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Plutron

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  1. A clean install with only BD plus and dependency mods made it work!
  2. Thanks for the help! Unfortunately it still doesn't work. It teleports my camera to the canyon and says it is spawning a craft at 1000m but it always ends with "failed to spawn [craft name]". I'm gonna experiment some more and see if I can get it working
  3. I was wondering if there was a tutorial somewhere on how to do the waypoint gamemode? My plane always seems to fail to spawn.
  4. Why not use a chemical/nuclear thermal engine for the lander, and use a fusion engine for the tug/main vessel?
  5. This is probably the best way of balancing I've ever seen. Can't wait to try them out!
  6. Did some testing, and found some interesting stuff with the Impulse and Hammertong Engines. When throttling down to zero at the right moment, the (super awesome) animation will "pause" in the moment of ignition. Videos on imgur: https://imgur.com/a/xpReQYw I was unable to reproduce this with the other pulsed engines, and I didn't have a chance to try this out on the new versions. Other than that, I haven't been able to discover any bugs, although I mostly fiddle around with the engines.
  7. I was able to reproduce it. Hmm, really strange. Currently running on KSP 1.10.1 Modlist as follows: SpaceDust SystemHeat FarFutureTech WaterFall B9 Part Switch Community Resource Pack Community Tech Tree Cryo Tanks Cryo Tanks Core Cryogenic Engines Deployable Engines Plugin Dynamic Battery Storage Heat Control Kerbal Actuators Kerbal Engineer Redux Kerbal Joint Reinforcement Continued Kerbal Reusability Expansion Mark IV Spaceplane System Mechjeb 2 Module Manager Near Future Aeronautics Near Future Construction Near Future Electrical Near Future Electrical Core Near Future IVA Props Near Future Launch Vehicles Near Future Propulsion Near Future Solar Near Future Solar Core Near Future Spacecraft RasterPropMonitor RasterPropMonitor Core ReStock Restock+ Stockalike Station Parts Expansion Redux Link to Outputlog: https://drive.google.com/file/d/0B-GYMZwYaaS5ZEQ0TldEUVk3dXc/view?usp=sharing
  8. Awesome work Nertea! This mod gets better by the day. Hmm the 'Impulse' actually requires 300.103 EC/s. New bug discovered???. EDIT: Oops, should've looked better, the He3/Deut mode does indeed only need about 200kw. The solar panels are on me, I typically pack more solar panels then needed, in case of bad angles/ larger distance from Kerbol. I thought this would be the case, time to pack some more radiators!
  9. Did some more testing, and found some more interesting things! Concerning the 'Verne' engine, I have found that the engine continues to drain the battery, even after it has been fully charged. Disabling engine charging stops the drainage. I believe more engines have this property, but I forgot to keep track of them. EDIT: The 'Casaba' engine also keeps draining when fully charged. Note that the capacitors are at maximum, while the electric charge resource experiences massive draining. Another thing I discovered with the 'Verne' engine, was that it's sound starts to sputter, and pauses whenever a new pulse unit is loaded if throttle is low enough. EDIT: The same is the case with the 'Casaba' engine I have also discovered some things concerning the 'Asimov' engine. In Reaction Products mode, the engine doesn't actually produce heat, even though it shows an engine heat generation. In Afterburning mode, it does produce heat, however it doesn't generate EC. Though the engine states an alternator output of 150 EC/s, a quick peek at my electric charge storage shows that is is being drained. This vessel has no parts that use 150 EC/s or more, so I can conclude that the engine doesn't have power generation in this mode. Finally, I've noticed that due to the thermal scaling fix, certain engines overheat extremely fast unless they have enough radiators. Though certainly fitting for these types of engines, I'm not sure if it is intended. It makes designs relying on short bursts of heating with long cooling periods less viable, though they may have never been intended to work at all.
  10. Maybe the NSWR needs to be near the end of a tech tree, not because of the material science, or nuclear science needed, but the political science required to convince people to let the ksc use it
  11. Tried to recreate the fdr spacecraft using near future parts. I think it turned out alright (I'm no artist), had to make the solar panels a 'bit' bigger to power the engine though.
  12. A lot of the issues have been fixed, great work Nertea! However, after some testing I sadly discovered another bug, a probably unintentional trait of the particle scoop. And possibly a visual bug. In the menu of the Fresnel engine 2 'activate engine' buttons are visible as well as the stats of both modes (Note the 2 thrust limiter sliders). But there is a more serious problem present. It appears that when using the Fresnel fusion engine in 'Reaction Products' mode, the stock heating system kicks in.Although the radiators should provide enough cooling, both the engine and the radiators experience a massive amount of overheating.Ouch! This doesn't seem to happen when using the hydrogen injection mode though. Then for the particle scoop (It can be used inline??? Awesome!)Using the scoop in LKO gave me 4*10^8 units of lqdhydrogen per second!!! Perhaps it should be 4*10^-8 units? I'm not complaining but I imagine this isn't intentional. Then for the visual bug: The plume of the Clarke fission fragment engine seems to change opacity depending on viewing angle. When viewed from the side, the beautiful blue plume is clearly visible. From certain angles however, it turns almost invisible. I would also like to provide some feedback regarding the different chamber lengths of the Fresnel fusion engine. I feel as if the jumps in heat generation may be a bit too harsh. When building vessels I've noticed that the massive amount of heat generation of the longer versions often completely counteracts the performance increase, resulting in roughly the same DeltaV due to added radiator mass, for a price increase that's incredibly high. Only the TWR seems to profit off of increased chamber lengths at a massive cost. #ENDGAMENSWR2020
  13. Do you perhaps mean the 'Impulse' engine? I get incredibly large DeltaV numbers with the Hammertong.
  14. I've discovered another strange occurence with SystemHeat regarding the fusion engines with built-in reactors. With more than enough radiators, the loop temp remains stable when only the reactor is switched on. If the engine is activated, even with throttle at 0, a heat will build up out of nowhere. Turning the throttle up cools down the system, and stabilizes it at the nominal temperature.This image shows the Ouroboros engine with the reactor turned on, and the engine turned off. The loop temp is stable.Here the reactor and engine are turned on, with the throttle at max. The loop temp is stable.In this image the engine throttle is 0, but it is activated. The reactor is on. Note that the loop temp is slightly above the 1300K of the reactor, the temperature continues to rise over time, even in the presence of a highly negative loop flux. If I let the temperature climb, the reactor overheats, and the engine shuts down. This applies to the Ouroborous and the Discovery engine, I haven't tested the gasdynamic mirror engine yet. EDIT: The gasdynamic mirror engine has the same problem.
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