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KSP Interstellar Extended Continued Development Thread
Profit- replied to FreeThinker's topic in KSP1 Mod Development
that is not behavior that has been observed. do you have any fuel transfer mods? -
KSP Interstellar Extended Continued Development Thread
Profit- replied to FreeThinker's topic in KSP1 Mod Development
I dug deeper and Open resource mod is part of interstellar, pretty much the only thing that can be happening here is another mod is altering the way one of the resources work and it is causing KSPI-E to trip. Reactors should not matter what way they point. I have a small ship made basically how you showed your ship was made, see if this one fly's (Remember there is a small amount of Ox in this so the light bulb will also run in afterburner for a bit but most of the fuel is just liquid fuel) I know it fly's like a plate so I will not judge if it takes 10 launches to get up. Also see if maybe you are reverting or something as root nodes trip during reverts. *Ah crap that contains proprietary mods* Sorry about that... I will have to make a stock + KSPI-E mod one. Edit: Here you go, this one works on stock https://dl.dropboxusercontent.com/u/22126744/test%207_3.zip -
KSP Interstellar Extended Continued Development Thread
Profit- replied to FreeThinker's topic in KSP1 Mod Development
Yes, the prices are wrong (IMHO). I will make a pull request... Do you think 6,350 is a good price for the retractable ones? And 5350 for the curved retractable.. I also upped their part attainment cost a little as well. -
KSP Interstellar Extended Continued Development Thread
Profit- replied to FreeThinker's topic in KSP1 Mod Development
Perhaps you are using a version of the open resource system that is incompatible with interstellar... it looks like something with the thing InterstellarFissionPBDP, it is calling.. something... in interstellar reactor... Somehow in this code it is triggering something in the open resource system that is incompatable. And I do not know exactly what... And honestly most likely it is Open Resource systems fault, being outdated or changed something.. public override void OnFixedUpdate() // OnFixedUpdate is only called when (force) activated { storedIsThermalEnergyGenratorActive = currentIsThermalEnergyGenratorActive; storedIsChargedEnergyGenratorActive = currentIsChargedEnergyGenratorActive; currentIsThermalEnergyGenratorActive = 0; currentIsChargedEnergyGenratorActive = 0; decay_ongoing = false; base.OnFixedUpdate(); if (IsEnabled && MaximumPower > 0) { if (ReactorIsOverheating()) { if (FlightGlobals.ActiveVessel == vessel) ScreenMessages.PostScreenMessage("Warning Dangerous Overheating Detected: Emergency reactor shutdown occuring NOW!", 5.0f, ScreenMessageStyle.UPPER_CENTER); IsEnabled = false; return; } // calculate thermalpower capacity if (TimeWarp.fixedDeltaTime != previousTimeWarp) { if (thermalPowerResource != null) { var requiredThermalCapacity = Math.Max(0.0001, 10 * TimeWarp.fixedDeltaTime * MaximumThermalPower); var previousThermalCapacity = Math.Max(0.0001, 10 * previousTimeWarp * MaximumThermalPower); thermalPowerResource.maxAmount = requiredThermalCapacity; thermalPowerResource.amount = requiredThermalCapacity > previousThermalCapacity ? Math.Max(0, Math.Min(requiredThermalCapacity, thermalPowerResource.amount + requiredThermalCapacity - previousThermalCapacity)) : Math.Max(0, Math.Min(requiredThermalCapacity, (thermalPowerResource.amount / thermalPowerResource.maxAmount) * requiredThermalCapacity)); } if (chargedPowerResource != null) { var requiredChargedCapacity = Math.Max(0.0001, 10 * TimeWarp.fixedDeltaTime * MaximumChargedPower); var previousChargedCapacity = Math.Max(0.0001, 10 * previousTimeWarp * MaximumChargedPower); chargedPowerResource.maxAmount = requiredChargedCapacity; chargedPowerResource.amount = requiredChargedCapacity > previousChargedCapacity ? Math.Max(0, Math.Min(requiredChargedCapacity, chargedPowerResource.amount + requiredChargedCapacity - previousChargedCapacity)) : Math.Max(0, Math.Min(requiredChargedCapacity, (chargedPowerResource.amount / chargedPowerResource.maxAmount) * requiredChargedCapacity)); } if (wasteheatPowerResource) { var requiredWasteheatCapacity = Math.Max(0.0001, 10 * TimeWarp.fixedDeltaTime * partBaseWasteheat); var previousWasteheatCapacity = Math.Max(0.0001, 10 * previousTimeWarp * partBaseWasteheat); var wasteHeatRatio = Math.Max(0, Math.Min(1, wasteheatPowerResource.amount / wasteheatPowerResource.maxAmount)); wasteheatPowerResource.maxAmount = requiredWasteheatCapacity; wasteheatPowerResource.amount = requiredWasteheatCapacity * wasteHeatRatio; //wasteheatPowerResource.maxAmount = requiredWasteheatCapacity; //wasteheatPowerResource.amount = requiredWasteheatCapacity > previousWasteheatCapacity // ? Math.Max(0, Math.Min(requiredWasteheatCapacity, wasteheatPowerResource.amount + requiredWasteheatCapacity - previousWasteheatCapacity)) // : Math.Max(0, Math.Min(requiredWasteheatCapacity, (wasteheatPowerResource.amount / wasteheatPowerResource.maxAmount) * requiredWasteheatCapacity)); } } else { if (thermalPowerResource != null) { thermalPowerResource.maxAmount = Math.Max(0.0001, 10 * TimeWarp.fixedDeltaTime * MaximumThermalPower); thermalPowerResource.amount = Math.Min(thermalPowerResource.amount, thermalPowerResource.maxAmount); } if (chargedPowerResource != null) { chargedPowerResource.maxAmount = Math.Max(0.0001, 10 * TimeWarp.fixedDeltaTime * MaximumChargedPower); chargedPowerResource.amount = Math.Min(chargedPowerResource.amount, chargedPowerResource.maxAmount); } if (wasteheatPowerResource != null) { var wasteHeatRatio = Math.Max(0, Math.Min(1, wasteheatPowerResource.amount / wasteheatPowerResource.maxAmount)); var requiredWasteheatCapacity = Math.Max(0.0001, 10 * TimeWarp.fixedDeltaTime * partBaseWasteheat); wasteheatPowerResource.maxAmount = requiredWasteheatCapacity; wasteheatPowerResource.amount = requiredWasteheatCapacity * wasteHeatRatio; } } previousTimeWarp = TimeWarp.fixedDeltaTime; // Max Power double max_power_to_supply = Math.Max(MaximumPower * TimeWarp.fixedDeltaTime, 0); geeForceModifier = maxGeeForceFuelInput > 0 ? (float)Math.Min(Math.Max(maxGeeForceFuelInput > 0 ? 1.1 - (part.vessel.geeForce / maxGeeForceFuelInput) : 0.1, 0.1), 1) : 1; double fuel_ratio = Math.Min(current_fuel_mode.ReactorFuels.Min(fuel => GetFuelRatio(fuel, FuelEfficiency, max_power_to_supply * geeForceModifier)), 1.0); double min_throttle = fuel_ratio > 0 ? minimumThrottle / fuel_ratio : 1; max_power_to_supply = max_power_to_supply * fuel_ratio * geeForceModifier; // Charged Power var fixed_maximum_charged_power = MaximumChargedPower * TimeWarp.fixedDeltaTime; double max_charged_to_supply = Math.Max(fixed_maximum_charged_power, 0) * fuel_ratio * geeForceModifier; double charged_power_received = supplyManagedFNResourceWithMinimum(max_charged_to_supply, min_throttle, FNResourceManager.FNRESOURCE_CHARGED_PARTICLES); double charged_power_ratio = ChargedPowerRatio > 0 ? charged_power_received / max_charged_to_supply : 0; // Thermal Power var fixed_maximum_thermal_power = MaximumThermalPower * TimeWarp.fixedDeltaTime; double max_thermal_to_supply = Math.Max(fixed_maximum_thermal_power, 0) * fuel_ratio * geeForceModifier; double thermal_power_received = supplyManagedFNResourceWithMinimum(max_thermal_to_supply, min_throttle, FNResourceManager.FNRESOURCE_THERMALPOWER); double thermal_power_ratio = (1 - ChargedPowerRatio) > 0 ? thermal_power_received / max_thermal_to_supply : 0; // add additional power var thermal_shortage_ratio = charged_power_ratio > thermal_power_ratio ? charged_power_ratio - thermal_power_ratio : 0; var chargedpower_shortagage_ratio = thermal_power_ratio > charged_power_ratio ? thermal_power_ratio - charged_power_ratio : 0; thermal_power_received = thermal_power_received + (thermal_shortage_ratio * fixed_maximum_thermal_power * fuel_ratio * geeForceModifier); charged_power_received = charged_power_received + (chargedpower_shortagage_ratio * fixed_maximum_charged_power * fuel_ratio * geeForceModifier); // update GUI ongoing_thermal_power_f = (float)(thermal_power_received / TimeWarp.fixedDeltaTime); ongoing_charged_power_f = (float)(charged_power_received / TimeWarp.fixedDeltaTime); // Total double total_power_received = thermal_power_received + charged_power_received; neutronEmbrittlementDamage += (float)(total_power_received * current_fuel_mode.NeutronsRatio / neutronEmbrittlementDivider); ongoing_total_power_f = (float)total_power_received / TimeWarp.fixedDeltaTime; total_power_per_frame = total_power_received; double total_power_ratio = total_power_received / MaximumPower / TimeWarp.fixedDeltaTime; ongoing_consumption_rate = (float)total_power_ratio; // consume fuel foreach (ReactorFuel fuel in current_fuel_mode.ReactorFuels) { var fuel_request = total_power_received * fuel.FuelUsePerMJ * fuelUsePerMJMult; var fuel_recieved = ConsumeReactorFuel(fuel, fuel_request); } // refresh production list reactorProduction.Clear(); // produce reactor products foreach (ReactorProduct product in current_fuel_mode.ReactorProducts) { var product_supply = total_power_received * product.ProductUsePerMJ * fuelUsePerMJMult; var massProduced = ProduceReactorProduct(product, product_supply); reactorProduction.Add(new ReactorProduction() { fuelmode = product, mass = massProduced }); } // Waste Heat supplyFNResource(total_power_received, FNResourceManager.FNRESOURCE_WASTEHEAT); // generate heat that must be dissipated powerPcnt = 100.0 * total_power_ratio; if (min_throttle > 1.05) IsEnabled = false; BreedTritium(total_power_received, TimeWarp.fixedDeltaTime); if (Planetarium.GetUniversalTime() != 0) last_active_time = (float)(Planetarium.GetUniversalTime()); } else if (MaximumPower > 0 && Planetarium.GetUniversalTime() - last_active_time <= 3 * GameConstants.EARH_DAY_SECONDS && IsNuclear) { double daughter_half_life = GameConstants.EARH_DAY_SECONDS / 24.0 * 9.0; double time_t = Planetarium.GetUniversalTime() - last_active_time; double power_fraction = 0.1 * Math.Exp(-time_t / daughter_half_life); double power_to_supply = Math.Max(MaximumPower * TimeWarp.fixedDeltaTime * power_fraction, 0); double thermal_power_received = supplyManagedFNResourceWithMinimum(power_to_supply, 1.0, FNResourceManager.FNRESOURCE_THERMALPOWER); double total_power_ratio = thermal_power_received / MaximumPower / TimeWarp.fixedDeltaTime; ongoing_consumption_rate = (float)total_power_ratio; supplyFNResource(thermal_power_received, FNResourceManager.FNRESOURCE_WASTEHEAT); // generate heat that must be dissipated powerPcnt = 100.0 * total_power_ratio; decay_ongoing = true; } else powerPcnt = 0; if (!IsEnabled) { if (thermalPowerResource != null) { thermalPowerResource.maxAmount = 0.0001; thermalPowerResource.amount = 0; } if (chargedPowerResource != null) { chargedPowerResource.maxAmount = 0.0001; chargedPowerResource.amount = 0; } } } On a side note, the new forums suck. Edit* It is definitely the lightbulb. It's reactor is "name = InterstellarFissionPBDP " I am pretty sure it is this part here, it is trying to consume fuel and for some reason open resource system is throwing a fit. Maybe the fuel is configured wrong or they changed it's name or something foreach (ReactorFuel fuel in current_fuel_mode.ReactorFuels) { var fuel_request = total_power_received * fuel.FuelUsePerMJ * fuelUsePerMJMult; var fuel_recieved = ConsumeReactorFuel(fuel, fuel_request); } Can you tell me what tech you have researched and if this ship works in sandbox? IF it works in sandbox, there are three techs that govern this engine: upgradeTechReq = advNuclearPropulsion powerUpgradeTechReq = fusionRockets bimodelUpgradeTechReq = largeNuclearPower IF it works in sandbox tell me what one of those 3 you have (or what combination) IF it does not work in sandbox, it is an incompatibility somewhere as my ship in sandbox made a nice 34K/264K orbit on atmosphere alone... and a lot of spare delta V on the Lightbulb. (I was able to get to interstellar space on the liquid fuel, even dragging along those heavy reactors) -
KSP Interstellar Extended Continued Development Thread
Profit- replied to FreeThinker's topic in KSP1 Mod Development
For that I have no good reason, however I am sure a fix could be made from this information, I just do not know KSP well enough to generate it. (On looking at the parts, I think it might be because they are two distinct parts without an upgrade path or tech between them.. IE LANTR.cfg and NERVIA.cfg in the WarpPlugin/Parts/Engines/LANTR/ directrory... I still do not know how to fix this but if I can come up with a way I will issue a pull request) -
KSP Interstellar Extended Continued Development Thread
Profit- replied to FreeThinker's topic in KSP1 Mod Development
I think there is a good probability you are doing nothing wrong. There have been issues with attachments and perhaps it is simply not attaching.. The other thing is I think the gas core reactors do not play nicely with gravity wells and acceleration, but I do not remember exactly what the effects are. -
KSP Interstellar Extended Continued Development Thread
Profit- replied to FreeThinker's topic in KSP1 Mod Development
Q-Fusion power plants do not produce electricity well. Their pulsed operation causes charged particles to not be produced at a constant rate and as such make them inefficient for power production. Try a magnetic confinement reactor instead for power production. ( I personally recommend the D-Li6 Fusion, it produces nice power without neutron embrittlement of the reactor wall as a side bonus it is almost all charged particles so there is very little waste heat to deal with) -
KSP Interstellar Extended Continued Development Thread
Profit- replied to FreeThinker's topic in KSP1 Mod Development
Now I am not certain, it is a hypothesis but it seems like a reasonable one, requires testing obviously though. In theory though you could put the ship on the launchpad with a unique name, copy your save file, change the engine type to the non-upgraded one. load the edited save and see if it is the cause. -
KSP Interstellar Extended Continued Development Thread
Profit- replied to FreeThinker's topic in KSP1 Mod Development
Do you have improvedNuclearPropulsion? (the tech) if you do, it might be because the NERVA changes to LATERN.. Don't know for sure though... -
KSP Interstellar Extended Continued Development Thread
Profit- replied to FreeThinker's topic in KSP1 Mod Development
I admit I am not sure what is going on here... I specifically made a craft with the " atomic light bulb" and that craft certainly does fly... I am not sure what KER is.... but.. maybe? Anyhow... COPY your KSP folder (Thankfully KSP has no copy protection) Start removing mods.. See if you can trace the problem down to a single mod.. I know it is time consuming.. but given the fact that it works correctly without them, there is no other reasonable way to do this.. If you find the one that interferes with it, tell me and I will install it and see what I can figure out.. I am a programmer so I sometimes know what is going on. -
KSP Interstellar Extended Continued Development Thread
Profit- replied to FreeThinker's topic in KSP1 Mod Development
You will find it in the programs directory, called KSP.log. -
KSP Interstellar Extended Continued Development Thread
Profit- replied to FreeThinker's topic in KSP1 Mod Development
NaN Stands for Not a number, and is usually a divide by zero exception that is caught. Your temprature should be around 10 degrees C and instead it is negative 260ish. This screams NaN bug. See if you can find a message about it in your KSP log files. They definitely work for me, this here pushed 1300m/s until the crew cabin exploded from the heat of the atmosphere using a pebble bed reactor. (It was twitchy as hell though because it was not aerodynamically balanced) A couple tweaks actually made it suprisingly flyable.. and a front ablator allowed me to breach the atmosphere and put it into orbit on atm alone. (170K AP 20K PE) Still looking though as to why the NaN is attacking you.. Maybe try a different style ship? And then I made this just to make sure it was not the reactor combinations (Goes into flat spins of death at a moments notice though!) -
KSP Interstellar Extended Continued Development Thread
Profit- replied to FreeThinker's topic in KSP1 Mod Development
There is some bug, think it is a NAN bug going on. Your engine temp is 0K which does not seem right at all.. I will look at a ship like this when I get home. I assume those are dumbo reactors? -
KSP Interstellar Extended Continued Development Thread
Profit- replied to FreeThinker's topic in KSP1 Mod Development
I do not believe so. You will have to use thorium. -
KSP Interstellar Extended Continued Development Thread
Profit- replied to FreeThinker's topic in KSP1 Mod Development
Most welcome, and hope that you have smooth sailing (flying?) -
KSP Interstellar Extended Continued Development Thread
Profit- replied to FreeThinker's topic in KSP1 Mod Development
There is one bug in mechjeb as well, when you accelerate in the atmosphere it triggers the xx m/sec acceleration one when it shouldn't. I really do not understand the mechanism, but sometimes it will cut my engines for no good reason when I have that one on. -
KSP Interstellar Extended Continued Development Thread
Profit- replied to FreeThinker's topic in KSP1 Mod Development
LOL. It is only a hypothesis as well, I don't know what else it can be, but in KSP there are many many things that interact so, we are starting with the one guess I have. Hopefully that is it. -
KSP Interstellar Extended Continued Development Thread
Profit- replied to FreeThinker's topic in KSP1 Mod Development
Try it without a mechjeb attachment (just without the part) and see if it still goes down. (If you have that one thing that adds mechjeb to everything disable that mod) If it works but it blows up, there are a bunch of safety's in mechjeb that protect craft by throttling down when things are about to explode. -
KSP Interstellar Extended Continued Development Thread
Profit- replied to FreeThinker's topic in KSP1 Mod Development
There are a lot of weird snap issues, we kinda work around them but yeah they are there. -
KSP Interstellar Extended Continued Development Thread
Profit- replied to FreeThinker's topic in KSP1 Mod Development
LOL I never considered the ISRU.. Awesome... I am glad it is working for you =) -
KSP Interstellar Extended Continued Development Thread
Profit- replied to FreeThinker's topic in KSP1 Mod Development
Glad I could help =) -
KSP Interstellar Extended Continued Development Thread
Profit- replied to FreeThinker's topic in KSP1 Mod Development
Sorry I took so long, apparently my body wanted 12 hours of sleep today (Chronic issues kinda suck.) Anyhow... It is not intended behavior or at least not behavior in 1.05 with few mods. This has been sitting on the pad for... I dunno about an half an hour simulated (5 mins at 6X speed) *Edit, I tested it out to about 2 hours simulated burn time, no loss it's thrust has reduced but that is because of reactor embrittlement. (it has lost .1kn or about .001%) I am going to keep looking and see if there is a reaction with one of your ship components. *edit* I have tested it under as many components as I could match to your craft and I am not getting a power fall off. Although my radiators glow a really bright red. I have one factor I cannot control for, I am one tech level above you in my save and a sandbox of course gives all tech levels. I can say I do not believe this is a bug that most people will experience, however I am sure it is frustrating... Maybe you can try getting the final tech level and seeing if a retrofit will get your ship into orbit. *Edit, I just tested to make sure it was not acceleration, this here made it to orbit.... I am still getting a really bright glow on the radiators though -
KSP Interstellar Extended Continued Development Thread
Profit- replied to FreeThinker's topic in KSP1 Mod Development
I really have no idea what is going on here. What reactor (with fuel especially if it is fusion) and engine are you using with what propellant and I will see if I can duplicate it and work it out. Also a picture of your craft would be good, although it is obviouly a working craft.. I have a sneaking suspicion that this is something with the new thermal management stuff in 1.05 and the mod compensating for it. (I believe you said you are on 1.04) I will need to test that theory though. -
KSP Interstellar Extended Continued Development Thread
Profit- replied to FreeThinker's topic in KSP1 Mod Development
Ah. Sorry had you confused with the other person =) Welcome. I think they are, just they are really hard to find them in all the other parts. -
KSP Interstellar Extended Continued Development Thread
Profit- replied to FreeThinker's topic in KSP1 Mod Development
It helps if you install the part filters, if you do you can find them under the KSPI section of your parts list. You are most welcome. Did removing the warp plugin folder and reinstalling solve your problem?