dboi88 Posted September 3, 2015 Share Posted September 3, 2015 I've updated KSP and they're now working as intended. I've had to reinstall a few times now so I managed so save everything. Many Thanks for the help. Keep up the good work! Link to comment Share on other sites More sharing options...
Trifonius Posted September 7, 2015 Share Posted September 7, 2015 Small request: a "toggle pump" button on the AHMS would save me an action group. Amazing mod nonetheless. Heat doesn't stand a chance. Link to comment Share on other sites More sharing options...
Horus Posted September 29, 2015 Share Posted September 29, 2015 (edited) I've installed mod as described, however, I do not see any category called "Heat Management". What might be wrong? Do I need some additional mod to handle custom category?UPD: seems that only when total number of mods that add custom category becomes more than 2 - they appear in categories list. Weird. Edited September 29, 2015 by Horus update Link to comment Share on other sites More sharing options...
Randazzo Posted September 29, 2015 Author Share Posted September 29, 2015 I've installed mod as described, however, I do not see any category called "Heat Management". What might be wrong? Do I need some additional mod to handle custom category?UPD: seems that only when total number of mods that add custom category becomes more than 2 - they appear in categories list. Weird.The custom category depends on Wild Blue Tools which is to become a dependency in the near future (was intended to have been done already.)Small request: a "toggle pump" button on the AHMS would save me an action group. Amazing mod nonetheless. Heat doesn't stand a chance.Unfortunately that doesn't appear to be possible with the stock resource converter module. We're stuck with off and on.And sorry I missed your question until now. Link to comment Share on other sites More sharing options...
Snark Posted October 27, 2015 Share Posted October 27, 2015 One shout-out I'd like to give this mod: its radiator panels' sun tracking actually works, unlike the stock sun-tracking radiator panels.Yes, that's right. The stock panels, which appear to rotate to avoid getting hit with solar heat... actually don't. Yes, it looks like they do. But if you go and look at their radiation flux with the thermal debugging turned on, the actual thermal behavior completely ignores the apparent position, and just acts like the panels are fixed in place. Detailed discussion here. It's clearly a bug.Randazzo was kind enough to jump in on the thread and test his own panels-- and they actually work, unlike the stock panels.So kudos to Heat Management: you did a better job than Squad did. (In Squad's defense: NathanKell jumped in on the thread I linked to above, and indicated that they're aware of the problem and are working on it. Presumably 1.05 will fix the problem. However, until it comes out, this mod is the only game in town for dealing with solar heating.) Link to comment Share on other sites More sharing options...
Randazzo Posted November 11, 2015 Author Share Posted November 11, 2015 Update for 1.0.5 is out.AHMS performance is slightly different but still should be sufficiently overpowered. You still can't use them for sundivers. Link to comment Share on other sites More sharing options...
smjjames Posted November 12, 2015 Share Posted November 12, 2015 How come the WildBlue tools is a dependency now? What does that do? Link to comment Share on other sites More sharing options...
Randazzo Posted November 12, 2015 Author Share Posted November 12, 2015 How come the WildBlue tools is a dependency now? What does that do?Provides the custom category functionality. None of the parts from it are included in this download, so there shouldn't be any memory impact. Link to comment Share on other sites More sharing options...
Jimbodiah Posted November 13, 2015 Share Posted November 13, 2015 The radiator panels no longer do anything. I can extend them but no option to activate is visible in the GUI and the parts heat up the same with or without the panels extended. With thermal debugging I see they take on the same temperature and turn orange/yellow, with the 1.0.4 version they would stay red unless they could no longer dissipate the heat. Link to comment Share on other sites More sharing options...
Randazzo Posted November 13, 2015 Author Share Posted November 13, 2015 The radiator panels no longer do anything. I can extend them but no option to activate is visible in the GUI and the parts heat up the same with or without the panels extended. With thermal debugging I see they take on the same temperature and turn orange/yellow, with the 1.0.4 version they would stay red unless they could no longer dissipate the heat.The radiators are functionally identical to stock, with some buffed stats compared to their closely sized counterparts. The active modules were removed as the stock function allows overcooling on it's own. In short, yes, they will get hotter than they did before. Link to comment Share on other sites More sharing options...
Jimbodiah Posted November 16, 2015 Share Posted November 16, 2015 ok, thanks. I used the mod because they gave the best cooling vs other radiators, kind of makes the mod redundant now ;) Link to comment Share on other sites More sharing options...
smjjames Posted November 16, 2015 Share Posted November 16, 2015 [quote name='Randazzo']The radiators are functionally identical to stock, with some buffed stats compared to their closely sized counterparts. The active modules were removed as the stock function allows overcooling on it's own. In short, yes, they will get hotter than they did before.[/QUOTE] [quote name='Jimbodiah']ok, thanks. I used the mod because they gave the best cooling vs other radiators, kind of makes the mod redundant now ;)[/QUOTE] I wouldn't say it makes the mod redundant, theres still the heat insulators and the heatsinks, after all, this mod is heat [I]management[/I]. Edit: Also, I've noticed that the parts aren't in their CTT tech nodes anymore, is this intentional? Link to comment Share on other sites More sharing options...
Jimbodiah Posted November 17, 2015 Share Posted November 17, 2015 The radiators and washes don't really do much. Placing the folding radiators near the engines did the job a lot better. These things could cool something 150K from the sun :) Now they explode :) Link to comment Share on other sites More sharing options...
Randazzo Posted November 17, 2015 Author Share Posted November 17, 2015 [quote name='smjjames']Edit: Also, I've noticed that the parts aren't in their CTT tech nodes anymore, is this intentional?[/QUOTE] Nothing changed on this end, everything should be just as it was before 1.0.5 came out. Link to comment Share on other sites More sharing options...
smjjames Posted November 18, 2015 Share Posted November 18, 2015 (edited) [quote name='Randazzo']Nothing changed on this end, everything should be just as it was before 1.0.5 came out.[/QUOTE] They used to be in the heat management branch, but now they're scattered between science tech (active heat management parts), advanced science (AHMS parts), experimential science (AHMS parts). The heatsinks and thermal washers are in specialized construction, advanced metalworks, meta-materials, and composites. The radiator panels are over in specialized construction. Edited November 18, 2015 by smjjames Link to comment Share on other sites More sharing options...
Randazzo Posted November 18, 2015 Author Share Posted November 18, 2015 [quote name='smjjames']They used to be in the heat management branch, but now they're scattered between science tech (active heat management parts), advanced science (AHMS parts), experimential science (AHMS parts). The heatsinks and thermal washers are in specialized construction, advanced metalworks, meta-materials, and composites. The radiator panels are over in specialized construction.[/QUOTE] Sounds like you need to replace AltStockTech.cfg with the CTT patch, which I don't distribute. There's a link in the OP to it (it doesn't come from me). Link to comment Share on other sites More sharing options...
smjjames Posted November 18, 2015 Share Posted November 18, 2015 [quote name='Randazzo']Sounds like you need to replace AltStockTech.cfg with the CTT patch, which I don't distribute. There's a link in the OP to it (it doesn't come from me).[/QUOTE] Thanks, not sure where I got it last time because it was like that from the start for me when I installed Heat Management before. Link to comment Share on other sites More sharing options...
Randazzo Posted November 21, 2015 Author Share Posted November 21, 2015 Active Cooling restored to the radiator panels. They will now consume a small amount of electricity when using this function. Link to comment Share on other sites More sharing options...
Jimbodiah Posted November 23, 2015 Share Posted November 23, 2015 :D super! Link to comment Share on other sites More sharing options...
smjjames Posted November 26, 2015 Share Posted November 26, 2015 Randazzo, I'm still getting that exception spam when one of the radiators gets destroyed, aren't you going to fix that one? :P I'm also getting a new exception spam with it as well. [code] NullReferenceException at (wrapper managed-to-native) UnityEngine.Renderer:get_material () at ModuleAblator.UpdateColor () [0x00000] in <filename unknown>:0 at ModuleAblator.FixedUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: GetRef at (wrapper managed-to-native) UnityEngine.AnimationState:set_normalizedTime (single) at ModuleAnimateHeat.UpdateHeatEffect () [0x00000] in <filename unknown>:0 at ModuleAnimateHeat.Update () [0x00000] in <filename unknown>:0 [/code] Reproduction: 1. Break the radiator panel via whatever method. Link to comment Share on other sites More sharing options...
Randazzo Posted November 26, 2015 Author Share Posted November 26, 2015 [quote name='smjjames']Randazzo, I'm still getting that exception spam when one of the radiators gets destroyed, aren't you going to fix that one? :P I'm also getting a new exception spam with it as well. [code] NullReferenceException at (wrapper managed-to-native) UnityEngine.Renderer:get_material () at ModuleAblator.UpdateColor () [0x00000] in <filename unknown>:0 at ModuleAblator.FixedUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: GetRef at (wrapper managed-to-native) UnityEngine.AnimationState:set_normalizedTime (single) at ModuleAnimateHeat.UpdateHeatEffect () [0x00000] in <filename unknown>:0 at ModuleAnimateHeat.Update () [0x00000] in <filename unknown>:0 [/code] Reproduction: 1. Break the radiator panel via whatever method.[/QUOTE] Nothing I can do about that save remove the emissive. Link to comment Share on other sites More sharing options...
Tarrence12 Posted December 5, 2015 Share Posted December 5, 2015 Your link to the CTT patch by theonegalen just resends back to this site, and I googled the shit out of it and looked up theonegalen things he done and I can't find it. Any chance you could fix the link? Link to comment Share on other sites More sharing options...
theonegalen Posted December 5, 2015 Share Posted December 5, 2015 (edited) @Tarrence12 It's a problem with the new forums and the old code, I think. Give me a moment. EDIT: Here you go. Edited December 5, 2015 by theonegalen Link to comment Share on other sites More sharing options...
Tarrence12 Posted December 7, 2015 Share Posted December 7, 2015 @theonegalen thankyouthankyou I appreciate help and the modding community in general so much~~ thanks for this great mod @Randazzo and thanks for the CTT support theonegalen Link to comment Share on other sites More sharing options...
Randazzo Posted December 7, 2015 Author Share Posted December 7, 2015 @theonegalen thank you sir, link updated in the OP. 16 hours ago, Tarrence12 said: @theonegalen thankyouthankyou I appreciate help and the modding community in general so much~~ thanks for this great mod @Randazzo and thanks for the CTT support theonegalen Glad you like it! Link to comment Share on other sites More sharing options...
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