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kerp

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  1. Yes, that does the trick, thanks! Did you manage to scale that up somehow? I found no reliable way to reach a stable orbit before the Light-bulb explodes from stock overheating - or at least only with a very small payload. Sometimes I just made it out of the atmosphere, turned the engines of, quickly turned on loads of "umbrellas" (hoping that might help, which it probably can't) but all the Lightbulbs still went *boom* 3 seconds later (it continues to generate heat for a bit after you turn it off.. also I think an air cooling multiplier or something might fall away suddenly, which also can kick overheat over the edge at that point). The one time I managed to get out of the atmosphere with a big ship + engines intact, the "stock heat" went down so slowly that I didn't mange to stabilize the orbit and crashed back down after a long fight with gravity + heat. It's almost a totally different game xD Anyway: With heatProductionMult set to 0.3 on the other hand, I got into a stable orbit without any problems with a decently sized rocket-ship. heatProductionMult 0.3 leaves plenty of room for errors - on Kerbal at least. 0.4 - 0.5 would probably already have been hard , I'll try that another time. Anything above 0.8 is probably close to impossible - unless you don't have any luggage and can afford to make something with a really high TWR. The waste heat output of the Lightbulbs on the other hand looks either too low - or rather the waste heat storage looks too generous (maybe due to tweakscale?). My current vessel somehow ended up with 400k waste heat storage maximum which I probably couldn't max out if I wanted to with that vessel. Is that how waste heat works? Still haven't really seen it in action yet. The recommended amount of cooling for my vessel was ~100GW. Because I planned to do mostly short bursts with those engines I brought "only" ~10GW. But getting to a stable orbit only generated 4-5k waste heat... if I interpret the numbers correctly, 400k storage means I could just leave the radiators at home and carry all waste heat with me forever?
  2. How exactly are stock heat and waste heat supposed to work together? - "Stock heat" appears to be a flat temperature value for a part. Which means "mass" doesn't matter? - "Waste heat" appears to be treated like a form of energy - but I can't tell if it has any relation to part mass or if it somehow translates into stock heat? - Radiators appear only to work while they collect waste heat? Or do they secretly work for "stock heat" all the time? - No idea what to do about stock heat. In vanilla I guess I'm supposed to attach radiators directly to the parts, but that's kind of impractical with engines... I can't figure out how to use the "KspiLightbulb"... - Is it supposed to require very long pauses to cool down? When I don't see any "waste heat" - anywhere - at all? - Is that engine really supposed to have such a high heat production / higher than all others? - Also, using tweakscale appears makes it much much worse - so I have to strap lots of small ones together, or can I make it work somehow...? - Should "baseHeatProduction" even scale with tweakscale? Heat production already scales with generator / engine power I think... and since stock heat appears to be rather "flat", shouldn't it stay constant no matter the size of the engine? Which would mean: scale it down instead of up, so it doesn't go up with engine power etc....? - Radiators are too big (graphically. I don't see my rocket any more. It's just a black tube now. ) - And radiators don't scale that well either. I failed to build a "booster-less Lightbulb-Rocketship" for many hours (judging only from the description, stats and documentation, that should be inefficient but possible?). It failed NOT due to any of the expected & manageable problems (the enormous "waste heat" or the low thrust or the high price), but only because the engines overheat and blow up for no apparent reason . So I played around with the configurations a bit: TWEAKSCALEEXPONENTS { name = StackFNRadiator radiatorArea = 2.7 maxEnergyTransfer = 2.7 { name = ElectricCharge rate = 2.7 } } TWEAKSCALEEXPONENTS { name = ThermalNozzleController radius = 1 exitArea = 2 partMass = 3 baseHeatProduction = -0.7 } Some numbers / mechanics ingame began looking much saner for a while, and the Lightbulb worked a bit better, but building a rocket with it was still very hard and it still explodes spontaneously before I can even begin to figure out how "waste heat" works. Also tried changing the engine's heatConductivity from 0.01 to 0.06 and its heatProduction from 2000 to 1000... still blows up, maybe I made it worse again. I was hoping that I'd be able to build an (inefficient yet working) booster-less rocketship with that engine (without it being imbalanced), but even when it comes to normal use, the heat that thing collects just seems unmanageable. Any way I look at that engine, it turns out much worse than its (career mode) predecessors, even when fully upgraded. So... what am I doing wrong? P.S.: I tried the "heat-exchanger" from "Heatcontrol". I hoped it would convert stock heat into waste heat or at least make the problem more transparent, but it didn't do that. It didn't seem to do anything at all noticeable.
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