steve_v Posted December 31, 2016 Share Posted December 31, 2016 (edited) 9 hours ago, Nertea said: What overheats - the core or the engine? It's the reactor core that overheats. I got a little frustrated with this, and I've now about forgotten where I was up to, So here's the part config for the Pluto (pulled from MM cache, post-M2X bundled patch) before I messed with it: Spoiler name = M2X_Pluto type = PART parentUrl = Mk2Expansion/Parts/Engines/Pluto/part url = Mk2Expansion/Parts/Engines/Pluto/part/M2X_Pluto PART { name = M2X_Pluto module = Part author = SuicidalInsanity mesh = PLUTO.mu scale = 1 rescaleFactor = 1 node_stack_top = 0.0, 1.636004, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -1.908448, 0.0, 0.0, -1.0, 0.0 fx_exhaustFlame_blue = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, running fx_exhaustLight_blue = 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, running fx_smokeTrail_light = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, running sound_vent_medium = engage sound_rocket_hard = running sound_vent_soft = disengage sound_explosion_low = flameout TechRequired = nuclearPropulsion entryCost = 72000 cost = 17470 category = Engine subcategory = 0 title = AT-2 "Pluto" Atomic Rocket Motor manufacturer = Insanity Aerospace description = Following numerous complaints of long-term LV-N 'NERV' usage resulting in what the engineers phrased so calmly as 'Spontaneous sustained oxidation phenomenon' and everyone else as 'uncontrollably on fire', a new engine was designed featuring a pair of radiators, and was incorporated into a mk2 mount to accomodate the added bulk. Warranty void if radiator fins used as BBQ grills. attachRules = 1,0,1,0,0 mass = 2.8 heatConductivity = 0.06 skinInternalConductionMult = 4.0 emissiveConstant = 1.0 tags = m2x m2x active atom efficient engine inter liquid nuclear nuke orbit propuls radio reactor vacuum dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 12 maxTemp = 2500 bulkheadProfiles = mk2 radiatorMax = 0.35 MODEL { model = Mk2Expansion/Parts/Engines/Pluto/Model texture = model003, Squad/Parts/Engine/liquidEngineLV-N/model003 texture = PLUTO_E, Mk2Expansion/Parts/Engines/PLUTO/PLUTO_E texture = mk2FuselageShort, Squad/Parts/FuelTank/mk2FuselageShort/mk2FuselageShort } MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform runningEffectName = running_closed exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 80 heatProduction = 33.2 fxOffset = 0, 0, 0 EngineType = Nuclear PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } atmosphereCurve { key = 0 800 key = 1 185 key = 2 0.001 } } MODULE { name = ModuleActiveRadiator maxEnergyTransfer = 5000 overcoolFactor = 0.25 isCoreRadiator = true parentCoolingOnly = true RESOURCE { name = ElectricCharge rate = 0.025 } } EFFECTS { running_closed { 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 } PREFAB_PARTICLE { prefabName = fx_smokeTrail_light transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 localRotation = 1, 0, 0, -90 } MODEL_MULTI_PARTICLE { modelName = Mk2Expansion/FX/Pluto_Plume transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 0.2 0.8 } } engage { AUDIO { channel = Ship clip = sound_vent_soft 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 } } } MODULE { name = ModuleJettison jettisonName = fairingL bottomNodeName = bottom isFairing = False jettisonedObjectMass = 0.1 jettisonForce = 1 jettisonDirection = 1 0 0 } MODULE { name = ModuleJettison jettisonName = fairingR bottomNodeName = bottom isFairing = False jettisonedObjectMass = 0.1 jettisonForce = 1 jettisonDirection = -1 0 0 } MODULE { name = ModuleAnimateHeat ThermalAnim = ThermalAnim } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 5.0 } } RESOURCE { name = ElectricCharge amount = 0 maxAmount = 0 isTweakable = false hideFlow = true } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.7 maxDistance = 50 falloff = 2.5 thrustTransformName = thrustTransform } MODULE { name = TweakScale type = stack defaultScale = 1.25 } MODULE { name = FissionReactor StartActionName = Start Reactor StopActionName = Deactivate Reactor UseStagingIcon = true UseForcedActivation = false UseSpecializationBonus = false AutoShutdown = true DefaultShutoffTemp = 0.90 OverheatAnimation = ThermalAnim HeatGeneration = 65000 NominalTemperature = 3200 CriticalTemperature = 3600 MaximumTemperature = 3800 CoreDamageRate = 0.01 FuelName = EnrichedUranium GeneratesHeat = false TemperatureModifier { key = 0 0 } INPUT_RESOURCE { ResourceName = EnrichedUranium Ratio = 0.0002 FlowMode = NO_FLOW } OUTPUT_RESOURCE { ResourceName = DepletedFuel Ratio = 0.0002 DumpExcess = false FlowMode = NO_FLOW } } MODULE { name = ModuleCoreHeat CoreTempGoal = 3200 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 = 3800 MaxCoolant = 1300 } MODULE { name = FissionFlowRadiator passiveCooling = 65 maxEnergyTransfer = 65000 overcoolFactor = 0.20 maxLinksAway = 1 isCoreRadiator = true } 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 EngineerLevelForSafe = 1 EngineerLevelForDangerous = 3 MaxTempForTransfer = 400 HeatFluxPerWasteUnit = 5 } } } With this config, I get: Embedding these is fubar for some reason: https://s23.postimg.org/d1fr21obv/screenshot11.png I figured it needed exhaustCooling set in FissionFlowRadiator, so I patched it thusly: Spoiler @PART[M2X_Pluto]:NEEDS[NearFutureElectrical]:NEEDS[!KSPIntegration]:AFTER[Mk2Expansion] { @MODULE[FissionReactor] { %FollowThrottle = true } @MODULE[FissionFlowRadiator] { %exhaustCooling = 1300 } } Now I get: https://s30.postimg.org/5g2cf9b8h/screenshot12.png Edited December 31, 2016 by steve_v Horrible, broken, POS fancy-pants editor. Ate my images. Again. Please kill IPS. Kill it with fire. Quote Link to comment Share on other sites More sharing options...
Nertea Posted December 31, 2016 Author Share Posted December 31, 2016 For one thing, ditch your Alternator and ModuleActiveRadiator blocks. The first is harmless but you don't need it, the goal of FissionGenerator is to replace that. The additional ModuleActiveRadiator will make things problematic (use the PassiveCooling field of FissionFlowRadiator to simulate an integrated radiator). Quote Link to comment Share on other sites More sharing options...
steve_v Posted January 1, 2017 Share Posted January 1, 2017 6 hours ago, Nertea said: The additional ModuleActiveRadiator will make things problematic (use the PassiveCooling field of FissionFlowRadiator to simulate an integrated radiator). Yup, that's it Much thanks. Had a feeling this might be causing greif. I guess it was using ModuleActiveRadiator in preference to FissionFlowRadiator, so only getting 5000 energy transfer? In any case, good to know you can't have both on the same part. The original config's not mine, I'm just trying to fix it. Quote Link to comment Share on other sites More sharing options...
Nertea Posted January 5, 2017 Author Share Posted January 5, 2017 On 12/31/2016 at 6:46 PM, steve_v said: Yup, that's it Much thanks. Had a feeling this might be causing greif. I guess it was using ModuleActiveRadiator in preference to FissionFlowRadiator, so only getting 5000 energy transfer? In any case, good to know you can't have both on the same part. The original config's not mine, I'm just trying to fix it. Yeah, FissionFlowRadiator was derived from ModuleActiveRadiator, so they will conflict. I don't think this is a huge problem, can't think of cases where you want your dedicated reactor radiator to cool other parts of the ship. Quote Link to comment Share on other sites More sharing options...
Matrix Aran Posted January 7, 2017 Share Posted January 7, 2017 (edited) I'm having an odd problem I can't seem to solve. For whatever reason, I can't get the Near Future Electrical patch reactors to generate any heat on the engines. I've had it working a few weeks ago, however now it doesn't seem to work at all. I've tried redownloading both NFE and KA, with no luck, as well as creating a stock copy of the game and installing only those two mods in a clean save. Still no luck. I'm wondering what else I haven't tried yet that I could be missing. I should add that NFE reactors are working fine on their own, the problem seems to be with KA engines, and the stock Nerva engine Edited January 7, 2017 by Matrix Aran Quote Link to comment Share on other sites More sharing options...
Rayder Posted January 7, 2017 Share Posted January 7, 2017 12 hours ago, Matrix Aran said: I'm having an odd problem I can't seem to solve. For whatever reason, I can't get the Near Future Electrical patch reactors to generate any heat on the engines. I had this problem as well, but I'm not sure it's the problem you're having. You have to first activate the engine via staging; just using the tweakable menu doesn't work. Quote Link to comment Share on other sites More sharing options...
Matrix Aran Posted January 8, 2017 Share Posted January 8, 2017 5 hours ago, Rayder said: I had this problem as well, but I'm not sure it's the problem you're having. You have to first activate the engine via staging; just using the tweakable menu doesn't work. Would you believe... In all my testing... I never tried that. I figured it was something as simple and silly as that. Thank you. Quote Link to comment Share on other sites More sharing options...
Rayder Posted January 8, 2017 Share Posted January 8, 2017 2 hours ago, Matrix Aran said: Would you believe... In all my testing... I never tried that. I figured it was something as simple and silly as that. Thank you. If you look back a few pages I actually posted here with the same problem. I thought the mod was broken or something. Eventually I found that out myself haha. Quote Link to comment Share on other sites More sharing options...
Synthesis Posted January 8, 2017 Share Posted January 8, 2017 I've run into a weird issue that i didn't see elsewhere reported in the thread--the sheath for the LV-100 Trimodal Nuclear engine is set by default to have your flag appear on either side. In my game, the flags show up fine in the VAB, but in the game they're just white rectangles. Other appearances of the flag on the ship are rendered correctly. Quote Link to comment Share on other sites More sharing options...
Commissar Posted January 9, 2017 Share Posted January 9, 2017 workijng on 1.2.2? if so, would be nice if you updated the github/whateveruploadyouuse... so that ckan recognizes it as up to date Quote Link to comment Share on other sites More sharing options...
Synthesis Posted January 9, 2017 Share Posted January 9, 2017 2 hours ago, Commissar said: workijng on 1.2.2? if so, would be nice if you updated the github/whateveruploadyouuse... so that ckan recognizes it as up to date If you're asking, the engines (or at least the LV-100) work with 1.2.2. There's a glitch with the sheath graphic though. Quote Link to comment Share on other sites More sharing options...
Cornholio Posted January 21, 2017 Share Posted January 21, 2017 Hello. I searched through several pages trying to find the answer to my question but may have missed it. Regardless, I want to say that @Nertea I love your engines, the models and textures are 2nd to none. While I totally respect the change in style of engine to include reactor (I am using most of your NF addons), I would prefer not to use them with stock or even your engines at this time in my current save. I have multiple active vessels with your engines and the NERV and would prefer not to break my save with any change. I am just looking to go from the reactor/heatgen/ecgen to just LF consumption. Thanks to anyone that helps and sorry if I missed a (probably obvious) answer somewhere else. Quote Link to comment Share on other sites More sharing options...
avarice167 Posted January 22, 2017 Share Posted January 22, 2017 Hi, it is a great mod. Thank you very much. How can i add LH2/OX to OPT spaceplane parts? Quote Link to comment Share on other sites More sharing options...
Nertea Posted January 23, 2017 Author Share Posted January 23, 2017 (edited) Kerbal Atomics 0.3.4 Marked for KSP 1.2.2 Updated bundled MM to 2.7.5 Updated bundled B9PartSwitch to 1.5.3 Updated bundled CRP to 0.6.4 Updated DeployableEngines to 2.1.0 Fixed a typo in an NFE extras patch Additionally, please note the license change for all mods going forward. On 1/21/2017 at 9:47 AM, Cornholio said: Hello. I searched through several pages trying to find the answer to my question but may have missed it. Regardless, I want to say that @Nertea I love your engines, the models and textures are 2nd to none. While I totally respect the change in style of engine to include reactor (I am using most of your NF addons), I would prefer not to use them with stock or even your engines at this time in my current save. I have multiple active vessels with your engines and the NERV and would prefer not to break my save with any change. I am just looking to go from the reactor/heatgen/ecgen to just LF consumption. Install the NTRsUseLF extra. Do not install the NFE integration Extra. See readme for details. Edited January 23, 2017 by Nertea Quote Link to comment Share on other sites More sharing options...
SilentWindOfDoom Posted January 24, 2017 Share Posted January 24, 2017 (edited) I am sorry if this has been asked already in this thread, but can I trust kerbal engineer on these delta-v calculations? LoxAugmented gives me almost double the delta-v and double the TWR of pure H2. The TWR I expected, but not the delta-v, as it makes pure H2 kind of absolete, no? Edit: Has been answered. Edited January 24, 2017 by SilentWindOfDoom Quote Link to comment Share on other sites More sharing options...
Ralathon Posted January 24, 2017 Share Posted January 24, 2017 2 hours ago, SilentWindOfDoom said: I am sorry if this has been asked already in this thread, but can I trust kerbal engineer on these delta-v calculations? LoxAugmented gives me almost double the delta-v and double the TWR of pure H2. The TWR I expected, but not the delta-v, as it makes pure H2 kind of absolete, no? ~snip~ Yea, that's accurate. It has to do with the density of LH2. You have a much higher isp, but because LH2 is so light, you have much less reaction mass. Note that your pure LH2 craft is much lighter than your hydrolox craft. If you make your LH2 tank bigger so that the masses of both craft are equal you'll see that the pure H2 craft has much higher dV. Quote Link to comment Share on other sites More sharing options...
SilentWindOfDoom Posted January 24, 2017 Share Posted January 24, 2017 (edited) 36 minutes ago, Ralathon said: Yea, that's accurate. It has to do with the density of LH2. You have a much higher isp, but because LH2 is so light, you have much less reaction mass. Note that your pure LH2 craft is much lighter than your hydrolox craft. If you make your LH2 tank bigger so that the masses of both craft are equal you'll see that the pure H2 craft has much higher dV. I didn't think about that. I mean I did notice the overall mass of the craft was much lower, I just didn't connect the dots. It is a little bit unfortunate as far as game balance is concerned, seeing as putting mass into orbit is a lot easier than putting those massive (in terms of size) LH2 tanks up. At least for me. I suppose I can always just ignore the Lox mode, or only include a little bit of Oxidizer it for when i need a boost. Thanks for the reply. Edited January 24, 2017 by SilentWindOfDoom Quote Link to comment Share on other sites More sharing options...
Ralathon Posted January 24, 2017 Share Posted January 24, 2017 1 minute ago, SilentWindOfDoom said: I didn't think about that. It is a little bit unfortunate as far as game balance is concerned, seeing as putting mass into orbit is a lot easier than putting those massive (in terms of size) LH2 tanks up. At least for me. I suppose I can always just ignore the Lox mode, or only include a little bit of Oxidizer it for when i need a boost. Thanks for the reply. Try scaling up the solar system so that getting into orbit becomes much harder. Mass will become a much bigger concern than size. Quote Link to comment Share on other sites More sharing options...
CheckYoStaging Posted February 2, 2017 Share Posted February 2, 2017 I have been having some trouble with boiloff. I am using Kerbal Atomics, Cryogenic Engines, and Real Fuels. For some reason, even when I have a ton of electric charge, I lose liquid hydrogen at a very fast rate from the cryogenic tanks. Quote Link to comment Share on other sites More sharing options...
hab136 Posted February 6, 2017 Share Posted February 6, 2017 On 2/2/2017 at 3:17 AM, CheckYoStaging said: I have been having some trouble with boiloff. I am using Kerbal Atomics, Cryogenic Engines, and Real Fuels. For some reason, even when I have a ton of electric charge, I lose liquid hydrogen at a very fast rate from the cryogenic tanks. Are you using the latest version? There was a bug that if you ever ran out of electricity, it would boil off forever, but that was fixed. If you right-click on the tank, what does it say for status? Does it say it's boiling off? Quote Link to comment Share on other sites More sharing options...
blowfish Posted February 6, 2017 Share Posted February 6, 2017 On 2/1/2017 at 5:17 PM, CheckYoStaging said: I have been having some trouble with boiloff. I am using Kerbal Atomics, Cryogenic Engines, and Real Fuels. For some reason, even when I have a ton of electric charge, I lose liquid hydrogen at a very fast rate from the cryogenic tanks. If you have RF, boiloff is managed by RF, and there's not active cooling. Quote Link to comment Share on other sites More sharing options...
GrzesiekB Posted February 11, 2017 Share Posted February 11, 2017 (edited) Problem with Emancipator engine - it has two gimbal modules and two engine modules - one with LqdHydrogen and one with LqdHydrogen and EnrichedUranium. I have recent Near Future Technologies installed. Here is a CFG of this engine - can someone help me delete additional gimbal modules and engine modules? Or maybe mod developer can look ino it Thanks.https://www.dropbox.com/s/krhgpybgx76rvzx/ntr-gc-25-2.cfg?dl=0 Edited February 11, 2017 by GrzesiekB Quote Link to comment Share on other sites More sharing options...
Temeter Posted February 11, 2017 Share Posted February 11, 2017 41 minutes ago, GrzesiekB said: Problem with Emancipator engine - it has two gimbal modules and two engine modules - one with LqdHydrogen and one with LqdHydrogen and EnrichedUranium. I have recent Near Future Technologies installed. Here is a CFG of this engine - can someone help me delete additional gimbal modules and engine modules? Or maybe mod developer can look ino it Thanks.https://www.dropbox.com/s/krhgpybgx76rvzx/ntr-gc-25-2.cfg?dl=0 I think one is for the core engine, the other for the 2 gas outlets you use for roll control. Quote Link to comment Share on other sites More sharing options...
GrzesiekB Posted February 11, 2017 Share Posted February 11, 2017 2 hours ago, Temeter said: I think one is for the core engine, the other for the 2 gas outlets you use for roll control. So this is the only engine in the pack which uses enriched uranium? Quote Link to comment Share on other sites More sharing options...
Temeter Posted February 11, 2017 Share Posted February 11, 2017 (edited) 6 minutes ago, GrzesiekB said: So this is the only engine in the pack which uses enriched uranium? Technically all nuclear reactors, including those in the engines, run on limited enriched uranium. You can get that with the near future electrics patch. As to why the core engine has limited uranium even at stock, no clue. Maybe it does actually shoot out a bunch of uranium? Edited February 11, 2017 by Temeter Quote Link to comment Share on other sites More sharing options...
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