

BlackMoons
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[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
BlackMoons replied to JPLRepo's topic in KSP1 Mod Releases
Just had a 'Low EC' occure on a ship that was on the surface of minmus, in daylight with solar panels out, happened as soon as I went to 100,000 timewarp. 10,000x seems very stable however, no issues at 10,000x it seems. Ship has 5 days worth of power. -
KSP Interstellar Extended Support Thread
BlackMoons replied to FreeThinker's topic in KSP1 Mods Discussions
You can get Deuterium from oceans (Kerbin, Laythe) Basically you put an IRSU (I forget what one, it has 'ocean extraction' in the 'refinery menu' thing) on to get the heavy water (and regular water and some other stuff too!) after landing it in an ocean. Then, you use an electrolyiser to separate deuterium from the heavy water. Tritium I think you have to make by having lithium-6 in your reactor (all reactors come with a boatload of the stuff, like 20+ years, but as it runs out you lose reactor output if its a fusion reactor) and having the reactor running (Higher power = more tritium) You can mine certain ores and refine those into lithium-6. Again check the IRSU description for what ones. Note theres also lithium-7, I think that is mainly used to power some plasma engines, Not the same stuff as lithium-6 but you often get both at the same time from the ores that give you them. Use the universal cargo container to store all this stuff, and the cryo container for the liquids. -
KSP Interstellar Extended Support Thread
BlackMoons replied to FreeThinker's topic in KSP1 Mods Discussions
Waste heat 'auto scaling' during timewarp seems to defeat timewarp actually increasing the speed that things happen. While this might be Okish when you have a load or more or less steady state condition, its very annoying when trying to bleed off waste heat with no heat sources running (ie, after using thermal receivers and shutting them down) as it can take a few minutes just waiting for waste heat to bleed off. ie, if you are losing 1% waste heat per second in real time, and you go to 100x speed, you only seem to lose say, 5% of your waste heat per second, instead of losing nearly it all in 1~2 seconds. I assume this was to prevent reactors/thermal generators energy output from oscillating wildly at time warp? Since rads don't actually cool till hot, and cool a lot since hot, they would naturally oscillate between not cooling and cooling insane amounts every other frame given a standard time delta calculation. I have an idea about fixing that without messing up time warp. Basically, you need to calculate the steady state temperature given all connected heat sources and rads. Since thermal dissipation is linear with temperature, its basically Temp = Wattage * dissipation factor, usually known as C/W in heatsinks. Then calculate a 'RC' constant based on max waste heat capacity(or just make one up!), that is the time it takes for everything to reach 63% of the steady state condition. Then, each frame (While in physwarp?) instead of adding and subtracting waste heat, you interpolate between the current wasteheat amount and the steady state condition, based on what fraction of time has passed compared to the RC. RC times follow a log(?) scale and take into account the fact that as you reach the final state, less and less is transferred: The result is this takes into account the fact that rads would have kicked in and started to cool things as temperature increases and that it takes time for the heat to build up. RC time constants come from 'resistor capacitor' circuits, and indeed thermal modeling is often done with simple RC circuits in electronics simulators. I am not 100% sure about 2nd order oscillations due to the fact that as thermal generators heat up, efficiency drops and they request more power (And produce more heat), But I think overall the system should be a lot more stable and much more accurate in timewarp. it may not act the exact same at different phys warps, but I think it will at least act accurately enough that people won't be able to tell. -
KSP Interstellar Extended Support Thread
BlackMoons replied to FreeThinker's topic in KSP1 Mods Discussions
So do relays use the original sending aperture for the refocusing? -
KSP Interstellar Extended Support Thread
BlackMoons replied to FreeThinker's topic in KSP1 Mods Discussions
Does the aperture of a relay matter? Ie, do relays refocus a signal or just allow you to get a signal when its not in LOS and the beam spread is just based on sender and distance? -
KSP Interstellar Extended Support Thread
BlackMoons replied to FreeThinker's topic in KSP1 Mods Discussions
I can confirm im suffering from this as well. After undocking generators refused to produce power and reactor showed 0% activity (Molten salt reactor, so should say 6% or whatever at all times anything is being drawn) Was docked to another ship that had its own reactor as well. F5/F9 fixes it. -
KSP Interstellar Extended Support Thread
BlackMoons replied to FreeThinker's topic in KSP1 Mods Discussions
Saurenath: First off, you have to connect thermal and charged generators directly to the nuclear powerplants nodes. Second, you need MASSIVE amount of radiators in space (or a large number of convection rads on kerbin) to disipate enough heat. 1GW of heat through 65% efficent thermal powerplant = 650MW of power, 350MW of heat. If your thermal generators overheat they become less and less efficent. Check your thermal generators, if the cold bath gets much above 500k you need way more rads. Second, generators output "Thermal power" and "Charged particles" You need a charged particle generator to suck up Charged Particle power, and a thermal generator to suck up charged particle power. Charged particle generators can be up to 90% efficient, so you could get 900MW of power and 100MW of waste heat from a 1GW power plant. Those huge deployable radiators seem pretty much the best IMO. Also can tweakscale them bigger. -
KSP Interstellar Extended Support Thread
BlackMoons replied to FreeThinker's topic in KSP1 Mods Discussions
Yea I mean a drill makes more sense then a 'surface scanner' anyway to be honest at refining the accuracy of scans and stuff. It would be nice if we had more 'heavy' science instruments. atm the greenhouse is like the only one. (heavy as in, you might not want to stick every single one in existence on the same craft just due to mass reasons) -
[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
BlackMoons replied to JPLRepo's topic in KSP1 Mod Releases
Here you go http://www.Brutalnature.com/KSPBugReport.rar Includes log from contract accept to death, then quit And includes saves from just after accepting contract, a day later when I get to mun to save him and seconds after his death. Oh, and the pod hes standing next to is a K&K airlock. I *think* the saves should load with just: Mechjeb, TAC, Modular Rocket parts, or at least the important bits of it. (Rescue Ship is Moon Lander 3 around the mun in last saves). Also using procedural parts (Might be using a procedural life support tank on this ship?) And KSPi (But none of those parts on this ship) and a few others but nothing too major. Full list here: What happens when I get within 2KM of kerbal rescue: -
[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
BlackMoons replied to JPLRepo's topic in KSP1 Mod Releases
Anyway I'll make a save just after accepting a contract and then go rescue him in my main game, maybe the log will be of help too. -
[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
BlackMoons replied to JPLRepo's topic in KSP1 Mod Releases
Well recovering a kerbal with a new save game with only TAC+mechjeb didn't work as the kerbal lived and his command pod had full food/water/etc. So either something to do with the particular (modded?) command pods that spawned, or updating TAC life support in an older save. Would my heavily modded save be of any use? -
[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
BlackMoons replied to JPLRepo's topic in KSP1 Mod Releases
Meh, Apparently just reaching orbit is not enough to get rescue contracts, anyone know what the triggers are? <edit> Nevermind, just needed space for the kerbal in roster. -
[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
BlackMoons replied to JPLRepo's topic in KSP1 Mod Releases
It seems that all rescue missions are failing as soon as you get within 2KM of the target. They are dying of Hunger and Thrist, something that should take days, even when you accept a contract and get there within hours (Contract accepted after updating to latest dev build of TAC). Giving them food/water results in EC death instead. Sadly my game is heavily modded and I don't think you can even accept contracts in sandbox mode? Lemme make a new KSP install and whip something up -
[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
BlackMoons replied to JPLRepo's topic in KSP1 Mod Releases
Happened again, rescue kerbal mission accepted, switch to inflight rocket, takes 4 kerbal hours to get to him and he instantly dies of hunger *and* thirst when I get within 2KM. Editing in some food/water for the kerbal just results in him dying of lack of EC. Giving him some EC + oxygen as well allows him to be rescued properly. Old behavior from last version was you'd get the depletion messages when you got within 2KM, but I assume you had 2 hours or whatever to rescue them at that point since they didn't instantly die (Since it was rare that I ever saw them in a pod that had life support supplys remaining, but did happen sometimes IIRC) -
KSP Interstellar Extended Support Thread
BlackMoons replied to FreeThinker's topic in KSP1 Mods Discussions
Yea it looks like a cool drill IMO. I wish it responded to time compression though. Would be better to feed a couple drills MJ's for a little while then 16 drills for a week. I really like the feed out display though im not 100% sure how to read it. You also might want to remove the 'test regolith drill'? -
KSP Interstellar Extended Support Thread
BlackMoons replied to FreeThinker's topic in KSP1 Mods Discussions
That it has fluorite listed in the text at the bottom of the image, because I moused over a nice rich deposit as I already applied the patch I pasted here to scansat. -
KSP Interstellar Extended Support Thread
BlackMoons replied to FreeThinker's topic in KSP1 Mods Discussions
Uh, Should I go mine some? -
[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
BlackMoons replied to JPLRepo's topic in KSP1 Mod Releases
Bug report: Was asked to rescue a kerbal from the mun surface. It appears the kerbal was actually outside of his pod. When I get within 2km or so, I get the message that kerbal has died of dehydration AND starvation at the same time. Set it to hibernate instead of kill, that let me move him around and I got the regular 4 'out of everything' messages when I got within 2km Once I put him into a pod, I tried to EVA him, and he refused I saved and reloaded, and now hes changed from pilot to tourist. And now that iv recovered him, Iv got my own professional tourist on my roster. -_-; Here is what he looks like in my roaster before recovering him: https://pastebin.com/TCbQpkRu -
KSP Interstellar Extended Support Thread
BlackMoons replied to FreeThinker's topic in KSP1 Mods Discussions
Scansat says kerbin is rich with the stuff: -
KSP Interstellar Extended Support Thread
BlackMoons replied to FreeThinker's topic in KSP1 Mods Discussions
TAC life support is currently shipping with an outdated Community Resource pack that is what caused all the 'blank reactor window' issues I was having awhile back, they don't have your fusion resources. -
KSP Interstellar Extended Support Thread
BlackMoons replied to FreeThinker's topic in KSP1 Mods Discussions
Apparently you have to add SCANSAT_SENSOR { name = Fluorite SCANtype = 536870912 //2^29 } To SCANSat\Resources\SCANresource.cfg to make fluorite to show up. Maybe you can add it in your own cfg or talk to the scansat dev to add it to the main one? https://pastebin.com/b3W5q8ta Is a fixed SurfaceScanner.cfg to make it work with the surface scanner. -
KSP Interstellar Extended Support Thread
BlackMoons replied to FreeThinker's topic in KSP1 Mods Discussions
Is it by design that the small holding tank (black ore tank) can't hold most types of ores? Do I have to tech up to the IFS cargo tank? PS: the IFS Cargo Container (CC2501) can store every solid resource.. Except ore. There is also two of them, with different mass, but the same name, yet store the same amount of material. -
KSP Interstellar Extended Support Thread
BlackMoons replied to FreeThinker's topic in KSP1 Mods Discussions
Errr, Even the universal drill has no entry for florite. And looks like since the global is not always filled, it does not tell you if its present somewhere on the planet but everywhere on the planet? hmmm. Need scansat readout I guess. -
KSP Interstellar Extended Support Thread
BlackMoons replied to FreeThinker's topic in KSP1 Mods Discussions
Yea sure its not very realistic and is rather gamey, But basically I need to know 'Does this planet/biome have X?' somehow without having to send a 1 ton drill to every planet/biome to find out. Though it is kinda tempting making little probes with the universal drill just as a 'sampling' device. be a little tricky to balance just 1 of them on a probe however. I seem to recall that things GUI did tell you the % planet wide? Hmmm, Tiny landing probes with universal drill + seismic accelerometer for impact detection. Oh and surface scanner. That could be interesting. Only issue is id have to then write down the results or leave the probes in place. How does impact detection work anyway in terms of number of probes vs science? Does spreading out the detectors help or is it just number of them that counts? -
KSP Interstellar Extended Support Thread
BlackMoons replied to FreeThinker's topic in KSP1 Mods Discussions
When I use a launch nozzle on a 3MW MFC Spherical Tomamak, it produces less thrust then a 1MW magnatized target reactor (But more ISP). Is this because the MFC runs at a much higher core temp its putting more energy into less fuel? Hence your reactor core temp is a ISP vs Thrust tradeoff? if so that is AWESOME. I just wish I had core temp sliders now or ability to drastically change core temp on some reactors, maybe by fusion mode (only unlocked the basic 2 so far )