Talvid Posted May 25, 2017 Share Posted May 25, 2017 @SuicidalInsanity Thanks for the reply, Tonight I tried to battle the issue again, and found exactly what you were saying, Tweakscale (when resizing the OPT wings to 50% to fit the MK 2 size), gives the wings a negative mass. I was going to edit my post tonight, to clear this mod of the problem... who knew (still quite new to the game really). If I return the wings to 100% size, the aircraft flies normally (if not goofy as hell looking). I went into the config files for the wings, and added scale to the model (0.5,0.5.0.5) and the wings worked with no issue, It must be the math that Tweakscale uses to get into the negitives (not sure how the code works in KSP, but some kind of "If (M => 1) M = M - (M/2)" in there to prevent negative numbers. As for the part, had no idea of the 'unfunness' of legs. I haven't dabbled in it yet, but i do 3d modeling (using 3ds max) but I'm kinda stuck at the conversion from a 3ds format to the KSP 3d format conversion. Would love to have some reference models as i do have some ideas for parts not yet in the MK2 Catalog. I've dabbled with code for years, and the config files are pretty straight forward, and it seems the modeling is as well (along with the texturing). Anyway, thanks again for the advice on this error I'm having, even if I blamed the wrong mod. Quote Link to comment Share on other sites More sharing options...
Spaceception Posted May 30, 2017 Share Posted May 30, 2017 Just downloaded, excited to see what it has to offer, especially the nuclear engines Quote Link to comment Share on other sites More sharing options...
Spaceception Posted May 30, 2017 Share Posted May 30, 2017 @SuicidalInsanity I just wanted to say THANK YOU for this mod, with your mod, I actually landed my 1st plane without the engines exploding or plane coming apart! Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted May 31, 2017 Author Share Posted May 31, 2017 Update 1.7.5 for KSP 1.3 is now up, grab it from SpaceDock or GitHub ChangeLog: Spoiler -Update for KSP 1.3 -Model Rework: Mk2 Science Lab -Model Rework: SC-TD Multipurpose Cockpit -Model Rework: HSNC now has spatular variant -Model Rework: Nosecap -Model Rework: Rontgen nuclear jet -Model Rework: Linear Aerospike -Banshee Lift Fan SFX volume reduced -HSNC and SSNC now use updated RSCFX -Fixes Omni RCS parts clipping into surfaces -Adds optional MM patch to add reactor heat/decay mechanics to Rontgen -Removes Scramjet thrust Offset -Added Engine Lights -R-71 cockpit now has ASET IVA -Tweakscale Patch has been updated courtesy of eberkain Quote Link to comment Share on other sites More sharing options...
SkyKaptn Posted May 31, 2017 Share Posted May 31, 2017 5 hours ago, SuicidalInsanity said: Update 1.7.5 for KSP 1.3 is now up Thank you Quote Link to comment Share on other sites More sharing options...
Spaceception Posted May 31, 2017 Share Posted May 31, 2017 Awesome! Some of the mods I'm using have been updated now Also, the Pluto engine seems almost impossible to use, it's heavy, has weak thrust, it sucks down fuel, and takes forever to get up to speed. Do you have any example crafts that use Pluto and fly well? Thanks in advance Quote Link to comment Share on other sites More sharing options...
HaydenTheKing Posted May 31, 2017 Share Posted May 31, 2017 Hey all I dont have any RPM on inline Mk2 or HV MK2 are they supposed to? Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted May 31, 2017 Author Share Posted May 31, 2017 @Spaceception: The Pluto is a vacuum-optimized engine, basically an upscaled LV-N Nerv, so high mass/low thrust is to be expected; it occupies the same usage niche the Nerv does. It shouldn't be sucking down fuel, unless you're comparing consumption rate to those of jets - it has the same 185-800 atmo/vac ISP of the Nerv, which means it's going to have terrible performance in low atmo. @HaydenTheKing: Correct, the HV Mk2-1 cockpit doesn't at this time have a RPM IVA. The Mk2 Inline cockpit wouldn't have one either because it's a stock cockpit. Quote Link to comment Share on other sites More sharing options...
Spaceception Posted May 31, 2017 Share Posted May 31, 2017 Alrighty, thanks Quote Link to comment Share on other sites More sharing options...
Fr8monkey Posted May 31, 2017 Share Posted May 31, 2017 Still not getting any thrust on the Pluto engine in space... did I do something wrong? Quote Link to comment Share on other sites More sharing options...
Spaceception Posted May 31, 2017 Share Posted May 31, 2017 4 minutes ago, Fr8monkey said: Still not getting any thrust on the Pluto engine in space... did I do something wrong? For me, (At least in atmo) the Pluto engine only worked after it was throttled up for a little bit, after that, turn on the reactor added into the engine, and it should work. I'm on my phone right now, so I can't check myself Quote Link to comment Share on other sites More sharing options...
Fr8monkey Posted May 31, 2017 Share Posted May 31, 2017 Thanks. I'll fudge with it... Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted May 31, 2017 Share Posted May 31, 2017 6 minutes ago, Fr8monkey said: Still not getting any thrust on the Pluto engine in space... did I do something wrong? If you have Near Future Electric installed, the atomic engines only work if their reactor is turned on and fully primed. They receive a reactor module from NF Electric. And each engine needs a little over 1 MegaWatt of cooling so you have to get creative with radiators too. Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted May 31, 2017 Author Share Posted May 31, 2017 @Spaceception, Didn't mention the reactor the first time around, that explains things - from the way you worded your initial post, it sounded like you were trying to use the Pluto as a low atmo aircraft engine. With NFE, engine thrust is tied to the reactor's core heat, so the reactor has to warm up to optimum temperature before it'll produce its full thrust. I think ISP is also tied to core temperature as well, which would explain it sucking down fuel. @Fr8monkey: As mentioned above, almost certainly a NFE interaction. As JadeofMaar said, NFE adds NFE reactor mechanics to the Mk2 Nuclear engines which affects how they function, however you should be able to run them without radiators as the engines feature exhaust cooling, but radiators will be needed if the reactor cores are left running when the engines aren't being used. If you want to revert the engine to default stock engine behavior, remove the Mk2Expansion/Patches/Mk2X_NFE_Functionality.cfg MM patch Quote Link to comment Share on other sites More sharing options...
Fr8monkey Posted May 31, 2017 Share Posted May 31, 2017 (edited) Yeah, i messed with it for a bit and it works. Just didn't remember the extra step. Awesome job you and all the other modders do... Edited May 31, 2017 by Fr8monkey Quote Link to comment Share on other sites More sharing options...
VenDei Posted June 19, 2017 Share Posted June 19, 2017 First off, I simply love this mod. It makes the mk2-formfactor really something worthwhile to play with. It has a fixed place in my mod-list. There's something, though, I'd like to play more with, and that's the inverted fishhead-cockpit. It is just such an intrigueing oddball. I have wondered how I could put a 1.25m docking-port at the nose. Since I play with CLS, I frequently run into problems with this cockpit concerning structural parts. A short, passable, structural inverter might come in handy, or a mk2-1.25m-adapter in the same vein. Just my design-problems, though - maybe I'm just using it wrong. Quote Link to comment Share on other sites More sharing options...
pr4ger Posted June 28, 2017 Share Posted June 28, 2017 (edited) First of all - thank you for great mod, that really helps with my SSTO carreer. I have a heavy modded install of 1.3, without any aero mods (like FAR), and I have encountered an issue with mk2 decoupler. Any part that goes after decoupler has immense drag, as if it was facing upcoming air withiut any protection from previous parts. So at mach1 for example, my inline mk2 tank has about 15ish drag before decoupler, and about 60ish drag after. Does anybody encountered such a behaviour? p.s. replaced decouplers with mk2 docking ports, worse that just stacking two tanks to each other, but way better that separate them with mk2 decouplers. Edited June 28, 2017 by pr4ger Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted July 1, 2017 Author Share Posted July 1, 2017 @pr4ger: Looks like the decoupler's DragCube was improperly configured. If you open up the Mk2Expansion/parts/Structural/decoupler/part.cfg and replace the DRAG_CUBE section of the config with: DRAG_CUBE { cube = Default, 0.1846,0.5943,1.355, 0.1846,0.5943,1.355, 2.476,0.7572,0.09955, 2.476,0.7572,0.09955, 0.3174,0.7253,0.7, 0.3174,0.7253,0.7, 0,-0.06703,-6.076E-09, 2.5,0.1255,1.5 } it should fix the problem. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 2, 2017 Share Posted July 2, 2017 @SuicidalInsanity, your CKAN config needs to add the CRP as a dependency. The game hangs when trying to load just the Mk3 Expansion via CKAN, when I added the CRP, it loaded I can add it if you want, or you can take care of it. Quote Link to comment Share on other sites More sharing options...
ChainiaC Posted July 2, 2017 Share Posted July 2, 2017 When using this mod in combination with Near Future Electrical, the nuclear engines (Pluto and röntgen) don't provide any thrust. Also an empty NFE interface window appears. I suspect the compatibility patch no longer works with the latest NFE. The patches bundled with Kerbal Atomics also seem to be completely rewritten by Nertea. I have experimented with the patch a bit, but as of yet without success. The engines work when I remove the NFE patch ( but without NFE mechanics naturally). Just FYI. It's not a very urgent issue. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 2, 2017 Share Posted July 2, 2017 I've updated TweakableEverything, so that the docking ports now work correctly Quote Link to comment Share on other sites More sharing options...
KerBlitz Kerman Posted July 2, 2017 Share Posted July 2, 2017 (edited) I have downloaded it but the variants aren't working. What causes it to work? Also some of the textures are flashing white in some areas. . It still is perfect. Works well with Quiztech Aerospace! Love the NTTJ though! Add more please! Edited July 2, 2017 by KerBlitz Kerman Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted July 2, 2017 Author Share Posted July 2, 2017 @linuxgurugamer: M3X CKAN has been updated (or will be whenever the Pull Request goes through.) @ChainiaC: Can confirm that the M2X NFE patch is outdated; this should fix it: Spoiler @PART[M2X_Pluto]:NEEDS[NearFutureElectrical]:NEEDS[!KSPIntegration]:FOR[Mk2Expansion] { @mass = 2.8 !MODULE[ModuleActiveRadiator] {} !MODULE[ModuleAlternator] {} MODULE { name = ModuleUpdateOverride } MODULE { name = FissionReactor StartActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StartActionName StopActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StopActionName ToggleActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_ToggleActionName FollowThrottle = true OverheatAnimation = ThermalAnim HeatGeneration = 65000 NominalTemperature = 3200 CriticalTemperature = 3600 MaximumTemperature = 3800 CoreDamageRate = 0.01 FuelName = EnrichedUranium INPUT_RESOURCE { ResourceName = EnrichedUranium Ratio = 0.00027 FlowMode = NO_FLOW } OUTPUT_RESOURCE { ResourceName = DepletedFuel Ratio = 0.00027 DumpExcess = false FlowMode = NO_FLOW } GeneratesHeat = false UseSpecializationBonus = false AutoShutdown = false DefaultShutoffTemp = 0.90 GeneratesHeat = false TemperatureModifier { key = 0 0 } } 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 exhaustCooling = 1300 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 = ModuleUpdateOverride } MODULE { name = FissionReactor StartActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StartActionName StopActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StopActionName ToggleActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_ToggleActionName FollowThrottle = true HeatGeneration = 40000 NominalTemperature = 3000 CriticalTemperature = 3400 MaximumTemperature = 3800 CoreDamageRate = 0.01 FuelName = EnrichedUranium INPUT_RESOURCE { ResourceName = EnrichedUranium Ratio = 0.00027 FlowMode = NO_FLOW } OUTPUT_RESOURCE { ResourceName = DepletedFuel Ratio = 0.00027 DumpExcess = false FlowMode = NO_FLOW } // Disables stock converter functions DO NOT CHANGE UseSpecializationBonus = false AutoShutdown = false DefaultShutoffTemp = 0.90 GeneratesHeat = false TemperatureModifier { key = 0 0 } } 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 maxEnergyTransfer = 40000 overcoolFactor = 0.20 maxLinksAway = 1 isCoreRadiator = true exhaustCooling = 800 } MODULE { name = FissionEngine HeatUsed = 800 TempIspScale { key = 300 0 key = 1000 0.2 key = 3200 1.0 key = 4000 1.3 } } 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 } !MODULE[ModuleAlternator] {} } @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 = ModuleUpdateOverride } MODULE { name = FissionReactor StartActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StartActionName StopActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StopActionName ToggleActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_ToggleActionName UseStagingIcon = true UseForcedActivation = true UseSpecializationBonus = false AutoShutdown = true DefaultShutoffTemp = 0.90 HeatGeneration = 15000 NominalTemperature = 800 CriticalTemperature = 1300 CoreDamageRate = 0.008 EngineerLevelForRepair = 5 MaxRepairPercent = 75 MaxTempForRepair = 330 OverheatAnimation = Reactor_Heat FuelName = EnrichedUranium // Heating GeneratesHeat = false TemperatureModifier { key = 0 0 //1250 } INPUT_RESOURCE { ResourceName = EnrichedUranium Ratio = 0.000000126785 FlowMode = NO_FLOW } OUTPUT_RESOURCE { ResourceName = DepletedFuel Ratio = 0.000000126785 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 = 300 //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 } } @KerBlitz Kerman: Part variants require Interstellar Fuel Switch, which should be included with the M2X download. If you don't have IFS, that would likely explain the white flashing parts, as without IFS the game is trying to display all variants of those parts at the same time. M2X has tweakscale support, but does not come with it, you'll have to grab Tweakscale separately. Quote Link to comment Share on other sites More sharing options...
ChainiaC Posted July 2, 2017 Share Posted July 2, 2017 Thank you! The patch works like a charm! Love the nuclear engines by the way. And the electrical Banshee... and the ramrockets, and.... uhm... the fishead. And, well, the whole mod basically Quote Link to comment Share on other sites More sharing options...
KerBlitz Kerman Posted July 3, 2017 Share Posted July 3, 2017 23 hours ago, SuicidalInsanity said: @linuxgurugamer: M3X CKAN has been updated (or will be whenever the Pull Request goes through.) @ChainiaC: Can confirm that the M2X NFE patch is outdated; this should fix it: Reveal hidden contents @PART[M2X_Pluto]:NEEDS[NearFutureElectrical]:NEEDS[!KSPIntegration]:FOR[Mk2Expansion] { @mass = 2.8 !MODULE[ModuleActiveRadiator] {} !MODULE[ModuleAlternator] {} MODULE { name = ModuleUpdateOverride } MODULE { name = FissionReactor StartActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StartActionName StopActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StopActionName ToggleActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_ToggleActionName FollowThrottle = true OverheatAnimation = ThermalAnim HeatGeneration = 65000 NominalTemperature = 3200 CriticalTemperature = 3600 MaximumTemperature = 3800 CoreDamageRate = 0.01 FuelName = EnrichedUranium INPUT_RESOURCE { ResourceName = EnrichedUranium Ratio = 0.00027 FlowMode = NO_FLOW } OUTPUT_RESOURCE { ResourceName = DepletedFuel Ratio = 0.00027 DumpExcess = false FlowMode = NO_FLOW } GeneratesHeat = false UseSpecializationBonus = false AutoShutdown = false DefaultShutoffTemp = 0.90 GeneratesHeat = false TemperatureModifier { key = 0 0 } } 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 exhaustCooling = 1300 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 = ModuleUpdateOverride } MODULE { name = FissionReactor StartActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StartActionName StopActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StopActionName ToggleActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_ToggleActionName FollowThrottle = true HeatGeneration = 40000 NominalTemperature = 3000 CriticalTemperature = 3400 MaximumTemperature = 3800 CoreDamageRate = 0.01 FuelName = EnrichedUranium INPUT_RESOURCE { ResourceName = EnrichedUranium Ratio = 0.00027 FlowMode = NO_FLOW } OUTPUT_RESOURCE { ResourceName = DepletedFuel Ratio = 0.00027 DumpExcess = false FlowMode = NO_FLOW } // Disables stock converter functions DO NOT CHANGE UseSpecializationBonus = false AutoShutdown = false DefaultShutoffTemp = 0.90 GeneratesHeat = false TemperatureModifier { key = 0 0 } } 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 maxEnergyTransfer = 40000 overcoolFactor = 0.20 maxLinksAway = 1 isCoreRadiator = true exhaustCooling = 800 } MODULE { name = FissionEngine HeatUsed = 800 TempIspScale { key = 300 0 key = 1000 0.2 key = 3200 1.0 key = 4000 1.3 } } 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 } !MODULE[ModuleAlternator] {} } @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 = ModuleUpdateOverride } MODULE { name = FissionReactor StartActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StartActionName StopActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StopActionName ToggleActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_ToggleActionName UseStagingIcon = true UseForcedActivation = true UseSpecializationBonus = false AutoShutdown = true DefaultShutoffTemp = 0.90 HeatGeneration = 15000 NominalTemperature = 800 CriticalTemperature = 1300 CoreDamageRate = 0.008 EngineerLevelForRepair = 5 MaxRepairPercent = 75 MaxTempForRepair = 330 OverheatAnimation = Reactor_Heat FuelName = EnrichedUranium // Heating GeneratesHeat = false TemperatureModifier { key = 0 0 //1250 } INPUT_RESOURCE { ResourceName = EnrichedUranium Ratio = 0.000000126785 FlowMode = NO_FLOW } OUTPUT_RESOURCE { ResourceName = DepletedFuel Ratio = 0.000000126785 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 = 300 //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 } } @KerBlitz Kerman: Part variants require Interstellar Fuel Switch, which should be included with the M2X download. If you don't have IFS, that would likely explain the white flashing parts, as without IFS the game is trying to display all variants of those parts at the same time. M2X has tweakscale support, but does not come with it, you'll have to grab Tweakscale separately. I have it, will reinstall IFS. Thank you! Both M2X and M3X [and your mining expansion (don't know the abbreviation for it)] are EPIC! Quote Link to comment Share on other sites More sharing options...
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