Bit Fiddler Posted October 29, 2016 Share Posted October 29, 2016 in this pic you see the reactor I am using showing 100% output at 300Kw... Spoiler yet here in the SPH it tells me it is rated for 400Kw... Spoiler So the question is which is it supposed to be and which is the error? I really needed the 400ec, and built this design based on needing that 400. lol but get in orbit and it only gives me 300... oh well lucky it is able to deorbit with not too much loss of cash... Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted October 29, 2016 Author Share Posted October 29, 2016 (edited) @Benji13: the Mk2 Tricoupler Xenon tank is being added by the global fuelswitch patch from the full version of IFS. From the look of the relevant line of code "resourceAmounts = #$../LF$,$../OX$;$../totalCap$;$../totalCap$;$../totalCap$;$../totalCap$;$../onlyLH2$" it looks like the IFS patch assumes all fuel resources have the same volume, so Xenon is getting a 1:1 capacity ratio compared to LF/O. Opening up the GameData/InterstellarFuelSwitch/Patches/IntegrateInterstellarFuelSwitch.cfg and replacing the contents with: Spoiler @PART[*]:HAS[@RESOURCE[LiquidFuel],@RESOURCE[Oxidizer],!RESOURCE[MonoPropellant],!MODULE[InterstellarFuelSwitch],!MODULE[FSfuelSwitch],!MODULE[B9PartSwitch],!MODULE[ModuleEnginesFX],!MODULE[ModuleEngines]]:NEEDS[InterstellarFuelSwitch&!CryoTanks&!ModularFuelTanks&!RealFuels]:FOR[InterstellarFuelSwitch] { %LF = #$RESOURCE[LiquidFuel]/maxAmount$ %OX = #$RESOURCE[Oxidizer]/maxAmount$ %totalCap = #$RESOURCE[LiquidFuel]/maxAmount$ @totalCap += #$RESOURCE[Oxidizer]/maxAmount$ %onlyLH2 = #$totalCap$ @onlyLH2 *= 5 %cryoPower = #$onlyLH2$ @cryoPower /= 500 %onlyXe = #$totalCap$ @onlyXe *= 50 // stock Xe to LF ratio // @onlyXe *= 12.5 //NFP Xe to LF ratio %REALmixOX = #$onlyLH2$ @REALmixOX *= 0.27143861 %REALmixLH2 = #$onlyLH2$ @REALmixLH2 -= #$REALmixOX$ %LANTRmixOX = #$onlyLH2$ @LANTRmixOX /= 5 %LANTRmixLH2 = #$onlyLH2$ @LANTRmixLH2 -= #$LANTRmixOX$ MODULE:NEEDS[!WarpPlugin] { name = InterstellarFuelSwitch tankSwitchNames = LFO;LiquidFuel;Oxidizer;MonoPropel;XenonGas;Hydrogen resourceGui = LiquidFuel+Oxidizer;LiquidFuel;Oxidizer;MonoPropellant;XenonGas;LqdHydrogen resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer;MonoPropellant;XenonGas;LqdHydrogen resourceAmounts = #$../LF$,$../OX$;$../totalCap$;$../totalCap$;$../totalCap$;$../onlyXe$;$../onlyLH2$ tankTechReq = start;start;start;advFuelSystems;ionPropulsion;nuclearPropulsion tankResourceMassDivider = 8;8;8;6.66666666666;1.272727272727;5.5 orderBySwitchName = true hasGUI = true } MODULE:NEEDS[WarpPlugin] { name = InterstellarFuelSwitch tankSwitchNames = LFO;LiquidFuel;Oxidizer;MonoPropel;XenonGas;Hydrogen;Hydrolox resourceGui = LiquidFuel+Oxidizer;LiquidFuel;Oxidizer;MonoPropellant;XenonGas;LqdHydrogen;Hydrolox resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer;MonoPropellant;XenonGas;LqdHydrogen;LqdHydrogen,LqdOxygen resourceAmounts = #$../LF$,$../OX$;$../totalCap$;$../totalCap$;$../totalCap$;$../onlyXe$;$../onlyLH2$;$../LANTRmixLH2$,$../LANTRmixOX$ tankTechReq = start;start;start;advFuelSystems;ionPropulsion;nuclearPropulsion;improvedNuclearPropulsion tankResourceMassDivider = 8;8;8;6.66666666666;1.272727272727;5.5;8 orderBySwitchName = true hasGUI = true } @MODULE[InterstellarFuelSwitch]:NEEDS[RealSolarSystem] { %tankResourceMassDividerAddition = 12;12;12;13.333333333333;8.7272727273 } MODULE:NEEDS[WarpPlugin] { name = FNModuleCryostat resourceName = LqdHydrogen resourceGUIName = LqdHydrogen powerReqKW = #$../cryoPower$ boilOffRate = 0 boilOffTemp = 20.271 boilOffMultiplier = 1 boilOffBase = #$../onlyLH2$ boilOffAddition = 8.97215e-5 } MODULE:NEEDS[WarpPlugin] { name = FNModuleCryostat resourceName = LqdOxygen resourceGUIName = LqdOxygen powerReqKW = #$../cryoPower$ boilOffRate = 0 boilOffTemp = 90.188 boilOffMultiplier = 1 boilOffBase = #$../onlyLH2$ boilOffAddition = 8.97215e-5 } } @PART[*]:FINAL { // Remove temporary variables to eliminate log spam !LF = 0 !OX = 0 !totalCap = 0 !onlyLH2 = 0 !cryoPower !REALmixOX !REALmixLH2 !LANTRmixOX !LANTRmixLH2 } should fix the issue, though if you're using NearFuturePropulsion you might want to switch out the "@onlyXe *=50" line for the commented out version below it. @Bit Fiddler: If using NFE it should be producing more than 300 Ec; I've taken a look at the Mk2X_NFE_Functionality.cfg and I've found the error; open up the GameData/Mk2Expansion/Patches/Mk2X_NFE_Functionality.cfg and replace with: Spoiler @PART[M2X_Pluto]:NEEDS[NearFutureElectrical]:NEEDS[!KSPIntegration]:FOR[Mk2Expansion] { @mass = 2.8 MODULE { name = FissionReactor StartActionName = Start Reactor StopActionName = Deactivate Reactor UseStagingIcon = true UseForcedActivation = false UseSpecializationBonus = false AutoShutdown = true DefaultShutoffTemp = 0.90 OverheatAnimation = ThermalAnim HeatGeneration = 65000 NominalTemperature = 3200 CriticalTemperature = 3600 MaximumTemperature = 3800 CoreDamageRate = 0.01 FuelName = EnrichedUranium GeneratesHeat = false TemperatureModifier { key = 0 0 } INPUT_RESOURCE { ResourceName = EnrichedUranium Ratio = 0.0002 FlowMode = NO_FLOW } OUTPUT_RESOURCE { ResourceName = DepletedFuel Ratio = 0.0002 DumpExcess = false FlowMode = NO_FLOW } } MODULE { name = ModuleCoreHeat CoreTempGoal = 3200 //Internal temp goal - we don't transfer till we hit this point CoreToPartRatio = 0.1 //Scale back cooling if the part is this % of core temp CoreTempGoalAdjustment = 0 //Dynamic goal adjustment CoreEnergyMultiplier = 0.1 //What percentage of our core energy do we transfer to the part HeatRadiantMultiplier = 0.05 //If the core is hotter, how much heat radiates? CoolingRadiantMultiplier = 0 //If the core is colder, how much radiates? HeatTransferMultiplier = 0 //If the part is hotter, how much heat transfers in? CoolantTransferMultiplier = 0.01 //If the part is colder, how much of our energy can we transfer? radiatorCoolingFactor = 1 //How much energy we pull from core with an active radiator? >= 1 radiatorHeatingFactor = 0.01 //How much energy we push to the active radiator MaxCalculationWarp = 1000 //Based on how dramatic the changes are, this is the max rate of change CoreShutdownTemp = 3800 //At what core temperature do we shut down all generators on this part? MaxCoolant = 1300 //Maximum amount of radiator capacity we can consume - 50 = 1 small } MODULE { name = FissionFlowRadiator passiveCooling = 65 maxEnergyTransfer = 65000 overcoolFactor = 0.20 maxLinksAway = 1 isCoreRadiator = true } MODULE { name = FissionEngine HeatUsed = 1300 Priority = 2 TempIspScale { key = 300 0 key = 1000 0.2 key = 3200 1.0 key = 4000 1.3 } } MODULE { name = FissionGenerator Priority = 1 PowerGeneration = 20 HeatUsed = 65 } RESOURCE { name = EnrichedUranium amount = 55 maxAmount = 55 } RESOURCE { name = DepletedFuel amount = 0 maxAmount = 55 } MODULE { name = RadioactiveStorageContainer DangerousFuel = DepletedFuel SafeFuel = EnrichedUranium // What enginer level is needed to transfer the safe fuel EngineerLevelForSafe = 1 // What enginer level is needed to transfer the dangerous fuel EngineerLevelForDangerous = 3 // Max temp for transferring fuel into or out of the part MaxTempForTransfer = 400 // kW of heat per unit of waste HeatFluxPerWasteUnit = 5 } @MODULE[ModuleEnginesFX] { @heatProduction *= 0.1 } } @PART[M2X_AtomicJet]:NEEDS[NearFutureElectrical]:NEEDS[!KSPIntegration]:FOR[Mk2Expansion] { @mass = 2.8 MODULE { name = FissionReactor StartActionName = Start Reactor StopActionName = Deactivate Reactor UseStagingIcon = true UseForcedActivation = false UseSpecializationBonus = false AutoShutdown = true DefaultShutoffTemp = 0.90 HeatGeneration = 40000 NominalTemperature = 3000 CriticalTemperature = 3400 MaximumTemperature = 3800 CoreDamageRate = 0.01 FuelName = EnrichedUranium GeneratesHeat = false TemperatureModifier { key = 0 0 } INPUT_RESOURCE { ResourceName = EnrichedUranium Ratio = 0.0002 FlowMode = NO_FLOW } OUTPUT_RESOURCE { ResourceName = DepletedFuel Ratio = 0.0002 DumpExcess = false FlowMode = NO_FLOW } } MODULE { name = ModuleCoreHeat CoreTempGoal = 3000 //Internal temp goal - we don't transfer till we hit this point CoreToPartRatio = 0.1 //Scale back cooling if the part is this % of core temp CoreTempGoalAdjustment = 0 //Dynamic goal adjustment CoreEnergyMultiplier = 0.1 //What percentage of our core energy do we transfer to the part HeatRadiantMultiplier = 0.05 //If the core is hotter, how much heat radiates? CoolingRadiantMultiplier = 0 //If the core is colder, how much radiates? HeatTransferMultiplier = 0 //If the part is hotter, how much heat transfers in? CoolantTransferMultiplier = 0.01 //If the part is colder, how much of our energy can we transfer? radiatorCoolingFactor = 1 //How much energy we pull from core with an active radiator? >= 1 radiatorHeatingFactor = 0.01 //How much energy we push to the active radiator MaxCalculationWarp = 1000 //Based on how dramatic the changes are, this is the max rate of change CoreShutdownTemp = 3800 //At what core temperature do we shut down all generators on this part? MaxCoolant = 800 //Maximum amount of radiator capacity we can consume - 50 = 1 small } MODULE { name = FissionFlowRadiator passiveCooling = 80 maxEnergyTransfer = 80000 overcoolFactor = 0.20 maxLinksAway = 1 isCoreRadiator = true } MODULE { name = FissionEngine Priority = 1 HeatUsed = 900 TempIspScale { key = 300 0 key = 1000 0.2 key = 3200 1.0 key = 4000 1.3 } } MODULE { name = FissionGenerator Priority = 2 PowerGeneration = 1 HeatUsed = 65 } RESOURCE { name = EnrichedUranium amount = 40 maxAmount = 40 } RESOURCE { name = DepletedFuel amount = 0 maxAmount = 40 } MODULE { name = RadioactiveStorageContainer DangerousFuel = DepletedFuel SafeFuel = EnrichedUranium // What enginer level is needed to transfer the safe fuel EngineerLevelForSafe = 1 // What enginer level is needed to transfer the dangerous fuel EngineerLevelForDangerous = 3 // Max temp for transferring fuel into or out of the part MaxTempForTransfer = 400 // kW of heat per unit of waste HeatFluxPerWasteUnit = 5 } @MODULE[ModuleEnginesFX] { @heatProduction *= 0.1 } } @PART[M2X_Reactor]:NEEDS[NearFutureElectrical]:NEEDS[!KSPIntegration]:FOR[Mk2Expansion] { @mass = 2.0 @description = A stripped down experimental fission reactor intended for use aboard aerospace assets that produces up to 500kW of electric power. Comes with integrated radiators. !MODULE[ModuleResourceConverter] {} !MODULE[ModuleOverheatDisplay] {} MODULE { name = FissionReactor StartActionName = Start Reactor StopActionName = Deactivate Reactor UseStagingIcon = true UseForcedActivation = true UseSpecializationBonus = false AutoShutdown = true DefaultShutoffTemp = 0.90 HeatGeneration = 15000 NominalTemperature = 800 CriticalTemperature = 1300 CoreDamageRate = 0.008 OverheatAnimation = Reactor_Heat FuelName = EnrichedUranium GeneratesHeat = false TemperatureModifier { key = 0 0 //60000 } INPUT_RESOURCE { ResourceName = EnrichedUranium Ratio = 0.00000140 FlowMode = NO_FLOW } OUTPUT_RESOURCE { ResourceName = DepletedFuel Ratio = 0.00000140 DumpExcess = false FlowMode = NO_FLOW } } !MODULE[ModuleCoreHeat] {} MODULE { name = ModuleCoreHeat CoreTempGoal = 800 //Internal temp goal - we don't transfer till we hit this point CoreToPartRatio = 0.1 //Scale back cooling if the part is this % of core temp CoreTempGoalAdjustment = 0 //Dynamic goal adjustment CoreEnergyMultiplier = 0.1 //What percentage of our core energy do we transfer to the part HeatRadiantMultiplier = 0.05 //If the core is hotter, how much heat radiates? CoolingRadiantMultiplier = 0 //If the core is colder, how much radiates? HeatTransferMultiplier = 0 //If the part is hotter, how much heat transfers in? CoolantTransferMultiplier = 0.01 //If the part is colder, how much of our energy can we transfer? radiatorCoolingFactor = 1 //How much energy we pull from core with an active radiator? >= 1 radiatorHeatingFactor = 0.01 //How much energy we push to the active radiator MaxCalculationWarp = 1000 //Based on how dramatic the changes are, this is the max rate of change CoreShutdownTemp = 6000 //At what core temperature do we shut down all generators on this part? MaxCoolant = 320 //Maximum amount of radiator capacity we can consume - 50 = 1 small } MODULE { name = FissionGenerator PowerGeneration = 500 HeatUsed = 300 } !RESOURCE[ElectricCharge] {} RESOURCE { name = ElectricCharge amount = 600 maxAmount = 600 } !RESOURCE[DepletedFuel] {} RESOURCE { name = DepletedFuel amount = 0 maxAmount = 90 } !RESOURCE[EnrichedUranium] {} RESOURCE { name = EnrichedUranium amount = 90 maxAmount = 90 } MODULE { name = RadioactiveStorageContainer DangerousFuel = DepletedFuel SafeFuel = EnrichedUranium // What enginer level is needed to transfer the safe fuel EngineerLevelForSafe = 1 // What enginer level is needed to transfer the dangerous fuel EngineerLevelForDangerous = 3 // Max temp for transferring fuel into or out of the part MaxTempForTransfer = 400 // kW of heat per unit of waste HeatFluxPerWasteUnit = 5 } } Edited October 29, 2016 by SuicidalInsanity Quote Link to comment Share on other sites More sharing options...
Benji13 Posted October 29, 2016 Share Posted October 29, 2016 @SuicidalInsanity Thanks, that fixed it. Quote Link to comment Share on other sites More sharing options...
Bit Fiddler Posted October 30, 2016 Share Posted October 30, 2016 ah good deal. I will switch it out. will this be fixed in future release? or will this patch need to be here for a while. as in should I make this change with a MM patch in my personal directory as if I reinstall this in the future the patch will be needed again. Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted October 30, 2016 Author Share Posted October 30, 2016 @ Bit Fiddler: The fix to the Mk2x_NFE_Functionality patch will be included with the next M2X update. No idea when that will be, but as more and more mods get updated to 1.2, I'll probably throw out a quick update in the near future to make sure all the M2X MM patchs are still compatible with supported mods. Quote Link to comment Share on other sites More sharing options...
juanml82 Posted October 30, 2016 Share Posted October 30, 2016 Was the "mk22X5WayRCS" part removed at some point? I deleted and copied back this mod when updating for 1.2 and I have that part missing (I recovered it from my old 1.0.5 installation, but I wonder if it was removed) Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted November 1, 2016 Author Share Posted November 1, 2016 @juanml82: That part was removed in the 1.7.03 update for KSP 1.1 and was replaced by the configurable RCS part Quote Link to comment Share on other sites More sharing options...
steve_v Posted November 2, 2016 Share Posted November 2, 2016 Having some issues getting the Pluto and Rontgen engines to work as engines (with NearFuture installed)... They work great as heaters though. I'm getting core overheats at ~30 seconds after starting the reactor, with included radiator active and with or without the engine running. Looks to me like there's no cooling effect from the propellant at all, as running the engine makes no discernable difference to rate of core temp increase. Thoughts? Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted November 3, 2016 Author Share Posted November 3, 2016 (edited) @steve_v: The integrated radiators are adequate for stock, but NFE enabled nuclear engines are going to require additional radiators. Regarding fuel flow cooling, that's something to ask Nertea about - my best guess from looking at NFE reactor cfgs is NFE reactors generate substantially more heat per second than is consumed when the engine is running. Edited November 3, 2016 by SuicidalInsanity Quote Link to comment Share on other sites More sharing options...
Nori Posted November 4, 2016 Share Posted November 4, 2016 On 10/20/2016 at 10:14 PM, SuicidalInsanity said: @Nori; For high speed engines the only ones I can think of lacking gimbal are the scramjet and ramjet; ramjet has a variable geometry nozzle so a gimbal is reasonable to add. For the VTOL engines, most of the gimbal stuff is still there, just not actualized in the .cfgs. If I remember correctly I removed the gimbals because they were attempting to gimbal as if the engines were oriented for horizontal flight regardless of actual engine orientation, which led to engine gimballing fighting with control surfaces when in VTOL mode. Somehow I didn't get a notice for this and missed it. So far I've noticed that the following don't have gimbal (excluding the nuke engine): M2X_Jumpjet M2X_FuselageRVTOLE M2X_LiftFan M2X_FuselageLiftFan M2X_Pegasus M2X_Siddeley M2X_Ramjet M2X_SCRamjet M2X_Turbofan M2X_Turboprop M2X_HeavyVTOL I can understand your point on the VTOLs. I use Throttle Controlled Avionics to manage the VTOL's so not having Gimbal actually hurts it. Though that is hardly your problem of course. The other non-VTOL engines not having at least 1 degree of gimbal can be really tough. Though it appears that is only 4 engines so no biggy. I'm personally doing a MM patch to add some gimbal back to them, but I had just wanted to ask on the reasoning. Thanks Quote Link to comment Share on other sites More sharing options...
Kevin Kyle Posted November 7, 2016 Share Posted November 7, 2016 (edited) I didnt have time to browse back through the recent post as I am in a hurry to leave. I will check through later at work but I thought I should mention this. I had a rescue mission for a Kerbal and their craft. Low Kerbin orbit, easy day rescue. Well, as soon as I latched onto the craft, I started increasing my ap as I happened to be pointed mostly prograde at the time. I had latched onto a SC-TD Multipurpose Cockpit. Nothing appeared to be happening visually. But when I turned retro I seen my ap started decreasing. I even cut off all access to mono and electricity and all engines but still it continued. It was a slow change of dv apparently. After a few minutes, it finally stopped. I have no idea what was going on. Never had anything like this happen before in the 1000+ hours of game time I have. I have several mods so its hard telling whats going on. Since it was that part I latched onto from this mod. I thought I better post this up just in case it had something to do with that part. It was like thrusters were active. Not sure whats going on. So consider this post just a headsup because I dont know what was going on really. Edited my post because it was not correct at the time that I posted. Its correct now. I have also read back some pages and have not seen any other reports like this. I have no idea whats going on here or what caused that. Never seen that behavior before in KSP since .018 when I started. Edited November 7, 2016 by Kevin Kyle Quote Link to comment Share on other sites More sharing options...
Deimos Rast Posted November 10, 2016 Share Posted November 10, 2016 On 11/7/2016 at 7:50 AM, Kevin Kyle said: I didnt have time to browse back through the recent post as I am in a hurry to leave. I will check through later at work but I thought I should mention this. I had a rescue mission for a Kerbal and their craft. Low Kerbin orbit, easy day rescue. Well, as soon as I latched onto the craft, I started increasing my ap as I happened to be pointed mostly prograde at the time. I had latched onto a SC-TD Multipurpose Cockpit. Nothing appeared to be happening visually. But when I turned retro I seen my ap started decreasing. I even cut off all access to mono and electricity and all engines but still it continued. It was a slow change of dv apparently. After a few minutes, it finally stopped. I have no idea what was going on. Never had anything like this happen before in the 1000+ hours of game time I have. I have several mods so its hard telling whats going on. Since it was that part I latched onto from this mod. I thought I better post this up just in case it had something to do with that part. It was like thrusters were active. Not sure whats going on. So consider this post just a headsup because I dont know what was going on really. Edited my post because it was not correct at the time that I posted. Its correct now. I have also read back some pages and have not seen any other reports like this. I have no idea whats going on here or what caused that. Never seen that behavior before in KSP since .018 when I started. https://github.com/SuicidalInsanity/Mk2Expansion/blob/master/Mk2Expansion/GameData/Mk2Expansion/Parts/Command/Angler/part.cfg That cockpit has no thrusters (see link) or rcs. Quote Link to comment Share on other sites More sharing options...
Kevin Kyle Posted November 10, 2016 Share Posted November 10, 2016 Ya, I dont know what to think, it was very strange. I have noticed here recently that when you grab something like that, the cockpit you grasp becomes the place that your craft is controlled from. Whatever that craft may be. So maybe that has something to do with it. Like I said, Ive never seen that before. Im going to write that off as a one off bug of unknown origin. Unless it happens again. I have nothing to go on. Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted November 12, 2016 Author Share Posted November 12, 2016 @Nori: One of the things I've been working on is reworking the VTOL engines' gimbals, so those will be making a comeback, though I'm thinking it might be best to have them via a MM patch for easy addition/removal depending on if people are using VTOL mods/etc. Non-VTOL engines are also getting an overhaul, so more of them now have gimbals now as well. @kevin Kyle: The best guess I have about what is happening is you've discovered some sort of Kraken Drive stemming from an interaction of the Klaw and parts with unusual colliders. Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted November 13, 2016 Author Share Posted November 13, 2016 (edited) M2X update 1.7.25 is now up, grab from Spacedock or GitHub. Mainly contains fixes for various things, but has some new-ish stuff as well. Changelog: Spoiler 1.7.25 ======================================================= -Fixes Service Bay occulsion issue -Tweaked Ramjet ThrustCurve -Tweaked Scramjet ThrustCurve -Mule Turbofan moved to SupersonicFlight -Scramjet moved to AerospaceTech, costs adjusted -Increased Service Tank resource storage capacity -FF5Way RCS now has Hullmetal White variant -Mk2 reactor NFE mm patch tweaked, should now produce full rated power when using NFE -Ramjet now has gimbal -VTOL engine gimbals restored -Added cockpit IVA ViewTransforms -Model Rework: HS-X cockpit -Model Rework; JE-1 'Mule' turbofan; added size1/mk2 attachment -Banshee reverted to LF/O fuelmode; alternate fuel modes added via MM patches -Banshee thrust slightly buffed -Fixes CLS support for X-hub -RCSAS Module RCS transforms fixed Edited November 17, 2016 by SuicidalInsanity updating update Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted November 13, 2016 Share Posted November 13, 2016 (edited) @SuicidalInsanity This is how much I love this mod, dude. Thanks to it I can build very beautiful and very special things....and in this one case, very amusing things. Feel free to steal pics It's got 15 P-G0 Jumpjet VTOL engines. 5 hours ago, JadeOfMaar said: Edited November 14, 2016 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
frencrs Posted November 16, 2016 Share Posted November 16, 2016 Hey just a heads up but the RCS thrust transform name in SCModule.mu is "RCSthruster" not "RCSThruster", so the Module sections in StabilityControl.cfg need to use that to work. Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted November 17, 2016 Author Share Posted November 17, 2016 @JadeOfMaar: Haha, that's incredible. How well does it fly? @frencrs: Thanks for the heads up. .cfg has been fixed and a corrected version of 1.7.25 has been re-uploaded. Quote Link to comment Share on other sites More sharing options...
SciMan Posted November 21, 2016 Share Posted November 21, 2016 I would like to suggest the addition of an aerodynamic and heat resistant surface-attachable antenna part in light of the changes to the communications systems in KSP 1.2.x. The primary kind of antenna I'm thinking of is usually called a "blade antenna", (big surprise, it looks like some kind of blade). I'm taking reference from the images in this Google Image search I see two primary styles of antenna in these images, Dipoles and Unipoles. Unipolar blade antennas are pretty simple, they're basically just a small "fin" sticking out perpendicular to the surface of the aircraft's fuselage when viewed from the nose, and often slightly swept back when viewed from the side. Something like this: I know for a fact that OPT Spaceplane Parts has one of these already, and IIRC it performs identically to the stock Communotron 16-S. Dipole blade antennas are only slightly more complex. The ones I'm talking about have a boomerang shaped antenna supported from the center by a swept-back pylon. Here's a good example: (for some reason image embedding broke for this one) Quote Link to comment Share on other sites More sharing options...
COL.R.Neville Posted November 23, 2016 Share Posted November 23, 2016 (edited) [EXC 12:09:46.733] NullReferenceException: Object reference not set to an instance of an object NearFutureElectrical.FissionReactor.GetInfo () PartLoader.CompilePartInfo (.AvailablePart newPartInfo, .Part part) PartLoader+<CompileParts>c__Iterator62.MoveNext () UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) started getting this while loading the m2xpluto. it halts KSP loading not sure which end is doing this m2 expansion or NFE. its the m2x NFE functionality MM patch doing this btw. Edited November 23, 2016 by COL.R.Neville Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted November 24, 2016 Share Posted November 24, 2016 @SuicidalInsanity Without RCS burning it can barely SAS (and there's a good number of Mk2 and stock SAS in it). Acceleration is okay but I haven't taken it much higher up than the VAB's roof. Sadly, flying horizontal is a complete no-go. It goes right over like any person or tall object getting pushed off of a ledge. Quote Link to comment Share on other sites More sharing options...
SpaceMouse Posted November 24, 2016 Share Posted November 24, 2016 (edited) @SuicidalInsanity Just realized yesterday among your massive mk2 pack there appears to be no mk2-2.5 adapter. Might have missed it. If your otherwise occupied i might have to make one. Nevermind. Found it. There's a whole lot of parts in here. Might i recommend adding mk2 and 2.5 tags to it? Edited November 24, 2016 by SpaceMouse Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted November 24, 2016 Author Share Posted November 24, 2016 @SciMan: With the Commnet addition it makes sense to have antennas for (space)planes, so yeah, I can add one. @COL.R.Neville: Remove the Mk2X_NFE_Functionality patch for now. It looks like NFE had an update recently that changed something, I'll take a look and see what needs changing in the MM patch to fix it. @SpaceMouse: It's not showing up in the search? That's odd, it has mk2 and size2 bulkhead profile tags as well as the same search tags as the stock one. Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted November 24, 2016 Share Posted November 24, 2016 (edited) On 11/21/2016 at 0:51 PM, SciMan said: I would like to suggest the addition of an aerodynamic and heat resistant surface-attachable antenna part in light of the changes to the communications systems in KSP 1.2.x. The primary kind of antenna I'm thinking of is usually called a "blade antenna", (big surprise, it looks like some kind of blade) I actually ust made one for the Telemachus mod... I'm also the one who made the OPT antenna. I have a few ideas for a couple more antennas, and also considering reviving some other KSP modded antennas, and releasing them as a small "antenna" pack.. its on the backburner right now, tho... as I still have to dig into how the stock antenna system works, as well as how the new version of RT works... Here's an early "beta" pic of the Telemachus antenna, and something closer to the "finished" version. Its based on a combination dual-band UHF/L-band antenna:http://imgur.com/a/WiCTq http://imgur.com/a/AV7r1 Edited November 24, 2016 by Stone Blue Quote Link to comment Share on other sites More sharing options...
Silavite Posted November 28, 2016 Share Posted November 28, 2016 (edited) I really love this mod (and the Mk 3 expansion), but I feel like the Sledgehammer (Air-Augmented Rocket) may be a bit too good. Its performance is quite comparable to the ESTOC, and it comes quite early in the tech tree at a fraction of the cost of the ESTOC. Edited November 29, 2016 by Silavite decided to make a separate post Quote Link to comment Share on other sites More sharing options...
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