Plecy75 Posted August 17, 2017 Share Posted August 17, 2017 Is there an RO config for this anywhere? it's exactly what i need for my spaceplane, but it is the wrong size in RO Quote Link to comment Share on other sites More sharing options...
Rodger Posted August 17, 2017 Share Posted August 17, 2017 (edited) On 8/16/2017 at 0:50 PM, SuicidalInsanity said: feel free to make requests for parts that could use a rework. The inline-intake could probably use one, maybe just a rounding of the intakes instead of rectangular? Also, wondering if there's something up with the specular maps - the M2X parts don't seem to use them? they don't have the same gloss/metallic finish as stock parts. Very noticeable with my black textures, but can see it with just the stock textures too: Note the lack of highlights on the service bay. And in black it's obvious: Edited August 17, 2017 by Rodger Quote Link to comment Share on other sites More sharing options...
Grand Ship Builder Posted August 17, 2017 Share Posted August 17, 2017 7 hours ago, Rodger said: The inline-intake could probably use one, maybe just a rounding of the intakes instead of rectangular? Also, wondering if there's something up with the specular maps - the M2X parts don't seem to use them? they don't have the same gloss/metallic finish as stock parts. Very noticeable with my black textures, but can see it with just the stock textures too: Note the lack of highlights on the service bay. And in black it's obvious: It's the tiny details that count. This is common with many stock-alike parts mods (citation needed), as far as I know. The gloss/metallic finish is not as visible, I see. I have no idea what i'm saying, but I will understand when I run my KSP. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted August 17, 2017 Share Posted August 17, 2017 @SuicidalInsanity May I have permission to use your engine particles in engines from other mods and share? I've gotten pretty good at setting those up myself, but stock has such a narrow array to choose from. Can I even specify and request new ones? Quote Link to comment Share on other sites More sharing options...
Grand Ship Builder Posted August 18, 2017 Share Posted August 18, 2017 Similar thing here with the gloss and reflectivity: imgur.com/gallery/OhREa Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted August 18, 2017 Share Posted August 18, 2017 (edited) 18 minutes ago, Grand Ship Builder said: Similar thing here with the gloss and reflectivity: imgur.com/gallery/OhREa Change the reflction mode in TextureReplacer from real to none or delete the patch Mk2X_WindowShine.cfg Edited August 18, 2017 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted August 18, 2017 Author Share Posted August 18, 2017 @Plecy75: There was a RO config that someone wrote for M2X at one point, but I don't think it's been updated for a few years now. You could try asking in the RO thread, they might know more. @Rodger: All of most the M2X have specular shaders (went through the Unity files and found a few that had diffuse shaders for whatever reason including the service bay there, easy enough to re-export), not sure whats going on there, I'll look into it. @JadeofMaar: Sure, go ahead. For new FX, send me a message with what you want, and I'll see what I can do. Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted August 21, 2017 Author Share Posted August 21, 2017 (edited) Someone requested RealPlume-Stock configs a little while ago, try this: Spoiler //Dual-cycle engines @PART[M2X_ESTOC]:NEEDS[RealPlume]:NEEDS[SmokeScreen] //Z0-OM E.S.T.O.C. Engine { PLUME { name = Turbojet transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.3 fixedScale = 1.2 energy = 0.8 speed = 1.2 emissionMult = 1.0 } PLUME { name = Hypergolic-Lower transformName = thrustTransform localRotation = 0,0,0 plumePosition = 0,0,0.2 flarePosition = 0,0,0.4 plumeScale = 0.8 flareScale = 0.9 energy = 0.7 speed = 1 emissionMult = 1.0 } @MODULE[ModuleEngines*],0 { %powerEffectName = Turbojet %spoolEffectName = Turbojet-Spool } @MODULE[ModuleEngines*],1 { %powerEffectName = Hypergolic-Lower } } @PART[M2X_MATTOCK]:NEEDS[RealPlume]:NEEDS[SmokeScreen] //X-44 M.A.T.T.O.C.K. Engine { PLUME { name = Turbojet transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.3 fixedScale = 0.5 energy = 0.8 speed = 1 emissionMult = 1.0 } PLUME { name = Hypergolic-Lower transformName = thrustTransform localRotation = 0,0,0 plumePosition = 0,0,0.0 flarePosition = 0,0,0.7 plumeScale = 0.5 flareScale = 0.6 energy = 1 speed = 1 emissionMult = 1.0 } @MODULE[ModuleEngines*],0 { %powerEffectName = Turbojet %spoolEffectName = Turbojet-Spool } @MODULE[ModuleEngines*],1 { %powerEffectName = Hypergolic-Lower } } //air-augmented rockets @PART[M2X_RATO]:FOR[RealPlume]:NEEDS[SmokeScreen] //SP-R1 Boost-O-Tron { PLUME { name = Solid-Upper transformName = thrustTransform localRotation = 0,0,0 flarePosition = 0,0,0.1 plumePosition = 0,0,0.7 flareScale = 1 plumeScale = 0.25 smokeScale = .12 slagScale = 0.25 energy = 1 speed = 1 emissionMult = 0.5 } PLUME { name = Solid-Lower transformName = thrustTransform localRotation = 0,0,0 flarePosition = 0,0,0.1 plumePosition = 0,0,0.7 flareScale = 1 plumeScale = 0.25 smokeScale = .12 slagScale = 0.25 energy = 1 speed = 1 emissionMult = 0.5 } @MODULE[ModuleEngines*],0 { %powerEffectName = Solid-Upper } @MODULE[ModuleEngines*],1 { %powerEffectName = Solid-Lower } } @PART[M2X_RadialAASRB]:FOR[RealPlume]:NEEDS[SmokeScreen] //SP-R7 Mallet { PLUME { name = Solid-Upper transformName = thrustTransform localRotation = 0,0,0 flarePosition = 0,0,0.1 plumePosition = 0,0,0.7 flareScale = 1 plumeScale = 0.5 smokeScale = 0.25 slagScale = 0.25 energy = 1 speed = 1 emissionMult = 0.5 } PLUME { name = Solid-Lower transformName = thrustTransform localRotation = 0,0,0 flarePosition = 0,0,0.25 plumePosition = 0,0,0.7 flareScale = 1.5 plumeScale = 0.33 slagScale = 0.5 smokeScale = 0.25 energy = 1 speed = 1 emissionMult = 0.5 } @MODULE[ModuleEngines*],0 { %powerEffectName = Solid-Upper } @MODULE[ModuleEngines*],1 { %powerEffectName = Solid-Lower } } @PART[M2X_AugmentedRocket]:FOR[RealPlume]:NEEDS[SmokeScreen] //SP-x4 Sledgehammer { PLUME { name = Turbojet transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.3 fixedScale = 0.9 energy = 0.8 speed = 1 emissionMult = 1.0 } PLUME { name = Kerolox-Upper transformName = thrustTransform localRotation = 0,0,0 flarePosition = 0,0,0.45 plumePosition = 0,0,0.0 plumeScale = 0.25 flareScale = 0.45 energy = 0.8 speed = 0.4 } @MODULE[ModuleEngines*],0 { %powerEffectName = Turbojet %spoolEffectName = Turbojet-Spool } @MODULE[ModuleEngines*],1 { %powerEffectName = Kerolox-Upper } } // Rocket Engines @PART[M2X_IonEngine]:FOR[RealPlume]:NEEDS[SmokeScreen] //EEP-13 Spirit Ion Thruster { PLUME { name = Ion-Xenon-Gridded transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,0.5 fixedScale = 0.95 energy = 1.5 speed = 5 } @MODULE[ModuleEngines*] { %powerEffectName = Ion-Xenon-Gridded } } @PART[M2X_Pluto]:FOR[RealPlume]:NEEDS[SmokeScreen] //AT-2 Pluto Atomic Rocket Motor { PLUME { name = Hydrogen-NTR transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,-.4 fixedScale = 1 energy = 1.5 speed = 1.5 emissionMult = 2 } @MODULE[ModuleEngines*] { %powerEffectName = Hydrogen-NTR } } @PART[M2X_OMSpod]:NEEDS[RealPlume]:NEEDS[SmokeScreen] //mx2 Stationkeeper OMS { PLUME { name = Hypergolic-OMS-White transformName = thrustTransform localRotation = 0,0,0 flarePosition = 0,0,-.2 plumePositiono = 0,0,-.2 plumeScale = 0.4 flareScale = 0.2 energy = 1.5 speed = 1.5 emissionMult = 2 } @MODULE[ModuleEngines*] { %powerEffectName = Hypergolic-OMS-White } } //Jets @PART[M2X_HeavyVTOL]:FOR[RealPlume]:NEEDS[SmokeScreen] //H-VR J.Edgar Hover engine { PLUME { name = Turbofan transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,-1 fixedScale = 1.3 energy = 1 speed = 1 emissionMult = 1 } @MODULE[ModuleEngines*] { %powerEffectName = Turbofan %spoolEffectName = Turbofan-Spool } } I'm not familiar with RP-S, so it may need a little polish here and there; RP-S users, let me know how it works and I can get a final version included with the next M2X update. Edited August 21, 2017 by SuicidalInsanity Quote Link to comment Share on other sites More sharing options...
Stratickus Posted August 21, 2017 Share Posted August 21, 2017 (edited) On 8/15/2017 at 9:50 PM, SuicidalInsanity said: Doing some part reworks of some of the earlier M2X parts to bring them more in-line with later stuff; feel free to make requests for parts that could use a rework. Not a rework perse, but adding the ability to Toggle Flags to the cockpits. Also the aforementioned light for the crew hatch on the Hypersonic cockpit. Cheers, Edited August 21, 2017 by Stratickus Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted August 21, 2017 Author Share Posted August 21, 2017 Adapter intake w/ round inlets & Manta ramp intake rework: @Stratickus; HS-X hatch light's been fixed. Cockpit flags are something I've wanted to do for a while, but the times I've tried them in the past they didn't play nice with the MODEL nodes the cockpits use for texture referencing. Quote Link to comment Share on other sites More sharing options...
Grand Ship Builder Posted August 22, 2017 Share Posted August 22, 2017 What other revamps are you planning? For me, the HS-X Hypersonic Cockpit looks pretty strange, especially the nose. It's easy to distinguish from the stock Mk2 cockpit, but it just doesn't look stock-alike enough. Not very easy on the eyes. Of course, that's my opinion. Quote Link to comment Share on other sites More sharing options...
Mortico Posted August 23, 2017 Share Posted August 23, 2017 I'm having some problems with the nuclear components: NUK-3 Aerospace Fission Reactor: Does not generate any power R4-D "Rontgen" Atomic Thermal Jet: Does not generate power or thrust. N-86 "Sievert" Atomic Thermal Jet: Does not generate power or thrust. AT-2 "Pluto" Atomic Rocket Motor: Shows engine particles and uses fuel but generates no thrust. AT-90 "Hades" Nuclear Rocket: Shows engine particles and uses fuel but generates no thrust. Other than that I love the mod, gives me a lot of great options for building craft. PS: Nertea's Near Future Electrical reactors seem to work fine. Quote Link to comment Share on other sites More sharing options...
Grand Ship Builder Posted August 23, 2017 Share Posted August 23, 2017 Doesn't work for CKAN anymore :\ Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted August 24, 2017 Author Share Posted August 24, 2017 (edited) @Mortico: You need the latest M2X NFE patch, quoted below. On 8/10/2017 at 7:01 PM, SuicidalInsanity said: Again? Try this, this should fix the NFE patch: 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 // Ramp up power based on throttle FollowThrottle = true OverheatAnimation = ThermalAnim HeatGeneration = 65000 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 } UseSpecializationBonus = false AutoShutdown = false DefaultShutoffTemp = 0.90 GeneratesHeat = false TemperatureModifier { key = 0 0 } } !MODULE[ModuleCoreHeat] {} MODULE { name = ModuleCoreHeatNoCatchup CoreTempGoal = 3000 CoreToPartRatio = 0.1 CoreTempGoalAdjustment = 0 CoreEnergyMultiplier = 0.1 HeatRadiantMultiplier = 0.05 CoolingRadiantMultiplier = 0 HeatTransferMultiplier = 0 CoolantTransferMultiplier = 0.01 radiatorCoolingFactor = 1 radiatorHeatingFactor = 0.01 MaxCalculationWarp = 1000 CoreShutdownTemp = 4500 MaxCoolant = 1300 //Maximum amount of radiator capacity we can consume - 50 = 1 small } MODULE { name = FissionFlowRadiator passiveCooling = 65 exhaustCooling = 1300 CoolingDecayRate = 100 } 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 *= 0.01 } } @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 // Ramp up power based on throttle FollowThrottle = true // Heat animation, plays when above nominal temp // OverheatAnimation = Reactor_1MW_Heat // Heat to generate (kW *50) HeatGeneration = 55000 // Above this temp more power output but risky NominalTemperature = 3000 // Above this temp, reactor takes damage CriticalTemperature = 3400 MaximumTemperature = 3800 // Amount of damage taken by core when over critical temp // %/s/K, so with value 0.001, at 200 K over CriticalTemp, reactor takes 0.2% damage/s CoreDamageRate = 0.01 // Base lifetime calculations off this resource 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 = ModuleCoreHeatNoCatchup 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 = 0.001 //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 = 1100 //Maximum amount of radiator capacity we can consume - 50 = 1 small } MODULE { name = FissionFlowRadiator exhaustCooling = 1100 maxEnergyTransfer = 55000 CoolingDecayRate = 100 } RESOURCE { name = EnrichedUranium amount = 50 maxAmount = 50 } RESOURCE { name = DepletedFuel amount = 0 maxAmount = 50 } MODULE { name = FissionEngine HeatUsed = 1100 TempIspScale { key = 300 0 key = 1000 0.2 key = 3000 1.0 key = 4000 1.3 } } 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 *= 0.01 } } @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 HeatGeneration = 45000 NominalTemperature = 800 CriticalTemperature = 1300 CoreDamageRate = 0.01 EngineerLevelForRepair = 5 MaxRepairPercent = 75 MaxTempForRepair = 330 OverheatAnimation = Reactor_Heat FuelName = EnrichedUranium // Heating UseSpecializationBonus = false AutoShutdown = false DefaultShutoffTemp = 0.90 GeneratesHeat = false TemperatureModifier { key = 0 0 } 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 = ModuleCoreHeatNoCatchup CoreTempGoal = 800 CoreToPartRatio = 0.1 CoreTempGoalAdjustment = 0 CoreEnergyMultiplier = 0.1 HeatRadiantMultiplier = 0.05 CoolingRadiantMultiplier = 0 HeatTransferMultiplier = 0 CoolantTransferMultiplier = 0.01 radiatorCoolingFactor = 1 radiatorHeatingFactor = 0.01 MaxCalculationWarp = 1000 CoreShutdownTemp = 4500 MaxCoolant = 900 } MODULE { name = FissionGenerator PowerGeneration = 500 HeatUsed = 800 } !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 } } Copy the code and paste it over the contents of Mk2Expansion/patches/Mk2X_NFE_Functionality.cfg Similarly, the M3X engines will need the latest M3X NFE config patch (M3Expansion/Patches/M3X_NFE_Functionality.cfg): Spoiler @PART[M3X_Hades]:NEEDS[NearFutureElectrical]:NEEDS[!KSPIntegration]:FOR[Mk3Expansion] { @mass = 12.8 MODULE { name = ModuleUpdateOverride } MODULE { name = FissionReactor StartActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StartActionName StopActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StopActionName ToggleActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_ToggleActionName // Ramp up power based on throttle FollowThrottle = true OverheatAnimation = ThermalAnim HeatGeneration = 130000 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 } UseSpecializationBonus = false AutoShutdown = false DefaultShutoffTemp = 0.90 GeneratesHeat = false TemperatureModifier { key = 0 0 } } !MODULE[ModuleCoreHeat] {} MODULE { name = ModuleCoreHeatNoCatchup 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 = 4500 //At what core temperature do we shut down all generators on this part? MaxCoolant = 2600 //Maximum amount of radiator capacity we can consume - 50 = 1 small } MODULE { name = FissionFlowRadiator passiveCooling = 65 exhaustCooling = 2600 CoolingDecayRate = 100 } !MODULE[ModuleAlternator] {} MODULE { name = FissionEngine Priority = 2 HeatUsed = 2600 TempIspScale { key = 300 0 key = 1000 0.2 key = 3200 1.0 key = 7000 1.3 } } MODULE { name = FissionGenerator Priority = 1 PowerGeneration = 40 HeatUsed = 65 } RESOURCE { name = EnrichedUranium amount = 200 maxAmount = 200 } RESOURCE { name = DepletedFuel amount = 0 maxAmount = 200 } 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 *= 0.01 } } @PART[M3X_NuclearJet]:NEEDS[NearFutureElectrical]:NEEDS[!KSPIntegration]:FOR[Mk3Expansion] { @mass = 12.8 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 = 80000 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[ModuleCoreHeat] {} MODULE { name = ModuleCoreHeatNoCatchup 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 = 2600 //Maximum amount of radiator capacity we can consume - 50 = 1 small } MODULE { name = FissionFlowRadiator passiveCooling = 65 exhaustCooling = 2600 CoolingDecayRate = 100 } MODULE { name = FissionEngine Priority = 2 HeatUsed = 2600 TempIspScale { key = 300 0 key = 1000 0.2 key = 3200 1.0 key = 7000 1.3 } } !MODULE[ModuleAlternator] {} MODULE { name = FissionGenerator Priority = 1 PowerGeneration = 40 HeatUsed = 65 } RESOURCE { name = EnrichedUranium amount = 100 maxAmount = 100 } RESOURCE { name = DepletedFuel amount = 0 maxAmount = 100 } 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 *= 0.01 } } @Grand Ship Builder: Details? I just grabbed the latest version of CKAN to investigate and didn't have issues with M2X. Edited August 24, 2017 by SuicidalInsanity Quote Link to comment Share on other sites More sharing options...
Grand Ship Builder Posted August 24, 2017 Share Posted August 24, 2017 15 hours ago, SuicidalInsanity said: @Grand Ship Builder: Details? I just grabbed the latest version of CKAN to investigate and didn't have issues with M2X. It works now. Quote Link to comment Share on other sites More sharing options...
Fireheart318 Posted August 25, 2017 Share Posted August 25, 2017 Hey, um... I LOVE the Rontogen nuclear jet, but I want one in a Mk1 and Mk0 size. Where can I find one? I heard something about an Atomic Age mod a while ago, but I can't find it Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted August 25, 2017 Share Posted August 25, 2017 (edited) 16 hours ago, Fireheart318 said: Hey, um... I LOVE the Rontogen nuclear jet, but I want one in a Mk1 and Mk0 size. Where can I find one? I heard something about an Atomic Age mod a while ago, but I can't find it Atomic Age is on SpaceDock. It's ancient but still works and contains a rather heavy radial nuclear jet. It should be scalable but idk. Also checkout this mod for non-Mk2 shaped nuclear jet engines. Edited August 25, 2017 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted August 26, 2017 Author Share Posted August 26, 2017 Hmm... Now I'm tempted to make a Mk1 NTJ in the style of the Rontgen; 0.625m seems too small though. In Mk2 news, did some experimenting and figured out how to get FlagTransforms and MODEL nodes to play nice, so cockpits will finally get flags. Quote Link to comment Share on other sites More sharing options...
HaydenTheKing Posted August 28, 2017 Share Posted August 28, 2017 I'm looking at the hyper blast engine, how does it work it says 330kn at mach 10 and doesn't function below mach 4? In what situation is this engine helpful? Quote Link to comment Share on other sites More sharing options...
njmksr Posted August 28, 2017 Share Posted August 28, 2017 On 8/25/2017 at 11:20 PM, SuicidalInsanity said: Hmm... Now I'm tempted to make a Mk1 NTJ in the style of the Rontgen; 0.625m seems too small though. In Mk2 news, did some experimenting and figured out how to get FlagTransforms and MODEL nodes to play nice, so cockpits will finally get flags. That middle variant looks amazing. Quote Link to comment Share on other sites More sharing options...
Grand Ship Builder Posted August 29, 2017 Share Posted August 29, 2017 The Rontgen doesn't produce any thrust. It produces the jet spool up sounds but there is no thrust coming out of it. Also, some of the buttons on it say something like "#LOC_NFElectrical" and some other stuff. Quote Link to comment Share on other sites More sharing options...
Krakatoa Posted August 29, 2017 Share Posted August 29, 2017 7 minutes ago, Grand Ship Builder said: The Rontgen doesn't produce any thrust. It produces the jet spool up sounds but there is no thrust coming out of it. Also, some of the buttons on it say something like "#LOC_NFElectrical" and some other stuff. I'm all for people trying to figure stuff out and get things working, and asking is usually the best way, but this has been answered on this page and the previous page and several other times since the last NFE patch. This question was even answered in the post directly before one of your previous responses on this thread. Quote Link to comment Share on other sites More sharing options...
Grand Ship Builder Posted August 29, 2017 Share Posted August 29, 2017 3 hours ago, Krakatoa said: I'm all for people trying to figure stuff out and get things working, and asking is usually the best way, but this has been answered on this page and the previous page and several other times since the last NFE patch. This question was even answered in the post directly before one of your previous responses on this thread. You know, if the problem is this common, and easily solved, why isn't there an update to fix it yet? Quote Link to comment Share on other sites More sharing options...
Snark Posted August 29, 2017 Share Posted August 29, 2017 58 minutes ago, Grand Ship Builder said: You know, if the problem is this common, and easily solved, why isn't there an update to fix it yet? My guess would be "because modders do this as a hobby in their finite spare time, as a public service to give us all shiny toys for free, so they don't always have the time to release things right away, and we should be patient and grateful to receive whatever they give us". But that's just a guess. In any case, no need to ask about "when will there be an update" or "when will this be fixed", since clearly it's a known issue and therefore we'll receive an update if and when the author has the time and inclination to do so. So, 'nuff said on the matter, yes? Quote Link to comment Share on other sites More sharing options...
AlexTheNotSoGreat Posted August 29, 2017 Share Posted August 29, 2017 Have you considered getting RealPlume patches for these engines? Quote Link to comment Share on other sites More sharing options...
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