KerBlitz Kerman Posted July 3, 2017 Share Posted July 3, 2017 12 minutes ago, KerBlitz Kerman said: I have it, will reinstall IFS. Reinstalled, it refuses to work. Will try reinstalling the version that comes with your mod. Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted July 3, 2017 Author Share Posted July 3, 2017 What version of KSP are you running? IFS is KSP version dependent; the version of IFS bundled with M2X is for KSP 1.3 (IFS 2.6.1). If you're running 1.2.2 still, you'll need the earlier IFS 2.5.1. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 3, 2017 Share Posted July 3, 2017 On 7/2/2017 at 2:32 PM, 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 @ChainiaC: Can confirm that the M2X NFE patch is outdated; this should fix it: Reveal hidden contents @PART[M2X_Pluto]:NEEDS[NearFutureElectrical]:NEEDS[!KSPIntegration]:FOR[Mk2Expansion] { @mass = 2.8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 } } I took care of that yesterday, thanks Quote Link to comment Share on other sites More sharing options...
KerBlitz Kerman Posted July 4, 2017 Share Posted July 4, 2017 1 hour ago, KerBlitz Kerman said: I have it, will reinstall IFS. Done, nonoperational. Are there any known incompatibilities with IFS? Quote Link to comment Share on other sites More sharing options...
KerBlitz Kerman Posted July 4, 2017 Share Posted July 4, 2017 8 minutes ago, KerBlitz Kerman said: Done, nonoperational. Are there any known incompatibilities with IFS? Thank you for your time, I got it resolved... Now about those IFS parts P.S. Can you just delete the part folders or does it need those to function... P.P.S. If Norton kills C:/Kerbal Space Program/Gamedata/Tweakscale/Plugins/Scale_Redist.dll it still works!!! P.P.P.S. I actually just installed that which I thought didn't worked AGAIN (Origional IFS files). Quote Link to comment Share on other sites More sharing options...
Fr8monkey Posted July 5, 2017 Share Posted July 5, 2017 Hello. Still playing 1.2.2 and have proper install. I now I can't seem to get the rocket fuel tanks to carry any fuel. I get to orbit and nothing... Cant even change them in VAB right clicking. Quote Link to comment Share on other sites More sharing options...
Bit Fiddler Posted July 5, 2017 Share Posted July 5, 2017 (edited) just reading here, I found that my problem is because I do not have IFS installed. However I use Configurable Containers and it is not compatible with IFS. Have you looked at using firespitter for your switching needs? is this a possibility? as firespitter seems to work fine with CC. Another thing. I see the lab has had a new model made, and @JadeOfMaar is using the old one as a part for the various life support mods. could you use this old model (or make a new one) that is just a passenger cabin. no frills like Life support mod integration no bonus to comfort etc. I want a cattle car "Economy Class" "passenger tube" maybe in 4,8, and 10? Meter length with maximum Kerbal Density, and no regard for comfort. maybe throw in a United Airlines specific part where Kerbals will be beaten and thrown on the runway before takeoff. Basically I would like a way to use my Mk2 SSTO to resupply crew to my Orbital stations or to make quick crew transfers to the Mün or Minmus. there is a contract in one of the contract packs I use called "Space Camp" it requires 19 Kerbals to be sent into orbit for 40 Days. I would like to be able to setup my Orbital station to deal with the life support needs of the 19+ Kerbals and just use my Mk2 SSTO to transfer them to and from the station. so I would need the parts to realistically get those 19 Kerbals to orbit. a Mk2 SSTO with a total passenger load of 18, and then the cockpit with 2 would serve this "Airline" style of mission rather well. Edited July 5, 2017 by Bit Fiddler Quote Link to comment Share on other sites More sharing options...
Machman Posted July 9, 2017 Share Posted July 9, 2017 So, i installed Near Future Electrical, and it broke the reactor and nuclear jet. Something must trigger a module manager patch to "convert" anything remotely related to reactors to the Near Future "style", which of course breaks things. Any ideas on how to fix this? I have mk2x and nfe up to date in 1.3.0. Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted July 9, 2017 Share Posted July 9, 2017 3 hours ago, Machman said: So, i installed Near Future Electrical, and it broke the reactor and nuclear jet. Something must trigger a module manager patch to "convert" anything remotely related to reactors to the Near Future "style", which of course breaks things. Any ideas on how to fix this? I have mk2x and nfe up to date in 1.3.0. Define "broke". The patches to switch reactors and nuclear engines to adopt the NFE style are in GameData/Mk2Expansion/Patches/Mk2X_NFE_Functionality.cfg Quote Link to comment Share on other sites More sharing options...
Machman Posted July 10, 2017 Share Posted July 10, 2017 (edited) 46 minutes ago, Aelfhe1m said: Define "broke". The patches to switch reactors and nuclear engines to adopt the NFE style are in GameData/Mk2Expansion/Patches/Mk2X_NFE_Functionality.cfg So just delete that file? and "broken" means the engine produces no thrust, and the reactor produces nothing at all, so basicly they are both bricks, or ballast... I haven't had much experience with patch issues, thank you for your quick reply. Edited July 10, 2017 by Machman forgot info Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted July 10, 2017 Share Posted July 10, 2017 (edited) 1 hour ago, Machman said: So just delete that file? That would prevent the changes from being applied. Note it's possible there may be other patches being applied by other mods in which case those would also need to be found and evaluated (one way is to search your log file for 'M2X_Reactor' or 'M2X_Pluto' or 'M2X_AtomicJet' there will be an entry for every module manager patch that gets applied to each part - of course you then need to work out what each patch does and whether it's safe to delete) Edited July 10, 2017 by Aelfhe1m Quote Link to comment Share on other sites More sharing options...
Machman Posted July 10, 2017 Share Posted July 10, 2017 Just now, Aelfhe1m said: That would prevent the changes from being applied. Note it's possible there may be other patches being applied by other mods in which case those would also need to be found and evaluated (one way is to search your log file for 'M2X_Reactor' or 'M2X_Pluto' there will be an entry for every module manager patch that gets applied to each part - of course you then need to work out what each patch does and whether it's safe to delete) Deleting it works perfectly, thank you Quote Link to comment Share on other sites More sharing options...
infinax Posted July 10, 2017 Share Posted July 10, 2017 Would it be possible to make a cockpit where two Kerbals sit side by side like on the subject 34 Quote Link to comment Share on other sites More sharing options...
ChainiaC Posted July 10, 2017 Share Posted July 10, 2017 9 hours ago, Machman said: Deleting it works perfectly, thank you I reported the same issue with the patch earlier. SuicidalInsantiy confirmed the patch for NFE integration is outdated. He even provided a working patch. His reply with the patch replacement is from July 2nd I believe, one page back in this thread. Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted July 10, 2017 Share Posted July 10, 2017 4 hours ago, ChainiaC said: I reported the same issue with the patch earlier. SuicidalInsantiy confirmed the patch for NFE integration is outdated. He even provided a working patch. His reply with the patch replacement is from July 2nd I believe, one page back in this thread. Urgh. I blame lack of sleep for my replies. I'd already added the updated patch to my game. Why couldn't I remember that and post the correct link instead? It was only a week ago! Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted July 15, 2017 Author Share Posted July 15, 2017 @Bit Fiddler: JadeofMaar was wanting one as well, something like this? For the CC/IFS interaction issue, looking at CC it says it's compatible with IFS core that M2X uses, but I can also add a CC exception to M2X's IFS MM patch. For everyone with NFE issues, I'll most likely throw up a M2X maintenance update with the updated NFE patch sometime later today. I say 'later today', since if I can get a IVA put together for the crewtank, I can throw that in the update as well. Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted July 15, 2017 Author Share Posted July 15, 2017 Mk2 Expansion Update 1.7.7 is now up, grab it from the usual places (SpaceDock) / (GitHub) Changelog: Spoiler -Updates/fixes NFE patch -Added ConfigurableContainers exception to IFS patch in case of edge case incompatibility -New Part: Long crew tank -New Part: Hollow Structural Adapter Short -New Part: Hollow Structural Adapter Long -Part Rework: Banshee fans now easier to tell which side is up -added surface attach to the Mk2 Structural Tube -reduced Hypersonic Nose fuel capacity -fixes Mk2 decoupler drag issue Quote Link to comment Share on other sites More sharing options...
Talvid Posted July 15, 2017 Share Posted July 15, 2017 Both the new adapters you added this time, have issues with the inner tube not meeting the front of the part's outer shell. Minor fix i'm sure. Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted July 16, 2017 Author Share Posted July 16, 2017 (edited) Thanks for the catch; fixed. Edited July 16, 2017 by SuicidalInsanity Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted July 16, 2017 Share Posted July 16, 2017 (edited) 10 hours ago, SuicidalInsanity said: @Bit Fiddler: JadeofMaar was wanting one as well, something like this? This amuses me. This cabin is aerodynamic public transport! I'm sure @Bit Fiddler would be pleased too. And woo! An update! Edited July 16, 2017 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
Bit Fiddler Posted July 16, 2017 Share Posted July 16, 2017 Oh yes thanks, this is exactly what I wanted. lol cattle car to the stars. Quote Link to comment Share on other sites More sharing options...
frencrs Posted July 16, 2017 Share Posted July 16, 2017 This is a funny problem, is anyone else having the leading edge of their starboard wing ripped off by "StarTransform3" (a collider from the extended crew cabin) immediately after lifting off from the runway? Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted July 16, 2017 Author Share Posted July 16, 2017 I see the error, one of the IVA window transforms didn't get set to InternalSpace; I suppose an error or two is to be expected from creating an entire IVA from scratch in ~3 hours or so. I've reuploaded an updated version of M2X 1.7.7 that fixes this. Quote Link to comment Share on other sites More sharing options...
Argyle MHF Posted July 16, 2017 Share Posted July 16, 2017 (edited) This maybe what you just fixed, but on the chance it's different...Spacebus experiencing "phantom forces" in space, aka the spaceworm. Only using stock Mk2 parts plus the log cab & the MATTOCK engine, MM2.8.1 & Mechjeb 712 in a fresh install of 1.3 log files, save files(before destruction & after), & craft file: https://www.dropbox.com/s/m1lhp9hcufi5zsb/Mk2 Expansion Files.zip?dl=0 Yep, you fixed it. Thanks! Edited July 16, 2017 by Argyle MHF Speeling & KSP version & update Quote Link to comment Share on other sites More sharing options...
Magnavox Posted July 17, 2017 Share Posted July 17, 2017 @SuicidalInsanity I've been having an issue with the Rontgen engine, the sievert too but I haven't tested it as thoroughly. These engines seem to seriously underperform in actual use in comparison to their listed stats. Examples below. Spoiler https://drive.google.com/open?id=0B13Bfbd-pPp0MVpyR2R3MTJFd2c https://drive.google.com/open?id=0B13Bfbd-pPp0YnBZMlFSZlZadUk The first image is a test plane for a drone to fly on Eve. On the static test I'm getting at most 101 kn thrust @1851 Isp. The Isp I'm not worried about but the thrust is a lot lower than the stated 120 kn thrust asl. The second shows the drone in flight at about 5k altitude and 282 m/s speed. The engine is barely producing 70 kn thrust and dropping all the time. What am I doing wrong? The engine is getting plenty of IntakeAtm as the shock cone callout shows. So why is it not coming close to the performance listed in it's VAB description. At these performance levels, particularly for it's weight and cost the engine is not a very good choice since it can't reach the speeds and heights where a rocket could reasonably take over for it for an SSTO and infinite flight duration while nice doesn't make up for lack of performance. Or am I misunderstanding the purpose of these engines? Where you intending them to be basically weak turboprop engines with infinite fuel? Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.