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KSP2 Release Notes
Posts posted by Siama
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1 hour ago, Lisias said:
Please mention the KSP version you are using
Sorry) I'm using 1.8.1 but I think it's just syntax issue. Take a look to GameData/ModuleManager.ConfigCache:
UrlConfig { parentUrl = Squad/Parts/Engine/ionEngine/ionEngine.cfg PART { name = ionEngine module = Part author = Chris Adderley (Nertea) <cut> MODULE { name = TweakScale type = stack defaultScale = 0.625 TWEAKSCALEEXPONENTS { mass = 2.5 } } MODULE { name = TweakScale:FOR type = stack defaultScale = 0.625 scaleFactors = 0.2, 0.3, 0.45, 0.625, 0.95, 1.25, 1.875, 2.5 }
And this one cannot be tweakscaled at all:
UrlConfig { parentUrl = WarpPlugin/Parts/Engines/AluminiumEngine/LiquidMetalInjectionEngine.cfg PART { module = Part name = AluminiumLiquidMetalEngine author = TD <cut> MODULE { name = IntegratedRadiator partMass = 5 isDeployable = false emissiveColorPower = 6 radiatorArea = 4 keepMaxPartTempEqualToMaxRadiatorTemp = false } %MODULE[TweakScale]:FOR[WarpPlugin] { type = stack_interstellar defaultScale = 2.5 scaleFactors = 0.625, 0.95, 1.25, 1.875, 2.5, 3.75, 5.0, 7.5, 10, 15, 20, 30, 40 }
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Nice commits on May 9, 2020. ionEngine now can have negative mass.
Tweakscale 2.4.3.14; KSPIE 1.25.18.5; ModuleManager 4.1.3
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It's just 4-letters codes for airports. AFAIK this codes widely used in flight management systems (FMSs)
SpoilerJust fragment of 6865 records.
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3 minutes ago, Nightside said:
windows cannot have a folder named "PRN" (which is the IATA code
Maybe this is the sign to use ICAO codes?
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How can I figure out which propellants will be available for nozzle? I mean before researching nozzle itself or its upgrade. I see long list of almost all resources but it seems to be irrelevant and buggy (at least - double LqdCO with different ISP multipliers). And what exactly will be allowed with "When researched, allows Thermal Engines to use additional propellant" upgrade?
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On 3/22/2020 at 11:42 PM, Tonka Crash said:
but I wasn't having any luck getting the smelter to actually heat up
Change from
ElectricCharge = 0.002459947 // 0.005590789*0.44
to
ElectricCharge = 0.002459947 -0.002459947 // 0.005590789*0.44 and 100% of consumed EC goes to heat
(and same for remelter) will heat the furnace but I'm not sure about proportions (and where excess heat goes).
@taniwha, is 1 Ingredient.heat == 1 Joule == 1 EC ? Will it explode someday if generated heat is not consumed explicitly in the recipe (as in LFOFired mode) or radiators will handle it?
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On 4/4/2020 at 1:22 PM, taniwha said:
- EC smelter recipe from Tonka Crash (not used by EL, but available to those who wish to use it).
Could you please include this file into release?
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On 1/13/2020 at 1:39 PM, FreeThinker said:
Not sure what is causing this behavior. To help me reproduce it, could you explain exactly what parts you use to reproduce the issue?
Damn. Now I'm unable to reproduce it too. Just reinstalled ksp from scratch one more time and that's it... "Energy flow" and indicated "Power supply" still decreasing over time when it should not (perfectly round orbit around the Kerbol, craft oriented to have =1.00 exposure) but Electric Charge is not affected anymore.It was old plugin version So this is my test craft: https://pastebin.com/vQ5J3yKi (mk1pod + tweakscaled 3 times batteryBankMini + largeSolarPanel)
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Oh, I got it... You just hid details under "Consumer Component". But it still discharging battery and reporting weird Power Demand and Utilisation.
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Nope. Tried the same but still discharging and wasting 800+ kW for nothing.
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6 minutes ago, pmborg said:
increasing to infinity
I see that it is proportional to "free space for electric charge". Charging battery will reduce demand value. And if I lock EC flow on my Big Test Battery, demand will instantly drop to 15MW from few GW.
Moreover this bug requires additional power source to operate With 3 parts (command pod + battery + solar panel) I have 35W consumption before deploying panel and less than (and constant!) 1MW after. But with PB-NUK added... demand value is rising as battery discharges and 4GW is not the limit.
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One more interesting thing: electric (dis)charge is NOT scaled with time acceleration (but slowly changes over time) and power demand in Megajoules Management Display decreases with acceleration.
Time factor EC drain (unit/s) DC Demand (MW) x1 656 4650 x5 654 1050 x10 651 623 x50 630 138 x100 603 77.6 Spoilerx1
x5
x10
x50
x100
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Hello. Please check couple of things: Does quicksave-quickload fix the chaos that has already begun (retract panel back before reloading to avoid waking this bug again)? Is it fine at night? If both "yes" then likely we have same issue here.
Spoiler600MW leaking to nowhere. And it increasing over time.
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Transmitting new experiments data:
More power can be produced by panel - more it will waste after retraction. Discharge rate numerically equals to Energy flow at moment when you push "retract solar panel" or "disable receiver" button.
SpoilerNew test craft was cheated to sun orbit. Energy flow from panel: 837 (btw, why it is decaying?)
And new screenshot a second later - discharging rate 836
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What about my poor solar panels? I've tested older versions from curseforge: KSPIE 1.23.8 for KSP 1.5.1 (and older) works as expected; KSPIE 1.24.1 for KSP 1.8.1, KSPIE 1.24.3 for KSP 1.5.1 and newer - fast charge leaking after retracting panel.
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I was pretty sure that problem is somewhere in MJ<->EC converter and my problem is related to @pmborg's one: "basically Megajoules Vanish without doing nothing". Just tested different setups and found out that supercaps seems to be fine. But all retractable solar panels insanely eating my ec since (at least) KSPIE-1.24.1.4 as it is first version for KSP-1.8.1 i've found. No exceptions in log and this is not reproducible with stock ksp-1.8.1.
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On 1/6/2020 at 9:21 AM, FreeThinker said:
We need to find out the minimum set of parts where this problem start to arrize
2 parts: any command pod and giantor solar panel. Before launch it will consume only about 0.03 ec/sec. Extend panel and retract it back. Drain will be about 10 ec/sec and 0.1MJ/sec so you will run out of charge in less than a second.
Can you reproduce it?
SpoilerJust start retracting so panel animation is not finised yet.
Mods in use: only KSPIE and dependencies
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17 hours ago, Starwaster said:
So you have to enter the orbit altitude manually. It doesn't have to be exact but it does have to be close enough to put you in the right area. You can even do it a little lower or a little higher and then do a Hohmann Transfer.
Yeah. Set desired altitude a bit higher (+1..2km) and perform "match velocities with target at closest approach" maneuver instead of circularization. After that I have average distance to target about 700m and zero relative velocity. From launch to docking in 2 clicks.
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1 hour ago, Aaron Also said:
As best I can tell the Particle Accelerator only functions as a science experiment.
It is also best fps-eating part. My whole 400-part station does not slow down rendering as much as this one item.
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15 hours ago, FreeThinker said:
but technically you should be able create CO2 from burning Carbon in Oxygen. I will see If we can add it...
I tried to do this and almost got it. First step - unlock fuel flow/transfer for Carbon in CRP config. Now ISRUs can work with Carbon (and produce it from SolarWind/SaltWater). Second - clone ModuleResourceConverter in ISRU config and rewrite input/output resources. Something like this
Spoiler
INPUT_RESOURCE
{
ResourceName = Carbon
Ratio = 1 // 12g/mol, take 1kg
}
INPUT_RESOURCE
{
ResourceName = LqdOxygen
Ratio = 2.667 // 16g/mol, required 2*16/12 for 1kg of C
}
INPUT_RESOURCE
{
ResourceName = ElectricCharge
Ratio = 32 // ignite? feed? control?
}
OUTPUT_RESOURCE
{
ResourceName = LqdCO2
Ratio = 3.667 // 44g/mol, 1/12*44 per 1kg of C
DumpExcess = False
}
OUTPUT_RESOURCE
{
ResourceName = WasteHeat
Ratio = 30 // 30 MJ/kg
DumpExcess = False
}But I'm not sure about units used for "Ratio". Is it mass or volume units?
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Is it possible to make Methane (CH4) from C+LOX+LH2 using this mod? How to burn C in O2 to get CO2 for Sabatier processing?
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Gasifier and Liquidficator have incorrect StopActionName for He3 and He4 and won't load without Universal Storage installed.
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2 minutes ago, FreeThinker said:
Yes, I was already fixing it, I also noticed it was producing too little Tritium, making D-T fusion problematic if you expected the 104% to be correct.
Breed rate makes everything problematic for me so I'm buying it at Kerbin sending various strange but expensive things in return.
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FNPlugin/Reactors/InterstellarReactor.cs:1780
part.GetConnectedResourceTotals(helium_def.id, out totalTritiumAmount, out totalTritiumMaxAmount);
I think it should be
part.GetConnectedResourceTotals(tritium_def.id, out totalTritiumAmount, out totalTritiumMaxAmount);
Не запускается KSP 1.9.1.
in Russian (Русский)
Posted
Без логов сложно что-то сказать. Выложи
C:\Users\<username>\AppData\LocalLow\Squad\Kerbal Space Program\Player.log
может станет понятнее, в чём там проблема.