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Everything posted by Nertea
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[1.12.x] Heat Control - More radiators! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
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. -
Hey just so you know, this isn't strictly correct. I implement boiloff myself in CryoTanks - it's not related to CRP at all.
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[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
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. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
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. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Did not ship correct dll. annoying. -
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.
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[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
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. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
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. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
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 . -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
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. -
[1.12.x] Heat Control - More radiators! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I don't understand what you mean by that last post. It seems unrelated to HC. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
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. -
[1.12.x] Heat Control - More radiators! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Is updated to fix old MM version and such. Minimal changes. -
[1.12.x] Heat Control - More radiators! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Yeah that should be correct. Streetwind handles the CKAN for my stuff - don't bother him, he'll do it in some time. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Still at minimum 2 weeks before I start working on this again. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
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. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
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? -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
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. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I'll have a look tomorrow. I probably made a mistake. Well, that's why it's a prerelease! -
Well that I can and will fix!
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[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
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.