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spirokai

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  1. Thanks a lot! It's been bothering me for a while. Is it actually performing some kind of an update like 10 times per second?
  2. Speaking of spamming, this is being spammed in flight mode on every vessel of mine (even without DeepFreeze parts) constantly, several times per second. Is that normal and desirable? 5/28/2016 6:13:06 PM,DeepFreeze,DEBUG: CheckVslUpdate start (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) 5/28/2016 6:13:06 PM,DeepFreeze,DEBUG: CheckVslUpdate complete (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) 5/28/2016 6:13:06 PM,DeepFreeze,DEBUG: CheckVslUpdate start (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) 5/28/2016 6:13:06 PM,DeepFreeze,DEBUG: CheckVslUpdate complete (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)
  3. TriggerAu, could I make a small request? Would it be possible to put the settings.cfg of both TWP and KAC in a folder called PluginData? That way it gets ignored by MM on startup. Otherwise, right now, MM has to rebuild the cache on every startup because of those two files, which is mildly annoying.
  4. Actually, it does. It calculates it retroactively once you switch back to it. I tested it on a reactor before and the fuel was being consumed. O.o
  5. FreeThinker, is there a way to estimate lifetime of a reactor at particular (or even 100%) power output? I am planning a mission to Plock (~55 yrs flight time) and I have no idea how much UF4 to take.
  6. Everything is up to date. The values are: 1.25 m - 9.2 t producing 160 kW of energy 2.5 m - 12.5 t producing 2 MW of energy. The dry mass of 1.25 is actually higher than that for 2.5 (8.6 vs 8, respectively). EDIT: OK this is veeeeeery strange. If I scale it up to 1.875 and then scale down back to 1.25m, the mass is correct (~ 2.2 t). The same behavior is observed for 1.875 m. In the other words,the first scaling to the particular size gives wrong values, any subsequent scaling to that particular size provides the correct values.Is this a bug of tweakscale?
  7. The mass of Molten Salt Reactor is acting very strangely when scaling it up and down and negative part mass is starting to show up (up to -17 ton). What is also very strange, at 1.25 m radius, the empty mass is 8 ton, which is 8 times higher than pebble bed reactor of that size (empty mass 1 ton). Is that intended?
  8. Guys, do you know what .dll or mod is responsible for calculating resources when switching to previously inactive vessel after long timewarp? I had two probes enroute to Jool with MKS nuclear reactors, both had 12 UF4 at the begining. I switched to them after timewarping 62 days and their UF4 is at 0. I opened the save and the value is correct in the save .... 11.something ....which means the calculation when switching to the vesssel must be wrong and I want to figure out how to fix it. Thanks for all the help! EDIT: It just burns it way faster than it should when not focused. It burned first 8 units of UF4 in 42 days of flight. EDIT: This does not seem to be happening in Thorium mode.
  9. Hi, loving your mod. Can't imagine playing without it anymore! I have one problem though. It appears the .cfg patch made by KSPI to convert USI reactors is causing NRE with NearFuture Electrical, I get tons of - RadioactiveStorageContainer.GetResourceAmount when in launch scene. This does not happen with native KSPI reactors or native USI reactors, only with the patch present. Any idea how to fix this? Cheers! EDIT: Fixed this by adding this in your config for MKS: -MODULE[FissionGenerator] { } -MODULE[RadioactiveStorageContainer] { }
  10. You had a bug in your UF6 fuel tank. The path to the model in .cfg contained something with Taleteller (wrong path in the other way). I fixed it in my .cfg and now it finally shows up in the VAB, because it did not before. Thought you might wanna know.
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