sojourner Posted April 22, 2016 Share Posted April 22, 2016 Oh, and just to add, some great engine models in this mod. I've been using FTMN rockets mod since it came out (even cobbling the cfgs to keep it working in later versions of KSP) and have kept my eye out for new good looking nuclear engines. These fit the bill nicely and will be handy since my cobbled FTMN's never quite worked with the d/v readouts in mechjeb. Quote Link to comment Share on other sites More sharing options...
Temeter Posted April 22, 2016 Share Posted April 22, 2016 (edited) 1 hour ago, sojourner said: Oh, and just to add, some great engine models in this mod. I've been using FTMN rockets mod since it came out (even cobbling the cfgs to keep it working in later versions of KSP) and have kept my eye out for new good looking nuclear engines. These fit the bill nicely and will be handy since my cobbled FTMN's never quite worked with the d/v readouts in mechjeb. I was using Komitz' awesome ftmn engines for a very long time (never got issues with readouts tho), too. To me, Kerbal Atomics is a very nice replacement, and my experiences in Real Solar System + Realism Overhaul also made me value how Nertea balanced the OP'ness of the engines a bit with some new elements, like the boiloff. I mean, stuff like the liberator is OP anyway, but at that point you'd otherwise just use a transfer rocket 2 times the size anyway, so it's much more comfortable. Btw, if you don't use them, I'd also recomment trying the cryo engines mod, expands stock just as atomics does. Edited April 22, 2016 by Temeter Quote Link to comment Share on other sites More sharing options...
sojourner Posted April 22, 2016 Share Posted April 22, 2016 1 hour ago, Temeter said: I was using Komitz' awesome ftmn engines for a very long time (never got issues with readouts tho) Really? I had at one point to edit the cfg's to change the engine fx modules to get them to work when KSP went through a revision. That was about the same time that I started having trouble with the d/v readouts. They'd be incorrect in the VAB but correct on the pad. I think it was when the atmosphere handling was changed in KSP. I also have 2 versions of FTMN installed one with an earlier set of models and stats and one with the later models and stats, just for the variety. Quote Link to comment Share on other sites More sharing options...
Temeter Posted April 22, 2016 Share Posted April 22, 2016 4 minutes ago, sojourner said: Really? I had at one point to edit the cfg's to change the engine fx modules to get them to work when KSP went through a revision. That was about the same time that I started having trouble with the d/v readouts. They'd be incorrect in the VAB but correct on the pad. I think it was when the atmosphere handling was changed in KSP. I also have 2 versions of FTMN installed one with an earlier set of models and stats and one with the later models and stats, just for the variety. Strange, I also used version long past their expiration date, and they worked for a long time because they used no advanced dependencies. Idk, stopped using them quite a while go tho. Quote Link to comment Share on other sites More sharing options...
sojourner Posted April 22, 2016 Share Posted April 22, 2016 Ah well, no biggie. think we've derailed the thread enough anyway. Cheers! Quote Link to comment Share on other sites More sharing options...
thewrulph Posted April 22, 2016 Share Posted April 22, 2016 Excellent! I love nuke-engines and your models are soo good. Quote Link to comment Share on other sites More sharing options...
sojourner Posted April 23, 2016 Share Posted April 23, 2016 Hey, I see a "commit" on github with what looks like the fixes to Kerbal Atomics 0.2.0. How does github work ? Is there some automated process that will run on github to master the commits? Quote Link to comment Share on other sites More sharing options...
Wolves_Hero Posted April 24, 2016 Share Posted April 24, 2016 Bug? radiator thruster went pop up 'cannot deploy while stowed' for no reason, still 0kN thruster on radiator. Quote Link to comment Share on other sites More sharing options...
Temeter Posted April 25, 2016 Share Posted April 25, 2016 12 hours ago, Wolves_Hero said: Bug? radiator thruster went pop up 'cannot deploy while stowed' for no reason, still 0kN thruster on radiator. Wrong thread, that's the Atomic Age mod. Stowed bug is a stock issue irc. Try quicksave/reload, helps sometimes. Quote Link to comment Share on other sites More sharing options...
Wolves_Hero Posted April 25, 2016 Share Posted April 25, 2016 7 hours ago, Temeter said: Wrong thread, that's the Atomic Age mod. Stowed bug is a stock issue irc. Try quicksave/reload, helps sometimes. Oh confused atomic thrust stock same from Atomic age mod, I didn't installed Atomic Age, I thought this mod. Quote Link to comment Share on other sites More sharing options...
HoveringKiller Posted May 4, 2016 Share Posted May 4, 2016 Does this by any chance change the stock engine to use LH2? I know in NFP it was said you could, and since this is now seperate was wondering if the same was true. Quote Link to comment Share on other sites More sharing options...
Temeter Posted May 4, 2016 Share Posted May 4, 2016 28 minutes ago, HoveringKiller said: Does this by any chance change the stock engine to use LH2? I know in NFP it was said you could, and since this is now seperate was wondering if the same was true. It does. Uses a different system, tho. NFP doesn't use liquid hydrogen and has generic tanks, while Atomics (like CryoEngine) apply B9 part switcher so you can switch up all generic tanks. All dedicated LH2 tanks are specialized, cooled tanks that can store LH2 for electricity. Quote Link to comment Share on other sites More sharing options...
HoveringKiller Posted May 5, 2016 Share Posted May 5, 2016 22 hours ago, Temeter said: It does. Uses a different system, tho. NFP doesn't use liquid hydrogen and has generic tanks, while Atomics (like CryoEngine) apply B9 part switcher so you can switch up all generic tanks. All dedicated LH2 tanks are specialized, cooled tanks that can store LH2 for electricity. Sweet. Can you manufacture LH2 from ore or some other resource using the converters? Quote Link to comment Share on other sites More sharing options...
Temeter Posted May 5, 2016 Share Posted May 5, 2016 4 minutes ago, HoveringKiller said: Sweet. Can you manufacture LH2 from ore or some other resource using the converters? Yep! Includes MM patches allowing you to convert ore into LH2/LH2+Oxygen, just like NFP does with Lithium. Quote Link to comment Share on other sites More sharing options...
skald Posted May 7, 2016 Share Posted May 7, 2016 Does anyone have any suggestions for things I can check? Since the update to 1.1.2 suddenly the none of the patches that change atomic engines to using lqdhydrogen are working. The only engines which do are the ones contained in this mod. I installed the newest verision of b9 straight from github, no change. Thanks. Quote Link to comment Share on other sites More sharing options...
Captain Sierra Posted May 11, 2016 Share Posted May 11, 2016 On 5/7/2016 at 6:22 PM, skald said: Does anyone have any suggestions for things I can check? Since the update to 1.1.2 suddenly the none of the patches that change atomic engines to using lqdhydrogen are working. The only engines which do are the ones contained in this mod. I installed the newest verision of b9 straight from github, no change. Thanks. Confirm your modulemanager is up to date? Thats what will control those patches. Quote Link to comment Share on other sites More sharing options...
Vrana Posted May 13, 2016 Share Posted May 13, 2016 I made some ModuleManager configs which convert NERVAs to use LqdHydrogen for some engines not already covered by the patches distributed by the mod. I will just leave them here in case others have a use for them. C-RP5 "Eva" Nuclear-Thermal Rocket Motor (Tantares) Spoiler // MM Configs for changing various NTRs to use LqdHydrogen // C-RP5 "Eva" Nuclear-Thermal Rocket Motor (Tantares) @PART[Castor_Nerva] { @MODULE[ModuleEngines] { @PROPELLANT[LiquidFuel] { @name = LqdHydrogen @ratio = 1.0 } !PROPELLANT[Oxidizer] {} } Extendable Nuclear Engine (Ark - Orbital Tug) Spoiler // MM Configs for changing various NTRs to use LqdHydrogen // Extendable Nuclear Engine (Ark) @PART[engineOnArm] { @MODULE[ModuleEnginesFX] { @PROPELLANT[LiquidFuel] { @name = LqdHydrogen @ratio = 1.0 } !PROPELLANT[Oxidizer] {} } CA-N Nuclear HT Engine (Coatl Aerospace) Spoiler // MM Configs for changing various NTRs to use LqdHydrogen // CA-N Nuclear HT Engine (Coatl) @PART[nuclearHTEngine] { @MODULE[ModuleEngines] { @PROPELLANT[LiquidFuel] { @name = LqdHydrogen @ratio = 1.0 } !PROPELLANT[Oxidizer] {} } Not saying these are balanced in any way (if anybody did a balance pass on these id love it if you can share it). Its just a fuel type change. Also i found a typo in the existing MM patch for STX engines - hydrogenNTRsSXT.cfg. For the "Fat Mun" engine the patch reads: // LV-N450 Atomic Fat Mun (Lack - SXT) SXTNERVB @PART[SXTNERVB] And it should be: // LV-N450 Atomic Fat Mun (Lack - SXT) SXTNERVAB @PART[SXTNERVAB] Quote Link to comment Share on other sites More sharing options...
ruiluth Posted May 14, 2016 Share Posted May 14, 2016 First off, I love your part packs. They make this game way more fun to play. Secondly, would you mind making it possible to disable the stock LV-N running on liquid hydrogen for those of us who already have LV-N powered ships when we install the pack? If I'd noticed that Kerbal Atomics existed before I launched it I of course would have used hydrogen, but unfortunately when I installed this mod I lost my skycrane and had to delete the one config to get it back. It wasn't too much trouble but I just thought I'd suggest it. Thanks for all your work and keep it up! Quote Link to comment Share on other sites More sharing options...
mikerl Posted May 16, 2016 Share Posted May 16, 2016 I really enjoy this mod, and i have found one problem, the CTT patch has the incorrect tech name for the liberator engine. The patch has 'expNuclearPropulsion' when the others have 'advNuclearpropulsion'. I changed it in my game and the liberator shows up in science/career games. I had an idea on how to incorporate hydrogen ntrs into an existing save without breaking craft already using LF. I made a MM patch that changes the Nerva to a dual mode engine, with one mode LF and the other Hydrogen, has proper functionality, but needs tweaking. i'll post the code later if anyone would like to help. After reading the last post, it seems this could be helpful to some people. Quote Link to comment Share on other sites More sharing options...
Nertea Posted May 16, 2016 Author Share Posted May 16, 2016 On 5/13/2016 at 1:56 AM, Vrana said: I made some ModuleManager configs which convert NERVAs to use LqdHydrogen for some engines not already covered by the patches distributed by the mod. I will just leave them here in case others have a use for them. C-RP5 "Eva" Nuclear-Thermal Rocket Motor (Tantares) Reveal hidden contents // MM Configs for changing various NTRs to use LqdHydrogen // C-RP5 "Eva" Nuclear-Thermal Rocket Motor (Tantares) @PART[Castor_Nerva] { @MODULE[ModuleEngines] { @PROPELLANT[LiquidFuel] { @name = LqdHydrogen @ratio = 1.0 } !PROPELLANT[Oxidizer] {} } Extendable Nuclear Engine (Ark - Orbital Tug) Reveal hidden contents // MM Configs for changing various NTRs to use LqdHydrogen // Extendable Nuclear Engine (Ark) @PART[engineOnArm] { @MODULE[ModuleEnginesFX] { @PROPELLANT[LiquidFuel] { @name = LqdHydrogen @ratio = 1.0 } !PROPELLANT[Oxidizer] {} } CA-N Nuclear HT Engine (Coatl Aerospace) Reveal hidden contents // MM Configs for changing various NTRs to use LqdHydrogen // CA-N Nuclear HT Engine (Coatl) @PART[nuclearHTEngine] { @MODULE[ModuleEngines] { @PROPELLANT[LiquidFuel] { @name = LqdHydrogen @ratio = 1.0 } !PROPELLANT[Oxidizer] {} } Not saying these are balanced in any way (if anybody did a balance pass on these id love it if you can share it). Its just a fuel type change. Also i found a typo in the existing MM patch for STX engines - hydrogenNTRsSXT.cfg. For the "Fat Mun" engine the patch reads: // LV-N450 Atomic Fat Mun (Lack - SXT) SXTNERVB @PART[SXTNERVB] And it should be: // LV-N450 Atomic Fat Mun (Lack - SXT) SXTNERVAB @PART[SXTNERVAB] Great, I've added this for the next version for when I finish debugging it. On 5/14/2016 at 6:19 PM, ruiluth said: First off, I love your part packs. They make this game way more fun to play. Secondly, would you mind making it possible to disable the stock LV-N running on liquid hydrogen for those of us who already have LV-N powered ships when we install the pack? If I'd noticed that Kerbal Atomics existed before I launched it I of course would have used hydrogen, but unfortunately when I installed this mod I lost my skycrane and had to delete the one config to get it back. It wasn't too much trouble but I just thought I'd suggest it. Thanks for all your work and keep it up! Look in the extras folder, you'll find an NTRsUseLF folder. Drop that in GameData, voila, all the NTRs will be reverted to LF use. Quote Link to comment Share on other sites More sharing options...
mikerl Posted May 17, 2016 Share Posted May 17, 2016 The goal my project is to allow an existing space program to transition from using LF nukes to using Hydrogen NTRs. The benefit is that existing craft will still function, while allowing the launch of new NTR based craft which means both may be used together. A simpler approach would be to simply duplicate each part. I decided to make the engine a dual mode engine meaning that it could be switched between fuel types like the rapier, this can be switched in flight preventing existing craft from using the wrong fuel. The configs for the hydrogen versions also change the mass, so i wrote up a tank switcher to account for that. Unfortunately it is not tied to the engine mode so it requires the player match it to the mode used. It can only be switched in the editor. Here is the code i've got so far: // MM Configs for changing various NTRs to use LqdHydrogen // LV-N (stock) +PART[nuclearEngine] { @name = nuclearEngineDM EFFECTS { engage { AUDIO { channel = Ship clip = sound_vent_medium volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = thrustTransform oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } fx-sc-lh2-core { AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } MODEL_MULTI_PARTICLE { modelName = KerbalAtomics/FX/fx-sc-lh2-125-core transformName = thrustTransform emission = 0.0 0.0 emission = 0.01 0.1 emission = 0.075 0.25 emission = 1.0 1.0 speed = 0.0 0.35 speed = 1.0 1.0 } } fx-sc-lh2-plume { MODEL_MULTI_PARTICLE { modelName =KerbalAtomics/FX/fx-sc-lh2-125-plume transformName = thrustTransform emission = 0.0 0.0 emission = 0.01 0.1 emission = 0.075 0.25 emission = 1.0 1.0 speed = 0.0 0.35 speed = 1.0 1.0 } } } MODULE { name = MultiModeEngine primaryEngineID = Regular secondaryEngineID = Hydrogen } MODULE { name = ModuleEnginesFX engineID = Hydrogen runningEffectName = fx-sc-lh2-core powerEffectName = fx-sc-lh2-plume thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 60 heatProduction = 250 fxOffset = 0, 0, 1.6 EngineType = Nuclear exhaustDamageDistanceOffset = 1.86 PROPELLANT { name = LqdHydrogen ratio = 1.0 } !atmosphereCurve {} atmosphereCurve { key = 0 900 key = 1 400 key = 2 50 key = 10 1 } } @MODULE[ModuleEngines] { @name = ModuleEnginesFX runningEffectName = fx-sc-lh2-core powerEffectName = fx-sc-lh2-plume engineID = Regular } } @PART[nuclearEngineDM]:FINAL { MODULE { name = InterstellarFuelSwitch resourceNames = LiquidFuel;Hydrogen resourceGui = Liquid Fuel;Hydrogen resourceAmounts = 0;0 basePartMass = 3 tankMass = 0;-0.5 displayCurrentTankCost = false hasGUI = true availableInFlight = false availableInEditor = true showInfo = false } } For testing I have it create a duplicate so I can see if everything is normal on the LF side of the engine. The fuel switcher is IFS, I may create a b9 version eventually. It does make it have two modes, using the same FX, and with the correct values for mass. It works, but its not exactly pretty. Looking at the LANTRN engine from Atomic Age, I want to ask, is it possible for an engine to have more than two modes? Quote Link to comment Share on other sites More sharing options...
Nertea Posted May 18, 2016 Author Share Posted May 18, 2016 Update! KSP 1.1.2 Update bundled B9PartSwitch Update bundled MM version Update bundled CRP version Fix switchable tank mass and cost issues Fixed SXT hydrogen NTR patch typo Added a few more NTR configs courtesy of forumgoers We may of course have some remaining bugs but I think things are good. Thank @Kerbas_ad_astra for getting me on the path to fixifying the switchy patch. Quote Link to comment Share on other sites More sharing options...
sojourner Posted May 18, 2016 Share Posted May 18, 2016 (edited) Woot! Hey, Does it bug anyone that because of the way KSP fudges ISP/TWR that nuclear engines don't actually produced the claimed TWR in an atmosphere? Makes designing landers using nuke engines difficult to test on Kerbin. Edited May 18, 2016 by sojourner Quote Link to comment Share on other sites More sharing options...
Sudragon Posted May 18, 2016 Share Posted May 18, 2016 2 hours ago, sojourner said: Woot! Hey, Does it bug anyone that because of the way KSP fudges ISP/TWR that nuclear engines don't actually produced the claimed TWR in an atmosphere? Makes designing landers using nuke engines difficult to test on Kerbin. Kerbal Construction Time has a simulator function Quote Link to comment Share on other sites More sharing options...
aniron Posted May 18, 2016 Share Posted May 18, 2016 1 hour ago, Sudragon said: Kerbal Construction Time has a simulator function Or quicksave on the launchpad, use HyperEdit to move your craft to the body/orbit of your choice, test, then revert and recover once you have your test results. It's a bit iffy testing nukes on Kerbin anyway. Quote Link to comment Share on other sites More sharing options...
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