Khalkion
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KSP Interstellar Extended Continued Development Thread
Khalkion replied to FreeThinker's topic in KSP1 Mod Development
Magnetic nozzles have scaleFactors = 0.625, 0.875, 1.25, 1.875, 2.5, 3.25, 5.0, where 3.25 looks weird. -
KSP Interstellar Extended Continued Development Thread
Khalkion replied to FreeThinker's topic in KSP1 Mod Development
We can't use more than one generator per reactor, right? So one part of energy from mixed charged/thermal reactors is always lost. Actually, when I try to use both generators (one from up and one from down), they provide even less energy than single one. Somehow they compete for power from reactor lowering each others output. -
KSP Interstellar Extended Continued Development Thread
Khalkion replied to FreeThinker's topic in KSP1 Mod Development
FreeThinker, I wonder if it is hard to add some VAB/SPH infromation for electric engines? Right now I can only guess their isp and trust levels and have to check different combinations in test flights; and continuous reloading from VAB to flight scene and back is not really enjoybale on high moded game. I see some difficulties here, as engines have variable isp levels and posibility of multiple reactors/generators onboard, but may be some basic info on full thrust with reactor attached as it is done for thermal engines? -
KSP Interstellar Extended Continued Development Thread
Khalkion replied to FreeThinker's topic in KSP1 Mod Development
It's not the problem of KSPI, but mechjeb. It refuses to show very high delta-v. -
KSP Interstellar Extended Continued Development Thread
Khalkion replied to FreeThinker's topic in KSP1 Mod Development
Try hydrazine. It doesn't require cryostates, is quite dense (smaller crafts) and have high enough isp. But don't use it in the atmosphere, it is very toxic. -
KSP Interstellar Extended Continued Development Thread
Khalkion replied to FreeThinker's topic in KSP1 Mod Development
Done some more tests... something wrong with scalling. Default size rocket and reactor can burn for 12+ minutes easily (40k+ delta-v...). 1.25 reactor + rocket - overheats quickly... very quickly. 3.75 reactor + rocket - overheats nearly as normal in atmosphere and veeery slow in vac. (so slow, that first few minutes after escaping the atmosphere and switching to hydrazine it is actully cooling). -
KSP Interstellar Extended Continued Development Thread
Khalkion replied to FreeThinker's topic in KSP1 Mod Development
Hm... just tested in sandbox standard sizes - it takes minutes for overheat at full throttle with antimatter and hydrazine. Can you show your setup? Edited: Also there are already at least two mods about heat control - Nertea's Heat control which is bundled with NFTe, but I suppose works perfectly without it and Heat management by Randazzo. -
KSP Interstellar Extended Continued Development Thread
Khalkion replied to FreeThinker's topic in KSP1 Mod Development
I've done some more work on my mm patch and hopefully it is now in line with interstellar tanks and as well don't break stock balance... It adds interstellar fuels and cryostates to any tank, that can contain standard LFO, while preserves the ability to contain LFO and pure LF so you have much more freedom in building. However currently there are two problems: I had not found a way to make these modules require specific techs, so they are available in career from the begining (but I don't think that you can find many uses for example for methane early game). And the second one is weird behaviour of drymasses with tweakscalling tanks down so I suggest to avoid this. For use it you need to save it like any_name_here.cfg and place into gamedata folder. And If you are playing with NFTe and want to scale down power requirements of cryostates - change the first coefficient in the patch [*]:HAS[@RESOURCE[LiquidFuel],@RESOURCE[Oxidizer],!RESOURCE[MonoPropellant],!MODULE[InterstellarFuelSwitch]]:NEEDS[InterstellarFuelSwitch,Interstellar]{ %power_mult = 1 // change this to 0.1 if you have NFTe or whatever coefficient you prefer; temporary solution %LF = 0 %OX = 0 %totalCap = 0 %pureLF = 0 %mixHO_H = 0 %mixHO_O = 0 %mixMO_H = 0 %mixMO_O = 0 %mass1 = 0 %mass2 = 0 %cryo_powerReqKW = 0 %liquid_boiloff = 0 @LF = #$RESOURCE[LiquidFuel]/maxAmount$ @OX = #$RESOURCE[Oxidizer]/maxAmount$ @totalCap = #$LF$ @totalCap += #$OX$ @pureLF = #$totalCap$ @totalCap *= 5 @mixHO_H = #$totalCap$ @mixHO_H *= 0.8 @mixHO_O = #$totalCap$ @mixHO_O *= 0.2 @mixMO_H = #$totalCap$ @mixMO_H *= 0.557 @mixMO_O = #$totalCap$ @mixMO_O *= 0.443 @mass *= 0.165 @mass1 = #$mass$ @mass1 *= 1.2 @mass2 = #$mass$ @mass2 *= 5 @cryo_powerReqKW = #$totalCap$ @cryo_powerReqKW *= 0.001875 @cryo_powerReqKW *= #$power_mult$ @liquid_boiloff = #$totalCap$ @liquid_boiloff *= 0.66 MODULE { name = InterstellarFuelSwitch resourceGui = LFO;Liquid Fuel;Liquid Hydrogen;Liquid Helium;Hydrolox;Methalox;Liquid Oxygen;Liquid Methane;Liquid Ammonia;Hydrazine;Liquid Nitrogen;Liquid CarbonDioxide;Liquid CarbonMonoxide;Water resourceNames = LiquidFuel,Oxidizer;LiquidFuel;LqdHydrogen;LqdHelium;LqdHydrogen,LqdOxygen;LqdMethane,LqdOxygen;LqdOxygen;LqdMethane;LqdAmmonia;Hydrazine;LqdNitrogen;LqdCO2;LqdCO;Water resourceAmounts = #$../LF$,$../OX$; $../pureLF$; $../totalCap$; $../totalCap$; $../mixHO_H$,$../mixHO_O$; $../mixMO_H$,$../mixMO_O$; $../totalCap$; $../totalCap$; $../totalCap$; $../totalCap$; $../totalCap$; $../totalCap$; $../totalCap$; $../totalCap$ basePartMass = #$../mass$ tankMass = #$../mass2$;$../mass2$;0;$../mass1$;$../mass1$;$../mass2$;$../mass2$;$../mass2$;$../mass2$;$../mass2$;$../mass2$;$../mass2$;$../mass2$;$../mass2$ volumeMultiplier = 1 massMultiplier = 1 displayCurrentTankCost = true hasGUI = true availableInFlight = true availableInEditor = true showInfo = true } MODULE { name = FNModuleCryostat resourceName = LqdHelium resourceGUIName = LqdHelium powerReqKW = #$../cryo_powerReqKW$ boilOffRate = 0 boilOffTemp = 4.222 boilOffMultiplier = 1 boilOffBase = #$../liquid_boiloff$ boilOffAddition = 8.97215e-5 } MODULE { name = FNModuleCryostat resourceName = LqdHydrogen resourceGUIName = LqdHydrogen powerReqKW = #$../cryo_powerReqKW$ boilOffRate = 0 boilOffTemp = 20.271 boilOffMultiplier = 1 boilOffBase = #$../liquid_boiloff$ boilOffAddition = 8.97215e-5 } MODULE { name = FNModuleCryostat resourceName = LqdNitrogen resourceGUIName = LqdNitrogen powerReqKW = #$../cryo_powerReqKW$ boilOffRate = 0 boilOffTemp = 77.355 boilOffMultiplier = 1 boilOffBase = #$../liquid_boiloff$ boilOffAddition = 8.97215e-5 } MODULE { name = FNModuleCryostat resourceName = LqdCO resourceGUIName = LqdCO powerReqKW = #$../cryo_powerReqKW$ boilOffRate = 0 boilOffTemp = 81.65 boilOffMultiplier = 1 boilOffBase = #$../liquid_boiloff$ boilOffAddition = 8.97215e-5 } MODULE { name = FNModuleCryostat resourceName = LqdOxygen resourceGUIName = LqdOxygen powerReqKW = #$../cryo_powerReqKW$ boilOffRate = 0 boilOffTemp = 90.188 boilOffMultiplier = 1 boilOffBase = #$../liquid_boiloff$ boilOffAddition = 8.97215e-5 } MODULE { name = FNModuleCryostat resourceName = LqdMethane resourceGUIName = LqdMethane powerReqKW = #$../cryo_powerReqKW$ boilOffRate = 0 boilOffTemp = 111.66 boilOffMultiplier = 1 boilOffBase = #$../liquid_boiloff$ boilOffAddition = 8.97215e-5 } MODULE { name = FNModuleCryostat resourceName = LqdCO2 resourceGUIName = LqdCO2 powerReqKW = #$../cryo_powerReqKW$ boilOffRate = 0 boilOffTemp = 220 boilOffMultiplier = 1 boilOffBase = #$../liquid_boiloff$ boilOffAddition = 8.97215e-5 } }@PART -
KSP Interstellar Extended Continued Development Thread
Khalkion replied to FreeThinker's topic in KSP1 Mod Development
I'm not sure, whether I should ask it here or in tweakscale thread, but here is my question. Interstellar tanks support tweakscale and InterstellarFuelSwitch and when we change scale of them their masses are also scaled. When I use InterstellarFuelSwitch for other tanks(for example stock ones) their drymass is calculated in two different ways. First time when I change their size with tweakscale and then when I switch their content type(and drymasses are different for the same fuel type before and after switch). While trying these things found out that interstellar tanks have the same problem for scalling down from original 2.5 size and for some sizes scalling is quite strange. Powerscalling for cryostats still is not working... PS In USI_NF_Mode.cfg there is still a small error @PART [*]:HAS[@MODULE[interstellarInertialConfinementReactor]]:NEEDS[NearFutureElectrical|SETI]:FOR[WarpPlugin] @powerRequirements =*= 0.002 -
KSP Interstellar Extended Continued Development Thread
Khalkion replied to FreeThinker's topic in KSP1 Mod Development
Some problems with the latest version... fuel tanks lost ability to switch fuels. Tested on clean version as well as on moded. Also I don't think, that power scalling for cryostats is working, but may be it is the same problem as above. -
KSP Interstellar Extended Continued Development Thread
Khalkion replied to FreeThinker's topic in KSP1 Mod Development
I suppose that it is somehow connected with engine of ksp. As boil-off is more intesive near celestial bodies... when ksp sometimes skips a frame and calculations at high warp speeds. Just tested far away from any objects - no boil-off for years... Also if my suggestion is correct, then rate of boil-off depends on complexity of the vessel, as ksp doesn't like co calculate things for huge crafts... And so, as I do my tests with real craft about 80 parts, I see higher rate of boil-off. -
KSP Interstellar Extended Continued Development Thread
Khalkion replied to FreeThinker's topic in KSP1 Mod Development
I see that this problem for the latest version is almost gone. On previous version I've lost about third of hydrogen through 10 000x warp for 25 days. Now it is only 1-2 percents for 100 000x warp for the same amount of days. (on 10 000x now no boil-off) BTW tests with the latest version was done with reduced power requirements for cryostats as I play with NFT... Anyway, thanks for attention. -
KSP Interstellar Extended Continued Development Thread
Khalkion replied to FreeThinker's topic in KSP1 Mod Development
Actually OP is correct. NeoAcario should install tweakscale and after it - unpack KSPI-E to gamedata folder. Other then tweakscale dependencies are bundled with KSPI-E. -
KSP Interstellar Extended Continued Development Thread
Khalkion replied to FreeThinker's topic in KSP1 Mod Development
For example big interstellar tanks have 90 kW power consumption of 0.742GW from molten salt reactor, which is absolutely ok. But when your reactor provides 160 kW with NFT insalled - it is little too much. All numbers for default sizes. -
KSP Interstellar Extended Continued Development Thread
Khalkion replied to FreeThinker's topic in KSP1 Mod Development
Little question about cryostats. Currently they have same power consumption with NFT as without it. I see these numbers are quite realistic, but with NFT they are relatively big... But I have no idea what to suggest here. -
KSP Interstellar Extended Continued Development Thread
Khalkion replied to FreeThinker's topic in KSP1 Mod Development
Rarely I see this too, but I wasn't sure, that it is connected with KSPI-E. -
KSP Interstellar Extended Continued Development Thread
Khalkion replied to FreeThinker's topic in KSP1 Mod Development
Yep, checked 1.1.6 - reactors are ok. 1.1.7 and higher - bug is present. -
KSP Interstellar Extended Continued Development Thread
Khalkion replied to FreeThinker's topic in KSP1 Mod Development
Just tested new version, some problems that I see: Nodes of microwave recievers and phased arrays should be node_attach = 0.0, 0.0, -0.04, 0.0, -1.0, 0.0, 0 or by default they are attached inside ship. You've fixed @powerRequirements =*= 0.002 in USI_NF_Mode.cfg for large fusion reactor, however there is one more same issue for InterstellarInertialConfinementReactor. And about deployment of microwave recievers and phased arrays... On clean install microwave reciever doesn't play animation upon deployment. Big phased array plays animations in transmitter and relay modes, but not in reciever... Also I suppose that microwave reciever(dish) has something wrong with its tweakscale module. Two different phased arrays have the same mass and cost, but obviously they must be different as one is small and another is a big deployable one. And I faced some weird thing with molten salt and gas core reactors. Reactors tend to disconnect and become intangible (things start to pass through it and it falls through the launchpad and planet). I can't find out is it ksp bug or it is bug of interstellar. Steps to reproduce bug: place one vessel on lauchpad from VAB, place another on runaway from SPH, then switch between them by [ or ]. Or go to the space center without recovery and than back to the vesel. Sometimes gas core reactor just looses all his information and becomes inoperable, but all other times reactor diconnects its top node and falls through lauchpad. However if there is something connected to the bottom of reactor - it will bounce high up. Other reactors don't produce this bug, only molten salt and gas core. I can reproduce it many times in a row with almost 100%, so I can do more testing if it is necessary. Of course all these things I tested with clean install: just new version of KSPI-E and tweakscale. -
KSP Interstellar Extended Continued Development Thread
Khalkion replied to FreeThinker's topic in KSP1 Mod Development
Found the problem in WarpPlugin/Patches/USI_NF_Mode.cfg It had @powerRequirements =*= 0.002 for both fusion reactors, however big one was still operable with this bug, while little one wasn't. -
KSP Interstellar Extended Continued Development Thread
Khalkion replied to FreeThinker's topic in KSP1 Mod Development
Sorry, I've forgot to mention that this bug is only with NFTe. Without it - reactor works as intended. -
KSP Interstellar Extended Continued Development Thread
Khalkion replied to FreeThinker's topic in KSP1 Mod Development
FreeThinker, when you have some time, please, take a look at omega reactor. I can't make him to produce any power (other reactors work fine in the same circumstances). It has connected engine and generator, plenty of radiators and batteries, another active gas core reactor+generator onboard. It reports "plasma ratio Nan", max th and cp power 0 kW and produces 0 KW. It can be activated and deactivated through control panel, but with no real effect. Swaping fuel type also has no effect on power production. -
KSP Interstellar Extended Continued Development Thread
Khalkion replied to FreeThinker's topic in KSP1 Mod Development
As I do some more thoughts... actually there is no difference between starting from EC or capacitors, as capacitors can discharge into batteries... so your idea is absolutely fine, except for that omega reactors are not working right now -
KSP Interstellar Extended Continued Development Thread
Khalkion replied to FreeThinker's topic in KSP1 Mod Development
You've done nice job with reactors cost. However there are some more cost issues: radial cryostats' costs are nearly random. Radial antimatter bottle... it contains so small antimatter that it can't be used... (antimatter initiated reactor eats it's content in a second). BTW it has low cost, but still useless... may be increase it's volume by 5-10 times. So that we can use few of them for cheap launches, not tens of them. (And sure increase cost to put it in line with other antimatter contaiment devices). Cost of antimatter collector is ridicously low... compared to other antimatter things. Power consumption for atmo scoop is not scaling. Also I have no luck with starting OMEGA fusion reactor neither from batteries (I used reaaly big ones for testing purposes) nor from other reactors... I had plenty of radiators onboard, so it was not safety shutdown. Large fusion reactor is started by default and can be restarted without any charge or other reactors (for restart tests I've cleaned with hyperedit). Both fusion reactors always indicate: Maintaince 0.0KW/0.0KW And I'm little curious... now we have very little choice of small reactors. We have molten salt reactor and next small is way higher in tech tree and is omega fusion (I can't make him to work) or antimatter reactor. So no midgame small reactors... Also small sugestion here for NF integration.. NFe has system of capacitors, with it's own resource - stored charge. May be you can make fusion reactors to use this charge for starting up if there is enough stored charge onboard and NF is installed otherwise use stock EC. -
KSP Interstellar Extended Continued Development Thread
Khalkion replied to FreeThinker's topic in KSP1 Mod Development
Oh, sorry, my bad, I forgot that antimatter reactor produces 80% charged particles, not 100. So production of direct conversion generator is correct. I was confused by decription in VAB, which is the same as for thermal generator... -
KSP Interstellar Extended Continued Development Thread
Khalkion replied to FreeThinker's topic in KSP1 Mod Development
A little more reports... Thermal engines don't respect oxygen in methalox mode and don't use it. Found out that EnginePropellants.cfg has methane as second propellant instead of oxygen. Interstellar tanks have different ratios for methalox. Suppose that X200-48 should have 13368 methane and 10632 oxygen instead of current 26736 and 6684. Also noze cone and X200-4 don't have mix modes if it is not intended... Thermal engines can build negative soot values with appropriate fuels such as liquid hydrogen or water and so increasing thrust. And about generators... we had 31% and 60% for thermal and 85% for charged particles generators. But now charged particles generators indicates 31% and 60% just as thermal ones. I doubt if it is a bug or just new change... PS Large fusion reactor still has GWs of power with NFe installed.