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Everything posted by sal_vager
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Actually that's not what I'm finding, this effect was in the game at least as far back as 1.0.5, I can install 1.0.0 and try it too if you like, but from what I see they have always done this, it's not new. They can be made to work constantly, it's a game, they can be made to spawn an endless stream of Kerbals when they get hot if we really wanted, but the question is if they were used in real life would they really do what you are wanting them to do, or is there some reason why using radiators like this to cool a spaceplace would be a waste of time? If it turns out that they should not be expected to cool your craft there's no sense having them do so, except for just gameplay reasons, but people keep telling me they want realism.
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Barely in atmosphere, but as I said already Kerbins atmospheres isn't like Earths, but that doesn't answer my question and I'm genuinely curious why the Blackbird and Shuttle didn't have radiators on the exterior of the craft, the Shuttle kept them safely within the bay, the Blackbirds paintjob was also for night time camoflage, but even though it helped with radiating from the airframes skin it also wasn't an actively fed heat exchanger. The subject of heat, especially at such high speeds where the air around you is being compressed, is a complex one, and it'd be wrong to make radiators that can magically work in conditions where they could not in real life. I'm looking up this subject to see why they should/should not work, as far as I can tell they wouldn't do very much as they'd be saturated long before, so your cockpit would still start to overheat as the heat wouldn't be removed from the cockpit faster than it is dumped into the cockpit by surrounding conditions, and the radiators ability to lose its heat will diminish as the air thins, and radiation becomes the primary means of heat loss.
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Then your radiator has been heated to 500k, but the radiators heat isn't the factor here, it's the external heat and the heat of the parts the radiator can reach. Also, radiators are just heat exchangers, they can only exchange heat when there is a difference in heat with their surroundings, and heat always flows from the hottest to the coldest until equilibrium is reached, unless work is added such as with a refrigeration system, that's how heat can be moved from a cooler part into a hotter radiator but there's no such system between the radiator, or heat exchanger, and the atmosphere. It also takes time for heat outside the vessel to conduct inward, that's why your craft temperature increases instead of instantly becoming red hot.
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Even if the radiators were cooling them it is possible to get into a situation where the parts are hotter than the radiators, the radiatorHeadroom value in the cfg file controls the percentage of the radiators maxTemp they can handle before they are saturated (cooling 99.99%) and cannot draw in any more heat. Most parts have a maxTemp that is higher than the radiators saturation temperature.
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Seeing as it is triggered by flight integrator thermals I'd hardly call this separate, and the radiators are the only parts that actively move heat so it's hardly surprising that this is specific to the radiator, but if you look closely the radiators aren't shutting off, my assumption that they were shutting down was wrong. The important part here is the second line from the top. AR:CoolingParts: 0/0 It's not because you're supersonic, if your parts were hotter than the shockwave the radiators would cool them, if they hadn't exploded. I'm doing some more testing here but this is in 1.1.3 And in 1.0.5.
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Well, the known cause for this is unused networks, but yours is in use. Guessing here but I think you're using the network card built into your motherboard, and the driver for this in windows is pants, so you need the correct driver for your board which will be a part of the mother board driver bundle from Asus.
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Unfortunately I don't know, KSP should not be taking this long to load and the only thing I can find online about Windows 7 being slow with png files is this, as you can see it's not very useful. There's a few posts on the Unity site, here's the one on hamachi / logmein. LoadImage is reported to be slow. Slow loading of a TGA file. They show images loading in 1 second as the worst case scenario, and the last one showed the png being fast, so not much help. Asking in the KSPOfficial irc channel has turned up something, Neongen suggests you're missing your chipset driver. That would mean you're relying on whatever driver is in Windows, instead of the drivers specific to your motherboard. Did the PC come with any disks? There should be a chipset driver cd.
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Pfffffft! Next up is @Firemetal
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Appended. @Red Iron Crown
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1.2.2 strut end-points protruding
sal_vager replied to Raptor9's topic in KSP1 Suggestions & Development Discussion
It's mostly a problem with parts with simpler colliders, for example the Jumbo-64 has a collider with half as many sides as the visible model, so this happens, or it did in 1.2.1 Making the collider too complex can impact performance, that's why most parts have simpler colliders, even mod parts will often have simple colliders to improve performance. Now struts do this. This could be a windfall with the collider overhaul to improve performance, which I hear is something many streamers would appreciate. -
Guys, this isn't a hardcoded limitation of the radiators, just take a look at the external temperature in Foamyesque's second pic. It's six thousand, four hundred and forty four point seventy six degrees kelvin! 6,444.76! Despite the rarified nature of the atmosphere at those altitudes you're compressing it at 2264m/s, If the radiators were running they would be pumping this heat into your vessel. Unlike Earth, Kerbin has an atmosphere that instantly cuts off above 70km, putting you in the slightly cooler vacuum of space at 4 degrees K.
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1.2.2 strut end-points protruding
sal_vager replied to Raptor9's topic in KSP1 Suggestions & Development Discussion
Yes this was a deliberate change to address the struts behaviour with undersized and simpler colliders, as used on many parts such as the Jumbo-64 and many modded parts. -
No it's me. @monstah!
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It will. Next up has to be @diomedea