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pvtstash

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Everything posted by pvtstash

  1. Thanks again, FreeThinker. I do have some viable builds that can fill my needs without melting down, so I think I'm good for now. It's pretty clear I'm missing some of the fundamentals of how the mechanics work. Is the wiki up to date from the old Fractal UK days or do you have any other public documentation? Keep up the awesome work.
  2. I have a 100GW power station sitting on Kerbin. I redid the model with 4 Microwave Beamed Power Receivers and dropped the receiver throttle down to 5% on all 4 like you suggested. That did reduce the heat spike drastically. I did notice though that using engines other than the Plasma engine didn't spike heat in the same conditions. On the craft below I have all four receivers activated at 100% reception with 3/4 connected to the relay network, all four tranceivers activated in relay mode, and an LV-909 Liquid Fuel engine on the craft. Waste heat is steady and manageable which is more in line with my expected behavior. Once I switch the LV-909 out for a Plasma Engine in the same conditions I get the massive spikes as described before even if the engine is disabled. Immediately after taking this screenshot I started disabling my receivers for good measure. I disabled 1 with no issue. After disabling the second my temp started spiking immediately even though only 1 receiver was receiving power from the network. Here's the same craft again about 30 seconds later with 2/4 receivers disabled. Is this expected? It seems a bit off to me. I would expect 4 active receivers to spike heat, but 2 active with 1 connected to the network to generate some heat, but not more than 3 active and connected. Thanks again for being so active. Love this mod!
  3. Thanks for looking into this some more. This is the same behavior I've recently observed. I was activating all 4 tranceivers as receivers via groupings on a plasma engine relay satellite until I could switch to relay mode when I got my craft into position. I disabled 3/4 manually and I was able to manage the heat. As soon as I enabled 2 receivers it overheats in seconds even with 200+ GW of radators. This is true whether I'm parked on the launchpad, in atmosphere or in space. I've started digging through source on GitHub, but I have a long way to catch up on the whole mod. Maybe I'll get lucky.
  4. Thanks for the tip. I've been using KSPI since v.90 and have set up several microwave networks in the past using all types of radiators (except for the large radiator shown above) without the heating problems I'm seeing today. Has the heat dissipation been drastically changed since ksp v1.0? I'll have to give these a try. My main issue with them to this point has been the size and drag on liftoff. Anyone have tips on getting components into space without burning up in the atmosphere on ascent from Kerbin?
  5. Hey all! Love this mod, but I'm having an impossible time with beamed power, plasma thrusters, and overheating since v1.0.2. I've gone as far as uninstalling and reinstalling the game and starting from scratch to resolve, but every time I activate a microwave tranceiver to receive power for the plasma thruster my heat spikes in about 5 seconds and the ship shuts down. These were working fine pre v1.0.2. I get the same result no matter which radators I use regardless of atmospheric presence. I've launched smaller versions of the one below into orbit and used the deployable radiators all the way up to huge with max tweakscale size with no visible change. Quantum vacuum and liquid fuel both OH at the same rate. Installed Mods: Chatterer .0.9.5 Infernal Robotics 1.0.17.0 KSPI-E 1.2.6 (Tried 1.1.21, 1.2.3 as well) MechJeb 2.5.3.0 TweakScale 2.2.1 Here's a throwaway ship just to test heating using liquid fuel. I max out 3 seconds after liftoff and heat seems to go down at the same rate as if I have no radiators on. Ideas? Thanks!
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