JadeOfMaar Posted November 11, 2018 Share Posted November 11, 2018 14 minutes ago, Space Kadet said: it just 'missed it' from the zip the first time! o _O Well then. Quote Link to comment Share on other sites More sharing options...
oguz Posted November 12, 2018 Share Posted November 12, 2018 I don't know if that's how it supposed to be, but SPF-50 solar array doesn't turn it's surface towards the sun, but the exact opposite it turns it's surface to mount on same the plane with the sun (mostly radiators do that) until both surfaces shadowed. In that position, it generates maximum energy o.O when i forcibly rotate entire ship with SAS to make SPF-50 surfaces face the sun, it generates 0 energy. Quote Link to comment Share on other sites More sharing options...
Cavscout74 Posted November 23, 2018 Share Posted November 23, 2018 I just noticed something when I imported my 1.4.5 career save into my 1.5.1 game copy - the KerbalKISItems folder is missing from the DSEV downloaded from Spacedock. Was this intentional due to the new KIS/KAS version or an oversight? I copied the folder over from my 1.4.5 game & reloaded & everything seems to be working ok. On 11/12/2018 at 10:32 PM, oguz said: I don't know if that's how it supposed to be, but SPF-50 solar array doesn't turn it's surface towards the sun, but the exact opposite it turns it's surface to mount on same the plane with the sun (mostly radiators do that) until both surfaces shadowed. I've noticed that also - I haven't used them for a long time for that reason. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted November 23, 2018 Author Share Posted November 23, 2018 11 minutes ago, Cavscout74 said: I just noticed something when I imported my 1.4.5 career save into my 1.5.1 game copy - the KerbalKISItems folder is missing from the DSEV downloaded from Spacedock. Was this intentional due to the new KIS/KAS version or an oversight? I copied the folder over from my 1.4.5 game & reloaded & everything seems to be working ok. I've noticed that also - I haven't used them for a long time for that reason. Noted and noted. I'll take a look and see what's going on. Quote Link to comment Share on other sites More sharing options...
Space Kadet Posted December 10, 2018 Share Posted December 10, 2018 @Angel-125 so ive had a spy and the large greenhouse dosent work with tac life support but the small dose, however from what i can see in the file none of the other converters like o2 recyclers work either, also the gondo garden on Hizenberg dosent work either with TAC. sorry for the headache. i tested this with just your mods installed and my full modmental install and they both have the same issues. Quote Link to comment Share on other sites More sharing options...
Space Kadet Posted December 16, 2018 Share Posted December 16, 2018 @Angel-125 just noticed another bug, where the individual solar panels align with the edge to the sun like radiators. i dont have the logs as i saw it last week and forgot until rendering the video just now. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted December 16, 2018 Author Share Posted December 16, 2018 5 hours ago, Space Kadet said: @Angel-125 just noticed another bug, where the individual solar panels align with the edge to the sun like radiators. i dont have the logs as i saw it last week and forgot until rendering the video just now. Which panels? Quote Link to comment Share on other sites More sharing options...
Krakatoa Posted December 16, 2018 Share Posted December 16, 2018 1 hour ago, Angel-125 said: Which panels? It's the SPF-50s. The Solar Truss works fine, just the detatched panel version. Quote Link to comment Share on other sites More sharing options...
dire Posted December 20, 2018 Share Posted December 20, 2018 (edited) @Angel-125I don't think the Trinity nuclear reactor is warming up to temp, I had an issue where it wouldn't go above around 7% load on this craft, which has tons of active cooling (it's basically 3 ships that each have their own nuclear reactor, their own cooling systems and so on, and the trinity is supposed to be the main engine). Added the following to MM_trinity.cfg and it seems to be working better now -- at 24% efficiency instead of 7%, at least. On the other hand I now get that annoying ISRU behavior where the radiators get hot during timewarp and it's turned them all pink. I need the electricity to make this ship work, though, the other half of my dV is plasma ion drives. MODULE { name = ModuleOverheatDisplay } MODULE { name = ModuleCoreHeat CoreTempGoal = 1000 //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 = 4000 //At what core temperature do we shut down all generators on this part? MaxCoolant = 400 //Maximum amount of radiator capacity we can consume - 50 = 1 small } Edited December 20, 2018 by dire Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted December 20, 2018 Author Share Posted December 20, 2018 4 hours ago, dire said: @Angel-125I don't think the Trinity nuclear reactor is warming up to temp, I had an issue where it wouldn't go above around 7% load on this craft, which has tons of active cooling (it's basically 3 ships that each have their own nuclear reactor, their own cooling systems and so on, and the trinity is supposed to be the main engine). Added the following to MM_trinity.cfg and it seems to be working better now -- at 24% efficiency instead of 7%, at least. On the other hand I now get that annoying ISRU behavior where the radiators get hot during timewarp and it's turned them all pink. I need the electricity to make this ship work, though, the other half of my dV is plasma ion drives. MODULE { name = ModuleOverheatDisplay } MODULE { name = ModuleCoreHeat CoreTempGoal = 1000 //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 = 4000 //At what core temperature do we shut down all generators on this part? MaxCoolant = 400 //Maximum amount of radiator capacity we can consume - 50 = 1 small } Thanks, I'll incorporate that into the next release. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted December 27, 2018 Author Share Posted December 27, 2018 Deep Space Exploration Vessels 3.2.0.0 is now available. GitHub URL: https://github.com/Angel-125/DSEV/releases/tag/v3.2.0.0 Changes - Added thermal mechanics to the Trinity (thanks dire! ) - Fixed suncatcher transform on the SPF-50 - Recompiled for KSP 1.6. Quote Link to comment Share on other sites More sharing options...
AdmiralSirJohn Posted December 30, 2018 Share Posted December 30, 2018 For some reason, every attempt to download the latest version, be it from Spacedock or GitHub, fails at just over 40 MB. Chrome reports it as a network error. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted January 11, 2019 Author Share Posted January 11, 2019 On 12/29/2018 at 11:33 PM, AdmiralSirJohn said: For some reason, every attempt to download the latest version, be it from Spacedock or GitHub, fails at just over 40 MB. Chrome reports it as a network error. No worries, I'll have another update this weekend. Meanwhile, I've updated the Mobile Emitter: Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted January 11, 2019 Author Share Posted January 11, 2019 Deep Space Exploration Vessels 3.2.1.0 is now available. GitHub URL: https://github.com/Angel-125/DSEV/releases/tag/v3.2.1.0 Changes - Fixed propellant issues with the Trinity. - Removed LiquidFuel propellant option from the Trinity. - Fixed issues with WBIMultiModeEngine not reporting delta-v stats properly to Kerbal Engineer. NOTE: Stock delta-v won't recognize the engine switch. Nothing I can do for now... Quote Link to comment Share on other sites More sharing options...
smotheredrun Posted February 13, 2019 Share Posted February 13, 2019 (edited) @Angel-125 Not sure if I should post this here or in Buffalo, (the only 2 of yours I have running in 1.6.1 atm.... Was using your Mk-1 Station Arm (very cool by the way), and was just cruising around at regular speed (for a while... like 10-15 mins) in orbit waiting to de-orbit and release my ore drum to burn up on decent. The arm's magnet was on basically the whole time as I used it to grab the ore drum after decoupling it from the cargo bay. The arm was deployed outside of the cargobay at a "normal" angle (sorry no pics of that). When suddenly this happened: Spoiler Here is the log file... Ok.. now here is the log file... What a weird place to put that... KSP 1.6.1. Mods Spoiler DSEV All of the WBT stuff (I think) Buffalo Module Manager 4.0.2 Firespitter dll Near Future Props MAS MechJeb2 KJR (did the fixes from the fork) Janitor's closet Cormorant Aeronology B9PartSwitch ASET Animated Decouplers ModularLaunchPads Alpha Dev Branch 000_KSPAPIExtensions 000_CLickThroughBlocker Hope that helps... Edited February 13, 2019 by smotheredrun forum being silly Quote Link to comment Share on other sites More sharing options...
davidy12 Posted February 13, 2019 Share Posted February 13, 2019 On 1/10/2019 at 9:09 PM, Angel-125 said: She dead in space Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted February 13, 2019 Author Share Posted February 13, 2019 11 hours ago, smotheredrun said: @Angel-125 Not sure if I should post this here or in Buffalo, (the only 2 of yours I have running in 1.6.1 atm.... Was using your Mk-1 Station Arm (very cool by the way), and was just cruising around at regular speed (for a while... like 10-15 mins) in orbit waiting to de-orbit and release my ore drum to burn up on decent. The arm's magnet was on basically the whole time as I used it to grab the ore drum after decoupling it from the cargo bay. The arm was deployed outside of the cargobay at a "normal" angle (sorry no pics of that). When suddenly this happened: Hide contents Here is the log file... Ok.. now here is the log file... What a weird place to put that... KSP 1.6.1. Mods Hide contents DSEV All of the WBT stuff (I think) Buffalo Module Manager 4.0.2 Firespitter dll Near Future Props MAS MechJeb2 KJR (did the fixes from the fork) Janitor's closet Cormorant Aeronology B9PartSwitch ASET Animated Decouplers ModularLaunchPads Alpha Dev Branch 000_KSPAPIExtensions 000_CLickThroughBlocker Hope that helps... Were you grabbing something and time warping? The arm doesn’t like it when you time warp. It is also finicky if you smash the grabbed object into your craft. Quote Link to comment Share on other sites More sharing options...
smotheredrun Posted February 14, 2019 Share Posted February 14, 2019 9 hours ago, Angel-125 said: Were you grabbing something and time warping? The arm doesn’t like it when you time warp. It is also finicky if you smash the grabbed object into your craft. Hmm... So I noticed that occasionally the shoulder would "jump" or "skip" around it's attachment location on the shuttle (had it attached to the sidewall of the cargobay), and that was right after decoupling the payload and grabbing it with the arm (don't think I whacked the payload into the vessel) After that I did try time warping with the grabbed object for a few seconds (noticed that the ore can separated from the arm), then went back to normal speed. Tried the physics timewarp (using ALT+ .) and everything seemed fine, until the shoulder started doing it's thing again. So I stopped. It was about 5 minutes later when the whole thing went poof. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted February 18, 2019 Author Share Posted February 18, 2019 Deep Space Exploration Vessels 3.2.2.0 is now available. GitHub URL: https://github.com/Angel-125/DSEV/releases/tag/v3.2.2.0 Changes - Fixed overchange of Equipment costs for OmniConverter templates. - Fixed incorrect display of Equipment costs in the Operations Manager. - Fixed duplicate OmniConverter and OmniStorage loadouts that happen when you revert a flight back to the editor and create a new part. - Updated Remote Tech support- thanks Jarred Allen! Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted March 3, 2019 Author Share Posted March 3, 2019 (edited) My first operational flight of the Estonian... Hard to believe that I made this so long ago, but only now I'm able to use it in my game. Edited March 3, 2019 by Angel-125 Quote Link to comment Share on other sites More sharing options...
MaverickSawyer Posted March 28, 2019 Share Posted March 28, 2019 (edited) Quick question regarding the fusion reactors: How much radiator capacity does each one need? It's not listed in the part listing GUI, and I want to make a fusion-electric Crew Transfer Vehicle, so... I'd wind up guessing on the radiator capacity, which I really hate doing. Edited March 28, 2019 by MaverickSawyer Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted March 28, 2019 Share Posted March 28, 2019 29 minutes ago, MaverickSawyer said: Quick question regarding the fusion reactors: How much radiator capacity does each one need? It's not listed in the part listing GUI, and I want to make a fusion-electric Crew Transfer Vehicle, so... I'd wind up guessing on the radiator capacity, which I really hate doing. DSEV's fusion reactors have a different requirement. They don't produce heat. They require an investment of a few thousand EC as an oven needs a lit match before it can wield its larger flame. The PAW for them (at least in flight) will tell you how much EC they require. Once you know that, you know how much in reserve batteries or a backup fission reactor to bring along. Quote Link to comment Share on other sites More sharing options...
MaverickSawyer Posted March 28, 2019 Share Posted March 28, 2019 1 hour ago, JadeOfMaar said: DSEV's fusion reactors have a different requirement. They don't produce heat. They require an investment of a few thousand EC as an oven needs a lit match before it can wield its larger flame. The PAW for them (at least in flight) will tell you how much EC they require. Once you know that, you know how much in reserve batteries or a backup fission reactor to bring along. They don't require cooling? Huh. Doesn't make sense, but okay. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted March 28, 2019 Share Posted March 28, 2019 @MaverickSawyer Angel particularly dislikes the stock thermal system. It's troublesome to configure and is known to be very faulty, poorly implemented, and overly biased towards one thing (making ISRU overheat to give radiators their one, miserable job). And these are at least part of why he created BARIS. I could write a paragraph or two on how and why the thermal system should be better but this may not be the place for it. Quote Link to comment Share on other sites More sharing options...
smotheredrun Posted March 29, 2019 Share Posted March 29, 2019 23 hours ago, JadeOfMaar said: DSEV's fusion reactors have a different requirement. They don't produce heat. They require an investment of a few thousand EC as an oven needs a lit match before it can wield its larger flame. The PAW for them (at least in flight) will tell you how much EC they require. Once you know that, you know how much in reserve batteries or a backup fission reactor to bring along. This must be an indication of how long I've been away from actually playing the game/how much has changed since 1.3.1 (which I'm still usually using). I could have sworn at one point the reactors did produce heat.... Although I agree the stock cooling system is shall we say... interesting... *goes to read DSEV changelog from 1.3.1 on* Quote Link to comment Share on other sites More sharing options...
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