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WarriorSabe

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Everything posted by WarriorSabe

  1. Would shapes like Kerbalism radiation belts be possible? That is, an elliptical toroid with another one cut out of it.
  2. Alright, 1.0.3 is out with lighting fixes for the latest KopC. It looks like KopC is pretty much done now, so hopefully I don't need to do any more fixes until the 1.10.1 build becomes the official KopC version.
  3. I haven't yet gotten the chance to work on it I expected to, but the fix should be actually ready tonight
  4. Oh, that's not what I mean. I know what Kerbalism does, it makes the reactors not produce any heat whatsoever. But I want to pretend they're still making heat like they should and still put enough radiator capacity on
  5. Another question: Is there a chart of the heat generation of each of the nuclear reactors? I have Kerbalism installed so basically all coreheat modules are automatically removed to avoid issues (and DBS seems to disable itself so I can't check there either), and I don't want to put SystemHeat into my main save in case it breaks something, but I still want to have the correct amount of radiator capacity for how much heat is supposed to be produced.
  6. I just realized my NF stuff is a few versions behind; do the latest releases of them still work in 1.8.1?
  7. I know I'm probably getting pedantic at this point, but I feel like the term Heat Pump is also clear in what it does - it pumps heat from one place to another. The term heat pump is also used irl for things that do what you describe (move heat from cold to hot) while the term heat exchanger does not (it's something that enhances the normal passive flow of heat). Unless you wish to further this particular discussion, that's all I really have to say; terminology is just important to me.
  8. Yeah, that's probably a better way to do it than the two-temperature thing I mentioned last. I'd add to that two things though: - Call it a heat pump instead of a heat exchanger (the term more accurately represents what you're describing) - In order to not violate the laws of thermodynamics, have the pump always consume power to move heat from cold to hot (this means the pump itself would also necessarily produce a small amount of heat).
  9. I'll have to fix that later tonight or tomorrow; the problem didn't exist when I last updated it to 1.9, so it's probably due to a newer version of KopC than the one that was out when I did that. @hemeac's solution will probably work in the meantime though
  10. Hmm, doesn't look like it. Was this a recent addition?
  11. Does anyone know how to fix the obscene levels of drag created by the hemisphere tanks when using FAR? Sometimes it seems to happen even when under a fairing, and not being able to ever use them is just getting old for me now
  12. You need to add the file extension (.png, .jpg, etc) to the end of the link when you insert image from URL Well, most compositions usually don't have much of an effect on most engines, and the only extent ksp stores composition data at all is whether there's oxygen, so the only thing that'd apply to is engines operating in oxygenated atmospheres which heat but don't fully combust their fuel (mainly just NTRs and to a much lesser extent fuel-rich staged combustion engines), so I'm not sure if there's much of an incentive to, at least at this point
  13. Ah, I see. Well, my Moraine II and to a lesser extent the Precipice II should notice, I've got a couple launches of the latter planned for my current mission
  14. How about if your loop has two temperatures, nominal and effective? Nominal temperature matters for things putting heat in, effective matters for things taking heat out. They'd normally be equal but compressors can use power to increase effective (with the side effect of also slightly increasing nominal due to inefficiency; I think around 10% of what goes into effective might be realistic)
  15. Edge of Eternity The stars have come and gone, but eternity has only just begun Trillions of years ago, the ICS Mercury departed to set up the first extrasolar colony. As it was en route, it encountered a temporal wormhole, into which it was pulled, hurling it both into the far future and untold distances away. In order to avoid the unstable wormhole's imminent collapse, the crew had no choice but to press forward on a journey far longer than the Mercury was ever meant to travel. Over the decades, more and more of the ship had to be cannibalized until they finally reached their destination: a binary system consisting of a red dwarf and a blue dwarf, hosting several planets including one that could possibly sustain them. Unfortunately, due to the ship's state of disrepair, the landing was hard and much was lost, sending them back to the pre-industrial age. While Haven was habitable, it was only barely so: UV radiation was abundant, it had no native life, the oxygen content was only 60% of Kerbin normal despite the denser atmosphere, and the temperature was low enough that major settlements were restricted to near the equator. Despite this, over time, they managed to regain their technology, and are now ready to look upwards to the unending abyss once again. Edge of Eternity is a WIP planet pack set near the end of the stelliferous era of the universe. Most stars are dead, and those that remain are low-mass red dwarfs (and the blue dwarfs they evolve into); Terminus is one of these blue dwarfs. The system favors flyby missions and probes due to the positioning of Haven in the system, and science is balanced against very roughly 30% of stock for most worlds beyond Haven (with a boost around Eterna and particularly Apep to respect the minimum tech requirements of getting science from there) due to the larger number of similar difficulty targets available at once. Gravity assists also are quite effective in the Terminus system. IMPORTANT: At its current state of development it is highly WIP, with many worlds having only placeholder noise-based textures and no custom biomes, and there are doubtless a good few more bugs than you'd see in a completed planet pack. Everything, particularly balance-related things, is subject to change Beta download for those still interested: On Github Required mods: Kopernicus Kopernicus Expansion VertexMitchellNetravaliHeightMap PQS Mod VertexHeightOblateAdvanced PQS Mod Recommended Mods: Either Sigma Replacements - Skybox or Texture Replacer for the starless void of the end-times (really rather immersion-breaking without it) Kronometer, for synching the clocks to Haven's day and year Custom Barn Kit to rebalance the DSN (including adding a fourth level) for a better antenna range progression (note: due to a few strange bugs, disabling the rebalance through the settings.cfg won't disable the CBK configs) Transfer Window Planner, as some transfer windows can be fairly unusual Custom Asteroids for improved handling of asteroid spawning Supported Mods: Community Resource Pack (all resources) SpaceDust Kerbalism Scatterer EVE (note: volumetrics configs are in development but not ready for release) Principia (stability tested to 500 years in current version, started having memory problems and couldn't continue test. Tested to 7000 years in an older version.) PlanetShine (sorta, configs have not been updated in a long time and so don't work on many bodies) Note: Sigma Dimensions is not required for the rescale, 2.56x and 10x are handled fully internally, just activate them in the settings.cfg and you're set. Credit for the artwork in the loading screen image featuring Zephyr goes to @Exo's Lab Diagrams and dV maps: Future plans: near term (likely next update or two) - finish Portent's terrain revamp, port comets to Custom Asteroid support, update PlanetShine configs long term (at some point before release) - science definitions, proper maps and biomes for all remaining planets, higher quality maps for all planets, kspedia, terrain scatters, more thorough balance testing, whatever other miscellany I discover I'll need to add
  16. To be clear, are you talking about just the antimatter factory or both the factory and the harvesting?
  17. Wow, that really is quite broken. I'm glad I've got Kerbalism science for that
  18. Infinite? Are they really that unbalanced? I thought it was just a like sevenfold multiplier or something
  19. How would it costing science work in a science-mode game? Without contracts or strategies, science is a non-renewable resource. Is it just a thing you have to be measured with, or does it function differently in science mode?
  20. I was thinking of it as like the pulsed fusion engines but less good (like, in a transitionary tech regime between NF and FFT), but, yeah, when you put it that way, that does make sense.
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