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BlackMoons

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Everything posted by BlackMoons

  1. Your install seems to break KSPI reactors as KSPI uses a newer version of CommunityResourcePack? (reactor control windows blank, many errors about missing resources in ksp's log)
  2. Ok well put me in the 'It just worked' category. Using KSPI though I think all my nuclear powered things have auxillery solar because I though it was KSPI reactors that where not working well with TAC. Nuclear powered EC remaining never budged, while stictly solar powered would drop by the expected 6~ minutes and recover or whatever every little while when it went into shadow. Thank you very much for working on TAC! its a great mod.
  3. I mean fix as in, prevent the EC counter from counting down on a ship that actually has full EC. EC time remaining seems very stable, went about a year at 100,000x speed. When I switched back to a craft after a very long time, I noticed that my resource recyclers (the 1.25m water filter and such) played the 'catch up game' and ran at super high output for a few seconds even though I was at 1x timewarp, then settled down. Still, given I have 4 years of oxygen on my main station, compared to the 10 days of EC, Im OK with switching to my stations every year or two. I do wonder though if carbon dioxide/waste water might overflow and be lost? Ah well, Its not a big deal to add 1+ year of waste storage too.
  4. Very nice, installing now. Will I have to switch back to vessels to 'fix' them one last time or should it all be good?
  5. This URL just drops me back to githubs main page after making me sign in?
  6. Having to match it for performance reasons would be good, but there still needs to be a limit to prevent me beaming 50GW into a tiny little receiver and nozzle. Not using NF mode. They throttle back yes, but then it takes forever for your engine to cool them off and produce thrust again without a massive number of rads. Right now my accent basically makes me turn off the receiver once AP is high enough, then back on to do the circ burn, because else I overheat badly and can't produce enough thrust to circ. This way I only need like 2 tiny rads, if that. Mechjeb is then totally confused as to when to start the burn, since it sees an engine with a receiver off as 0 thrust. Also sees an overheated receiver as nearly 0 thrust since its not receiving any power anymore. (I manually engage the motor/receiver to set the burn start now) It would be nice if they could report max thrust as if the receiver was on even when its off, or maybe if a receiver that is on does not build up massive waste heat (Engine throttle connected to reception? Sorta like how nuclear powerplant logic works?)
  7. Happened again. Split 1st stage off from 2nd stage, go to map view to switch back to 2nd stage, engine dead. http://i.imgur.com/tfQ3I9B.jpg Oddity is, this time when I throttle up, the thrust starts increasing a little to like 10kn for 1/2 a second, then jumps to 0 and ISP starts skyrocketing. And im not producing any waste heat this time. More power available then last time but not even the 0.1KN thrust. Also, switching away from that vehicle and then back to it again, and the engine works once more like normal and produces a couple 100KN.
  8. Just had my thermal launch nozzle die on me. Was working fine, switched to liquid fuel, was still working fine.. then thrust just went to 0.1KN Note that Requested heat is only 0.4MJ yet available input power is 2000MJ? (PS: I still don't have any of the upgrades for Ramjet performance). Nozzle scale was 2.5m and so was the thermal receiver.
  9. Fuel tank dry/wet mass is all over the place. Stock Xenon mass is 1:3 for KSPI Cryo tanks, its 1:40.8 (When set to xenon) For Universal Pressurized Gas tank, its 1:20 for IFS Universal Pressurized Gas tank, its 1:8 For Intersteller Radial Gas tank, its 1:8 For Intersteller Liquid Fuel tanks, its 1:8.5~9 for almost everything, except: Hydrogen 1:5.3 (Acceptable) LFO: 1:4.2 (Why way below stock 1:8?) Liquid Fuel: Also 1:4.2 (And no oxidiser only option?) For the 'xenon' gas option given to stock fuel tanks, its 1:1.3 For the hydrolox option, its also 1:8 (Seems too high for something that requires liquid hydrogen?) If I rebalance some of these fuel tanks, Would you accept the changes into intersteller for the next version?
  10. Can you please fix the Procedural Xenon tank mass ratio? Also allow it to be a little bigger? Right now its mass ratio is 1:0.1 to 1:0.2 when it should be 1:3 to follow stock. It seems to be fixed at 1 ton dry mass regardless of its size. And I don't know if tech nodes unlock it some more but currently its stuck at 0.75m x 0.75m. Some 1.25m or even 2.5m scale ones would be nice.
  11. Hey. Came here to report EC bug, but you are already working on it. Thanks for working on such an awesome mod! if it helps any, it seems that all the ships get the EC bug at the same time? I could be wrong but it seems like its not just 1 ship that gets it but all of them at once. It also seems like visiting them (or maybe restarting KSP?) can 'fix' them? Not 100% sure what does it but they do seem to get 'fixed'
  12. Graphene Medium deployable rad performs worse in orbit then regular rads when you don't have any upgrades, by a factor of nearly 4 I can understand it working worse in atmospheres because it would burn up due to oxygen/whatever at temps above 1200k, but shouldn't they be an upgrade for in space, even before you get tech upgrades for them? This one is clearly much worse. also, there is only 2 graphene tech upgrades, yet the parts all list up to MK5. Oddly enough the max temp and dissipation seems to correspond to MK3. Also, there is no upgrade techs for stock rads, yet they start at mk3 as well and list 3 upgrade levels as well.
  13. Please add a reason to use larger nozzles. Right now, the smallest thermal launch nozzle can support inf power, requires less min power to produce thrust, weighs less, costs less. Right now the only reason to use bigger ones then 0.6m is it looks funny. It also appears the "Inline Thermal Receiver Mk1" (Black tube) is not limited by its 'maximum thermal power', although that is somewhat less of an issue due to beam size making bigger receivers worthwhile, it still is an issue because heat not used for thrust turns into waste heat and will quickly overheat ships not designed to handle it when in high power networks. Thermal receivers should likely have a max energy cap, and the reception control should be based on that max so we can turn down max thermal reception to match thermal dissipation of a craft, instead of how it currently sets reception based on a percent of max available power(?) It would be super amazing if nozzles and electric generators could auto throttle reception of attached thermal receivers to prevent massive waste heat production but I guess that is asking for too much. (Im thinking it would behave much like attaching a nozzle onto a nuclear power plant)
  14. How does one scan for florite? I can drill for it, but there is no listing for it in scansat or the stock instrument: PS: Shielded Diode Laser Beam Transmitter also becomes negative mass when scaled up. And Diode Infrared Beamed Power laser.
  15. Yea, it just seems weird that a tank that can have Deuterium + HE3 can't have just Deuterium.
  16. Found that "interstellar Liquid FuelTank (of various sizes)" can store water. that is good. Sadly, while it can store Deuterium + HE3, it can't store just deuterium? Could you add that? The nose tanks support just Deuterium.
  17. Could you add a fuel switch option on the lithium tanks to store lithium 6 or lithium 7? Right now there is only 1 tank in the entire game that will store lithium-6 (those radial mounted cylinders)
  18. KSPI Cryogenic Tank can't store water, It can store 'liquid water' but that does not seem to get properly converted to/from water for things like TAC life support or other things that produce/consume water. Also, it would be nice if they could store 'IntakeLqd' (iv found a few 1000 storage of it required to harvest it at high timewarp without things shutting down on you)
  19. Reprocessing nuclear fuel from a molten salt reactor gives no results, just removes actinides buildup. Bug? Wiki says it should give you back 80% fuel + some sort of depleted product? Also can't reprocess fuel from containers. (So not sure why the default storage type for the radioactive container is actinides if you can't move them and can't do anything with them)
  20. Can't seem to get 'Ocean extraction' to work. (tested in 1.3 with just KSPi installed) Got it to work once but now it seems to refuse to let me engage it no matter where I land around KSC. None of the IRSU refinerys want to let me engage ocean extraction. I would really rather extract heavy water via IRSU converters and convert that to deuterium then use the science lab (requires kerbals) PS The regular orange drills seem to be able to pick up 'Intakelqd' but not 'water' Can't figure out what to do with intake liquid. <edit> lol, apparently water is a 'resource' that is only in certain areas, including not always in.. the ocean. in fact rarely in the ocean if you check scansat. But even when I land somewhere that has 'water' you can drill, I still can't do Ocean Extraction. Basically, for effective deuterium mining, I feel I need the following components: Something to turn water into heavy water. Something to filter Intake Liquid into water. And/or Ocean extraction at least working effectively. Or some clue as to why I can't get it to enable.
  21. Is the Magneto Inertial Fusion Engine supposed to only be good for 17.0KN in a 2.5M (stock) form factor? Seems a little low for 800KW+ of power. (Also, once you change fusion modes in it, you can't change back) (No upgrades for it yet, but the parts listing says 40KN so im wondering what Im doing wrong. Also can't connect a thermal generator to it, it just says no reactor) Does it ignore most thermal output and only used charged particles directly? Do I need better fusion modes for the full 40KN?
  22. What is the point of Magnetohydrodynamic Electric Generator? Testing with MFC Spherical Tokamak Reactor (10GW total power, 8GW thermal 2GW charged particle) 2.447GW heat per rad (2) and 4.543GW to beam with Magnetohydrodynamic Electric Generator 2.488GW of heat per rad (2) and 4.461GW to beam with Thermal Electric Generator. (About 600MW went to running the fusion reactor) (Fully upgraded thermal electric generator, though no upgrades for magnetohydrodynamic yet) Did a test in sandbox mode with fully upgraded tech incase it got better later: 2.518GW heat and 4.966GW beam power (Most of that due to less fusion maintenance energy required) Are thermal generators currently using 'Charged particle' power? thermal generators seem to let the reactor die however when you switch to a charged particle only fusion mode. Magnetohydrodynamic Electric Generator would cause the reactor to oscillate at 60% output on 'nearly pure charged particle' output modes. Charged particle generator on one end, and thermal on the other, lets me get 5.547GW out of the same 10GW generator (5.611GW with Magnetohydrodynamic), with up to 6.9GW (7.0 with Magnetohydrodynamic) transmitted in 'mainly charged particle' modes, ie Deuterium-lithium6 (Where the Magnetohydrodynamic alone would output like 2GW due to its osillation and inefficiency) (0.9GW per rad (2) heat output with that setup btw!) So overall the Magnetohydrodynamic seems only like, 1~2% better unless your counting on the fact it does not let fusion reactors stall as you switch to charged particle only fusion modes?
  23. Tested with 2x630EC/second panels. Sender dish says 1.67KW Wall to beam power, sometimes flickering to 16~22kw for one frame. Wall to beam power clearly messed for solar. Receiver got power power (nearly 1000EC/second) and reports nearly 1MW power. So that is all good, its just the transmission side thats messed. (PS, these tests done in a clean 1.3 install with just KSPI installed)
  24. Ahh I get why I thought EC conversion was messed up, apparently some dishes come with up to 400MJ charge right from the start, and only turn that MJ into EC when you first turn them on. Oddly enough, Even though it says im getting 1.58KW transmitted at the solar sender, my receiver says 0.037MJ and I get about 37EC/second. So I think the 'Wall to Beam power' and 'Direct solar power' are reading incorrectly. Ahhh ok awesome! Now I need to find what IRSU lets me make it Found the tanks that let me store gasious and liquid deuterium. Good stuff! I love all these storage/fuel options! I can fuel this with gas, liquid, or solid, Yes! OK yes this mod is 100x cooler then Near Futures electric's reactors. I am loving the implications the tech tree brings.
  25. So if I run it off Deuterium it will consume lithium separately instead of produce it?
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