Jump to content

Nertea

KSP2 Alumni
  • Posts

    4,858
  • Joined

  • Last visited

Everything posted by Nertea

  1. Yes, I'm in the process of redoing all the animation curves for the emissives, you caught me part of the way through it. No core - no point. It would just be adding another heat transfer coefficient. Better to not simulate it. Splitting those to HeatControl, which will be separately installable. So yeah, test as you wish. Nothing should break, but you might have minor issues with overheating and power supply. Not really. It'll be most effective to do this, but with some small penalty, you could run a heat pipe to the other end of the ship and install radiators there.
  2. If anyone is willing to provide an MM patch to fix the node directions and do other tweaks, go ahead, but be prepared to have all support requests shunted to you .
  3. Seems like it would be downright neighbourly of KSPX to support the CTT. Maybe I'll approach them, considering we have exactly those two nodes. That being said, new icons are on my todo list (1 km long...)
  4. I agree, this was useful. The meat and potatoes of the system will be the same as the current build. Reactor & radiators will have low conductivity, radiators will "steal" heat from whatever they're attached to. This allows two things. Easy stock compatibility Easy arithmetic reactor radiator counts Heat stealing will be limited to temperature differential between the two parts - that is, if the radiators are hotter than the attached part, the conduction will throttle. Reactor will keep the nominal/critical temperature system, it's not hard to understand and encourages not using the whole ship as a radiator. Reactors will also go from 0-100% instead of 30-100%, it's artificial and kinda annoying. Spinup speeds will increase, but reactor thermal mass will go down so that it's easier to heat up the object. Reactor fuel transfer will be as implemented in current version. Sound good? This covers pretty much all the bases.
  5. See I told ya all that there would be an equal amount of support calls either way :S.
  6. Ok, see there's this problem now. I can't really just keep iterating and testing and redoing another system and testing again. This isn't very interesting or fun for me. Also, this system is starting to become needlessly complex, which is partly my fault for allowing all this feature creep. I'm going to write up a post about the features I particularly want in the system (which is LESS than there are currently) and I'm going to allow comments on it. I'm not implementing anything until we've looked a bit at it, but to all those that want a really realistic thermal and reactor sim, you're going to be disappointed. Thanks, fixed.
  7. I'm not sure I understand what you mean about Solar (go to the other thread, it's released), but any "no parts appear" is 99% an install bug. Intentional at this point, I haven't done the revised versions yet. Maybe? I don't have it installed, I just made sure the patch targets the right tanks. If it isn't updated yet, unless Nathan changes something really significant, this patch will work.
  8. I'm a big fan of the "Asking when it will be released adds X time to the timer" .
  9. I know you are all very excited and very optimistic (thanks ), but the update will be considerable and I haven't even started yet, it's mostly in my head. NFT stuff has to finish first, then I have to take a short break and maybe actually play some KSP, then I will work on this. I will post progress updates when I have some.
  10. I have a part, worked fine in KSP 0.90. Now this same part will show up just fine in the VAB, but will have some (not all) of its meshes hidden when moving to the launch pad. Reverting to the VAB does not replace these meshes unless the part (or its parent) is picked up. Anyone seen this before? Initially I thought it was linked to landing legs, but I've now cleared everything beyond the bog standard part definitions in the file, and it still occurs. I've tested Reexporting the part repeatedly Changing shaders down to simplistic KSP ones Removing colliders All with the same behaviour. - - - Updated - - - Well, like anything, all you have to do is give up and ask for help, then you'll figure it out. For those interested, apparently now having a part tagged with WheelCollidersIgnore in Unity results in weird issues with its renderer, and selectability.
  11. No, they'll create error messages on loading but they will be fine. I don't have a lot of time so for these dev versions I might have forgot to clear it out.
  12. What kind of effect does this have on tankage volume required for similar DV?
  13. New test versions! X.5.2 Reduced temperature tolerances and emissivities of all fuel tanks Fixed tech locations for stock Fixed tech locations for CTT patch Added crossfeedenabler patch Fixed PB-ION patch not providing correct values Switched all directThrottlEffects to powerEffects (fixes FX playing after flameout) New balance numbers for all electric engines, including heat values X.4.9 Improved formatting for reactor repair and fuel transfer messages Radiator tweaks, constrains transfer based on heat content difference
  14. RaycastTransform doesn't aim the panel, the object you specify as the rotator does.
  15. Oops, here is corrected link. You can toggle implementations for testing only. Will choose one eventually. https://www.dropbox.com/s/ilr7qr8z4agmbi5/NearFutureElectricalX_4_8.zip?dl=0
  16. Both of your questions are answered in the OP. First, the fuel! For more information, read the post direction above yours. This bit covers your request. Which won't be done for months. Modding is 25% fun, 25% sadness and 50% frustration.
  17. V2.1 available on KerbalStuff Entire tree visible by default now Fixed cost of Advanced Solar Tech Fixed arrow direction of Specialized Science Return of Enhanced Survivability (right before simple command modules) Renamed Offworld Manufacturing to Offworld Robotics, with appropriate description hopefully fitting both Rover and Zodius' needs.
  18. New version, X.4.8. I think we are getting there. This feels decent. Reactors now can't be repaired when below 10% core integrity Core damage continues if reactor is off Core damage increases reactor heat production (+200% at 0% core) and fuel burn rate (chances are all fuel will be DU when at 0%) New implementation of radiator heat system based on suggestions from Streetwind, toggle it on or off in the VAB When on, radiators will become low conductivity high emissivity objects that will take heat out of the attached part and add it to themselves to be radiated Decreased reactor conductivity slightly
  19. LH2 tanks are volumetrically correct. It appears that the other ones are not. They should be about 1/3 less capacity than they are right now (Jumbo should have 2271 Ox, 22,710 LH2). That's problematic because tank volumes are already high. So the probably more reasonable option is to increase the capacity of the LH2 only tanks by 1/3 to compensate.
  20. FYI all, I'll move to CTT v2.1 with all nodes unhidden by default later tonight.
  21. But the Volcano is a 1.25m engine, designed to compete with the LV-T30 . I really think you meant another engine.
  22. I don't think cryogenic boiloff is unintuitive, actually. I think it makes for poor gameplay in vanilla KSP. There's already a really huge disadvantage to LH2 in that it's very space-inefficient. Boiloff is a totally, completely messy problem, I'll explain at length if anyone wants, but in summary, RealFuels! I never intended to provide a realistic simulation. I intended to provide a framework that significantly sacrifices realism, because realism doesn't work without other components being realistic. I'm totally open to someone doing a NFT-RO config, but I won't be doing it. I already get enough complaints about "breaking" the LV-N and the stock ion. @riocrokite: Reactors now can't be repaired when below 10% core integrity, and continue to take core damage when offline. Core damage increases fuel use and heat generation rapidly too.
  23. Ok, new version vX.4.7 Reactor heat production reverted to 1/2 Reactor emissive constants back to 0.15 Radiator emissivity when deployed increased to 1.0, retracted decreased to 0.7 VAB/Inflight reactor UI is more informative Reactor nominal temperature added (~750-800K). Exceed this value and Ec production decreases Reactor heat bar now shows if you are over nominal temperatures Reactor overheat animation returns and plays if over nominal temperatures Power slider now has minimum power level again (30%) Rector now has spinup time, takes ~3 hours to get to full power Core integrity returns, can be field repaired (EVA) with level 5 engineer to up to 75% Exceed critical temperature and core damage occurs Added dummy Heat Exchanger part, high conductivity Not worth the rebuild right now, but NFP tanks got kicked to 0.2 emissivity. So one thing I want to know - are the advanced heat management parts useful? The heat pipe, heat exchanger, heat isolator. Affects whether they will be modeled or not.
  24. Radial engines aren't really my cup of tea. It's lots of work to model an engine and a radial engine just seems so... unversatile. Insufficient data - log, modlist, etc. Works fine here though. Yep, ratios are right. Should be fine. I might take another pass at it eventually, perhaps when I do the RO versions. Not really a priority though. LH2 capacity is calculated based on approximate volumes of stock tanks and is correct assuming 1U= 1L (CRP definition). Oxidizer is about 1U=5L so it's a bit confusing.
  25. Sorry Zodius - looks like you are literally the sole source of dissent . I think 3 pretty much agreed on. And honestly in terms of support PMs - I got TONS in the old system (ermagerd node has no parts in it), but it might be worse here. What would you rename it to? I'd rather not move it, but I can change the names easily enough.
×
×
  • Create New...