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Nertea

KSP2 Alumni
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Everything posted by Nertea

  1. Waterfall 0.2.7 Added IgnoreProjector tag on all shaders; should resolve some interactions with Scatterer Note: this deletes a file, so really make sure to delete instead of merge folders.
  2. Ok thanks. I'm pretty sure I'm correct. SpaceDust determines that you're in the atmosphere by a threshold, it has nothing to do with other systems. Your second image, you're in the atmosphere according to the sensor, which is more sensitive than the harvester (static pressure > 0.00001 atm). Third, you're now in according to the harvester (static pressure > 0.0001 atm). This probably doesn't show up unless in rescaled systems because the gradients are wider and the speeds are higher. I can make some mitigations to this to make both thresholds more sensitive.
  3. Ok what I mean is that when you change the distribution and try to harvest it, you are subject to the limitations of the harvester, which includes cutoff for when 'atmosphere' no longer exists. So if you check with a local scanner that shows you the concentrations, you will get the real things.
  4. Which config are you changing, there's two here. Thinking a bit, you're saying 'tanks go to empty', which says to me you're testing with a harvester. You should check with a scanner. A harvester has its own subtleties.
  5. Can you provide a full example of the config you are testing so I can take a look? Also, better to put it in the SpaceDust thread.
  6. Yes, that's what ye enormous harvester is for. I love it. But it occurs to me that the harvester should check for air in front of it before working
  7. So, bit of an update on the thermal issues. I've decide to solve the problem with two changes Rework engine heat output to be less physically based and more engine mass based, so required radiator mass is effectively some fraction of the propulsion system mass. This will be (relatively) consistent between classes of engines. Overall this doesn't change the total amount of radiator mass required that much for most engines, some win a little, some lose a little. Low mass flow engines will require 30-40% of their mass in radiators High mass flow engines will require 20-25% of their mass in radiators 'Thermal' fission engines will require 50-60% of their mass in radiators Decrease radiator capabilities by 50%, but also cut mass by 50% - this will result in ships that look more what I want, but with pretty much the same vessel performance. This comes out of an error in the previous radiator power calculation, which assumed the radiator worked at maximum temperature along its whole length, which is very unrealistic.
  8. Ah this is that stupid squad underscore -> . thing. I will need to add a fix for that.
  9. You can't, you have to level them all with an action group and probably tune the result.
  10. I'm never sure of what level of support Antenna Helper provides for reflectors. The numbers shown in the part tooltip are additive to the base range number in the feeder, with a multiplier for how 'feeder-like' the antenna is.
  11. It is aligned with the color scheme of the (re)stock drills. The 'box' on the right is about 3.75m long. So one kerbal can climb the catwalk but it's a little wide. Lol, probably not from me, though I do try to make sure there are less cylindrical versions of most things I make these days (e.g the atmospheric harvesters).
  12. Ah, maybe it's not clear to people who don't know the physics that 'reaction products' is always the lowest possible thrust. Anyways, new part mostly completedand coming in the next version...
  13. Correct, ripe for abuse otherwise. I'm not committing to rewriting other mods' modules, if they want to be compatible, they will. My Extras folder is best. I should probably create support for these. Nah more loop volume just makes the thermal inertia of the loop higher (takes longer to heat up and longer to cool down. It's a less-efficient heatsink the player doesn't manage.
  14. Sorry? I don't quite understand, the reaction products mode definitely has lower thrust. You're saying that when you add a dual mode engine in the VAB it shows heat from both modes in the SystemHeat information? Added in NFP, I think. You did fine, they just need to be targeted to the dev branch.
  15. It's interesting you found that, but Dithering on/off doesn't do anything for me. Then again, I don't see it in the current install, so :P.
  16. Can't reproduce, steps taken: place large ISRU in VAB, observe log. Also, can't really download the log from that site, makes it really hard to search... Well that's the problem, are they useful? if so maybe effort for more is warranted. If not though... Are you saying that there should be pipe parts and hub parts and what?
  17. Total wag (wild-ass guess) based on a mental model that says 'well, the part has bout this much volume, maybe half of it is coolant'. Ooof I'm not sure I like that. Coolant is really a volumetric challenge of a resource, you need tons of it that's going to manifest in terms of 'where do i put that on my ship'? What does buffed mean in this case? Higher heat acceptance rate? Higher total capacity?
  18. I found a small bug in my spreadsheet, but this only affects the numbers by +13%. The radiator configs are in SystemHeat/Patches/HeatControl/. The square radiator should weigh 2.6t according to that config, which might be somewhat wrong. It should be lighter per KW than the deployable one, not heavier.... hmm
  19. I can check out my numbers in the sheets, see if something is not consistent.
  20. It really doesn't kill performance. Check out how these line up: In the current model, which I think is too forgiving (particularly since these engines are waaayay too thrust-ful compared to their counterparts), I am using approximately a scaling of 0.001x compared to the required 'reality' cooling of the engine. For those interested, the highlighted column is where that gets you for the engines, see how they never get above 0.14%! In most cases these engines are requiring you to use less than 10 tons of radiator (heck, most are 5!), considerably less scaled than reality. Usually you don't get your radiators below 30% of your propulsion system mass. That's generous. Maybe too generous. Just for reference, the large square microchannel radiator rejects ~4 MW of heat. The large deployable one does 8 MW.
  21. Nah we've only got the faint cone, not the dots pattern. Though I guess it could be the same bug? Check back after the next Waterfall release I guess!
  22. I think we have traced the faint cone to Scatterer, have identified a likely fix for next release.
  23. So I really hope the 1.11 part repair/placement stuff is moddable enough so I can use those effects/interactions for reactor repair and fuelling, have some cool ideas. Anyways, interested in people's thoughts about utility of the parts that are included (heat sink, heat exchanger, coolant tank). Are they useful? Are there any other parts you need/would like to manage heat?
  24. Yeah, see I can't reproduce it (I could in 1.8.1/1.9.1), and all my previous reports of the pattern have been using 1.8.1. If you're seeing that in 10.1 then that throws that theory out the window :(. I have to assume at this point it is some kind of mod interaction (scatterer? some TUFX/KS3P setting? odd because I usually test with an install that has both of these) or related to the graphics API you're using. So, please let me know those things.
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