Jump to content

itsaps

Members
  • Posts

    31
  • Joined

  • Last visited

Everything posted by itsaps

  1. Seems that a restart of the game has formed the issue into something else. The power over the orbit is now constant (i will insert screenshots if it happens to change over the orbit again) but the output is only 1/3 of the specified power. As a background info: in the previouse post i have found out, that the nominal power of this panel should be 120W and I was then wondering about the 320W max power so I looked into the config files and found out that due to a mistake I had scaled all solar panels chargerates to a double value. Althought I know it's not the factor I was searching for, I reverted this change, also to see a effect on the panels power. So now that I scaled it down by 1/2 - the value got static and is reduced to 1/8 of the previouse high-value or 1/2 of the low-value before. The 1/2 would a least match my correction, but still there is this thing I do not understand: Why does the value not match the specified one, even if the chargerate in the debug menu does reflect the rigth one (0.00012096)? The issue with the orbit changes seems to have been a glitch and hopefully stays so. The same scaling also happens to fixed solar modules, e.g. the fixed panel in the screenshot should have 31.6W -> has now 10.2W. To exclude a display-only error, when I turn the craft 90° away from the sun (so it shall be minus 6 x 41W) the electric consumtions goes from 0.44 to 0.65 kW/s. The front panels still note around 7W power so the calculation goes: (0.65 - 0.44 + 3 * 0.007) / 6 = 0,0385 W/panel. So the display is in the same range as the consumtion. Can anyone think of something thats scaling the panels power in background? I do know that that the game scales the power by the distance from the sun, but I thougth the output at earth (RSS) at 1 AU should be the specified one, shoudn't it? The panel I displayed above is "solarPanels4", a modified stock part. The modifications I could find for it follow here: Kerbalism @PART[solarPanels4]:NEEDS[VenStockRevamp]:AFTER[Kerbalism] { @MODULE[ModuleDeployableSolarPanel] { @chargeRate = 0.40 } } Kerbalism @PART[solarPanels4]:FOR[Kerbalism] { @MODULE[ModuleDeployableSolarPanel] { @chargeRate = 0.48 } } Realism overhaul @PART[solarPanels4]:FOR[RealismOverhaul] { %RSSROConfig = True @mass = 0.0054 // Level 2 moving @ 0.0006t/m^2 + 0.005t/m^2 @title = XT1 Solar Panel Array Mk1 @description = Extendable sun-tracking Level 2 solar panel. 0.96m^2. @MODULE[ModuleDeployableSolarPanel] { @chargeRate = 0.12096 // Level 2 @ 0.126kW/m^2 } } @PART[solarPanels4]:FOR[RealismOverhaul]:NEEDS[VenStockRevamp] { %rescaleFactor = 0.631 } Squad PART { name = solarPanels4 module = Part author = NovaSilisko mesh = model.mu rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0 TechRequired = advElectrics entryCost = 3800 cost = 380 category = Utility subcategory = 0 title = OX-4L 1x6 Photovoltaic Panels manufacturer = Probodobodyne Inc description = The OX-4 is similar in design to the SP series solar panels, but without the heavy casing. Includes passive radiators on the reverse side for better heat dissipation. WARNING: Not retractable once deployed! attachRules = 0,1,0,0,1 mass = 0.0175 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 1200 // = 3200 bulkheadProfiles = srf thermalMassModifier = 2.0 emissiveConstant = 0.95 heatConductivity = 0.04 // 1/3 the default tags = array charge deploy e/c elect energ extend generat (light photo power solar sun track unfold volt watt MODULE { name = ModuleDeployableSolarPanel animationName = solarpanels4 resourceName = ElectricCharge chargeRate = 1.64 retractable = false } } My own config: /calm down the produced electricity to the nominal values (they were a factor 1000 too high) @PART[*]:HAS[@MODULE[ModuleDeployableSolarPanel]]:NEEDS[Kerbalism]:NEEDS[RealismOverhaul]:FINAL { @MODULE[ModuleDeployableSolarPanel] { // @flowMult = 1 @flowMult = 1000 @chargeRate /= 1000 @RESOURCE[ElectricCharge] { @rate /= 1000 @displayUnitMult = 1000000 } } } again Realism overhaul: // Set up solar panel displays. @PART[*]:HAS[@MODULE[ModuleDeployableSolarPanel]]:FOR[ROSolar] { @MODULE[ModuleDeployableSolarPanel],*:HAS[!RESOURCE[*]] { RESOURCE { name = ElectricCharge rate = #$../chargeRate$ } } @MODULE[ModuleDeployableSolarPanel],* { %flowUnits = Watts %flowFormat = N1 %flowMult = 1000 } } @PART[*]:HAS[@MODULE[*]:HAS[@RESOURCE[ElectricCharge]]]:FOR[zzzElectricityUnits] { @MODULE,*:HAS[@RESOURCE[ElectricCharge]] { @RESOURCE[ElectricCharge] { %varyTime = False %useSI = True %displayUnitMult = 1000 %unitName = Watts } } } That it so far. I hope I do not spam you too much... xD
  2. Hello dear Kerbonauts, I'm recently playing KSP with a bunch of realism mods and had a long way to this status of my game now. There were a few obstacles with compatilities between the mods and althought I could solve most of them, a few strange behaviors still occour like this: I have a craft with solar panels in LEO and after coming from the earth shadow, each panel initially creates ~80W power, but only some minutes before hiding behind earth again, the panels produce the rated 320W power each. That is pretty strange that it is somehow reduced by a factor of 4 suddenly. I could reproduce it with an other craft but on different states in the orbit, e.g. the first 20% in orbit are on full power, the rest with 1/4 th. Could someone experience a similar behavior? Any help would be very welcome Setup: KSP 1.1.3 My mod list is over 70+ but most relevant are: RO, RSS, Kerbalism, TACS....
  3. God I found it! It is a file provided by RO, not actually the one above but close to it: "\GameData\RealismOverhaul\RealismOverhaul_Global_Config.cfg" // Add MJ, KER, kOS to all command parts @PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]]:NEEDS[MechJeb2]:FOR[RealismOverhaul] { MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = start } MechJebModuleSmartASS { unlockTechs = start } MechJebModuleManeuverPlanner { unlockTechs = start } MechJebModuleNodeEditor { unlockTechs = start } MechJebModuleTranslatron { unlockTechs = start } MechJebModuleWarpHelper { unlockTechs = start } MechJebModuleAttitudeAdjustment { unlockTechs = start } MechJebModuleThrustWindow { unlockTechs = start } MechJebModuleRCSBalancerWindow { unlockTechs = start } MechJebModuleRoverWindow { unlockTechs = start } MechJebModuleAscentGuidance { unlockTechs = start } MechJebModuleLandingGuidance { unlockTechs = start } MechJebModuleSpaceplaneGuidance { unlockTechs = start } MechJebModuleDockingGuidance { unlockTechs = start } MechJebModuleRendezvousAutopilotWindow { unlockTechs = start } MechJebModuleRendezvousGuidance { unlockTechs = start } } } } @PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[FlightEngineerModule]]:NEEDS[KerbalEngineer]:FOR[RealismOverhaul] { MODULE { name = FlightEngineerModule } } @PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[kOSProcessor]]:NEEDS[kOS]:FINAL { MODULE { name = kOSProcessor diskSpace = 5000 } } @PART[*]:HAS[@MODULE[ModuleRTAntennaPassive]|@MODULE[ModuleRTAntenna]|@MODULE[ModuleDataTransmitter],!MODULE[TelemachusDataLink]]:NEEDS[Telemachus]:FINAL { MODULE { name = TelemachusDataLink } MODULE { name = TelemachusPowerDrain powerConsumptionBase = 0.00 powerConsumptionIncrease = 0.001 } } @PART[*]:HAS[@MODULE[ModuleAnchoredDecoupler]|@MODULE[ModuleDecouple],!MODULE[ModuleToggleCrossfeed]]:BEFORE[RealismOverhaul] { MODULE { name = ModuleToggleCrossfeed crossfeedStatus = false toggleEditor = true toggleFlight = true } } As far as I could see this is not really anywhere noted down that the RO does this modifications. Now I can enjoy my not having MJ and KER in career
  4. Could it be the Realism overhaul? I found this section in the a settings file at "..\RealismOverhaul\RO_RecommendedMods\RO_Mechjeb.cfg": @PART[mumech_MJ2_AR202]:FOR[RealismOverhaul] { %RSSROConfig = True %title = Guidance and Control Module (Radial) MODULE { name = moduleSAS } MODULE { name = ModuleRTAntenna Mode0OmniRange = 250000 Mode1OmniRange = 500000 MaxQ = 3000 EnergyCost = 0.001 TRANSMITTER { PacketInterval = 0.001 PacketSize = 1.0 PacketResourceCost = 0.001 } } MODULE { name = ModuleSPUPassive } !MODULE[TweakScale] { } !MODULE[MechJebCore] { } MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = start } MechJebModuleSmartASS { unlockTechs = start } MechJebModuleManeuverPlanner { unlockTechs = start } MechJebModuleNodeEditor { unlockTechs = start } MechJebModuleTranslatron { unlockTechs = start } MechJebModuleWarpHelper { unlockTechs = start } MechJebModuleAttitudeAdjustment { unlockTechs = start } MechJebModuleThrustWindow { unlockTechs = start } MechJebModuleRCSBalancerWindow { unlockTechs = start } MechJebModuleRoverWindow { unlockTechs = start } MechJebModuleAscentGuidance { unlockTechs = start } MechJebModuleLandingGuidance { unlockTechs = start } MechJebModuleSpaceplaneGuidance { unlockTechs = start } MechJebModuleDockingGuidance { unlockTechs = start } MechJebModuleRendezvousAutopilotWindow { unlockTechs = start } MechJebModuleRendezvousGuidance { unlockTechs = start } } } }
  5. Thanks and hi Lion, In the tech center I can see a part called "Mechjeb features Manouver and Translations" with the unlocks described for example, shaped like a walkie talkie. Correct, thats exactly the point I am wondering about. I have definetly no MJ and Engineer for all! patch installed. The only point might be because I took this game as a copy from another instance (with lots of mods and MJ/Engineer for all mod) and that some part properties have survived my initial clean up of mods on this version now? I thought all mods are removed if i just delete all files in the gamedata... I will check this out now.
  6. Hi Guys, I was searching for a related topic but could not find anything with the same problem so I started this thread. The issue is, I have "mechjeb2" and "kerbal engineer redux" installed beside a bunch of other mods. It works just fine but shouldn't it be greyed out or locked in function if you start in career mode? Actually here it does not, and I already tried to switch between career and unlocked for KER. For mechjeb I could not find a way to switch beside editing the config files. So even when I have not researched anything a place a single Mk1 vessel with a booster on the launchpad then I have all option of the mechjeb and KER available, just as it looks like in sandbox mode. Can there be a problem that MJ and KER do not realize it is career mode? So could anybody give me a hint what is wrong here? My System: KSP 1.1.3.1289, KER 1.1.1.0, MJ2 2.5.8.0 Mods by Ckan: KSCSwitcher, RealismOverhau, ModuleManager, KerbalJointReinforcement, FerramAerospaceResearch, RealChute,SolverEngines, RealPlume, CommunityResourcePack, RealSolarSystem, RealFuels, AdvancedJetEngine, ModularFlightIntegrator, RealHeat, Kopernicus, RSSDateTimeFormatter, RSSTextures8192, SmokeScreen, KSP-AVC, KAS, KerbalAlarmClock, KerbalEngineerRedux, KIS, TriggerAu-Flags, EasyVesselSwitch, SVE-HighResolution (edited to match RSS), SVE-Sunflare, SVE-Terrain, RCSBuildAid, PersistentRotation, PersistentThrust, Toolbar, SolarSailNavigator, MechJeb2, Trajectories, Graphotron, HotSpot, VesselView, RasterPropMonitor, RasterPropMonitor-Core, DockingPortSoundFX, RCSSounds, RoverWheelSounds, SCANsat,ShipEffects, WaterSounds, ContractConfigurator
×
×
  • Create New...