Jump to content

[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]


Recommended Posts

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:

ub5rYoK.png

Note the lack of highlights on the service bay.

And in black it's obvious:

8uvyeDX.png

Edited by Rodger
Link to comment
Share on other sites

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:

ub5rYoK.png

Note the lack of highlights on the service bay.

And in black it's obvious:

8uvyeDX.png

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.

Link to comment
Share on other sites

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 by JadeOfMaar
Link to comment
Share on other sites

@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.

Link to comment
Share on other sites

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 by SuicidalInsanity
Link to comment
Share on other sites

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 by Stratickus
Link to comment
Share on other sites

Adapter intake w/ round inlets & Manta ramp intake rework:
CQoXd0K.png

@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.

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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.

 

Link to comment
Share on other sites

@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 by SuicidalInsanity
Link to comment
Share on other sites

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. :P 

 

Edited by JadeOfMaar
Link to comment
Share on other sites

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.
YqoiBJY.png

That middle variant looks amazing.

Link to comment
Share on other sites

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.
 

Link to comment
Share on other sites

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?

Link to comment
Share on other sites

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?

Link to comment
Share on other sites

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.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...