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Everything posted by Rakete
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I did, as you can see on my EVA-Screeshot. The Kerbal has the thing with him, but can't use it on both modules. There is nothing to interact with. The rod does nothing, an there are no options for the kerbal to do something or for the uranium rod to interact with. Even in construction mode, there were no interaction possibilities with the rod. I tried to click with the rod on the storage or the reactor. Nothing happens. And there are no buttons to transfer stuff.
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@Nertea: Bug report: since SH install no more Uranium transfer possible. (severe OR unknown mechanics change) I need your expert knowledge on a special problem. Sorry. I think I found a severe bug/missing feature for the NF Electrical overhaul, which is delivered by System heat. Depleted Uranium / Enriched uranium transfer with System heat installed not possible anymore. The buttons seem to be forgotten. Before the SH install, it was possible to transfer uranium - that's why I believe it's a bug in the SH patches and post it in this thread. As you see in this picture, the reactor is cold, a 5-Star engineer is on board (Kenneth), but I can't transfer uranium from storage to reactor anymore as before (only NF Electrical without SH), as the buttons were seemingly removed. Even If I send my engineer with the new uranium container in his inventory on EVA I can not pick up uranium from storage and place it in the reactor. No buttons for that. KSP 1.11.2 (only Nertea's mods installed + EVE Redux + Spectra) No possibility to transfer uranium from storage reactor. (Don't mind this ugly test vehicle. I just try to replicate the issue for bugfixing.) What can I do? One of my deep space ships on nuclear electricity supplied NF-Propulsion engines is stranded without the possibility to refuel from it's full onboard uranium storage. Also I can't transfer depleted uranium to the whirlijig centrifuge, what renders the part useless right now. If you confirm that it's a bug, can you please deliver a hotfix on that, or otherwise please tell me, what I am doing wrong here? My kerbals are stranded with a batch of uranium in their storage and don't know how to transfer it ;-) Bug Report: SH calcs not working sporadicly (medium) Temperature Calculation on NF Reactors sporadicly not working: As you see in the picture: The reactor temp is not calculated correctly. As you see, this reactor is running on full power on manual control. The reactor temp is low and does not rise as projected in VAB. Then I reloaded KSP. This time the reactor temps were calculated correctly.
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[WIP] Nert's Dev Thread - Current: various updates
Rakete replied to Nertea's topic in KSP1 Mod Development
Whoah.... that's insane... i love it. I really wonder, how you can create all these glorious mods and parts as just one person. Really really impressed. -
[1.12.x] Heat Control - More radiators! (August 18, 2024)
Rakete replied to Nertea's topic in KSP1 Mod Releases
Typical engineer's disease: slight overengineering due to safety margins. -
Survey done...
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[1.12.x] Near Future Technologies (September 6)
Rakete replied to Nertea's topic in KSP1 Mod Releases
As for NF Solar: With 1.12 we'll have now some visual overlap (e.g. the circular ones) with new stock parts from squad. How will NF Solar handle these parts in future? Will they be removed from the mod, or will the new 1.12 stock parts will be stopped from loading, or will both coexist? What are your (Nertea) thoughts/visions/plans on this? -
[1.12.x] Heat Control - More radiators! (August 18, 2024)
Rakete replied to Nertea's topic in KSP1 Mod Releases
Done. I really like Heat control in combination with SH. But I have to admit, that I like the grey high temperature retractable cooling panels for reactor cooling the most. The black ones are better statisticswise, yes - but they are not so much my style at the moment. The point is, they are really really thin. Somehow I can't imagine them processing high amounts of cooling fluid from a big reactor through them. But this is just my inner Mister Monk in me, nothing you should care about. Somehow I feel, they could get some love graphical modellingwise, but this really really really low priority and not worth complaining. Right now they are a bit like black two-dimensional rectangular surfaces. I struggle a little bit in using them in a astetical pleasing way. But you asked for thoughts on HC. Maybe some more great shapes for the black ones (graphene) would do the trick. Maybe something curved?! In terms of great shapes I think of the great job, you did on NF solar (e.g. the sirius panel or the curved NIV-75-R (I love this shape!). This thin material of the black graphene ones whispers "Do some nice shapes with us". :-) But with all that said, it's just very very low priority.... Just my two cents... Feel free to use these ideas or not. :-) -
Kerbal Space Program 1.12: "On Final Approach" Grand Discussion Thread
Rakete replied to UomoCapra's topic in KSP1 Discussion
Okay... not all... But I use them for all my crew transfers up and to Kerbin SOI. Therefore they dock, refuel and go somewhere. The Mk2 dockingport is one of my most used parts ;-) You said you don't know how dock. Okay, than it does not matter for you. Docking big spacestations to superstructures supported by Spaceplanes - that's where my fun starts. My Spaceplane fleet consists 50% of derivates of MK2 Fuselages for regular crew interchanges and stuff. sooo.... yeah... Showstopper for me. I'm too much loving these bad boys:- 321 replies
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That's okay... Than it's the way it is. No problem. Than I won't use them in my actual big station, which I was starting to construct yesterday. For Savegame-integrity's sake, when I upgrade to newer SH versions :-) Apart from that, I found some bugs: Bug Report (medium severe): PK-15 changes target temperature of the respective loop. I noticed this while playin around with the Sh-Modules tomget to know them. Setup : Two 40kW expandable Stock cooling modules, two small flat stock 2kW cooling modules (engineers like to slightly oversize things. Safety margin :-) ) and one ISRU. (all SH patches installed incl. Extras, which turn the Stock panels into SH modules.) Total Rejection 84 KW, Total generation 80 kW @ Lithium production. Temp reaches 500K. Alright! But as soon as I add the coolant tank PK-15 to the loop to test out the module, the temperature never reaches 500K anymore thus reducing the efficiency of the ISRU (doesn't reach 125% with 5-star-engineer anymore ... it's hardly at 100%). The ISRU efficiency is tied to a temperature, and overcooling makes it inefficient. Same behavior with other synthesis products (e.g. LF+Ox.). From the description of the PK-15 it says, the module should only lower the temperature gradient over time. But it seems to lower the target temperature of a cooling loop. You can see this while construction too, as it lowers the target temp in the SH window. Hope it helps. Same for the PX-1F Heat exchanger - it also lowers the target temperature of a loop instead of lowering the temp. gradient over time (heat exchange between loops not yet tested). Bug Report (very very minor): ISRU Efficiency does not reach 125% with 5-Star engineer. The ISRU reaches not 125% Efficiency when cooled to perfect temperature 500K. It's only 123,8%. Very very minor. Maybe some truncation/rounding issue :-) nothing to worry about. just for completeness of all things I stumbled about :-)
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Kerbal Space Program 1.12: "On Final Approach" Grand Discussion Thread
Rakete replied to UomoCapra's topic in KSP1 Discussion
Docking without the help of the navball is hard... annoying hard. Good, that i kept a copy of my already bug-plagued 1.11.2 install; otherwise my SSTO-Fleet would be stuck on the ground, since docking and delivering stuff is their main purpose.- 321 replies
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Kerbal Space Program 1.12: "On Final Approach" Grand Discussion Thread
Rakete replied to UomoCapra's topic in KSP1 Discussion
https://bugs.kerbalspaceprogram.com/issues/28069?next_issue_id=28068&prev_issue_id=28070 Controllpoint of the Mk2-Dockingport is wrong. Showstopper for us SSTO-Spaceplane-guys. Please fix asap, as this prevents from good docking alignment.- 321 replies
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@Nertea Can you provide in a future release of SH some patches to turn the Heat Controll EBR-1000 and the EBR-250 also to system heat participants? Somehow they seem to be overlooked, as all the other Heat Controll parts have been patched to do participate in SH. I would really like to see these parts being useful, as their looks and inline-usability is great. They look great next to a reactor and add even more technical flair with their copper pipes. Maybe make them not too OP, but somehow in line with your other radiators? Some big cooling fluid storage, less dissipation... Or turn in a real heat exchanger between cooling loops as the little one, that is already there - just bigger... I don't know. As for this, I don't really want to make suggestions, as your balance is finely tuned and I don't want to make silly suggestions. You know better than me. Maybe you like to consider this in a future release? With SH installed they are currently without any use. I'd like to see giving them back a purpose. Just an idea, no complaint... Hope, I got the thread this time right.
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[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Rakete replied to Nertea's topic in KSP1 Mod Releases
Sigh... why did I write, don't be mad on me. The configs set values and stuff. But you should know, that reading someone elses code is tough. If you always get the things always completely right, good for you. But not every one gets every line of code right. Sorry for making mistake... sigh... I said sorry for misplacing a comment. Not enough? Sometimes I forget how unforgiving a forum can be... :-/ -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Rakete replied to Nertea's topic in KSP1 Mod Releases
Okay... but I have to admit, that this might be obvious for you as the designer, but not for me. Since e.g. I had (KA temporarilly uninstalled) both mods installed synchronously, i hardly can see ingame the deviding line between both in terms of their part behavior, when playing around with those very very cool reactor driven engines. So please don't be mad on us. We might not always know which mods changes the behavior of another great NF Mod, since one doesn't know what changes, if one installs them all at once with all extras. :-) but you are right. Topics should be discussed seperately - but accidental misplacing might happen. So sorry for that. :-) -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Rakete replied to Nertea's topic in KSP1 Mod Releases
System Heat? It was about ideas to optimize the heat of Kerbal Atomics Parts and their mechanics. Just relax :-) Since your Mods act together in a wonderful way, there are topics on them, which lie exactly on the border of two mod threads. Sooo just relax :-) I really appriciate your work, which you put into these mods. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Rakete replied to Nertea's topic in KSP1 Mod Releases
Agreed. I support this opinion, as far as I tested out Kerbal atomics few days ago. In reality you would have a computer to controll precise burn durations in combination with a coordinated reactor shutdown at the end of the burn. But in KSP you can hardly reach both goals at once, if you don't do a overkill of cooling panels to keep the reactor in a not cooled by firing engine state cool. And if you have more than one nuclear engine you will either mess up the burn or mess up some of the reactors... (or have a ludacris amount of panels with you) :-) To my mind, a more player friendly rebalance would be a good idea. Playerfriendly is always a good choice. (looking forward to come back to kerbal atomics when the plumes work again correctly. no hurry, take your time - thumps up for nertea's efforts. Greatest Modmaker for KSP ever.) -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Rakete replied to Nertea's topic in KSP1 Mod Releases
Wasn't there. Maybe I had to install an extra patch... but as far as kerbal atomics go: I discarded it for now and wait with the re-install until the plumes are fixed or there is a descrption how to fix the configs. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Rakete replied to Nertea's topic in KSP1 Mod Releases
You seem to know how to correct it in the configs? Which files have to be changed in what way? Second question: some engines are described as trimodal. But i only found a switch to toggle LH2 and LH2/O-Mode. Tri-modal implies a third mode... What did I overlook? -
It disappears as soon as i remove the reactor. So at the moment I will only trust the systemheat menue in the right hand corner and not the heat labels. Should work for now. :-) Sorry, to say so: i found a next bug: @Nertea Testing System heat with an ISRU. It says: Target temperature of the loop is 3 K as you see in the right hand corner ... This is pretty frosty, eh? Should be 500K :-) Hope it helps debugging :-)
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[1.12.x] Near Future Technologies (September 6)
Rakete replied to Nertea's topic in KSP1 Mod Releases
Thanks, It made things so much clearer. Thanks for descisions to avoid player annoyance instead of perfect physical correctness. KSP is still a game, so thank you for that! But I think I found a bug in SH. Look in the SH thread, if you want. I'm a bit confused, that the reactor controlls totally changed after installing System Heat. Now with hibernation and some kind of power regulation... I'm kinda sure, these option were not there before. -
I think, I found something inplausible, while getting to learn system heat in the newest version: @Nertea Here I tested a big cooling panel, which already cools max at 350K and above in combination with a 150kW Heat reactor. System heat says the loop is fine, as you can see in the lower right hand corner. That matches to the description of the part on the left hand side, that says it will carry away 200kW of heat when reaching 350K. Alright. But why says the part window in the middle of the screen "part efficiency -100%" and the part in the drawn loop has a red thermometer? Tested the vehicle in space: works thermically well - pausible! So I am confused with the informations in the VAB. Debug Info: KSP: 1.11.2, newest System heat, newest NF electrical. Patch for Stock parts installed (except for the nuclear engines - for compatibillity reasons). Edit: Also happen with parts made for great heat:
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[1.12.x] Near Future Technologies (September 6)
Rakete replied to Nertea's topic in KSP1 Mod Releases
Okay some further question into more detail: (I know some questions belong to SH (and some to NFE), but we started talking about it here and moving over he questions to another thread might confuse, that's why I ask here) #1 To the video: I didn't mean a video from you. Could be from someone else. You know, there a many ksp-youtubers. I'll have a look. (But maybe your answers of the following open questions will help me out, that i don't have to watch youtuber-guys playing KSP) #2: I've gone through the tutorial of SH. Somethings in there i didn't get right. In the screenshots of the tutorial with the ISRU, you say it is on its optimal temperature, but it's below the desired 500K. It says 346/500K. So does a too low temperature affect the part effiency of a ISRU or a reactor? Is there a kind of over-cooling, which should be worried about (Kerbals do now about PI-Regulators and thermostats to regulate the cooling power, do they?) #3: so old crafts, that do not have some Core-heat producing parts will not be impacted and will still work fine, if I install system heat? (I'm looking on my stock nerva powered workhorses, which i highly optimized). #4: Will cooling panels still additionally reduce the heat of the whole craft (especially the stock nerv-engines which tend get a little hot with longer burns, but don't have core heat mechanics (i do not want to install the extra-patch for the nerva) )? #5: the cooling panels listed in the tutorial show an ideal temp. at 1000K. If I combine them with a reactor of 800K Target-Temp, they do not reach their fully potential. Does the cooling ability scale linear between 0 and 1000K? #6: what about cooling panels that are made for 350K. What happens, if they are used on 800K loops? Do they loose their ability to cool or do they stay at max? Do they melt? If they ramp down, is it linear? #7: you say SH is a simulator. Is it heavy load on KSPs CPU-Footprint? Do these additional simulations (don't know how efficient your iterative loop is) have a hard impact on the FPS on bigger vessels? #8: Is NF Electrical in the current released version already compatible to system heat, or only with your upcoming 1.12 -Update? #9: As a backup: so if someone is not yet perfectly convinced yet to love SH, one should stick to the current version von NF Electrical, as it is the last version to be backwards compatible to the stock-heat system, right? Just in case... @Nertea Please don't regard this as complaint. It's just wanting to understand more. Don't be mad on me. Looking forward to your answer. Really really like your stuff. -
[WIP] Nert's Dev Thread - Current: various updates
Rakete replied to Nertea's topic in KSP1 Mod Development
The good thing: After the 1.12 Mod repair stuff, which Nertea will go through, he'll likely never have to do this again - meaning (given that he wants to) more time to feature upgrades to his mods, as no further 'mod repair orgies' (tm) after ksp major releases have to be performed... long term a win win thing So I can wait for a stable release. Maybe sooner than expected, after the 1.12 repair stuff.