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Nertea

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Everything posted by Nertea

  1. This is logged on git but it's more of a KSP issue. Tank needs say 10 Ec/s, which is about 0.2 Ec/physics tick (standard physics tick is 0.02) Reactor produces say 250 Ec/s, so 2.5 Ec/physics tick. Normally, tanks consume 0.2 Ec in sequence 4 times, then the reactor fills up the used storage (let's say you have 1 large battery so 4K Ec) again Physics tick increases to 2000 at max time warp Tank now consumes 2000 Ec/physics tick. Cool 4 in sequence and you're likely to run out of Ec storage in the first couple tanks (you basically need 8000 Ec storage minimum). So the 3rd tank in order will now think that it's out of power. Reactor fills the storage back up. This can't be truly fixed unless one of two things happen: Squad refactors their resource consumption code to operate on rates instead of storages I write a specialized resource managing class to do this myself (KSPI does this) What I'm doing for the next version of this plugin is just not simulating electrical draw over about 10 000x. It is approximately assumed that if you have ZBO tanks on your ship and you have full Ec when you pass 10 000x time warp, you can handle the consumption at higher time warps. If you pass that inflection point and you have no Ec onboard, I assume you have run completely out of power and there will be constant boiloff. Part of my long term crusade to get atomic rockets to notice me
  2. Not the best, no. But I can't complain - at least one of the fixes in 1.1.3 directly fixes a problem I had with NFE, so that is nice... They should all be standardized at 0.0025 Ec/kW/s according to my balancing. I'm not sure offhand what the form is in the radiator module (is it in Ec/kW/s or just plain Ec/s), but I'll look into it for the next version. I will mark this as compatible with 1.1.3 when there is an 'official' note on MM's 1.1.3 compatibility. I haven't seen one yet.
  3. Marked this as 1.1.3 compatible, seemed to work last night.
  4. Unwrapped and initially textured this monster. I really like how it turned out. Needs detail evidently (just colour, AO and rough highlighting now), but it looks sufficiently monstrous. Also made some fuel tanks for nuclear salt water. I rather suspect this engine belongs in a different mod, as it can't really be balanced beside anything stock. We'll see!
  5. Huh. You're... sure that you have the latest MM installed? And no other tech tree modifying mods?
  6. Yeah I've got to package CRP I guess. Forgot to nuke its lifting body with the FAR patch, I'll make sure that's fixed up soon.
  7. @autumnalequinox, there's no need to quadruple all of the things. All you need to increase are the things that would logically increase by clustering 4 nukes: Total heat generated (FissionReactor - HeatGeneration) Fuel consumption rate (FissionReactor - Input/OutputResource) The maximum cooling possible (ModuleCoreHeat - MaxCoolant) The cooling provided by mass flow (FissionFlowRadiator - maxEnergyTransfer) The heat that can be used to produce thrust (FissionEngine - HeatUsed) Fuel amounts (Enriched/DepletedUranium amounts) Leave everything else the same if you want it to make sense.
  8. Not sure really, but it seems like the fuselages in front are ok. Fixified. But I don't know what you mean by central vs axial really, could you illustrate? Hey, only one of them is from Avatar
  9. Well damn. I have practically exactly this sitting in front of my for NFC right now. Those look great!
  10. I'll check the spin directions, probably messed up when I mirrored the blades. Re: balance, yeah comments totally welcome. I basically made a ship that I thought was reasonable and kept tweaking the thrust of the biggest fans until 4 of them could lift it handily, then scaled the TWR of the other fans similarly. It could be too powerful :P.
  11. I am putting out a prerelease for this update.I appreciate any help testing this that anyone can provide, but please keep comments re: the prerelease in the dev thread if possible.
  12. Prerelease for Mark IV Spaceplane System 2.2.0 KSP 1.1.2 update Upgraded bundled ModuleManager to 2.6.25 Upgraded bundled Firespitter to experimental version Switched from BDAnimationModules to DeployableEngines for all engine animation functionality Switched from IFS to B9PartSwitch for all model/part switching functionality Added IVA blocking meshes for both Mk4 cockpits and the crew cabin Added sound loops for turboprops Added USI Life Support compatibility patch Added HVR-ONE, HVR-TWO, HVR-THREE heavy lift fans Added Mk4 'Skate' Tailpiece Added ARV-50-2 Heavy Symmetric RCS Blister Added Mk2A 100X Aviation Fuel Tank Tweaked CUTLASS and BROADSWORD engine FX Fixed orientation of the surface attach node on the 2.5m precooler and fuel tanks Fixed CLS passability for the Thunderhawk cockpit Added workaround for Thunderhawk cockpit's integrated docking port and control directions Fixed propeller spinners being shown on models in the parts list Made a WIP part invisible in the research facility and in search Corrected a few inconsistent masses in some parts This contains an experimental build of Firespitter compiled by myself. I think the changes I made in here will be in the next official build, but this inconsistency is the main reason why this is still in dev and not in release. I also appreciate comments on the balance of the lift fans (both airbreathing and electrically driven). Known issues: Reverse thrust for the propfan and turboprop still isn't working
  13. I don't really dictate how anyone uses this mod, but the goal of my packs is always to make them as individually compatible as possible. If you write a patch, I'll indeed bundle it. I in fact used to bundle an older MFT patch before the big model redo, but dropped it because the patch was apparently out of date.
  14. I had a bit of a roadblock with Firespitter's propeller spinner not working right with multiple engines on a part. I submitted a pull request fixing this, we'll see when it's integrated. I'll work on a few more things while I wait for that. Probably need to do some work on sounds. Having played with the fans a bunch, I'm finding them quite difficult to integrate into wings when I want to, and end up building complex nasty things. I think I'll be making a variant of the 7.5m and 3.75m fans , either now or some time in the future, that has integrated wing root pieces to make the net footprint square and make using them as part of wings easier. Best I can say is that I'll consider it. I worry that any solution isn't versatile enough, in that you only get one fixed length from an integrated piece and then you'd just need to add more pieces later to draw the engine further out.
  15. Eh, do not like that. Why not just put a wing or other strut there? I don't intend on doing this. There's nothing stopping you from writing a patch for it though. When it's done.
  16. Used to, but the heat pipes/exchangers were pretty useless when stock made radiators global, and the insulators were quite possibly the worst models I've ever made,
  17. I don't believe that there were ever any issues reported to me with no cost parts in the last version. Keep in mind that the last version was for 1.05, if you're using that version with, say, more recent versions of the bundled plugins in 1.1.2, no support at all until this release. There could be unresolved issues. There are no zero-cost parts in my current build. Yeah we'll get intakeAtm for the electrical fans for sure. Want to make Eve flying bases and stuff :P. 1 . You mean some kind of weird inline thing? Probably not. 2. No, there's no real workaround possible. 3. It might happen, nobody was ever supposed to know about it, but I forgot to nuke it from the tech tree. Depends on time and motivation. That texture sheet doesn't have any more space on it as far as I know. Limits the quality of anything I can easily produce. It might happen, it might not. Depends on time and motivation.
  18. Not sure what you mean... the Nova isn't an engine from this pack? You should clarify the use of the NFE reactors first. Understanding those is pretty key to trying the more advanced versions contained in the engines. Dry mass. That LV-N weighs in at 2.25t, which is considerably heavier than the really light cryo engine (0.7t or something?). The dry mass of the nuclear vehicle is therefore significantly higher than the chemical vehicle, which will significantly impact the DV you get. The LV-N weighs a good 1/4 of the total mass of that ship! Chemical engines will always be better at pushing small payloads than nuclear ones, just because they are a lot lighter. So that's pretty expected. As the ship total size gets larger the huge Isp advantage will start to counter that.
  19. So I've almost completed 1.1.2 work for this project. Mostly waiting on working out some fixes to the reverse thrust on the propellers and doing some modifications to DeployableEngines so I can drop BDAnimationModules. Conversion to B9PartSwitch is done for everything and it's all pretty nice. I'm just working on finishing up some parts that were to be included in the next update. Basically large ducted lift fans, in 3 sizes (only 2 pictured), 2.5m, 3.75m and 7.5m. The model and texture work has come along smoothly, however I'm not sure how exactly to stat these. They goal is that they be dual-mode engines that can run off of LF/IntakeAir or Ec/IntakeAir. The LF mode would give you more TWR and better lifting capacity as you don't need to cart around a power source (solar, nuke or chemical), but of course need gas and an oxygen atmo. I was targeting ~8t weight for the large one, but that's the only number I have at the moment. I'm open to suggestions for numbers.
  20. KSP directory -> KSP_Data folder. It would be best if you launch the game, go to your ship, load your ship, then exit the program.
  21. Perhaps not, but I can't really comment on what might be causing it, or what might be wrong without detailed info at the point, so the output_log.txt at the bare minimum.
  22. Logs are very helpful. All I can say right now is that if you delete the dll, there is literally no code to remove the fuel, so... yeah.
  23. So right now the cost isn't too high for the raycast method. Everything is calculated once on vessel changes, and establishes a set of attenuation paths that can be solved easily and cheaply per step. Then the paths get recomputed whenever there is enough positional change between a source/sink pair. The problem gets really complex when there are two ships maneuvering near each other, because their attenuation and opacity functions would be both changing constantly due to parts of different density and different angular orientations. At that point I'm not sure how much gain doing something mathematically fancy is going to give. I think that raycasting gives the most general reliable solution.
  24. You need to consider mass vs volume with LH2 fuels. That tank you have contains a minuscule amount of fuel mass vs the LF/O Skipper. If you use a similar total vehicle mass, the nuclear engine will win out easily. Using LH2 is a design challenge faced by real engineers in terms of dealing with boiloff and also large volumes, but has nice gains in possible Isp. If you don't like it, you can you the patch in the Extras folder that switches everything back to LF at the cost of reducing the Isp. Because the stock switcher only allows 2 modes, I won't be doing this.
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