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Nertea

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Everything posted by Nertea

  1. As I mentioned above, this is a stock bug/"feature". When you go above 100x timewarp, the entire ship gets treated as one unit and the sum of heat dissipation and generation is computed and applied to the ship. I'm not 100% sure how the formula works. I suspect it is the same with loading/saving. There's nothing I can do about this, really.
  2. Nothing to do with me sadly, that's how heat behaves in stock.
  3. I'm about to do a small update to this pack, are there any bugs that need to be worked out?
  4. Thanks! I didn't see this problem in testing, you should check to make sure the BDAnimationModules dll exists in your directory. Also, it isn't in a fairing/cargo bay at all, is it? Well, note the OP - mentions that if you don't like support structures or rings, there will be a RO-type version eventually. And... I don't really like the look of aerospikes . So probably no on that last one. Vinci was a candidate, but I'm not really sold on expanding this pack at the moment. I consider my original set of plans for it to be pretty much done! 6 engines, 2 for each category. It would be a decent candidate though so I will keep it in mind if I ever get bored. By the way, build time for one of these engines is typically ~3 hours modeling, 2 hours unwrapping, 3 hours texturing, so I can't really just commit to a new part easily. Currently that's about a week of my available modding time.
  5. Sorry I've been missing, very busy until next week. Yes, Oxidizer, no argument possible . Reading really indicates that the main problem can be fixed by adjusting the dry mass ratio of the NFT cryo tanks when using oxidizer in them. I'll investigate the patches that have been posted next week.
  6. I'm probably going to take a few posts to chew through all of this. I'll address some things (that are easy to answer, heh) and get to others later. Because it is literally pointless to me. Confusion comes when there are hundreds of fuel types that are completely arbitrary. I made the choice to introduce one resource and one alone, because there is really no point in introducing another. What does it add? A different string. What headaches does it create? Many. In my view, Oxidizer= LqdOxygen. That entry in CRP is there for RF folks (and you) to do what you want, probably with boiloff and a slightly different density. Not for all mods to standardize around. My, more rigid, volumetric proof: a Jumbo-64 tank contains 6400 units, is 2.5m in diameter, and is 7.5m high. Math gives us 36815 L, which is actually closer to 5.75 units per L. Simple.
  7. Come here, my beautiful nuclear-electric ion propelled friend!
  8. I was away the weekend, will catch up tomorrow.
  9. That's a lot of stuff. Would you also like a pony? .
  10. Glad that people are pleased with the mod . I have much planned for it. Next update will have at least four more radiators - three surface mounted (a la Apollo HRS) and the classic triple ISS radiator. Excellent, glad I'm not stepping on your toes at all .
  11. So there's some discussion going around the NFT and CryoEngines threads about a Thing I Did . It is hereby split to here. Basically, LH2 is really light and airy and this makes problems. Not on its own, but when combined with LH2/OX rockets, regular LF/O engines and LV-Ns, things get messy. So maybe we need to discuss what to do? Here are some very basic constants that there is no room to change under this paradigm: Liquid Fuel is 0.005 t/u and is 5.5 litres per unit Oxidizer is 0.005 t/u and is 5.5 litres per unit Liquid Hydrogen is 0.00007085 t/u and is 1.0 litres per unit Some of my general notes: Placing LH2 in tanks according to their is not fun (too large) Stock mass fractions for fuel tanks are very inaccurate and detrimental to things. However, messing with the mass fraction of stock tanks is off the table LF/OX and LH2/OX need to exist in a realm together If you want exact realism, get out of the thread Things about NFT balance: CryoEngines are burning fuel at 1 LOX:10 LH2 . This is close enough to stoich by mass for me. No point in making it 8.7 or whatever, or simulating oxygen rich, or fuel rich, or some exotic thing. Unlikely to change unless argument is *very* good. CryoEngines' fuel switch patch guesses volumes at 5.5 x total tank capacity (LF+O), then places 1.5x too much LH2 by volume in them. Oxidizer content is computed by ratio from that. NFT orbital tanks have 1.5x too much LH2 in them by volume. Oxidizer calculated similarly. Discuss! And everyone be nice. Or else.
  12. They'll just go into the stock nodes. This mod doesn't touch those so everything will be fine.
  13. Overlap is fine IMO, I like your stuff and it's great to have more command pod options. Unlike more fuel tanks, they're rather unique and I tend to build the ship around them.
  14. Basically what Sierra said. It has the same goal, but does things in a different way. Heat Management provides some things this doesn't like active and vent-based cooling, Heat Control provides more stuff with regards to moving heat around your ship.
  15. KSP 1.12.x Heat Control [0.6.2] Last Updated August 18, 2024 This part pack is designed to provide players with more flexibility when dissipating heat on their vessels. It is designed primarily to dissipate and control heat from nuclear reactors, but it can be used to work with stock parts such as LV-N/ISRU/drills and protect ships on Moho or near Kerbol. Full Image Album These new heat radiators provide different bonuses than the stock Heat Rejection Systems. They are superior for eliminating heat from equipment cores, so when cooling ISRUs, reactors and the like, you will need fewer radiators. However, they have less overall surface area - this makes them poorer choices for radiating overall vessel heat. Frequently Asked Questions Q: Will you ever finish this? A: I have plans for more parts eventually but very low priority Dependencies (Required and bundled) ModuleManager B9 Part Switch Tech Tree This pack is compatible with the Community Tech Tree, version 2.0+. It places radiators in the Heat Management nodes. Licensing All code and cfgs are distributed under the MIT License All art assets (textures, models, animations) are distributed under an All Rights Reserved License. All bundled mods are distributed under their own licenses. Download Mirrors Primary (SpaceDock) Secondary (CurseForge) Tertiary (GitHub) Issue Tracking and Source If you appreciate this project, please consider contributing to my caffeine addiction! I really appreciate it, and also helps justify this time sink to my wife , which results directly in more models.
  16. Quick update, 0.1.7, fixes these issues: Fixed LF/O/MP tank patch functionality New MFT patch from funk Fixed dry mass in tank patch not adjusting
  17. Alrighty, sounds good. I also needed to include the 3.75m insulator's normal map and description .
  18. I fixed both, but won't have time to upload a fix until tomorrow. Sorry about the two misses.
  19. You can't surface attach them to the LV-N, but if you connect them to a part behind it, they will cool the part, which will then cool the LV-N.
  20. Last tests. I appreciate any checking anyone can do, but things seem to work pretty well... Few things I'm not super happy with but it's good enough. NFPropulsion 0.5.0 RC2 NFElectrical 0.5.0 RC1 HeatControl 0.1.0 RC1 HeatControl's dll is included in NFElectrical, but to keep things lean the universal radiators, insulators and heat pipes are moved to the separate HeatControl.
  21. Its not really new, its just different. I won't break anything updating to it. The other ones are literally just sitting on my HD waiting for 1.03. Its actually less work to release them now.
  22. Because KSP 1.03 is ages away, updating things nowish. Version 0.1.6 is up, except for CF, because approvals. Updated included ModuleManager to 2.6.5 Updated included InterstellarFuelSwitch to 1.7 (fixes a couple bugs) Added a patch for EngineLight that will tweak some colours on some engines Fixed fuel switch patch for stock tanks to give much more logical ratios Fuel switch patch now doesn't target parts with integral engines Fuel switch patch functions on LF/O/MP tanks too (preserves the MP) Fuel switch patch also targets LH2 orbital tanks from NFP 0.5.0+, adds ability to load LH2/OX and OX Minor tweaks to cost of most engines Included patches for ModularFuelTanks and ProceduralParts Adjusted thrust/isp of the Tunguska to move it into a similar slot as the Skipper Adjusted mass/isp of the Volcano to make it a little less overpowered Added mipmaps to all .dds textures Chelyabinsk now starts retracted and extends when staged Adjusted thrust locations for some engines
  23. Indeed, I am displeased. Might as well dump this out as well as the next set of NF pack updates. I'll try to clean up the remaining issues in the next few days then. I can't remember what those issues are, so time to go hunting. ---- edit ------ Please note your questions and concerns here within the next 12 hours and I'll try to get to them.
  24. No, not compatible with real fuels out of the box. I don't see the problem - you're looking at ASL thrust in the part description, but KER is set to vacuum thrust. Click Atmospheric on KER and you will get proper numbers.
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