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toric5

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Posts posted by toric5

  1. 3 hours ago, maja said:

    Do you have a pilot as a driver by any chance? They are insane and has a bonus depending on their stars. If you mouse over the speed when setting path, then you can see the base speed and different bonuses and reductions.

    To be fair, I can totally imagine jeb going across the munar landscape at 120 kph...

  2. 23 hours ago, IgorZ said:

    A brainstorming is needed.

    GIVEN: The stock inventory system allows restricting parts from any EVA interaction. It also can enable a part for EVA movement, but not for the inventory storing.

    What are your thoughts? What real cases do you see where this behavior can be useful? When would you like to have a part that cannot be moved in EVA? Or can be moved, but not stored into an inventory?

    I'm asking because I need to understand if it's a user feature which needs to be preserved, or if it's a purely a technical limitation that should be worked around in KIS.

    I dont like either idea. I like the idea of parts that cant be stored in eva inventory, but not parts that cant be stored in ANY inventory.
    In short, as long as you have volume/mass limits, I dont see a reason to restrict parts from the system.

  3. On 6/2/2021 at 9:04 PM, Nertea said:

     

    I thought about this a bit and I can't think of a good reason not to just pin the ISP to reactor power/exhaust cooling, so you get ideal Isp anytime (with a bit of a lag). In practice because reactor power change is really fast you almost always have ideal Isp though.

    isnt temp directly proportional reactor power/exaust cooling? (assuming heat capacity is insignificant...)

  4. fair point. throttle would control propellant flow, meaning thrust would stabilize at the throttle level under automatic control but would take a while to respond to throttle changes, and would be at the proper throttle level under manual as long as the proper temp was maintained, but you might be right, maybe too decoupled.

     

    out of curiosity, how is thrust calced now? ive mostly been concerned with ISP, but  is thrust not decoupled from throttle currently, due to the reactor taking time to increase power?

  5. 5 hours ago, Nertea said:

    That's not strictly true. Core temp depends on reactor power and mass flow, because to get half thrust, you would cut back thrust, but would need to reduce reaction rate to not melt the core. 

    However, I get what you are saying. It's a thorny problem though to not completely make the player manage the reactor throttle too. I will think about it.

    sorry, thats more or less what I meant, wasnt communicated clearly.

     

    So, having not worked with unity/ksp modding at all (my small background is in scientific computing, not game dev), take what Im saying with a massive pile of salt...

    but what if the ISP depended on the core temp, core temp was regulated by system heat the normal way (via reactor power and radiator+exhaust cooling, though some engines might have a fraction of waste heat that can only be cooled by radiators, not exhaust), and the thrust was dependent on ISP and mass flow (all via the equations we already have/can find on atomic rockets.) Then we have a PID (or other lightweight control algo, I've only hacked around with controls) manage the reactor power to maintain the rated/desired reactor temp by adjusting the reactor power? Obv. the player could manually control this for situations where they have opted to use radiators for a faster throttle response, but the 'automatic control' would be determined by  the above control system. I think this could lead to interesting game play. The player might even choose to manually control their reactors dangerously hot to get some extra thrust and ISP, at the expense of their reactors core health.

     

    again, I have no clue if you've already thought of this and its infesable to implement, and unfortunately I cant be much help outside psudocode and configs, as unity .NET seems an absolute pain of a dev environment to set up on linux, and I have yet to do it successfully.

  6. 58 minutes ago, TBenz said:

    My thermodynamics are pretty rusty, but I think that's correct behavior. The reactor power setting indicates how much energy over time (power) it is generating that can be transferred to the propellant to increase ISP. The core temp is just an instantaneous measure of energy in the reactor. We only care about it because we want it at a certain point to safely and efficiently run the reactor. 

    reactor power and mass flow determine thrust, yes, but the core temp should be what determines ISP.

    http://www.projectrho.com/public_html/rocket/enginelist2.php#id--Nuclear_Thermal

  7. 17 hours ago, RedRoyal25 said:

    the nuclear engines are more effiient at higher tempatures. also, the propellent acts as a coolant. most of the engines at full throttle need no heat management. you need to let the core maintain a stable temputure in order to have full efficiency.

    just tested that, and the ISP definitly depends on the reactor power setting, rather than the reatctors core temp.

    heres it at full throttle, I let the temp stabilize.

    L48urOp.png

    and at roughly half throttle, same reactor temp.

    BelwWNi.png

     

    I also messed around with manual reactor control a bit, and confirmed that the ISP indeed depended on the reactor power setting. I put some radiators on to absorb the waste heat, and set the throttle to a low setting, and messed with the reactor power setting.

    At full power, full ISP was achived.

    w1iBlcn.png

    at half power, you get roughtly half ISP. Note that the temperature is roughly constant.

    duhFGGA.png

     

    @Nertea, is this intended behavor? I like the slow response of the reactor W.R.T. thrust, and I think the mechanic could be really fun if fleshed out. Think of it this way: If you want to save mass by forgoing radiators (and its significant savings!), you need to be gentle with the throttle. Throttle up to rapidly and you quench your engine, bringing the temperature crashing down and ruining your ISP until the reactor powers up and the thermal mass of the reactor heats back up. Throttle down too quickly, and, as you have forgone radiators, the reactor cant SCRAM fast enough, and you severely overheat your core, possibly stranding you with a broken engine. On the other hand, you can take a big hit to Dv and/or TWR by packing enough radiators and getting that instant throttle response needed for precision maneuvers and landing.

     

    The only thing that feels out of place with the current system is the ISP depending on reactor power, not core (and therefore presumably propellant) temperature, meaning that half-throttle gets you half-ISP...

  8. Shouldn't the ISP of the engine rely on the core temperature, rather than the throttle? Ive noticed that if Im at anything less than full throttle, my ISP is limited even if the reactor has fully 'caught up' to my throttle position and the core temp is where it should be. I like that I need to adjust the throttle slowly so I don't quench the reactor cold or burn it up, but it doesn't feel right to be getting half ISP at lower throttle/thrust limiter. (At least, I don't think that's how it works, and definitely not with any other engines in KSP.)

  9. On 4/8/2021 at 4:19 PM, Nertea said:

    No not really, the bug Wyzard found is affecting things.

    Heat needs at full throttle. Use the thrust slider to change that.

    You still need radiators for the passive power generation. However this is affected by the bug (if you turn off the reactor radiators don't work properly). 

    Turns off the reactor when you go into time warp, turns it back on automatically after.

    Lots of things changed in 0.4.0.

    I mean fundamentally what changed from NFE was the following items:

    • Some automation was introduced to reactors overall, there was none before.
    • Reactor power actually adjusts slowly instead of instantly, this was intended but I never got it to work correctly without the stock thermal system murdering everyone and their children.

    It's obviously taking some work to dial in the correct level of automation here.  Currently (assuming the bug gets fixed):

    • Engine reactors run at power levels of (usually) 5-100%, with power uprates of 10%/s and down rates of 20%/s
    • Turning reactors on (when no engine is on) will increase their throttle to minimum (5% ). This is 100 kW for the LV-N. They will melt down eventually at this level without radiators or propellant flow.
    • If the reactor can generate power, the minimum provides you with maximum power generation. I think the minimum is offhand 2% for these reactors.
    • When you increase engine throttle, the reactor will throttle up automatically to match the engine throttle, at 10%/s so will take ~10s to get to full power
    • When you decrease engine throttle, the reactor will throttle down automatically to match the engine throttle, down to the minimum value at 20%/s so will take ~5s to get to minimum power. 
    • You need to do something in that 5s or the reactor will melt down. Currently, the lower power reactors should survive a hard cooldown (e.g, the temperature increase in 5s of zero cooling will be below the meltdown threshold) without doing anything special. Higher power reactors will need a slower cooldown, using extra radiators or by slowly decreasing the engine throttle. 
    • Highest power reactors (gas core stuff) will need radiators to run at all.

    What is missing here?

    does the ISP of the engine depend at all on the reactor power? am I 'wasting' propellant while throttling up and down?

  10. 12 hours ago, Nertea said:

    I've been pretty busy but working hard on 0.4.0. This will bring a number of key changes:

    Nuclear transfer improvements

    The EVA-based system has been shown to be tedious and will be removed and replaced with a much simpler system. If you have an engineer of sufficient level on board, you will be able to transfer waste/fuel through the standard stock methods. Nothing else required. This is effectively a streamlined version of the old NFE mechanic.

    Nuclear engine improvements

    The handling of nuclear engines has been tuned to provide what I hope is a more intuitive experience. The split between needed cooling and exhaust cooling will be more evident and a better progression through the low power to high power engines will be provided. 

    Radiator convective transfer

     Radiator convective transfer has been added, which allows radiators to reject heat via convection in atmosphere as well as radiation. This is highly dependent on where you are and how fast you're going, but could be useful in increasing cooling on planets that have atmospheres. 

    Naturally this comes with simulation capabilities to plan it. Here's a small UI preview. 

    unknown.png

    Probably still a week away from release but slowly squashing bugs.

     

    will the nuclear transfer improvements be available for parts not covered by systemHeat? I currently use the old NFE system to let my engineers do things like transfer solid fuel/refurbish ablator, wondering if I will be able to switch this over to the new system.

  11. Id love this. Not a full fledged mechJeb, but still able to automate long burns.

    Id also love if it had a preset way to simply execute a manuver node, no extra frills. (so a single 'execute manuver' button). I can use MJ for it, but I dont like having a 'do everything for me' autopilot on top of it.

  12. On 12/26/2020 at 4:19 AM, garwel said:

    ModManager reports an error in SystemHeatConverters/genericConverters.cfg. I don't see any more details in the log.

    I'm using KSP 1.11. Here is my mod list:

      Reveal hidden contents

     Flight Manager for Reusable Stages (FMRS) Continued (FMRSContinued 1.2.9.1)
    Action Groups Extended (AGExt 1:2.4.0.1)
    Alternate Resource Panel (AlternateResourcePanel 1:v2.10.0.0)
    AutoAGL (AutoAGL 1.2)
    B9 Part Switch (B9PartSwitch v2.17.0)
    Better SR Bs (BetterSRBs 1.2.4)
    BonVoyage (BonVoyage 1:1.2.0)
    BreakingGround-DLC (BreakingGround-DLC (unmanaged))
    Celestial Body Science Editor (CelestialBodyScienceEditor 12.0)
    Chatterer (Chatterer 0.9.99)
    Chatterer Extended (ChattererExtended 0.6.2)
    ClickThrough Blocker (ClickThroughBlocker 1:0.1.10.14)
    Community Category Kit (CommunityCategoryKit v5.2.0.0)
    Community Resource Pack (CommunityResourcePack 1.4.2)
    Community Tech Tree (CommunityTechTree 1:3.4.3)
    Connected Living Space (ConnectedLivingSpace 2.0.0.5)
    Contract Configurator (ContractConfigurator 1.30.5)
    Contract Pack: Bases and Stations Reborn (ContractConfigurator-KerbinSpaceStation 2:3.7.2.2)
    Contract Pack: Clever Sats (ContractConfigurator-CleverSats 1.4)
    Contract Pack: Exploration Plus (ContractConfigurator-ExplorationPlus 2.0.1)
    Contract Pack: Field Research (ContractConfigurator-FieldResearch 1.2.2)
    Contract Pack: Tourism Plus (ContractConfigurator-Tourism 1.5.2)
    Contract Parser (ContractParser 9.0)
    Contracts Window + (ContractsWindowPlus 9.4)
    Cryo Tanks (CryoTanks 1.5.5)
    Cryo Tanks Core (CryoTanks-Core 1.5.5)
    Cryogenic Engines (CryoEngines 1:1.2.0)
    Custom Barn Kit (CustomBarnKit 1.1.21.0)
    Deployable Engines Plugin (DeployableEngines 1.2.3)
    Distant Object Enhancement Continued (DistantObject v2.0.1.1)
    Distant Object Enhancement Continued default config (DistantObject-default v2.0.1.1)
    DMagic Orbital Science (DMagicOrbitalScience 1.4.3)
    Docking Port Alignment Indicator (DockingPortAlignmentIndicator 6.9.1)
    Dynamic Battery Storage (DynamicBatteryStorage 2:2.2.1.0)
    Easy Vessel Switch (EVS) (EasyVesselSwitch 2.1)
    Engine Lighting Relit (EngineLightRelit 1.6.3)
    Environmental Visual Enhancements (EnvironmentalVisualEnhancements 3:1.10.1-3)
    Ferram Aerospace Research Continued (FerramAerospaceResearchContinued 3:0.16.0.1)
    Final Frontier (FinalFrontier 1.10.0-3485)
    Hide Empty Tech Tree Nodes (HideEmptyTechNodes 1.2.0)
    JNSQ (JNSQ 0.9.0)
    JNSQ Ribbon Pack (JNSQ-RibbonPack 0.9.0)
    JSIPartUtilities (JSIPartUtilities 0.5.0.4)
    JX2Antenna (JX2Antenna 2.0.5)
    Kerbal Alarm Clock (KerbalAlarmClock v3.13.0.0)
    Kerbal Atomics (KerbalAtomics 1:1.2.0)
    Kerbal Atomics - Other Mod Support (KerbalAtomics-NTRModSupport 1.2.0)
    Kerbal Attachment System (KAS 1.7)
    Kerbal Changelog (KerbalChangelog v1.3.0)
    Kerbal Construction Time (KerbalConstructionTime 1:1.4.8)
    Kerbal Engineer Redux (KerbalEngineerRedux 1.1.7.2)
    Kerbal Health (KerbalHealth v1.5.1)
    Kerbal Inventory System (KIS 1.27)
    Kerbal Inventory System - No Fun (KerbalInventorySystemNoFun v1.4.2)
    Kerbalism (Kerbalism 3.12)
    Kerbalism - Default Config (Kerbalism-Config-Default 3.12)
    Kerbalism Companion Calculator (KerbalismCompanionCalculator v1.3.0)
    Kopernicus Bleeding Edge Beta - DEV RELEASE (Kopernicus-BE UBEE_1110_58)
    kOS: Scriptable Autopilot System (kOS 1:1.2.1.0)
    kOS-SCANSat (kOS-SCANSat 1.2.0.0)
    KSP AVC (KSP-AVC 1.4.1.5)
    KSP Craft Organizer (VAB/SPH tags + craft searching) (KspCraftOrganizer 1.6.0)
    MagiCore (MagiCore 1.3.2.3)
    Making History (MakingHistory-DLC 1.11.0)
    Mandatory RCS (MandatoryRCS 1:1.8)
    MechJeb and Engineer for all! (MechJebForAll 1.3.0.6)
    Module Manager (ModuleManager 4.1.4)
    Near Future Electrical (NearFutureElectrical 1.2.0)
    Near Future Electrical - Decaying RTGs (NearFutureElectrical-DecayingRTGs 1.2.0)
    Near Future Electrical Core (NearFutureElectrical-Core 1.2.0)
    Near Future Exploration (NearFutureExploration 1.1.0)
    Near Future IVA Props (NearFutureProps 1:0.6.4)
    Near Future Launch Vehicles (NearFutureLaunchVehicles 2.1.1)
    Near Future Propulsion (NearFuturePropulsion 1.3.0)
    Near Future Solar (NearFutureSolar 1.3.0)
    Near Future Solar Core (NearFutureSolar-Core 1.3.0)
    Near Future Spacecraft (NearFutureSpacecraft 1.4.0)
    OhScrap! (OhScrap 2.1.0.0)
    Olympic1's ARP Icons (Olympic1ARPIcons 2:1.0.0.0)
    PlanetShine (PlanetShine 0.2.6.3)
    PlanetShine - Default configuration (PlanetShine-Config-Default 0.2.6.3)
    Precise Maneuver (PreciseManeuver 2:2.4.4)
    Probes Before Crew [PBC] (ProbesBeforeCrew 2.80)
    Progress Parser (ProgressParser 11.0)
    RasterPropMonitor (RasterPropMonitor 1:v0.31.4)
    RasterPropMonitor Core (RasterPropMonitor-Core 1:v0.31.4)
    Rational Resources (RationalResources 1.14.1)
    Rational Resources Parts (RationalResourcesParts 1.14.1)
    RCS Build Aid (RCSBuildAid v1.0.5)
    Real Plume (RealPlume 2:v13.3.2)
    Real Plume - Stock Configs (RealPlume-StockConfigs v4.0.3)
    RecoveryController (RecoveryController 0.0.4)
    Reentry Particle Effect Renewed (ReentryParticleEffect 1.9.1.1)
    ReStock (ReStock 1.2.1)
    ReStock+ (ReStockPlus 1.2.1)
    SCANsat (SCANsat v20.4)
    scatterer (Scatterer 3:v0.0722)
    Scatterer Default Config (Scatterer-config 3:v0.0722)
    Scatterer Sunflare (Scatterer-sunflare 3:v0.0722)
    ScrapYard (ScrapYard 2.1.0.0)
    Sensible Screenshot (SensibleScreenshot 1.2.5.2)
    Ship Effects Continued (ShipEffectsContinued 1.0.11)
    Ship Manifest (ShipManifest 6.0.2.0)
    Signal Delay (SignalDelay v0.2.13)
    SmokeScreen - Extended FX Plugin (SmokeScreen 2.8.14.0)
    Space Age (SpaceAge v1.3.1)
    SpaceTux Library (SpaceTuxLibrary 0.0.5)
    Stockalike Station Parts Expansion Redux (StationPartsExpansionRedux 1.3.6)
    Strategia (Strategia 1.8.0)
    Surface Mounted Lights (surfacelights 1.16)
    System Heat (SystemHeat 0.3.2)
    System Heat - Nuclear Engine Configuration (SystemHeat-FissionEngines 0.3.2)
    System Heat - Nuclear Reactor Configuration (SystemHeat-FissionReactors 0.3.2)
    System Heat - Resource Converter Configuration (SystemHeat-Converters 0.3.2)
    System Heat - Resource Harvester Configuration (SystemHeat-Harvesters 0.3.2)
    TextureReplacer (TextureReplacer v4.3.1)
    The Janitor's Closet (JanitorsCloset 0.3.7)
    Timekeeper (Timekeeper v1.0.2)
    Toolbar (Toolbar 1:1.8.0.5)
    Toolbar Controller (ToolbarController 1:0.1.9.4)
    TooManyOrbits (TooManyOrbits 1.1.6.3)
    Tracking Station Evolved (TrackingStationEvolved 6.0)
    Trajectories (Trajectories v2.3.4)
    Transfer Window Planner (TransferWindowPlanner v1.7.2.0)
    TriggerAu Flags (TriggerAu-Flags v2.10.0.0)
    Universal Storage II (UniversalStorage2 1.9.1.2)
    Urgent Contracts (UrgentContracts v0.1.1)
    Vessel Viewer Continued (VesselView 2:0.8.8.3)
    VesselView-UI-RasterPropMonitor (VesselView-UI-RasterPropMonitor 1:0.8.8.3)
    Waterfall - Restock (WaterfallRestock 0.1.5)
    Waterfall Core (Waterfall 0.3.0)
    Waypoint Manager (WaypointManager 2.8.2.6)
    WindowShine (WindowShineTR 1:2.0)
    Wwwwwwwww (Wwwwwwwww 1.1.4.2)
    Zero MiniAVC (ZeroMiniAVC 1:1.1.0.1)

     

    Havent updated to 1.11 yet, but could I get your ModuleManager.ConfigCache (in your gamedata) and the modulemanager log (located in the ksp root directory under /Logs/ModuleManager/ModuleManager.log)?

  13. 21 minutes ago, Wyzard said:

    I play KSP in Debian and I haven't had any problems with AVC.

    The stack trace in your log indicates that the crash occurred in glibc while trying to do a DNS lookup, which means it's not an AVC bug, and probably not even a KSP bug; it's either a glibc bug, or a Unity bug in how it calls glibc's getaddrinfo function.  AVC is just the thing trying to make network connections that necessitate DNS lookups.

    I tried to reproduce your problem by running KSP (with AVC installed) with my computer disconnected from the network, and with it connected to the network but with an empty /etc/resolv.conf (so DNS lookups fail), but in both cases the game started without problems.  So whatever's happening to you, it may be something specific to your system or the version of glibc you have installed.

    in other words, arch is at it again. bet you if i re-install it (several kernel updates and I think an update to glibc since then) I will work fine...

    Arch, I love you... most of the time.

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