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coredumpster

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  1. Following-up myself. Discovered that this hasn't been setup yet in the mod, so I have tested what's needed to enable this, and I have submitted a pull request to @Nertea's Dev branch. Fairly straightforward, just needs a block added to the .cfg file for each part. Here's the values I used for the volume ( taken from the Pull Req description ): Adding Cargo capabilities to Heat Control radiator parts. Modeled the volume values to align close to the Stock Radiator parts from a balance standpoint. As Heat Control parts are slightly smaller than the similar Stock sized parts, I took the 'packedVolume' from the closest sized Stock parts and reduced slightly for the HC parts. The larger parts I set the volume to -1, which enables manipulation by an Engineer in the field, but does not allow it to be stored in a Cargo Container ( IE, too big ). I left the micro-channel and surface mount-curved radiators alone for now, as my thoughts are those require specialized skills to install and should likely be limited to VAB. Fixed-1 Beta = 200L Fixed-2 Alpha = 75L Fixed-3 Gamma = -1 Fixed-4 Delta = -1 Conformal-1 = 100L Conformal-2 = 200L Conformal-3 = -1 Universal-1 = 75L ( I think this is a bit low, but is balanced with the Stock Small Radiator ) Universal-2 = 600L Universal-3 = -1
  2. Is it possible to manipulate any of these radiators in 'Engineer Mode'? Are there limits on Engineer level ( like Level 5 needed to repair reactors with Repair Kits )? I have some radiators that I'm trying to move / add to a craft and can't seem to get the Radiators to be moveable. Have tried the XR-175, XR-500, Beta Fin, Alpha Fin. Added extra Kerbals nearby, and still no go. Can move around ISRUs, drills, engines, and other really heavy things, so shouldn't be a weight limit afaict.
  3. Update: Something was borked with my System Heat install. Nuked it from orbit ( or at least from my GameData folder ), and re-installed a fresh downloaded copy, and it's all working as expected. I have loops, I have heat generators, I no longer have explody kraken vessels. Not sure exactly what went wrong where, but a re-install of the SH mod seems to have corrected whatever it was. ----- Original Message for Posterity ----- Looking for some help on where to begin trying to debug why I'm only seeing a portion of System Heat. KSP 1.12.3 w/ JNSQ + RationalResources plus lots of part packs like all of the Restock, Near Future, Far Future families, plus Planetary Base systems. No Life Support mods anywhere, just parts and helpers ( Engineer, MJ ). I'm seeing the System Heat entries on the radiator parts and the NF radiators, but I do not see System Heat entries on any of the heat generators ( Reactors, ISRUs, Drills, Nuke Engines, etc. ). I get the system heat UI which will show me loops, but in the VAB they are all 0's, no matter what I add. I have SH loop ids in the PAW for radiators, but again, not on any of the heat generators. I have some custom patches to add the RationalResource conversion chains to the PBS drills and ISRU, but even if that is hosing up those, it doesn't touch engines or reactors, which likewise seem to be impacted/missing the System Heat entries. I have combed through the logfiles, and nothing is jumping out as a red flag to me, so looking for pointers if anyone else has encountered this, and whether anyone is successfully using System Heat with JNSQ + RR in 1.12.3.
  4. Update: Something was borked with my System Heat install. Nuked it from orbit ( or at least from my GameData folder ), and re-installed a fresh downloaded copy, and it's all working as expected. I have loops, I have heat generators, I no longer have explody kraken vessels. Not sure exactly what went wrong where, but a re-install of the SH mod seems to have corrected whatever it was. ----- Original Message for Posterity ----- I think I have a potential mod conflict, and not sure where/what might be causing it. Can't find anything that jumps out from the logs. I have a 1.12.3 install, with JNSQ and RR installed, along with a lot of the usual part packs ( Near Future, Far Future, Planetary Bases, etc. ). I do not have any life support mods installed. I'm trying to use Nertea's System Heat ( now part of the NF/FF family ), but I'm not seeing *any* heat output / system on things that generate heat ( engines, converters, reactors ). I do see the expected System Heat entries on the radiator parts in the VAB. I have the system heat menu that comes up, and I see the system heat menus, but all of my "loops" are showing zero input, zero rejection, no matter what I do. Is anyone else using System Heat successfully with JNSQ + RR? I've reached the stage of my career playthrough where I start using ISRUs to explore deeper into the Kerbol system, and my first drilling platform just exploded due to a weird overheating interaction ( taking out two of my Kerbals ).
  5. That's outstanding news! Ars Technica had a detailed performance review comparing M1 Rosetta2 performance and it sounded quite promising, with single thread performance ( key for KSP ) under Rosetta2 outperforming Intel based Macs. Thank you for being a guinea pig in true Kerbal fashion.
  6. Similar question. I play KSP on a Late 2012 Mac Mini, and it's reaching the limits of what I can deliver ( have already upgraded it to 16GB RAM and SSD, which extended life quite a bit ). My main concern with the new M1 is that it's hardwired at 16GB.
  7. Yeah, it's not a huge ordeal, as I've played without it for this long, and everything else is awesome. I was holding off upgrading until 1.10.x stabilizes a bit more, and I'm almost done with my end-game play-out on 1.8.1 ( first end-game playthrough on JSNQ ). I just need to crack Eve. I've got a vessel that can make it back to orbit from near sea level. My problem is keeping the vessel from burning up on entry! Eve atmo and orbital speeds are tough in JNSQ.
  8. I'm playing 1.8.1 on a Mac. Installed this patch, as the patchwork quilt look bugged me a bit. ( It's only aesthetics, but that's part of the JNSQ appeal beyond the re-scale ) I'm seeing a *massive* impact on performance though. Game loads, but is massively slow to the point of unusability. Entering the Tracking Station the planets are very dark in apperance, and any attempt at zoom in or out, results in the dreaded 'spinning beach ball'. Nothing jumps out in the log, just the usual scene transition messages I'm used to seeing. It appears to be due to memory, as the process rapidly consumes all memory until it starts thrashing. I have 16G of RAM, which has been sufficient to play KSP ( I quit everything else, so KSP and a terminal window are the only things running ). Does this patch potentially drive different memory behavior of caching textures that would result in this increase? Or drive the use of different shaders? Removing the patch restores playability for me.
  9. I was never able to get it working consistently with higher warps, so I ended up disabling many of the snacks penalties due to the issues, which then kind of defeated the purpose ( for me ), and I eventually removed the Snacks! mod when I moved on to playing JNSQ for a different challenge. For my end-game playout, I usually have a permanent station/base in Duna system, with a pair of cyclers moving cargo and personnel back and forth to Kerbin, and a couple of long-duration deep-space exploration ships/landers headed out to the far reaches of the system ( with either OPM or JNSQ making that even further ). So not being able to use high warps and having to keep jumping between vessels to restart processing becomes a big pain. At some point I'll likely give it a go again, but not until there's better handling of the resource processing at warp / background. That's long been a challenge for most life support-type mods.
  10. I use it. It's helpful for managing reactors on larger craft ( stations ) with multiple reactors. Also, I use it for adjusting reactors on some of my long lived probes to dial-up / dial-down reactor performance to improve lifespan of the probe when spending long years in transit between outer planets in OPM / JNSQ. If it was incorporated into the Electrical/Heat panel, that would be a fine place for it, but IMO, it provides more detailed info than the PAWs. -C
  11. I've seen this happen with crew tubes and surface attachable parts ( like radial adapters to add docking ports ). Solution I've found is to use the multi-node connectors, or if design can't use the multi-node connector ( or it's not yet unlocked in tech tree ), then I use the setting to temporarily allow unrestricted transfers to bypass the issue.
  12. Usually that happens when you surface attach something to another part ( or have parts surface attached that don't both have allowed surface attachement CLS options ). What happens if you rebuild that with a multi-node connector in place of the crew tube with surface attached parts?
  13. It will work, it will just run a little bit slower. Memory is probably the most important of these. I play JNSQ on a computer that is slower than the specs, but I do have 16GB of RAM.
  14. Do you still have a leftover MM patch in your config folder that got carried over from 1.7.x? There was a Kopernicus performance bug in 1.7.x that was addressed by gimicking oceans onto Minmus, but placing them below groundlevel so they weren't actually visible. Intended for Stock inner + OPM. Maybe it's playing havoc with the JNSQ retextured Minmus?
  15. I have as well ( outside of JNSQ ). I've fixed it by increasing the buffer factor that NFE / Dynamic Battery Storage uses to pad for high levels of warp. Default is 1.5, I've increased it to 2.0 and that seems to work better ( though I've not unlocked Nukes yet in my current JNSQ career ). I missed that update as well with my JNSQ install. ( I really should put that in a MM patch... ) Also, I did indeed have the Blacksmith RR patch applied, removed that and back to "normal" MPL. Thanks all! Happy I Don't Know Whating, -Chris
  16. Hmm, I don't remember installing the extras, but I suppose that could be it. Will take a look! Looks like it generates heat while researching science too, and then that is possibly tripping the NFE Thermal / Warp bug. I've added radiators, but no amount of radiators helps when temp suddenly jumps to 9000K! ( Was barely able to avoid calamity by enabling the 'Ignore Max Temp' cheat until excess heat disipated ). And JNSQ has restored my interest in KSP. I was burned out a bit, even with OPM, and JNSQ has made it all interesting and new challenges. It's an amazing collection of work!
  17. I'm seeing a really odd heating problem playing JNSQ on 1.8.1. I have JNSQ with the recommended mods ( KK, RR ), plus Nertea's NF mods, restock/restock+, and a few other helper mods ( MJ, KER, Scansat ). Should be current on all mods ( or at least latest for 1.8.1 ). The issue relates to the Mobile Lab. If I go into warp at any speed, while the MPL is researching, it instantly overheats and goes supernova. If I warp with research stopped, everything is good. I know that NFE Dynamic Battery system has had some odd heating affects in the past, but I'm also seeing some 'Blacksmith' features added to the MPL PAW, that I'm not sure where they came from ( RR? ). So something seems like it's adding heat generation to the MPL, and that is likely the cause, rather than NFE DBS/Thermal changes? Looking for anyone who may know more where to look, in terms of what mod might be causing this, and if there's any known fix ( MM patch? ).
  18. De rien!! Your computer should be fine. It's faster than mine. Updates for KSP are free. If you buy 1.9.1, you will get 1.9.2, 1.10.0, 1.11, etc. There are two commercial to add-on modules that add functions and new parts, but they are not mandatory to play KSP, they just add some additional things you can do. KSP2 is a brand new game, so it will be a separate purchase. JNSQ is a free add-on to KSP. There are a lot of free add-on modules that let you use new parts, add some tools to help you fly your ships more easily, even add new planets that you can visit beyond the ones that are part of the stock game. There is lot of discussion in the following sub-forum: https://forum.kerbalspaceprogram.com/index.php?/forum/34-add-on-releases/
  19. When they release a new PC version, that includes Windows, Mac, and Linux version at the same time. I play KSP on a Mac ( a older Mac Mini ), and it works fine. I've upgraded memory (16GB) and dropped in an SSD. The more recent versions have actually improved performance for me, so KSP has gotten better over time with the last couple major updates. I'm playing on 1.8.1 as I use the JNSQ mod, which doesn't yet support 1.9.1, but I have no doubt that 1.9.1 will work just fine as well once I update to that.
  20. Welcome to the forums, and your english is great! Sounds like it's an autostrut / stablility issue. This has always been a problem for me building large stations, and looks like something is broken with autostruts in 1.8.1. ( I'm still running 1.7.3 ). I have solved unstable stations a couple of ways in the past, first was to manually strut things together ( I would strut everything to the 'root' part ), and try to make sure that I built balanced stations ( IE, just a long station built like a long tube, without fancy bends or junctions ). I also avoided placing reaction wheels anywhere except the central axis ( or disabling reaction wheels in anything that is docked elsewhere to the station ). Note that just about any capsule or probe core will contain reaction wheels. The best way was to use another mod called 'Kerbal Joint Reinforcement - Next'. This does something very similar to 'autostrut' but runs automatically in the background so you don't have to manually turn on struts for each part. Unfortunately, it looks like this is not yet updated to work with 1.8.1 officially ( though some are reporting it working with manual changes ).
  21. I am happy to report that I'm seeing the same. I will also note that with background EC consumption disabled, I did receive one warning for each background vessel that it does not have enough soil to continue operating the recyclers. So the systems are now properly recycling in the background at the rate expected. ( I sized my crew and recycler capacity so that recycler rate would exceed the soil production rate of the crew to maximize my Snacks supply duration ).
  22. It's more than just aesthetic. I have a crewed Duna mission en route, with more recycler capacity than kerbals, so it *should* be recycling soil faster than it's generating. If I let it run in the background unfocused ( IE, while doing other missions around Mun / Minmus ), then I get the warnings about out of resources, and if I change focus back to the ship in question, my Soil resource is full, and I have fewer Snacks than I expect. Also, now that I have a couple of large stations, I notice that I get the out of electricity alert for *all* craft running Soil Recyclers at the same time. That happens whether I have all Soil Recyclers enabled, or just a single one. And it *only* happens when running in the background. If I keep the craft in focus and run at high warp, I do not get a warning for the craft in focus, only for the ones that are running in the background. And the craft in focus starts depleting it's Soil resource as the recyclers process it properly. I've tried cranking up the buffer size in Dynamic Battery Storage, and the problem still happens. Setting up a sandbox instance to come up with an easily recreated test that shows the problem, but it looks like the bug is somewhere in the background processing calculations. Maybe when the random event fires?
  23. Anyone else seeing this issue? I'm experiencing something similar. I'm also using Nertea's Near Future Tech mods, including the latest Dynamic Battery mod. Seeing strange behavior when running at higher levels of warp, where EC consumption will periodically spike ( even when it's in focus ) I have a couple craft with Soil Recyclers running, and plenty of EC. 2 of them even have Nuke generators, so they are not reliant at all on Solar to generate EC. They have more than enough generation to cover EC needs, yet I still get warnings about running out of EC at high warp, and soil just builds up, doesn't seem to be getting recycled properly. :\ I know that Nertea's Dynamic Battery mod adjusts the "buffer" EC available in the background, to cope with the way KSP does background calculations, but even setting that to a higher multiplier it does not prevent the issue. Is this known? Any workarounds, beyond not using the recyclers?
  24. Ahh, was looking through the code on GitHub to see about generating a pull req. Didn't think to check the CFG file! Doh. Doing a bit more poking on the rogue energy consumption. Will try to narrow down an easy to reproduce example. Some more detail, I'm seeing a swing in EC consumption of 73 EC/s by toggling the Snack Soil Recycler in the CTD-10 "Bagel" Centrifuge On/Off. ( Max of 9.00 Soil / day ). The Manager window predicts a 3 EC/s change. Station has 3 Level 2 Scientists ( in a separate PXL-2 Deep Space Lab ). Possibly there's more Snacks EC consumption for the recyclers than the 3 EC/s base. Looking through the Snacks! calculators there's efficiency bonus that increase that ( along with increased resource output ). Will keep poking at this.
  25. One thing I have noticed, the drills ( resource extractors ) are showing in the power generation category rather than the power consumption category. They generate ore, but they consume electric, so likely that's the issue. Can can open an issue on GitHub if you want. Also, still seeing some additional odd behavior with Labs and Snacks! Soil Recyclers consuming some oddly huge and varying amounts of electricity. ( Orbital Science Lab around Minmus with PXL 3 lab from SSPXR + 3 Level 2 scientists plus a few other hab components using bursts of > 70 ec/s. Have 40k battery storage ). I know you mentioned already that Science Lab power consumption is hard to calculate / model, so I'm doing some actual run tests to figure out consumption rates for my ships / stations, but if you have any pointers on how to help provide more data to improve the NFE models. I build and tune my reactor outputs to handle what shows as the steady state ( trying to keep a low net positive ec/s flow), but there are odd spikes where my battery capacity plummets, but I have not made any changes to whats running ( in terms of recyclers, lab research, etc. ) or run a really high timewarp.
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