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yjchun

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Everything posted by yjchun

  1. Hello. I am having problem with structural parts. Attach any radial attachment part to a structural part (girder, I-beam or structural panel) and re-root radial attachment part, then part offset is changed. Re-root Radial attachment point and save and reload. This is not happening when Restock is uninstalled. Many of my rovers are built this way and they are messed up when loaded with Restock installed. Anyone having same issue?
  2. Hello. From KSP Wiki: Key bindings - Kerbal Space Program Wiki I like to use this shortcut. Ctrl-click on a part of a vessel and I can quickly locate the part from left part list: to read part description. But it is not working. Is it gone or just not working with me?
  3. @Spaceman.Spiff Yes and the only aerodynamic model in Heat Control is those small wraparound types and cooling capacity is too small to use for most atomic engines. To cool even a low tier atomic engine 'Neptune' 2000kw model in a 2.5m fuselage then you need more than 100 of them. Definitely cannot be running the engine at full throttle all the time and you don't need many seconds to melt down most atomic engines.@Nertea Thank you for explanations. I feel sorry a lot of heat is just wasted away. If I were a space engineer, it would be my highest priority to develop something useful with those wasted energy. Btw, do 'order' of components matter? I found no difference of radiators' location. I think the heat loop and atomic reactor itself should radiate some heat naturally, same way radiators work and also melt down process itself would use a lot of energy. Natural radiation, heating the ship itself, and melting down reactor, it would be difficult to design all these correctly, we could just say heat is 'convect'ed away in some way. Umm but it could be very small percentage and neglegible. It is difficult to argue technically but feel like things are fragile and lightweight when a few tones of huge space system melt down in just a few seconds. My beautiful ship is just covered with radiators. System Heat forces use of lots of radiators but radiator choice is farely limited. I wish to have more aerodynamic radiators and thermal generators.
  4. Hello @Nertea and everyone. I am playing with System Heat along with other compatible mods (Near Future, Far Future, Kerbal Atomics, ...) for some time and I am having a few issues I wish to be addressed. 1. There are not enough aero dynamic radiators which makes atomic motors and reactors practically not usable in atmosphere. There is only one small YF series for each fuselage size but you need 100ish such radiators to cool 1500kW Stubber Atomic Motor for example. 2. There is no thermal consumers other than radiators. I wish there is thermal electricity generator to make use of the heat. 3. Atomic reactor's efficiency is too poor. Here, atomic reactor includes thermal electricity generator which is its main role. But it seems most of reactor's heat is wasted instead of generating electricity. Or generating too much heat for its generated electricity. Convert-O-Tron, a small chemical factory, generate mere 40kW heat but a compact fission reactor is wasting a thousand kW heat after generating electricity. In RL, Nuclear submarines are (almost) closed system as well and I've read, discharged cooling seawater is not even boiling. Most heat is used by power generator. 4. It seems Heat energy is just added and converted to temperature increase linearly. I suggest heat increment should be inverse exponential because there is no perfect heat loop. I mean 0.4 version's new convection should be more evident, even in space and even more in atmosphere, and exponentially as temperature go up, and temperature and convection reach Equilibrium eventually. It just doesn't feel right that it goes up a few thousand degree too easy and too quickly. 5. At first it was very confusing about System Heat because there is Near Future System Manager and Legacy Heat parameters. Took some time to understand Legacy heat parameters (xFer value and max cooling) are not used. And with optional modules and patches, whenever something does go not as I expected, I had to try different option/patch modules thinking my setup was not right. It is good to have many choices. Just these combined, things were not straightforward. Well, I am not complaining. I am very happy user of @Nertea's eco system and spending a few days now working on MK4 cargo shuttle. Much appreciations to @Nertea and just wish my suggestions be helpful.
  5. Hello. Convert-o-tron is not using fuel tank if it is over no crossfeed parts. It is not obeying resource transfer crossfeed rule. It is OFF in my settings. My mining rover is built using no crossfeed parts like M-Beam and structural parts, and it is not filling fuel tank since Near Future Technology is installed. Again, my crossfeed obey rule is OFF. I don't know which module is modifying convert-o-tron's function. Ore tanks are working OK though. Is this an NFT bug? I'll go quick fix my mining ships using External Fuel Duck. I'm so happy with EVA construction, even with many problems.
  6. Hi FreeThinker. But as you can see, upper engine's thrust is exactly same as bottom engine even though it's 5 parts away, or a few meters away. Too convenient to use then.
  7. Module description says Thermal Nozzles need to be attached directly to reactor but it seems attachment location is not relevant. Is this intended? When I put many engines to the vessel they share pebble bed reactor's max thrust equally.
  8. I am rendering game scene to RenderTexture using Camera.Render(), as it is. On flight scene with FX effects, result image is not correct. I found a camera named "velocity camera" is the cause. without it, image is perfect. What is this camera? I couldn't see noticeable difference on the game screen when that camera is just disabled. Below images are from same screen, left with velocity camera enabled, right with disabled. In Left image, velocity camera with depth=0 overdraw all with white but angled plane, even covering UI canvas. Thanks.
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