trias702
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Everything posted by trias702
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Thank you kindly for the help! I sorted it all out in the end though, it built fine as is when I switched to MSBuild 14.0. I'm not sure the issue was with having an out-of-date version of .NET, as I have up to 4.6.2 with all security patches. I think it has more to do with VS2012 not seeing MSBuild 14.0 correctly, and having no understanding of the C# 6 syntax in the project, or its external link to the Roslyn compiler. Everything worked perfectly with MSBuild from command line, using the Roslyn compiler and targeting Framework 3.5. So everything needed to compile was there on my computer all along, it was just a matter of getting VS2012 to see it also, something which I was not able to do. I'm not sure it's possible to have Roslyn integrate with VS2012 such that VS doesn't red highlight all of the C# 6 specific syntax.
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Hello, I am trying to compile B9 Part Switcher from source on Visual Studio 2012 and have run into an issue which I was hoping I could ask about here. It looks like the code makes heavy use of C# 6.0, so the native VS2012 compiler won't work. I see that you link in the Roslyn compiler, version 2.0.1, via NuGet which would indeed compile C# 6.0. However, according to all of the documentation I can find, the Roslyn compiler will only work with Framework 4.5, which, if I'm not mistaken is not supported by KSP 1.2.2 (all .dlls compiled for KSP 1.2.2 must be no higher than Framework 3.5)? I note that the packages.config file distributed in the source code has the following entry: <package id="Microsoft.Net.Compilers" version="2.0.1" targetFramework="net35" developmentDependency="true" /> The target framework in the project files also points to 3.5; however, because of this mismatch between Roslyn's requirement of 4.5 and the project using 3.5, I get the following error when opening the project: The "Csc" task could not be instantiated from the assembly "..\B9PartSwitch-1.9.0\B9PartSwitch-1.9.0\packages\Microsoft.Net.Compilers.2.0.1\build\..\tools\Microsoft.Build.Tasks.CodeAnalysis.dll". Please verify the task assembly has been built using the same version of the Microsoft.Build.Framework assembly as the one installed on your computer and that your host application is not missing a binding redirect for Microsoft.Build.Framework. Unable to cast object of type 'Microsoft.CodeAnalysis.BuildTasks.Csc' to type 'Microsoft.Build.Framework.ITask'. At least, I think it's because of the mismatch between them. I don't know enough about binding redirects to understand how to fix them. Even though I'm using VS2012, I have MSBuild 14.0 installed, but perhaps it's pointing to the old Microsoft.Build.Framework instead of the v14.0 one? Is there something else going wrong here of which I'm not aware? I would greatly appreciate any help you might provide. EDIT: Nevermind, I solved the issue. Building the solution with MSBuild fixed everything.
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[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
trias702 replied to Nertea's topic in KSP1 Mod Releases
So I managed to backport Kerbal Atomics, NFE, CryoTanks, DynamicBatteryStorage, and HeatControl. I recompiled the C# code where I needed to. It all works ok if I load into a SandBox save and assemble a new craft in VAB, then test it. However, if I load up a Career save, go to the VAB, and try loading a saved ship which had 150+ parts (including many from Kerbal Atomics, NFE, CryoTanks, etc), then the ship doesn't load, it fails with the VAB going super slow FPS-wise. If I immediately exit, I can see in the log that when I tried to load the ship, a lot of part modules don't match prefab indices (not sure what this means). Then when Interstellar Fuel Switch tries to load, it throws an exception, and then there are about 100k exceptions from FAR. I think if I want to keep the backported stuff, I basically have to rebuild all of my ships from scratch in VAB. Luckily I have no ships out in space on active missions. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
trias702 replied to Nertea's topic in KSP1 Mod Releases
That makes sense, but what about if a part file contains critical keywords for the correct operation of that part, but those keywords are KSP 1.3 only, wouldn't that cause a big problem if one tries to backport? Are any of those keywords I typed in my last message considered such critical, 1.3-only keywords? -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
trias702 replied to Nertea's topic in KSP1 Mod Releases
Hmm, ok, might not be worth doing then. What about backporting just the Kerbal Atomics parts files themselves, without any of the NFE stuff? Assuming you sorted out the localisation stuff, would the parts files of KA 1.3 work in 1.2.2 or are there keywords used in the .cfg files which only KSP 1.3 would recognise? Having a quick look at ntr-sc-25-1.cfg (between KSP 1.3 vs KSP 1.2.2), I notice that 1.3 uses the following keywords which I can't find in 1.2.2: primaryEngineModeDisplayName secondaryEngineModeDisplayName dependOnThrottle preferMultiMode Are those keywords only recognised by 1.3 and thus would not work if backported to 1.2.2? -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
trias702 replied to Nertea's topic in KSP1 Mod Releases
Awesome, thanks! One last question for tonight (I promise!): I'm unfortunately still stuck on KSP 1.22 as I'm waiting for three key mods to update (FAR, OPM, and OPMVO). I know that Kerbal Atomics and NFE have progressed quite a bit since the last 1.22 release, and I'm super keen to try out the latest and greatest. I noticed that for NFE, you have the source code on your github. Is it allowed to download the latest source and compile it against KSP 1.22 (just for my personal use) such that I can then play with all of the latest parts? Would this even be possible, or does the latest NFE source make function calls and bind to methods/properties which are only available in KSP 1.3, such that it would never even compile against 1.22 (the new localisation system notwithstanding)? -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
trias702 replied to Nertea's topic in KSP1 Mod Releases
Ah, that's very handy, cool, thank you. So just to confirm: all of the radiators in HeatControl, I can place them anywhere on my vessel, and they will still cool the Emancipator engine (along with any other parts which require Core xFer cooling)? And for stock radiators, the deployable ones can also be placed anywhere on the vessel and they will cool the Emancipator engine (so they function like the HeatControl ones)? However, the stock non-deployable radiators will only cool parts 1-2 parts away from them? Just want to clarify all this as there are so many different variations, just want to make sure I understand them all. (it's all so confusing for a new player) -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
trias702 replied to Nertea's topic in KSP1 Mod Releases
Thank you very much for the help. One other question which I forgot to ask: in the NFE control panel, there is a little gear/sprocket button immediately to the right of the ON radio button. I think this sprocket button is called Customise Reactor maybe? Anyway, when you push that button, a little dialog box pops up with several large buttons to press, and each button is a radiation symbol (radura) surround by some kind of geometric shape. The first one is a radura with a circle around it, the next is a radura with a square, etc, etc. What do all of these selections do? There are several of them, at least ten, and each NFE reactor/engine has them all, however, I can find no documentation on what they actually do. The default appears to be a radura with a circle around it. -
KSP Interstellar Extended Support Thread
trias702 replied to FreeThinker's topic in KSP1 Mods Discussions
@FreeThinker In order to make your life easier with the backport going forward, I have gone ahead and taken the 1.3 Community Tech Tree, and backported it to 1.22. This will allow you to use all of the new research nodes between the 1.3 master versions, and 1.22 backports. It will just make life a lot easier and you won't have to change them all back and forth. -
KSP Interstellar Extended Support Thread
trias702 replied to FreeThinker's topic in KSP1 Mods Discussions
It looks like the 1.22 backport contains more references to the 1.3-only Community Tech Tree. For example, the Open Gas Core Reactor points at tech nodes which do not exist in 1.22 CTT. Hmm, am not sure what the correct approach here is. Probably just manually backport the 1.3 Community Tech Tree? -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
trias702 replied to Nertea's topic in KSP1 Mod Releases
Awesome, thank you! One quick question, as I'm still somewhat new to the game: in terms of Max Cooling above, you mention that it only matters for "regular" engine heat. What do you mean by "regular" here? Does that mean any engine which doesn't have an NFE interface, or just engines from the stock game? And why does Max Cooling matter for these "regular" engines? I apologise if this is a dumb question, but are stock engines able to overheat? I've never seen this happen in any of my games. Edit: Sorry, forgot to also ask, you mention that the Emancipator generates 1,125 MW of heat. However, looking in the NFE config file, there is also mention of HeatGeneration = 56250000. What is the difference between these two numbers? -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
trias702 replied to Nertea's topic in KSP1 Mod Releases
Thank you very much for clarifying this, I greatly appreciate it! Just two quick questions to follow up on what you said: 1) When looking at the radiator(s) to cool the Emancipator, should I be looking at the Core Heat xFer stat or Max Cooling stat of the radiator to apply against the hypothetical 11.25 MW (at 1% idle)? I know that in NFE, I only care about the Core Heat xFer stat when cooling reactors, but just want to confirm that it's the same for engines too. 2) When placing radiators on reactors in NFE for cooling, I can attach the radiators directly onto the reactor. However, I cannot attach radiators to the Emancipator engine, it won't let me. Therefore, where should I place the radiators for optimum cooling? Should it be on the next closest part connected to the Emancipator, or does proximity not matter, and I can place the radiators anywhere on my ship and they will cool the Emancipator just fine? -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
trias702 replied to Nertea's topic in KSP1 Mod Releases
Great suggestion, will take a look at that mod But how do I do this? Which numbers do I need to focus on? The Emancipator engine has an optimal temp of 18000K and a cooling need of (I think) 1125000 KW (the NFE config file mentions HeatGeneration = 56250000, not sure which number is the important one). So do I need radiators which cumulatively add up to all of that? And which number on the radiator parts should I focus on, Core Heat xFer or Max Cooling? -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
trias702 replied to Nertea's topic in KSP1 Mod Releases
@Nertea Am very sorry to trouble you, but could I please ask for your help with my above quoted issue? -
KSP Interstellar Extended Support Thread
trias702 replied to FreeThinker's topic in KSP1 Mods Discussions
Thank you kindly! -
KSP Interstellar Extended Support Thread
trias702 replied to FreeThinker's topic in KSP1 Mods Discussions
Could I please ask how the fully upgraded computer core is supposed to work in respect to the AI upgrade? The old wiki mentions that it can function as a science lab, but I have not seen this in my playthrough. The only option it seems to have is "collect science". Even looking in the config files, it does not have Data and Science resources the way a crewed science lab has. What are the advantages of using the fully upgraded computer core in a career game? What are its special powers, aside from the IR telescope synergy? -
KSP Interstellar Extended Support Thread
trias702 replied to FreeThinker's topic in KSP1 Mods Discussions
Any chance we could please trouble you for a KSP 1.22 backport of this version? Or at the very least just the fixes for the Nuclear/Thermal Turbo/Ramjet nozzles as many people use those? -
KSP Interstellar Extended Support Thread
trias702 replied to FreeThinker's topic in KSP1 Mods Discussions
I'm not sure I understand this. How is CRP (Community Resource Pack) related to missing nodes in Community Tech Tree? And what do you mean by "replace all # strings by their english translation"? Everything in the kerbstein2.cfg is already in English, and I'm not seeing any #string markers anywhere? -
KSP Interstellar Extended Support Thread
trias702 replied to FreeThinker's topic in KSP1 Mods Discussions
I have been playing with the backported 1.14.14 which you provided earlier. I think I may have noticed a bug in regards to the Kerbstein engine: In order to unlock it now, you need TechRequired = quantumReactions, however, quantumReactions is not a node which exists in Community Tech Tree 3.0.3 for KSP 1.22. It does not even exist in the Community Tech Tree .cfg which comes bundled with the KSP 1.22 backported 1.14.14 zip file. Additionally, the Kerbstein upgrade references techRequired = exoticPlasmaPropulsion, however, this tech node also does not exist in CTT for KSP 1.22. Am I missing a config file of some sort? -
KSP Interstellar Extended Support Thread
trias702 replied to FreeThinker's topic in KSP1 Mods Discussions
Thank you for the explanation of the heat management. Is this improved part info in the backported 1.14.14 for KSP 1.22? -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
trias702 replied to Nertea's topic in KSP1 Mod Releases
Hello, I'm currently using Kerbal Atomics 0.3.5 with the NFE patch (sadly am forced to stay in KSP 1.22) and I had a question about how I can calculate the required amount of radiator cooling for Kerbal Atomic engines such as the Emancipator at ship design time in the VAB? I know that with NFE reactors, you need to have enough cumulative Core Heat xFer to be >= the Required Cooling stat of the reactor. This is quite logical and easy to plan for. However, I'm not sure how to make a similar calculation for the Emancipator engine (or any of the other NTRs). How can I calculate how much cumulative Core Heat xFer of radiators I will need for any given NTR? Would greatly appreciate any help possible with this. -
KSP Interstellar Extended Support Thread
trias702 replied to FreeThinker's topic in KSP1 Mods Discussions
Thank you, I understand the first part, but am still confused about which stats I need to concern myself with when looking at potential radiator parts. Perhaps I can restate my question: what is the best way to approach thermal policy/waste heat in KSPI from a ship design perspective? For example, I know that KSPI operates differently from Near Future in that it has this concept of waste heat. Is waste heat the only thing I need to worry about when designing a ship, or do I also need to worry about cooling a reactor/engine directly, similar to Near Future? Do reactors/engines (without any thermal generators) generate waste heat as well, which I need to worry about radiating away in addition to the waste heat created by generators? And assuming all I need to worry about is waste heat, which stats should I be looking at in the parts selector to determine if one radiator is better than another? Should I only look at "Core Heat xFer" or "Max Cooling" as well? How do the radiator stats interact with the waste heat resource which my ship accumulates in flight? Is it something like total waste heat is decreased by the sum of all Core Heat xFer of all attached radiators per second? -
KSP Interstellar Extended Support Thread
trias702 replied to FreeThinker's topic in KSP1 Mods Discussions
Understood, thank you. I only really have one final big question about how KSPI-E works, and that has to do with the Thermal Mechanics Planner and heat generation from reactors/engines. I've read the tutorial link on the OP, but it only covers solar panels, not reactors/engines. I have created a very simple example in the VAB, with just a pod, a fuel tank, a closed cycle gas core engine, and a single large radiator. Screenshot below: Could I please trouble you to explain how the radiator panel stats in the parts viewer affect the Radiator Maximum Dissipation in the Thermal Helper? I note that I have Near Future installed, and the closed cycle gas core engine generates 6 MW of power at 20000K temp, which is correctly stated at the top of the Thermal Helper. However, I am not understanding at all how it calculates Radiator Maximum Dissipation or any of the other radiator values (resting temp and generator efficiency) from the stats of that radiator in the part viewer. If you could please help me understand how this is all calculated, I would greatly appreciate it. -
KSP Interstellar Extended Support Thread
trias702 replied to FreeThinker's topic in KSP1 Mods Discussions
Cool, thanks, will double check this in my testing. Going back quickly to our conversation regarding generators and reactors, someone earlier asked about placing two thermal generators on one reactor and you mentioned maximum efficiency is for one generator on one reactor. What about the case of having two reactors connected to a single generator, does this allow the generator to process heat from both reactors at once? -
May I ask if this mod works well with KSP 1.3? I note that all of the dependencies it uses, with the exception of scatterer, seem to have versions for 1.3, although not sure if this is a problem since SVE has moved to 1.3 too, despite requiring scatterer.