Mine_Turtle
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KSP Interstellar Extended Continued Development Thread
Mine_Turtle replied to FreeThinker's topic in KSP1 Mod Development
I had a quick look at CRP and it seems KSPI resources are defined. However, config files are missing for them. So, it should be easy to create a config for them. I am going to do it this week. -
KSP Interstellar Extended Continued Development Thread
Mine_Turtle replied to FreeThinker's topic in KSP1 Mod Development
Except his vessel is almost standing still. As I have told you it's the problem how heat production is calculated. Specifically, fuel flow as divider in the formula. I have created a new pull request to address this issue. It is for 1.8.24 version(no code for new version on github) but the changes are small and should be easy to merge. Basically, I have changed the heat calculation formula according to my recent post: heatProduction = baseHeatProduction * (engineHeatFuelThreshold * engineHeatFuelAdjustment) / max_fuel_flow_rate / Mathf.Pow(_maxISP, engineHeatProductionExponent) *engineAirHeatProductioConst*airflowHeatModifier If you find heat generation too high or low you can adjust following parameters: baseHeatProduction - static heat generation, defined in cfg file of the part engineHeatFuelThreshold - fuel flow threshold, determines when fuel flow effect is active engineHeatFuelAdjustment - specifies multiplier for heat production when fuel flow effect is active. This is similar to previous parameter engineHeatProductionMultiplier engineAirHeatProductioConst - constant that determines the intensity of air heating. I have run some tests with nuclear turbojet as well thermal turbojet(flying in atmo using different fuels) and heat production seems to be fine(not too low and not too high), but further testing might be needed. I also want to create some patches to incorporate lithium and aluminium mining with conventional and UKS drills as well add them to community resource pack, so deposits of those resources can be seen using radars and SCANsat. Negative heat production is also possible. So it should be possible to generate heal as well as cool parts only through heat production without setting part temp directly. How about adding special cooling liquid to radiators to provide cooling bost at the expense of limited resource. -
KSP Interstellar Extended Continued Development Thread
Mine_Turtle replied to FreeThinker's topic in KSP1 Mod Development
Well, originally part temp was set manually instead of using heat mechanic. I intentionally removed it because it was causing problems with nuclear turbojet engine. Moreover, setting part temp directly conflicts with stock heat system. Not only you have to increase part team(internal flux) manually, but also decrease according to radiation/conduction/convection properties of the part, thus requiring knowledge not only of the part itself but surrounding parts as well. To me it seems like reinventing wheel and stock heat system seems to have all the necessary tools to do what you want. You can increase part heat production depending on conditions like air speed, isp or fuel flow and ksp heat system will calculate how much to adjust temp according to craft configuration. Not to mention that setting part temp can lead to potential issues like with that nuclear turbojet. Cooling might be a problem though and you might have to adjust temp manually, but you have to take into consideration internal parameters(part size and conductivity) to do so, not only external. I wonder if negative heatproduction is possible. I am going to investigate this and check if it is possible to control part temp without manual adjustment. Yes, people should use and in fact KSPI tab does not contain any upgrade parts, however they are still present in stock tabs like energy tab. -
KSP Interstellar Extended Continued Development Thread
Mine_Turtle replied to FreeThinker's topic in KSP1 Mod Development
Trust me, I know how to connect my precoolers. Also, air heating should not affect other fuels which it does in my case. Briefly looking at the code I found two possible problems: 1) public float engineHeatProductionMultiplier = 2000; This essentially multiplies engine heat production by a significant amount. And because actual heat assignments depends on fuel flow and from my experiments true branch is always true making your heat production always 2000 times higher 2) baseHeatProduction * engineHeatProductionMultiplier / max_fuel_flow_rate Because you divide by flow rate and because flow rate can be < 1 you effectively multiple heatproduction further on. Lowest possible value for max_fuel_flow_rate is 0.001 so multiply your heat production by another 1000. What I have in mind but have not managed to start working on is this: 1) baseHeatProduction and engineProductionMultiplier should be merged together and defined in part cfg file. The way current formula works engine heatproduction is the result of multiplication of those two variables and extra modifiers like air and fuel flow. So it makes sense to this variable defined only in one place. 2) Dividing heat by fuel flow rate tells me that engine should have higher heat production at low thrust and lower at higher thrust(since thrust and fuel flow are related). However, using division should have a fine control. So, if you want fuel flow to affect engine heat at low thrust you should multiply engine heat by lowest flow threshold+- some adjustment. This way you still get the effects of fuel flow but do not overextend them. For example, if (fuel_flow > 0.001) heatProduction = baseHeatProduction*(0.001*1.1)/fuel_flow. At the lowest flow value you get slight increase of 10% to heat production which starts decreasing as more fuel flows and cools engine. 3) Air intakes and precoolers. As I see it this is a separate effect on engine heat generation(thus it is addition not multiplication). As I understand the formula should be something like ExtraHeatProduction*modifier, where ExtraHeatProduction is a constant and modifier varies from 0 to 1(according to number of precoolers-intakes) according to square law as it is done now. Obviously this addition should be ignored if we use some fuel and not air. I am going to create a new patch this weekend with new formula and check if it works smoothly. Then you can decide if you like it or not. But for now, please, reduce engineProductionMultiplier and max_fuel_flow_rate threshold to allow players use thermal nozzle again. As for adjusting the price for upgrade parts. As I understand it is limitation of the game, so unlocked upgrade components are still visible in parts list. Setting high price will serve as an extra filter, you will still be able to see which parts get upgrade from the node, but wont be able to unlock them(unless you are very persistent) and pollute parts list with placeholders. Btw, if I am to start digging the code again I do not mind looking at some other issues. Do you have any potential problems(code and cfg only) that needs to be looked at? -
KSP Interstellar Extended Continued Development Thread
Mine_Turtle replied to FreeThinker's topic in KSP1 Mod Development
Have you changed the behaviour of heat production for thermal nozzle? Now my engines overheat on reentry(Kerbin - mach 7) when using fuel(methane or liquid fuel) and having precoolers. Originally, in my patch I have removed parts of the code that set part temp directly in ThermalNozzleController.cs and added code to increase heat generation based on air speed and number of precoolers. I was going to make another pass on the code to adjust heat generation values but it seems you have reverted my changes. Could you update source code on github? Also, I want to make some additional changes to the code. Is it fine to increase part cost for upgrade components(something very high like 999kk) so players clearly see that this part is a place holder and are not tempted to buy it? -
KSP Interstellar Extended Continued Development Thread
Mine_Turtle replied to FreeThinker's topic in KSP1 Mod Development
Hydrazine is [email protected] ISP/Thrust while Methane is [email protected]. Out of all fuels methane seems to be the best in terms of ISP/Thrust ratio. It is also relatively easy to produce this fuel from water and CO2. 15km/s seems quite extreme. If time is not a concern you can try to do a fly-by near some planets to save on dV as well as use periapsis kicking to prolong burn time. Should be possible to plan the entire route in advance using TOT. -
Is scaling for b9 cockpits not supported yet? I can scale most parts from b9 pack but for the cockpits, which makes creating heavy sstos problematic. Stock crew parts scale without any problems.
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KSP Interstellar Extended Continued Development Thread
Mine_Turtle replied to FreeThinker's topic in KSP1 Mod Development
Is it not possible to use something like vista or thermal nozzle with high core temp reactor to produce thrust? Vista can deliver variable ISP/thrust so you can tradeoff between burn time and fuel, while with high core temp and methane fuel you can get high thrust and high ISP(3k) at the same time. -
KSP Interstellar Extended Continued Development Thread
Mine_Turtle replied to FreeThinker's topic in KSP1 Mod Development
Looking at Community Resource Pack I do not see configs for lithium and aluminium. However they are present in ORS. Is it possible to add those resources to CRP? I can do that myself but I do not know which parameters to use for them. -
KSP Interstellar Extended Continued Development Thread
Mine_Turtle replied to FreeThinker's topic in KSP1 Mod Development
Is it possible to mine or process lithium and aluminium? These resources are not listed in map resources via scansat and looks like are not replenishable. -
Updating is working now. Is it possible to use something like a cron script to remove old mod copies?
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- totm july 2019
- spacedock
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Non-authoritative answer: Name: cdn.spacedock.info Address: 188.166.155.238
- 2,148 replies
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- totm july 2019
- spacedock
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Looks like London node still has some problems. I get error 404 when I try to update some mods.
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- totm july 2019
- spacedock
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KSP Interstellar Extended Continued Development Thread
Mine_Turtle replied to FreeThinker's topic in KSP1 Mod Development
Indeed they are present in electrical tab, not in KSPI tab. But still parts are there so I have decided to "fix" them. Two better ways to correct his: 1) Increase part cost to very high amount, so they are not buyable in career, as well as decrease power so the part is useless. 2) Remove part altogether. Move it outside GameData folder so it is physically not present in the game, until it is properly working. I understand that, but even without these options QSR can still work with thermal nozzle in atmo mode. So, I'd rather accept this change for testing purposes. If player has access to QSR this means he also has other means of propulsion other than thermal nozzle: warp and vista with higher isp. -
KSP Interstellar Extended Continued Development Thread
Mine_Turtle replied to FreeThinker's topic in KSP1 Mod Development
Except that ksp treats them as new parts and they are fully functional both in career and sandbox. So once you unlock them you have access to a better fusion reactor with power output and higher core temp. And since their cost is lower I have decided to readjust the costs: first fusion reactor is 1kk and on par with small fusion reactor, while second upgrade is 2kk and has better parameters. Moreover, originally reactors had type 4 which made them nuclear but with superior parameters of fusion reactors. If they are placeholders it seems better to have properly working reactors and balanced in terms of money/power. Yes, inheritance issues. And it made quite frustrated at first, as I saw MaximumPower overriden in InterstellarFusionReactor. However, having done some test by printing messages in this method I realized that top parent method(InterstellarReactor) is called. That's why I had to do that. Basically, what I realized is: if you have 3 classes: A B C and inheritance B: A and C:B then if you call base.onFixedUpdate in C and this method is instantiated only in A then onFixedUpdate will call methods of A even if they are overriden in B. Makes sense, right? -
KSP Interstellar Extended Continued Development Thread
Mine_Turtle replied to FreeThinker's topic in KSP1 Mod Development
Changes with InterstellarInitialConfinementReactor.cs are connected with inheritance issues of C#. The InterstellarFusionReactor class from which confinement reactor is derived has those methods defined but they are never called. So I had to copy them, so that plasma ration is taken into account. As for base.OnStart the reason I moved it is to prevent parent class from overriding isEnabled variable. As of changes in thermal nozzle, basically there are two things to look at: propellant switch and temperature calculation. QSR caused stackoverflow because propellants list index addressed more elements than there are in the list(recursive search is bad btw). As for temp, I have removed all sections assigning temp directly and moved proportion calculations to heatproduction part. I have also increased fuel flow tolerance, for some reason it was causing rapid temp increase(probably some calculation erros in ksp engine). I assembled a test craft: pod section, reactor(QSR, AIM, AM, small/large fusion, molten salt) in VAB, thermal nozzle and launched it on launchpad. Then I checked if I can swap fuels, does reactor provide power when no energy present and if any kind of overheating occurs. I have also tested two more crafts in SPH: one with nuclear turbojet and one with AM reactor+nozzle. Then I flew then out of atmo and reenter and watched if temp was rising(tested with precoolers and without). Heatproduction might be set too low atm as without precoolers engine overheats just slightly but that something I have to experiment more. However, previous mechanic caused nuclear turbojet to overheat beyond reason(I reported that). No idea how to create pull request yet. I get access denied for some reason. Done. -
KSP Interstellar Extended Continued Development Thread
Mine_Turtle replied to FreeThinker's topic in KSP1 Mod Development
I FIX EVERYTHING!! Or I hope so. Version 1.8.21* Bug fixes: Fixed game crash when choosing new thermal nozzle propellants in VAB with QSR attached. Changed QSR supported propellants types to use with thermal nozzle. QSR now supports all available propellants. Fixed thermal nozzle not working after engine becomes inactive. (Thanks, @Rushligh) Fixed thermal nozzle overheating with large fusion reactor. Fixed fusion reactors supplying power with plasma ratio < 1. Reworked thermal nozzle heat mechanic. Instead of setting heat directly(cooling and intakes heat), only heat production is affected. Heating parameters are still to be adjusted for game balance. Changed starting reactor type on large fusion reactor upgrades. Parts are now functioning as proper fusion reactors. Adjusted large fusion reactor and upgrades costs. Fixed DRE patch not being applied. New version can be found here: https://drive.google.com/file/d/0BzaLdTtFg_pieFBoOTVMTnhudkE @FreeThinker Changed files and patch are here: https://drive.google.com/file/d/0BzaLdTtFg_pidGhBUFJWczdLeGM Tell me if you disagree with some of my changes and they need further adjacement. If there are still any problems or something else needs fixing, please, let me know. -
KSP Interstellar Extended Continued Development Thread
Mine_Turtle replied to FreeThinker's topic in KSP1 Mod Development
I have a quick question: is thermal nozzle supposed to draw power from charged particles or only from thermal power of reactor? -
KSP Interstellar Extended Continued Development Thread
Mine_Turtle replied to FreeThinker's topic in KSP1 Mod Development
After playing around with KSPI reactors and looking at the code I have found several issues: 1) Engines can force reactor to activate, even when it should not. For example here you can see small fusion reactor with thermal turbojet attached to it: http://imgur.com/QiCxpbS Reactor is offline and there are no sources of power to start the fusion reaction. However, once I activate the engine the reactor startups and produces power: http://imgur.com/PlaVh80 Same behaviour is observed for fusion reactors, AM and AIM reactors. However, if I use fission reactor then reactor will not activate. 2) In case of a large fusion reactor situation is even worse as the engine will explode from overheating when working in atmo mode. Having looked at the code I found the source in ThermalNozzleController.cs:1322 which causes this overheating. Because the reactor is technically offline, the calculated fuel flow rate is almost 0 and being in divider for baseHeatProduction it causes engine to generate insane amount of heat quickly. 3) QSR causes my game to crash when pulling part from part list or reverting flight to VAB. I still need to look at potential cause of this problem. -
KSP Interstellar Extended Continued Development Thread
Mine_Turtle replied to FreeThinker's topic in KSP1 Mod Development
Size does not matter as long as I can get it into orbit. The ISP on Tokamak is insane, I get around 3k ISP with Hydrogen. As long as I find water and dirt(for supplies) I should be able to get to any inner planet and refuel there. Could you, please, explain how upgrade system for reactors work? High-Q tokamak upgrade from advanced fusion node should upgrade reactor temp from 2.5k to 15k, however the core temp does not change. Since the same core temp is in sandbox I assume there is a problem with reactor description. -
KSP Interstellar Extended Continued Development Thread
Mine_Turtle replied to FreeThinker's topic in KSP1 Mod Development
Since nuclear engines do not quite work for me I have decided to skip nuclear technologies and switch to fusion reactors directly. So, the first fusion reactor is available at fusion power node with the first upgrade at advanced fusion reactions. In order to receive reactor upgrade do I have to purchase reactors in both nodes or unlocking the latest reactor is sufficient? The first reactor available(MCF reactor) is 3kk to unlock, while the next one(High-Q Tokamak) is only 600k. Also, I see that tokamak fusion engines produces charged particles. Is it possible to use magnetic nozzle with this reactor? -
[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
Mine_Turtle replied to nightingale's topic in KSP1 Mod Releases
Yes, I do. I have modified save game file to increase waypoint radius so it's a minor issue.- 697 replies
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[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
Mine_Turtle replied to nightingale's topic in KSP1 Mod Releases
One of the waypoints might be set incorrectly: http://imgur.com/dEL2nCO It is impossible to get close to the waypoint in the SPH, as it is inside the building.- 697 replies
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Good to know that. Could you also look into this problem: http://imgur.com/y7xpLz6 ? It is the same issue as with double cloud layer but with city lights. Sometimes city lights look very blurry.
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KSP Interstellar Extended Continued Development Thread
Mine_Turtle replied to FreeThinker's topic in KSP1 Mod Development
I have been having some issues with DRE changing radiator internal temperature. It turns out the problem is with KSPI DRE patch. Here is a quote from my conversation with @Starwaster Removing AFTER[] section from FixDRE.cfg fixes the problem and all of the radiators have their max temp set properly. Also, I am still having issues with my nuclear turbojet. Reactor transfers 10% of its power as heat power to internal components. Take a notice of thermal output from KER here: http://imgur.com/Wt03W1C Is it possible to reduce this parameter to 1-2%?