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Nertea

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Everything posted by Nertea

  1. The goal of the plugin was just to tie animation progress to heat rejected rather than temperature to be a bit more representative of radiator activity. Dumped it though, too much work, not enough gain. Probably not.
  2. Hey just so you know, this isn't strictly correct. I implement boiloff myself in CryoTanks - it's not related to CRP at all.
  3. Yes, on over 1000x timewarp the heat gets redistributed. 0.7.4, which is the latest version in the NFE thread/all the download locations.
  4. No worries. I just uploaded a fixed version. The version I had uploaded was from a day or so ago, when I hadn't yet fixed stock's auto-disabled radiator thing.
  5. Nah, that's to delete all the boiloff stuff. To edit the rates, go to GameData/CryoTanks/Patches/CryoTanksFuelSwitcher and edit the patches there. There will be two entries, one under ///Lifting Tanks, for the tanks that don't have cooling, and one under ///ZBO Tanks. Look for ModuleCryoTank: MODULE { name = ModuleCryoTank FuelName = LqdHydrogen // in % per hr BoiloffRate = 0.05 } Edit the BoiloffRate to change the rate, it's in % per hour, so the example about boils off 0.05% of the tank per hour. For the ZBOTanks, edit CoolingCost (in Ec per 1000u per second) to change the cooling cost. As an alternative to deleting SimpleBoiloff.dll, you could also delete both these MODULE blocks.
  6. Delete simpleBoiloff.dll from the plugins dir. I'll include a patch in the next version I think. Aha, didn't notice that maximum warp thing. In that case, if you happen to have the craft file... that would be great. It's hard to repro this one reliably.
  7. The newest build of NFE has some significant functionality improvements for the NFE NTRs patch, namely fixing the most salient bugs. Appreciate any testing here.
  8. That's... pretty weird. I'll investigate, could you please log an issue with as much data as you have on Github here? https://github.com/ChrisAdderley/CryoTanks/issues
  9. Oh nice! I'll include this in the next update. Cryo and Atomics are not too hard - their main problem was in CryoTanks, which is shared. So not quite 3, more like 2 ;). 1. Quicker heat up. That would probably involve either changing the total thermal output of the engine (which is tough as higher numbers destabilize the thermal system) or lowering the thermal mass (would make the reactor overheat very fast). 2. FissionFlowRadiator links with mass flow for cooling (cooling = current mass flow/maximum engine mass flow). I think KSP 1.1 added that "turn on/off" field for all radiators, I didn't really consider that it would propagate (FFR derives from the standard radiator field). I'll disable it when I do some more tweaking of NFE. 3. Yeah fuel consumption is a tricky one. The main reason it isn't a lower lifetime is related to the trimodal engines. The consumption at the moment needs to be low enough so that at 1% reactor power (the lowest settable in the UI), the reactor still has an acceptable (5 year ish) life when acting as a electrical generator. What I need to do is write some code that will allow lower reactor power in an elegant way, so then the reactor can run at 0.1% easily, and I can cut the full-thrust lifetime by a factor of 10.
  10. Good find. Should mention at least one bug in that patch, reactor temp doesn't decay with thrust fast enough, so you can heat up a reactor, turn it down to 1%, and get full thrust benefits for quite a long time .
  11. Update! KSP 1.1.2 Update bundled B9PartSwitch Update bundled CRP Fix switchable tank mass and cost issues We may of course have some remaining bugs but I think things are good. Thank @Kerbas_ad_astra for getting me on the path to fixifying the switchy patch.
  12. Update! KSP 1.1.2 Update bundled B9PartSwitch Update bundled MM version Update bundled CRP version Fix switchable tank mass and cost issues Fixed SXT hydrogen NTR patch typo Added a few more NTR configs courtesy of forumgoers We may of course have some remaining bugs but I think things are good. Thank @Kerbas_ad_astra for getting me on the path to fixifying the switchy patch.
  13. I don't understand what you mean by that last post. It seems unrelated to HC.
  14. Great, I've added this for the next version for when I finish debugging it. Look in the extras folder, you'll find an NTRsUseLF folder. Drop that in GameData, voila, all the NTRs will be reverted to LF use.
  15. Is updated to fix old MM version and such. Minimal changes.
  16. Yeah that should be correct. Streetwind handles the CKAN for my stuff - don't bother him, he'll do it in some time.
  17. Still at minimum 2 weeks before I start working on this again.
  18. There's a bit of a bug that breaks everything in this and CryoEngines. It'll be fixes later tonight or early tomorrow. I'll add this in - I tested the masses and they're working fine, didn't check the costs but I will before I release.
  19. Well, as long as the right numbers are arrived at, I don't particularly care how they're done. What are cost numbers in this method?
  20. Yeah, now I'm a bit confused. If realDryMass = cfgMass + volume*tankMass + massOffset, then tankMass should be 0 for stock tank types, or else they will be too heavy. I think that zeroing the mass does make sense from a consistency point of view. I mean, for pretty much everything derived from stock, there is a fixed dry mass per unit, right, so any fuel tank mass can be given by realDryMass = numUnits*tankMassPerUnit. There is no offset parameter for a basic tank. It makes sense to me to make tankMassPerUnit the same as tankMass, so in B9PartSwitch terms, I want realDryMass = cfgMass + volume*tankMass + massOffset. In most cases I want massOffset to cancel out cfgMass, because the base "structural" cost of the tank is part of the tankMassPerUnit variable, and thus tankMass.
  21. I'll have a look tomorrow. I probably made a mistake. Well, that's why it's a prerelease!
  22. Just an FYI, I did not bundle the correct version of B9PartSwitch, the one that ended up in the zip is only good for pre-1209 releases. I recommend not downloading this until I fix it tonight.
  23. Ah damn I know what I did wrong. I did not properly pull blowfish's repo when I did the packaging this morning. I'll have to fix it tonight, away from my modding computer. This is why it's not pushed to stable
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