculator, @taniwha, @Eleusis La Arwall, @Badsector, @cy-one for their contributions. No extra parts No RAM usage Added functionality for the Mobile Processing Lab in the late game Simple, configurable and adds levels of depth to the gameplay without a learning curve Requires: Module Manager After testing out Extraplanetary Launchpads and Roverdude's MK/OKS, I had the idea of creating a simple, user friendly mod that would allow you to build rockets without taking a 200MB hit to RAM or having to juggle multitudes of resource pathways. If you know how to set up a drill, ISRU and a fuel tank for an Ore to Fuel conversion, then you should know how to build rockets. Changelog: v3.3: Fixed a possible Launch Clamp bug with the help of @FizzerUK v3.2: Implemented some efficiency suggestions by @RealGecko v3.1: Updated to v1.2.1 of the game. Disclaimers: This mod contains @taniwha's Launchpad.dll from his Extraplanetary Launchpads. This mod re-distributes InterstellarFuelSwitch by @FreeThinker. This work is Licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  8. Hi. Is there a way to utilize the part's core and skin temperatures as modifiers for say, electrical generation? Also, is there a way to create a module that generates heat without resorting to ENGINE modules?
  9. v0.6 Tested, built a few craft, might balance a few parameters later but for now is ready for a release. All that's left to do is take a few pictures.
  10. Thanks.

    1. Show previous comments  2 more
    2. legoclone09

      legoclone09

      Oh yeah! No problem for that! Ypu deserve it, your mod is great.

    3. MatterBeam

      MatterBeam

      Have you tried it?

      It's going ot be the first of the 'Simple' series of mods. The next in the series is SimpleNuclear, and I'm updating SimpleRealism, that removes the annoying aspects of Realism Overhaul.

    4. legoclone09

      legoclone09

      No, haven't tried it, but will once I get home from vacation.

  11. v0.5 should be the final dev patch before release, if the productivity reveals itself to be above zero. Major thanks to Tanihwa.
  12. Okay, I managed to get the fuel switch to work. However, I'm getting zero productivity in all my vessels and I'm working on fixing the error.
  13. Followed your suggestions and did two things: -Bought four level 2 engineers with zero stupidity and zero courage. -Increased the productivity multiplier for Mobile Processing Labs to 7x. The result is exactly zero productivity. Just in case, I removed Jebediah (level 1 pilot) and skipped forward 3 years. Still stuck at 0% completed. http://imgur.com/gallery/MNMhQsV The Settings.cfg code: KSExpSeatMap { SeatTasks { name = ExWorkshop default = Workshop } } @PART[*]:HAS[@MODULE[ModuleCommand]:HAS[#minimumCrew[>0]],!MODULE[ExWorkshop]] { MODULE { name = ExWorkshop ProductivityFactor = 4 IgnoreCrewCapacity = false } } @PART[crewCabin] { MODULE { name = ExWorkshop ProductivityFactor = 4 } } @PART[MK1CrewCabin] { MODULE { name = ExWorkshop ProductivityFactor = 4 } } @PART[mk4CrewCabin] { MODULE { name = ExWorkshop ProductivityFactor = 4 } } @PART[mk3CrewCabin]: { MODULE { name = ExWorkshop ProductivityFactor = 4 } } @PART[Large_Crewed_Lab]: { MODULE { name = ExWorkshop ProductivityFactor = 7 } } @PART[launchClamp1]: { @MODULE[LaunchClamp] { @name = ExtendingLaunchClamp } } @EXPERIENCE_TRAIT[Engineer] { EFFECT { name = ExWorkshopSkill } } @EXPERIENCE_TRAIT[Scientist] { EFFECT { name = ExWorkshopSkill } } @EXPERIENCE_TRAIT[Pilot] { EFFECT { name = ExSurveySkill } EFFECT { name = ExWorkshopSkill } } Opened my KSP.txt file and found this error a couple hundred times: [ERR 14:15:36.892] ExperienceTrait: Cannot add effect 'ExWorkshopSkill' as it does not exist. [ERR 14:15:36.896] ExperienceTrait: Cannot add effect 'ExWorkshopSkill' as it does not exist. [ERR 14:15:36.897] ExperienceTrait: Cannot add effect 'ExWorkshopSkill' as it does not exist. Could I be missing a file?
  14. So it's not a bug. Thank you! I was worried for a moment that I'd never get SimpleConstruction to work :0
  15. Hi. I'm having problems with the productivity of my vessels. I placed various level 1 engineers, scientists and one pilot in a vessel with 6 seats. In the settings file, I multiplied the productivity factor of all crewed parts to 4. However, I still get subzero vessel productivity. Vessels do not get built. http://imgur.com/gallery/L0qXrxZ
  16. Does this mod affect FPS? I'm having lower than usual frames per second (50% to 30% of original) across several different installs. DTL might not be the reason, but I suspect it might be.
  17. How does this compare to a strut augmented by Kerbal Joint Reinforcement?
  18. Hello. I do not have the option to switch parachute material. Is this intentional?
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