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Everything posted by Nertea
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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 you can. Click shutdown reactor in the panel. That will turn off the engine too, but that's fine. If the engine is powerful, you may need some radiators to handle the decay heat until it shuts down. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Haha, yeah I'm pretty happy. From top left, clockwise: 1.875 -> 1.25m adapter 1.875 -> 1.25m flat adapter 1.875 -> 0.625m adapter 1.875m attach point Short crew tube Medium crew tube Long crew tube 2.5 -> 1.875m adapter Science lab Utility module -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
It is sufficient. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
You should shut down the reactor vs shutting down the engine. -
I spent about two hours tonight going over all these files and trying various ways of reproducing things by building weird and strange systems. Found nothing - no idea what could be wrong. Will keep thinking about it but on that vessel all the internals look just fine and there's nothing amiss. This only occurs on vessels from a previous version loaded in this version? Thanks, I know about this but it can't really be fixed with the way the simulation currently works. It's harmless but annoying. I should write documentation for this, but not until system is stable. Looks like that flameout thing is a bug to be addressed.
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[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
It's better to look at parts in numerous lighting situations to ensure that things look ok. I'm not promising anything but I would like to make some changes. No, I'd rather not deal with the buggy mess that is that feature. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
I mean there are already two greenhouses in the mod so, probably mostly like that. Inflatables need IVAs that are frequently large which is why they are excluded. Completed variants. -
[1.12.x] Space Dust - Atmospheric and Exospheric Harvesting (9/10/2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
I think it's overheating and the 'overheated' message is not being posted. The max temp of the part is 600K and your loop is at 1400K, so you're turning it on and it's instantly shutting down. I'll make a note to look into the missing message. -
[1.12.x] Space Dust - Atmospheric and Exospheric Harvesting (9/10/2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Seems ok to me. If you have SystemHeat installed, do you have enough cooling? Enough electricity? Sift-O-Tron is an atmospheric processor, not an exospheric processor What do you mean by 'shuts down', really? I might need some reproduction steps, mod list, etc. -
Nope there is no ordering. Oh, people try to do useful things. You could use some heat for thermal processes, heating your ship/base, etc, but those things are not modeled in KSP, and they're not going to be a large fraction of the energy generated. Plus, all that energy is going to need to go somewhere eventually - if you use it to heat your ship, it'll eventually need to radiate out or you'll cook the crew as you keep adding heat. I started writing a huge blob on thermodynamics here but really best to go look up heat engines on wikipedia. What are you trying to achieve? Even modeling the whole reactor core and coolant system as a open, perfect radiator is not going to add more than a dozen kW of radiation - not enough surface area. That is pretty much as intended. Always fun to look at 515 kilometres of radiators
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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
Yeah... I am probably going to drop support for the NFE NTR patch shortly. It's too much work to maintain and the SH stuff is at this point undeniably better. -
Glad you solved it, but for future reference it's not super helpful to post log snippets without the log. Things like that error are caused by an earlier error somewhere that I would see in a full log but not one where the player cuts out the piece they think is relevant (which is hard to determine for someone who's not me).
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Part loop assignments cannot be changed in flight, you can only change the ID of the loop. If you want to connect two loops (say, in your case), then you should put them on the same loop in separate ships. Docking the ships will them merge the loops. @yjchun Glad you enjoy the mod, happy to try to answer a few of these comments... You can use pretty much any static radiator in the atmosphere, don't limit to the conformal ones. However the stubber has nearly full-flow cooling as it is (relatively) low-power, and only needs something like 30 kW when running at full power. I don't really intend to add this anytime soon. The simulator is not designed to handle things that would 'step down' heat, do effectively deal with multiple partial consumers a lot of work would need to be done to 'order' consumers correctly. Nah it's a bit too efficient. In a nuclear submarine, you have the entire ocean to use as a heat sink. Sub reactors are somewhere around 30% efficient, and they transfer their heat to the surrounding ocean. This is why in some cases you can detect a nuclear submarine through space-based thermal imaging techniques which is kinda cool. Space reactors have the same problem but worse because radiation sucks. I've modeled the efficiency as dependent on the technology in the reactor, some power conversion techniques are very bad, like thermionics and stirling engines (10-20%). Stepping up to the larger reactors I use some approximation of full-cycle Brayton turbines at ~30%. The fanciest reactors have up to 45% (iirc) efficiency and are modeled as futuristic MHD generators. No matter what though, you have vast amounts of waste heat from any thermal cycle. Compared to naval reactors (and commercial reactors) I've specced the space reactors as very high temperature (better for radiation), PWRs don't really exceed 600K but the stuff I've cribbed from achieves 800-1000K. I'm not completely sure what you mean here, can you rephrase? A couple comments based on what I understood. This mod is specifically designed to be deterministic rather than equilibrium based, for increased player predictability when planning missions Convection is simulated in a similar fashion to stock aerodynamic convection, for simplicity and for better feedback (e.g. when looking at re-entry effects and such). It should definitely not be evident in space ;). Simulation of heating rates is fairly correct in the sense that it uses basic thermal equations and assumes loops are made of sodium-potassium coolant (a good or a bad assumption depending on what part you're referring to). The thing is with the nuclear stuff, for space tech you're often dealing with massive thermal powers in tiny spaces with limited amounts of coolant volume. It will heat up very fast. One thing that is not well captured is how long it takes a reactor (or chemical process) to warm up - even accounting for very high power densities the rates I've used are probably 10x too high. This is very easy to change in config, but seems to cause a lot of player frustration so I've kept it quite forgiving. Yeah unfortunately I don't think there's a world where I can replace everything that uses core heat so I've kept those UI things around to help with compatibility with such mods. Don't really have a better option, sadly ;( .
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Get the latest version of Space Dust (0.4.1). It has a fix.
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[1.12.x] Space Dust - Atmospheric and Exospheric Harvesting (9/10/2024)
Nertea replied to Nertea's topic in KSP1 Mod Releases
Space Dust 0.4.1 Fixed heat API issue -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Moving along slowly... For those who haven't guessed yet, these are the 1.875m station core (based loosely on the Mir Kvant module) and habitation module (based loosely on Zvesda and Mir core). The confirmed planned part list now includes: Station core Habitation module Utility module Science lab Crew tube (three lengths) Surface attach tube Four adapters (2.5 -> 1.875, 1.875-> 1.25, flat 1.875 -> 1.25, 1.875 -> 0.625) Multi-hub (6x, 5x, 4x, 3x variants) Angled connector Parts that might make an appearance if motivation holds out: Cupola module Greenhouse module Short habitation module Cargo tube Parts that absolutely won't make an appearance: Inflatables