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AtomicRocketBooster

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Everything posted by AtomicRocketBooster

  1. FWIW Nertea's mods and USI work pretty well with each other - main issue I've run into is the two sets of nuclear reactors with different mechanics. Also, heat is handled differently (Core Heat vs. System Heat), but I believe a patch for the heat issue is technically possible with the latest release of System Heat.
  2. This is a very fun idea! Give the cryo-tanks some operating temp of 20K (for LH2 - obviously higher for others) + some built-in cooling functionality (perhaps implemented using the existing radiator functionality but with some very low temps) and having boil off be some function of the loop temperature. Maybe even have a "refrigerator" part for when the built-in isn't enough Enables things like super low-power outer-planets missions, requiring you to load up on refrigerators if you want to use hydrolox on eve, and other fun design constraints
  3. Are there docs anywhere for these new modules besides what's in the source code? I might take a stab at it in 3-4 weeks if no one else has done it by then.
  4. Works fine - the MKS parts don't interact with system heart on any way. You might get weird behavior where radiators "double dip" and radiate for both SH and non-SH parts. I really like the level of depth system heat offers compared to stock thermal, so I've looked into patching MKS a bit already. I don't think it's possible with just a MM patch (There's some conversation between @Nertea and @RoverDude in the System Heat thread to this effect) However, seems like there might be some movement here on creating a compatibility DLL in this post from @Nertea This is just what I've gleaned from perusing github and reading through forum posts - the relevant mod authors would be able to speak more authoritatively.
  5. Maybe I'm missing something, but it doesn't appear that the textures from previous versions are included in this? I don't see any of the textures in the mod directory, and none of the buttons seem to be doing anything. Edit: For clarity, I'm talking about some of the tiles, etc in the OP images. I currently can only do a featureless color or reflective metal. Edit: Looking back at the thread - looks like I have to uninstall Textures Unlimited?
  6. @maja I believe I found an incompatibility with the latest versions of NFE (Using System Heat) - I added a comment to the existing github issue.
  7. @Nertea I just submitted a github issue with some patches to improve compatibility with the newest version of MKS/Konstruction. I made them for my own personal use, and thought they might be helpful. Feel free to use or discard.
  8. So I've started playing with the Minor Planets Expansion, and noticed there weren't any configs for the new planets. I've gone through and created one - you can find it in Github if you want to include it in future releases.
  9. For those of you interested, I created a quick MM patch to apply the invisibility fix from earlier in the thread: @Kopernicus:AFTER[MPE]{ @Body:HAS[#name[Vant]] { @Template { @name = Bop } } @Body:HAS[#name[Zore]] { @Template { @name = Bop } } } Just save it as a .cfg file somewhere in Gamedata. I haven't tested extensively, but seems to work.
  10. Just following up here - that all sounds eminently reasonable. However, (likely due to bugs you've already identified) I'm not sure the reactor throttle automation is actually working that way. Regarding the UX, the exhaust cooling makes it all a lot more complicated. I think the key things you'd need visible to completely model things in the VAB are: Engine Throttle (to model engine exhaust cooling) (I wasn't able to find this - do you have to go into each individual engine?) Reactor Throttle (again, is this something we'd have to go into each individual part for?) Altitude/velocity (for convection) (You have this already) The interplay between the automation and the throttle is something that can get tricky and hard to make intuitive for end users. Maybe a toggle in the UI between (All nuclear engines and reactors on full throttle) and (All engines at 0 throttle and reactors at peak EC output e.g. 2%)? Just some ideas - feel free to take them or leave them!
  11. So if I'm reading you correctly, then this is working as intended? If so, I have some questions: What is actually being modeled when you look at the loops in the VAB? The UX here isn't totally clear. What is the intended purpose of nuclear engines (like the Neptune) that have the built-in reactors if you can't actually use them? The Neptune specifically calls out its passive power generation as a feature, so something seems off. This seems like a situation that should get handled automatically? It seems like a pretty rough UX to have throttling down to 0 (like you would with any other engine in the game) be an insta-meltdown when using nuclear engines. What does that "Manual Control" button actually do? Is there a way to actually use these things without enabling manual control? Relatedly, what does the "Hibernate" feature actually do? It doesn't seem like it does anything? Did something change in the last update to introduce this behavior? I don't recall this happening before the most recent version of system heat. Love the mod and everything Nertea does, so just trying to figure out what's working as intended vs. bug vs. feature request. Also happy to move this discussion over to the Kerbal Atomics thread if that's a better place.
  12. Hello - I was able to create a craft that is reliably encountering overheating issues. It works fine if the engine is running however it overheats basically immediately (flux of >3k) once the engine cuts off. In the VAB, everything seems fine - it stabilizes at 850k. While engine is running: Seconds after throttling down: Here's the modlist. Here's the savefile (It has saves from both before and after the overheating) And here are the logs: Module Manager Cache Module Manager Log KSP.log Player.log debug.log
  13. How do resources defined in this mod relate to exospheric resources as defined in the CRP - for example: PLANETARY_RESOURCE:NEEDS[CommunityResourcePack] { ResourceName = Antimatter ResourceType = 3 PlanetName = Kerbin Distribution { PresenceChance = 1000 ... } } VS. SPACEDUST_RESOURCE { resourceName = Antimatter body = Kerbin RESOURCEBAND { name = kerbRing ... } } Do they replace each other? Just live on top of each other? Does the space dust distribution somehow get converted into the CRP one at some point? Just trying to figure out how this might cooperate with other mods that mess with exospheric resources.
  14. Does this mod do anything to the resource distributions from the Space Dust mod? Digging into the cfgs, it looks like no - Space Dust uses SPACEDUST_RESOURCE while RR looks like it makes all its changes to GLOBAL/PLANETARY/BIOME_RESOURCE definitions. FWIW I think this is probably the way it should be, but wanted to make sure.
  15. Just used CKAN to install all available updates. So I think that should have gotten everything. Is there save file surgery you can do to get it back up and rolling?
  16. Hello - I think I have encountered a bug. I have a nuclear engine and 2 radiators which used to work just fine - plenty of cooling capacity. However, after: Saving the game Warping a day or so Installing the update Warping some more Switching to that vessel For some reason, everything is going absolutely haywire - my reactor overheats basically instantly. Here's a screenshot of right before it melts down: I've looked at the logs (KSP.log, Player.log, and debug.log) and nothing seemed obvious, but here's the player.log
  17. If I want to use WOLFy logistics for resources used in other mods (For example, transporting LqdHe3 from the Mun into orbit to fuel ships using engines from Far Future Tech) it seems like it's just a matter of: Adding the resource to HarvestableResources in wolf.cfg (Or do a MM patch) Creating a MM patch to enable a hopper for that resource. And all the transport routes, etc should just work. Am I missing anything?
  18. Hello - am I crazy, or are the MM patches in the RationalResourcesParts resulting in duplicate converter modules with slightly different stats for the stock ISRU parts? One has a Tag=RR while the other does not. I have a pretty heavily modded game, so it might be something else - is anyone else seeing something similar? Here's the relevant snippet from my ModuleManagerCache
  19. I was thinking it'd be akin to workers flying over part-time to perform maintenance, fix busted machinery, etc. Similar to how they do maintenance on offshore wind farms or other remote installations here on earth. Doesn't seem ridiculous, although there'd probably have to be some exchange rate (e.g. only 50% efficiency when moving them this way)
  20. Looks like you can ship resources like FFT LqdHe3 but you need to go into WOLF.cfg and add them as harvestable resources. There might be a way to do this as a MM patch, but I'm not sure.
  21. Is there a way to use WOLF transport credits to move CRP resources around (e.g. Antimatter, Spodumene, or LqdHe3) even if those resources aren't used in any of the WOLF conversions? Also, relatedly: is it possible to move EngineerPoints, FarmerPoints, etc around in addition to resources? I'm planning out my WOLFy infrastructure in career mode and haven't been able to test yet.
  22. So I've figured out the problem: I wrote a simple module manager config to add WOLF scanners to the Experiment Control Stations (I wanted to be able to rescan places where I've landed and done a scan before the WOLF update without actually visiting) The original scanner seems to be working fine, but a deployed core 20m away is showing the wrong biome: Here's the MM patch I'm using - I know this is a non-standard use case, but is there anything obviously wrong with what I'm doing? @PART[DeployedCentralStation]:NEEDS[UmbraSpaceIndustries] { @tags = #$tags$ cck-usi-wolf MODULE { name = WOLF_SurveyModule PartInfo = #autoLOC_USI_WOLF_SURVEYOR_PARTMODULE_INFO } } Do I need to add some more modules to get this to work properly?
  23. Question: Are WOLF biomes different from regular biomes? I ask because I have a couple WOLF survey devices scattered about the Mun and they all say WOLF Biome: Mun even though they're in different actual biomes (Midlands Craters, Midlands, Lowlands, etc)
  24. How are the conversion rates between various resources determined? I'm currently converting Water into LH2/Ox using the Rational Resources patch for the stock Convert-O-Tron and the output has something like 20% of the mass of the input, which doesn't seem right - this should be a pretty efficient reaction.
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