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Nertea

KSP2 Alumni
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Everything posted by Nertea

  1. Just an icon change to let you easily mark your engines in the control panel You can also rename them there (eg 'engine reactor', 'cryogenics reactor' etc)
  2. CTT 3.1.2 Changed Experimental Nuclear Propulsion to require both Experimental Rocketry and High Efficiency Nuclear Propulsion Added Spanish translation courtesy of fitiales Added Russian translation courtesy of vladmir_v
  3. I'm afraid not. So I've completed the multi-length engine system which works well. Lengths from 5-30m for the beam-core engine and the gasdynamic mirror engine. Essentially mass, power use and thrust grow linearly and specific impulse geometrically. Also finished the model, unwrap and configs (texture next) for the large fusion fuel tanks: 2.5m: and 3.75m. Model for the tokamak and the actual mirror engine are also done, need unwrapping and such.
  4. CryoEngines 0.5.6 Really just fixes for CryoTanks. CryoTanks 0.4.5 Added Russian translation from vladmir_v Fixed a typo in the version file Fixed 5m tanks throwing a B9PartSwitch warning on placement in the VAB Fixed 3.75m tanks having collider issues Adjusted the position of the nodes for the compact variants of 3.75m tanks Fixed low cost of 5m hydrogen tanks Fixed slightly off cost of 10m hydrogen tank
  5. Kerbal Atomics 0.4.6 I spent some time working on the KA/NFE integration here. It seems to be an improvement, but obviously I don't have time to do a huge amount of tests. Essentially you should see more stability in timewarp, as radiators can now properly cool the engine's Internal heat store, which will then no longer conduct into adjacent parts and explode them. Additionally, it will be a bit harder to run your reactor into the ground because the cooling provided by exhaust now takes longer to stop working after you shut down the engine. Additionally there are a bunch of fixes to CryoTanks NFE integration patch upgrades Eel now correctly includes a passive radiator in NFE mode Fixed several missing part fields in configs (improves behaviour) Reworked exhaust cooling to not use radiator system, so normal radiators can cool engine parts (reduces explosions when entering timewarp after using an engine) Exhaust cooling is now more forgiving and takes ~10s to taper off after engine shutdown Reduced core -> part energy transfer to 0.1% from between 10-1% (reduces explosions in timewarp) CryoTanks 0.4.5 Added Russian translation from vladmir_v Fixed a typo in the version file Fixed 5m tanks throwing a B9PartSwitch warning on placement in the VAB Fixed 3.75m tanks having collider issues Adjusted the position of the nodes for the compact variants of 3.75m tanks Fixed low cost of 5m hydrogen tanks Fixed slightly off cost of 10m hydrogen tank
  6. The thing you linked to says the following: The patch file is *in* Mk2 expansion, and I did not write it. It does not deal with LH2, it's an NFE integration patch It is known to be broken So uh, that still doesn't help me. NF Electrical 0.9.4 Mostly for KA compatibility, but I bumped some dependency versions and fixed a tiny bug. Updated B9PartSwitch to 1.9.0 Updated ModuleManager to 2.8.1 Fixed low cost of B-800 radial battery pack Improvements to NFE/KA integration Tweak a few localization fields NF Launch Vehicles 1.0.2 Number of minor fixes. Fixed cost of 5m docking port Fixed cost of all cluster adapters Moved flat 5m -> 3.75m adapter to Structural category Fixed RE-4 strange floating engine effect Fixed RE-4 engine FX offset being very large Fixed S6-V engine smoke FX direction Fixed S1-V engine lack of smoke in atmosphere Fixed a couple of exceptions on engine startup
  7. Are you sure there isn't something else doing this? There is no bespoke patch in Kerbal Atomics that does this, and the dynamic patch explicitly only affects LiquidFuel. Pinging @toric5 to see if he has any insight whether the dynamic patch would misbehave in said situations.
  8. Stock engines can overheat, they do generate it but you're unlikely to see this much. Squad introduced the mechanic, particularly for the LV-N, then nerfed it into oblivion a few patches later. You can think of MaxCooling as the equivalent of CoreHeatXfer but for regular parts. Essentially there are up to 3 thermal buckets on a part, Core, Internal and Skin. CoreHeatXfer removes heat form Core (reactors, converters, harvesters only), MaxCooling removes heat from Internal (typically only generated by engines but also 'leaks' out from Core). For some asinine reason the configs for heat generation are in a mix of kW and in a special (kW*50) unit... so in some cases the config values need to be divided by 50 to get the ingame values.
  9. Not the right mod thread and Mk4 is not updated. This is confusing and also in the wrong thread. Perhaps you should go to the Mk4 thread and read my post.
  10. Now I'm unclear again! I may have fixed a different bug then.
  11. Yes, it was resolved when I fixed the docking port: https://github.com/ChrisAdderley/NearFutureLaunchVehicles/commit/8707482421f58edc0d8a5ed0b6fa1d938c9eac05.
  12. Still core heat xfer. Basically anything that uses core heat (has a core heat module) should be looked at for core heat xfer, the only things that care about Max Cooling are "regular" engine heat and anything related to solar/atmospheric heating. Depends on the radiator. Everything from HeatControl is vessel-wide, but you need to watch out for the stock radiators. The non-deployable ones will only cool up to 1 or 2 parts away.
  13. @mikegarrison, @AmpCat, I answered your questions in the KA thread.
  14. Sorry I missed this. You calculate the required cooling in exactly the same way as NFE, but these numbers are much, much higher. Using the integration patch, the Emancipator's reactor needs, yeah about 1,125 megawatts of heat rejection. That's fairly ridiculous to actively cool at full power and it's not intended that you do so. The most powerful radiator in HeatControl dumps 8 MW of heat, you would need 140 of those. However, the engine itself will dump 100% of the generated heat when it's on and operating at full thrust, so you only need to pack enough reactors for whatever "idle" level you wish to run the reactor at. If you are willing to shut the reactor down completely after each burn you need zero radiators. If you want to run idle at 1% to be ready for a burn you need 11.25 MW. It's weird, i've noticed that people immediately jump to using the absolute best engine, which has the most difficult heat parameters to work with. Walk before you run, try out the new mechanics with an easier engine :P. Yeah it looks like the two 5m tanks are improperly costed, the 10m is also off, but only by a few thousand funds. For the second one it took me quite a while to understand what you meant, but just to confirm, you mean that the height of the attach node in the Compact variant is too low, it should be the "higher" node that is the same for the Basic variants. So you are using the advanced mode, with the optional NFE integration. You have to understand that this is not great for a first use thing, it has a lot of more involved components as you are realizing. You're seeing more or less the right behaviour, except for the whole ship exploding. That sounds like one of those weird KSP heat system quirks. It would help to know more about your ship, the parameters the reactor was running at, the amount of heat being dissipated by the exhaust, radiators, the state of the ship's temperature distribution before it went into warp... I'm actively working on solving this, it's basically because KSP doesn't like two radiators pulling from the same part, and the exhaust is technically a radiator. Pretty annoying. For the electricity generating engines, you can consult the part VAB window to see how much thermal power the generator needs. In general this is equal to running the reactor at 1%. You need to make sure to pack enough radiators capacity to run the reactor at 1% capacity, so if the Required Cooling is 10 MW, you need 100 kW of cooling.
  15. Nothing much new, I am converting the props to a different plugin than FS, which is barely limping along. I ran into some problems that I have to write some code to fix and haven't felt like doing that yet.
  16. No that just tests to see if you have enough power for one physics frame of cooling. Really just a tests for "did you have power at all". It's not very sophisticated. If you didn't have that power, then it will remove the appropriate amount of fuel. Another question to look at is whether you absolutely need 100% ZBO. If you have enough power for 2/3 of the dark period, you're effectively cutting loss by something like 85% depending on the planet (you have full cooling for the whole daylit side, the edges and 2/3 of the dark). Depending on your requirements, that might be enough. Of course, if you're 100000x timewarping in orbit waiting for a transfer window, that could be tough.
  17. I'll check that out for next version. Balance is fine, total capacity is irrelevant, it would be unbalanced if there was a Ec:mass issue, which looks fine. It would be weird to me if one single piece obviated the need for any other batter ever. I'll look into that, but it's going to be low on the priority list. Very low. Yeah... I've spent hours and hours trying to figure it out. Maybe. I'm always wary of creating a very large number of blocks that are specialized. The ones in the mod currently were determined some way back to be the most widely optimized.
  18. Damn you, now I actually need to maintain DBS :p. I'll review your PR today or tomorrow, hopefully it will go smoothly.
  19. NF Launch Vehicles 1.0.1 Added Spanish translation courtesy of fitiales Fixed localization issue on EX-M25 cluster mount Fixed localization issue on NR-12800 Fuel Tank Fixed surface attach nodes on several 5m fuel tanks Fixed cost of 5m nosecone being too high Fixed upper endcap and attach node of EA-S20 adapter being positioned slightly too high Fixed texture warping issue on EA-S20 adapter Fixed mass not being decreased correctly in Energia cluster mount's single configuration Changed base symmetry of Energia cluster mount to 2x instead of 6x Normalized upper stage engine gimbal ranges to 2 degrees, lower stages to 4 degrees Fixed incorrectly specified gimbal on the RE-4 Fixed NRE on load on the RE-4 Fixed a model centering issue on the RE-4 Though technically this makes it not extend past the end of the pods, it introduces significant jumping and flickering when retracting on the ground and in orbit, which is very not ideal.
  20. I'll have a look. Looks like it should just be visual, but I'll resolve it anyways.
  21. @Blackline, sorry for the slow answer, I was occupied with NFLV release. Here's my internal description of DBS, hope it helps. DynamicBatteryStorage: A plugin that works around the problems of stock electricity consumption/generation at high time warp by monitoring electricity consumption and production. Artificially and temporarily expands the storage of a EC containing part in the ship to buffer EC use at high timewarp if the total vessel storage is not sufficient (defined as total storage < total generation * current physics tick) Enabled at 100x warp and higher Debug panel with CTRL+SHIFT+K Monitors EC draws and consumptions Supports the following generators (modded in red): ModuleResourceConverter, ModuleGenerator, ModuleDeployableSolarPanel, ModuleCurvedSolarPanel, FissionGenerator, RadioisotopeGenerator Supports the following consumers (modded in red): ModuleResourceConverter, ModuleResourceHarvester, ModuleGenerator, ModuleActiveRadiator, ModuleCryoTank, ModuleAntimatterTank Aims only to support relatively high draws during non-physics warp, so no support planned for things like ModuleLight, ModuleCommand Other power-consuming or producing module support to be considered I've mentioned this to Squad staff on more than one occasion, it would require a rewrite of the whole vessel resources system to fix it. Not on the table.
  22. Thanks, should be resolved in the next version. SRBs are kinda boring and I don't think there's any interesting futuristic designs for them (just odd alternate history ones). All out of the box. Oh cool, and the tweetbox! Maybe someone can fix this for me. I tried for ages and that was the best compromise... at least they work now.
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