oniontrain Posted November 2, 2017 Share Posted November 2, 2017 Are the Banshee lift fans meant to use oxidizer? They are on the latest version Quote Link to comment Share on other sites More sharing options...
Supercheese Posted November 2, 2017 Share Posted November 2, 2017 (edited) 1 hour ago, oniontrain said: Are the Banshee lift fans meant to use oxidizer? They are on the latest version There's a module manager patch in the "Extras" folder you can use to make them run on EC. Reference: https://github.com/SuicidalInsanity/Mk2Expansion/tree/master/Mk2Expansion/Extras/Mk2Expansion/Patches Edited November 2, 2017 by Supercheese Quote Link to comment Share on other sites More sharing options...
oniontrain Posted November 3, 2017 Share Posted November 3, 2017 19 hours ago, Supercheese said: There's a module manager patch in the "Extras" folder you can use to make them run on EC. Reference: https://github.com/SuicidalInsanity/Mk2Expansion/tree/master/Mk2Expansion/Extras/Mk2Expansion/Patches All the other engines seem to just use liquid fuel, it seems like an error. Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted November 3, 2017 Author Share Posted November 3, 2017 (edited) @ Grand Ship Builder: If you're in 1.3, can you verify your IFS is v2.9.5? Log is at Kerbal Space Program/KSP.log. Either Kerbal Space Program/KSP_Data or Kerbal Space Program/KSP_x64_Data [whichever is appropriate]/Output_log.txt would also work. @oniontrain: Banshee fans use LF/O by default, and have since their introduction; it was a convenient way to allow them to work off Kerbin. The Extras folder packaged with Mk2Expansion has a pair of MM patches to convert them to use either LF/Air or Ec. Edited November 3, 2017 by SuicidalInsanity Quote Link to comment Share on other sites More sharing options...
Grand Ship Builder Posted November 3, 2017 Share Posted November 3, 2017 9 hours ago, SuicidalInsanity said: @ Grand Ship Builder: If you're in 1.3, can you verify your IFS is v2.9.5? Turns out not. But then, as soon as I checked, Mk2 expansion update came out. Gonna try to calibrate. Quote Link to comment Share on other sites More sharing options...
oniontrain Posted November 3, 2017 Share Posted November 3, 2017 11 hours ago, SuicidalInsanity said: @ Grand Ship Builder: If you're in 1.3, can you verify your IFS is v2.9.5? Log is at Kerbal Space Program/KSP.log. Either Kerbal Space Program/KSP_Data or Kerbal Space Program/KSP_x64_Data [whichever is appropriate]/Output_log.txt would also work. @oniontrain: Banshee fans use LF/O by default, and have since their introduction; it was a convenient way to allow them to work off Kerbin. The Extras folder packaged with Mk2Expansion has a pair of MM patches to convert them to use either LF/Air or Ec. Ah so they use it to avoid doing a config for intakeatm? I've already built an unstable VTOL using LF/O so it's not big deal. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted November 3, 2017 Share Posted November 3, 2017 3 hours ago, oniontrain said: Ah so they use it to avoid doing a config for intakeatm? I've already built an unstable VTOL using LF/O so it's not big deal. I think it's more like, before IntakeAtm existed, they had the LFO option. Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted November 3, 2017 Author Share Posted November 3, 2017 Not quite. The fans make use of a custom FanIntakeAtm (identical to IntakeAtm, except this way the lift fans don't unintentionally double as giant 2m air intakes) as well, but its universal, regardless of the fuel type (Lf/Air|LF/O|Ec) used, so it doesn't get mentioned. LF/O was chosen as the default as fan use off Kerbin was intended where IntakeAir may not be present, and if building something with the fans out of Mk2 parts, chances there's a stock LF/O Mk2 tank in there somewhere already, so why not take advantage of existing tankage? Quote Link to comment Share on other sites More sharing options...
Tallinu Posted November 6, 2017 Share Posted November 6, 2017 (edited) On 8/30/2017 at 5:29 PM, SuicidalInsanity said: @HaydenTheKing: The Hyperblast is a scramjet; like IRL scramjet prototypes, you have to meet minimum speed requirements before it will begin to work. In game terms, treat it like any other second stage rocket motor you might use for a SSTO - get the craft up to speed on jets, then switch over to it to get (sub)orbital; only difference is it runs on LF/Air/Speed, instead of LF/O. A tutorial can be found here: These links (in the first post as well as the quoted post on page 39) both just direct me back to the first post of this thread. Does anyone know where this tutorial is actually located? Edit: Argh, it's actually just some annoying forum usability BS. It turns out that the little tiny diagonal arrow graphic in the very upper left corner that I didn't even notice until after looking at the dang thing a dozen times and carefully mousing over every bit of it, hunting for something that gave a different URL tooltip... anyway, that little arrow is actually the link to the post containing the tutorial, while the big header line below which LOOKS like what you're supposed to click on is just telling you what thread it was posted to... and directing you to its first post, as if that big bold link to the first post was more important than the post you're actually trying to reach. Edited November 6, 2017 by Tallinu Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted November 6, 2017 Author Share Posted November 6, 2017 Page 29. Its a vagary of how the forum software handles links - apparently you have to click the 'SuicidalInsanity replied to a topic October 22, 2016' bit at the very top to go to the linked post, otherwise it thinks you just want to go to the linked thread's OP. i should probably get around to replacing that with a video tutorial one of these days. Quote Link to comment Share on other sites More sharing options...
Tallinu Posted November 7, 2017 Share Posted November 7, 2017 Ah, that portion has the right link too, okay. At any rate, having now read that tutorial, it seems relatively straightforward (although a slightly non-trivial flight plan, at least for that particular vehicle design). Of course, that said, I still haven't managed to build a spaceplane that can actually do anything useful! XD (Was trying desperately to make one for simple orbital tourism or crew transport that could be used with mid-game tech earlier in the year, but couldn't even get something that simple to reach space reliably...) Quote Link to comment Share on other sites More sharing options...
Jalaris Posted November 7, 2017 Share Posted November 7, 2017 (edited) @SuicidalInsanity I found a bug in the Mk2 long cabin with windowshine. It might just be a little too shiny Album https://imgur.com/gallery/RAmVr will appear when post is submitted Edited November 7, 2017 by Jalaris Quote Link to comment Share on other sites More sharing options...
halowraith1 Posted November 17, 2017 Share Posted November 17, 2017 is there a way to disable the 'catastrophic overheating imminent' message for the engines? Quote Link to comment Share on other sites More sharing options...
Grand Ship Builder Posted November 17, 2017 Share Posted November 17, 2017 16 minutes ago, halowraith1 said: is there a way to disable the 'catastrophic overheating imminent' message for the engines? Alt+F12 > Cheats > Ignore Max Temperature Quote Link to comment Share on other sites More sharing options...
halowraith1 Posted November 17, 2017 Share Posted November 17, 2017 49 minutes ago, Grand Ship Builder said: Alt+F12 > Cheats > Ignore Max Temperature engine still shuts off at high temp. in fact the engine barely runs; as soon as it is at a suitable speed it has already overheated. Quote Link to comment Share on other sites More sharing options...
agrock Posted November 18, 2017 Share Posted November 18, 2017 Bug as in inaccurate description: NUK 3 fission reactor says it processes "0.00 uranium per day". Either its a veeeery small rate or just wrong number. Quote Link to comment Share on other sites More sharing options...
grungar3x7 Posted November 20, 2017 Share Posted November 20, 2017 On 11/3/2017 at 12:28 AM, SuicidalInsanity said: ... @oniontrain: Banshee fans use LF/O by default, and have since their introduction; it was a convenient way to allow them to work off Kerbin. The Extras folder packaged with Mk2Expansion has a pair of MM patches to convert them to use either LF/Air or Ec. My question is: If one applies both patches, will the fan be able to switch between modes? If not, could a patch be written to add such functionality, either in-flight, or restricted to the VAB/SPH? Quote Link to comment Share on other sites More sharing options...
whale_2 Posted November 20, 2017 Share Posted November 20, 2017 1 hour ago, grungar3x7 said: My question is: If one applies both patches, will the fan be able to switch between modes? If not, could a patch be written to add such functionality, either in-flight, or restricted to the VAB/SPH? I've made it another way - I modified the patch a bit to create a copy of Banshee with slightly different name and EC as the power source. Quote Link to comment Share on other sites More sharing options...
grungar3x7 Posted November 20, 2017 Share Posted November 20, 2017 11 minutes ago, whale_2 said: I've made it another way - I modified the patch a bit to create a copy of Banshee with slightly different name and EC as the power source. Please elaborate, good kerbaleer. I feel I should inform you however, that I am not exactly fluent in patch/code stuff, so go easy on me! Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted November 20, 2017 Author Share Posted November 20, 2017 @halowraith1: Catastrophic overheating is not a stock feature. That's added by some other mod, but without knowing what it is, I can't do anything about it. @grungar3x7: That's correct. The NUK-3 consumes 0.0000016 EnrichedUranium per second. Total core lifetime is something like 2 years before the reactor either needs to be replaced or refueled. The way MM syntax works, applying both the AirbreathingBanshee and the ElectricBanshee patch would either result in it requiring Ec or both Ec and Oxidizer. The other reason for the patches is the stock engine code does not allow tri-mode engines.MM part duplication is easy. You'll want something along the lines of: +PART[M2X_FuselageLiftFan] { @name = ElectricFuselageFan @title = Sp-NR 'Poltergeist' Lift Fan @MODULE[ModuleEnginesFX] { @PROPELLANT[LiquidFuel] { @name = ElectricCharge @ratio = 10000 } //about 10-ish Ec/s !PROPELLANT[Oxidizer] {} } !MODULE[ModuleAlternator] {} } +PART[M2X_LiftFan] { @name = ElectricFan @title = Sp-NR 'Poltergeist' Lift Fan (2 variants) @MODULE[ModuleEnginesFX] { @PROPELLANT[LiquidFuel] { @name = ElectricCharge @ratio = 10000 } !PROPELLANT[Oxidizer] {} } !MODULE[ModuleAlternator] {} } Quote Link to comment Share on other sites More sharing options...
whale_2 Posted November 20, 2017 Share Posted November 20, 2017 This one works for me : //Use this patch to add Electric Banshee lift fans using ElectricCharge. +PART[M2X_FuselageLiftFan]:FOR[Mk2Expansion] { @name = M2X_FuselageLiftFan_E @title = D-ZZY-E 'Banshee' Lift Fan (Electric) @description = A 2 meter internal fuselage mounted lift fan for vertical propulsion in atmospheric environments lacking oxygen, this engine is designed to allow VTOL applications on bodies where jets cannot function and rockets would be prohibitively inefficient. Although it is lighter and cheaper than a jet engine, it is also comparatively less powerful. This one is ventrally mounted in a fuselage housing. (Electrically driven) @MODULE[ModuleEnginesFX] { @PROPELLANT[LiquidFuel] { @name = ElectricCharge @ratio = 10000 } !PROPELLANT[Oxidizer] {} !PROPELLANT[IntakeAir] {} } !MODULE[ModuleAlternator] {} } +PART[M2X_LiftFan]:FOR[Mk2Expansion] { @name = M2X_LiftFan_E @title = D-ZZY-E 'Banshee' Lift Fan (2 variants) (Electric) @description = A 2 meter side-mounted lift fan for vertical propulsion in atmospheric environments lacking oxygen, this engine is designed to allow VTOL applications on bodies where jets cannot function and rockets would be prohibitively inefficient. Although it is lighter and cheaper than a jet engine, it is also comparatively less powerful. (Electrically driven) @MODULE[ModuleEnginesFX] { @PROPELLANT[LiquidFuel] { @name = ElectricCharge @ratio = 10000 } !PROPELLANT[Oxidizer] {} !PROPELLANT[IntakeAir] {} } !MODULE[ModuleAlternator] {} } Quote Link to comment Share on other sites More sharing options...
grungar3x7 Posted November 20, 2017 Share Posted November 20, 2017 (edited) 27 minutes ago, SuicidalInsanity said: ... @grungar3x7: ... The way MM syntax works, applying both the AirbreathingBanshee and the ElectricBanshee patch would either result in it requiring Ec or both Ec and Oxidizer. The other reason for the patches is the stock engine code does not allow tri-mode engines.MM part duplication is easy. You'll want something along the lines of: +PART[M2X_FuselageLiftFan] { @name = ElectricFuselageFan @title = Sp-NR 'Poltergeist' Lift Fan @MODULE[ModuleEnginesFX] { @PROPELLANT[LiquidFuel] { @name = ElectricCharge @ratio = 10000 } //about 10-ish Ec/s !PROPELLANT[Oxidizer] {} } !MODULE[ModuleAlternator] {} } +PART[M2X_LiftFan] { @name = ElectricFan @title = Sp-NR 'Poltergeist' Lift Fan (2 variants) @MODULE[ModuleEnginesFX] { @PROPELLANT[LiquidFuel] { @name = ElectricCharge @ratio = 10000 } !PROPELLANT[Oxidizer] {} } !MODULE[ModuleAlternator] {} } 7 minutes ago, whale_2 said: This one works for me : //Use this patch to add Electric Banshee lift fans using ElectricCharge. +PART[M2X_FuselageLiftFan]:FOR[Mk2Expansion] { @name = M2X_FuselageLiftFan_E @title = D-ZZY-E 'Banshee' Lift Fan (Electric) @description = A 2 meter internal fuselage mounted lift fan for vertical propulsion in atmospheric environments lacking oxygen, this engine is designed to allow VTOL applications on bodies where jets cannot function and rockets would be prohibitively inefficient. Although it is lighter and cheaper than a jet engine, it is also comparatively less powerful. This one is ventrally mounted in a fuselage housing. (Electrically driven) @MODULE[ModuleEnginesFX] { @PROPELLANT[LiquidFuel] { @name = ElectricCharge @ratio = 10000 } !PROPELLANT[Oxidizer] {} !PROPELLANT[IntakeAir] {} } !MODULE[ModuleAlternator] {} } +PART[M2X_LiftFan]:FOR[Mk2Expansion] { @name = M2X_LiftFan_E @title = D-ZZY-E 'Banshee' Lift Fan (2 variants) (Electric) @description = A 2 meter side-mounted lift fan for vertical propulsion in atmospheric environments lacking oxygen, this engine is designed to allow VTOL applications on bodies where jets cannot function and rockets would be prohibitively inefficient. Although it is lighter and cheaper than a jet engine, it is also comparatively less powerful. (Electrically driven) @MODULE[ModuleEnginesFX] { @PROPELLANT[LiquidFuel] { @name = ElectricCharge @ratio = 10000 } !PROPELLANT[Oxidizer] {} !PROPELLANT[IntakeAir] {} } !MODULE[ModuleAlternator] {} } Thank you both, so much, for these tips! Edited November 20, 2017 by grungar3x7 Removing unnecessary lines. Quote Link to comment Share on other sites More sharing options...
kerbalfreak Posted November 21, 2017 Share Posted November 21, 2017 I'm having a problem with all the cockpits in this mod. It shows the correct mass in the part selector, but the real mass is much lower. Like a cockpit that shows 2 t, when used only add 0.3 t to the craft. All the other parts seems to be ok. Quote Link to comment Share on other sites More sharing options...
Deddly Posted November 22, 2017 Share Posted November 22, 2017 Off-topic politics removed Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted November 25, 2017 Author Share Posted November 25, 2017 @KerbalFreak: Best guess without additional information is some other mod or MM patch is adjusting cockpit weights; there's nothing in stock or M2X by itself that would cause that. Quote Link to comment Share on other sites More sharing options...
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