Jimbodiah Posted May 11, 2018 Share Posted May 11, 2018 Just checking, but: You need HeatControl for radiators. Quote Link to comment Share on other sites More sharing options...
slackitude Posted May 11, 2018 Share Posted May 11, 2018 21 minutes ago, Jimbodiah said: Just checking, but: You need HeatControl for radiators. That was it, I didn't know there was a separate mod for this. It works. There's no GR-2 radiator but 4 EBR-250s provide enough cooling to run the MX-1 without overheating. Thanks! Quote Link to comment Share on other sites More sharing options...
Nertea Posted May 11, 2018 Author Share Posted May 11, 2018 2 hours ago, slackitude said: I'm trying to get into using an MX-1 fission reactor. But I can't find the GR-2 radiator anywhere in my tech tree. I don't see it listed in any Parts directory either. Am I missing something? Where are you getting that from? A really old version of NFE? There's no reference to HC anywhere in the mod anymore, no dependencies at all. Quote Link to comment Share on other sites More sharing options...
slackitude Posted May 11, 2018 Share Posted May 11, 2018 The reference to the GR-2 is here: http://near-future-technologies.wikia.com/wiki/MX-1_Fission_Reactor. I'm using a current version of everything on 1.4.3. There may be ways to radiate enough heat without HC but I didn't dig in too much. HC is working for me. I just didn't know it existed. I've gotten used to just going to the main Near Future thread and grabbing everything I need. Quote Link to comment Share on other sites More sharing options...
Nertea Posted May 11, 2018 Author Share Posted May 11, 2018 2 hours ago, slackitude said: I'm using a current version of everything on 1.4.3. There may be ways to radiate enough heat without HC but I didn't dig in too much. HC is working for me. I just didn't know it existed. I've gotten used to just going to the main Near Future thread and grabbing everything I need. Oh wow that wiki is OOOOOOOOOLD. Do not use! Quote Link to comment Share on other sites More sharing options...
Horus Posted May 12, 2018 Share Posted May 12, 2018 @Nertea, correct me if I'm wrong - the M-2 Cryogenic Gas Separator is pretty useless for Xenon Gas production due to resource abundance too low numbers, right? Or am I missing something there? Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted May 12, 2018 Share Posted May 12, 2018 They work just fine. I put one with an engineer and a huge tank outside of KSC if I need extra funds. Couple of days to fill over 1M funds worth. Quote Link to comment Share on other sites More sharing options...
Kablob Posted May 12, 2018 Share Posted May 12, 2018 If I can make a suggestion: the two service module parts in Near Future Spacecraft don't currently have a partswitch option for monoprop-only, which means you can't use them with the mod's fantastic monoprop engines. Quote Link to comment Share on other sites More sharing options...
Virtualgenius Posted May 13, 2018 Share Posted May 13, 2018 (edited) Hi all just started using Near Future Electrical, I need some help with cooling the reactor I can see it glowing but for the life of me cant figure out how to cool it. I have the heat control thermal radiators installed but dont seem to be working (probably postioned badly) using the smallest reactors cant cool it Edited May 13, 2018 by Virtualgenius Quote Link to comment Share on other sites More sharing options...
Streetwind Posted May 13, 2018 Share Posted May 13, 2018 5 hours ago, Virtualgenius said: Hi all just started using Near Future Electrical, I need some help with cooling the reactor I can see it glowing but for the life of me cant figure out how to cool it. I have the heat control thermal radiators installed but dont seem to be working (probably postioned badly) using the smallest reactors cant cool it In the VAB, each reactor has a "required cooling" stat in its rightclick menu. Also, each radiator has a "core transfer" stat in its rightclick menu. The sum of your radiators' core trasnfer must be equal to or greater than the required cooling of the reactor. Also: radiators that extend can cool the entire spacecraft. Fixed panel radiators only cool the part they are directly attached to, plus at most a direct neighbor of that part. So it's possible that you brought enough radiators, but mounted them somewhere they cannot reach the reactor. Finally, make sure the radiators are actually extended and/or switched on in flight. Quote Link to comment Share on other sites More sharing options...
Virtualgenius Posted May 14, 2018 Share Posted May 14, 2018 (edited) Thanks @Streetwind, I am using the fixed radiators so attach directly to the reactor and this should solve the problem Problem Solved and it fly's Edited May 14, 2018 by Virtualgenius Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted May 16, 2018 Share Posted May 16, 2018 On 5/13/2018 at 11:27 PM, Virtualgenius said: Thanks @Streetwind, I am using the fixed radiators so attach directly to the reactor and this should solve the problem Problem Solved and it fly's That thing is ridiculous. I love it! Do I see the structural tubing mod, too? Brilliant little mini craft. Quote Link to comment Share on other sites More sharing options...
Virtualgenius Posted May 16, 2018 Share Posted May 16, 2018 (edited) @Beetlecat yep sure is the structural tubing is very light and provides a great foundation to build on here it is in Orange Small Manned Rover Using Near Future RTG's to power Mods used for aircraft KSPX : inline Reaction Wheel Micro Umbra Space Industries Exploration Pack : Cockpit and Fans Firespitter : Landing Pads KAS Storage Boxes Legacy : Storage Boxes (required cfg changes to work but totally worth it) Structural Tubing Re manufactured : Tubing / Chassis Near Future electrical : Reactor MX-0 Fission Reactor ( Thanks @nertea wouldnt fly without this) Heat control : Radiators Lithobrake Exploration Technologies : Ladders Misc: Legacy : ScanSat dish Tweakscale to make things fit just right @Streetwind for help with the reactor cooling Has power for 7years and 25days at 70% power setting, wanted something to explore Duna with just have to get it, there looking for cargo containers to ship it in. There seems to be a void of opening drop cargo pods love using small rockets and small parts to create equipment for the little green guys Happy to supply craft file minus legacy parts if anyone interested Edited May 16, 2018 by Virtualgenius Quote Link to comment Share on other sites More sharing options...
Wolf Baginski Posted May 16, 2018 Share Posted May 16, 2018 On 5/9/2018 at 9:35 AM, Streetwind said: There are some girder-mounted static panels without sun tracking you could use for the purpose. There are, however, no giant non-tracking ground installations. All of the larger panels track, so you cannot mount them flush against the ground unless you orient them exactly so that the sun travels along the axis they cannot track. A quick check of the .cfg file suggests you could disable the sun-tracking, though there are some differences in the detail between something like the stock Gigantor and Nertea's panels. Also, the localisation system makes a copy and edit of a .cfg file a little more of a fiddle. For your own use, you don't need the localisation pointers in the name and description, just put in something useful to distinguish the panel from the others. I think I would have the English part-name as a comment, as the stock parts do. Anyway, for one of Nertea's deployable panels, it looks to be as simple as this: sunTracking = true Change the line to what one of the static panels uses. sunTracking = false Then you could deliver a neatly-packaged unit to your Mun-base, set it up, and extend the panels. Looking at the stock Gigantor, it points to the same code module, so I'd expect adding the above line to have the same effect. But there are other differences that might matter. My main computer is down, so I haven't tested this yet, but I am pretty confident. Quote Link to comment Share on other sites More sharing options...
b0ss Posted May 25, 2018 Share Posted May 25, 2018 Does anyone have any recommendations for getting the radioactive stuff from Near Future Electrical to fit in with the reactor system of Interstellar Extended? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted May 25, 2018 Share Posted May 25, 2018 @b0ss Whoever can write an MM config can simply strip out all of Nertea's custom modules (set them up as any brand new, feature-less part) and then insert all the KSPI-related modules, and calibrate them as needed. Concerning this very same subject, I've seen Nertea dragged around in circles in wasteful efforts to (what I assume) make his plugins and modules compatible with KSPI. Quote Link to comment Share on other sites More sharing options...
b0ss Posted May 25, 2018 Share Posted May 25, 2018 Ah heavens no, that was not my intent at all, was just looking for how to do it myself, like you so cleanly put it. Nertea's mod suite is way too dignified to be made into "extras" for KSPIE. Quote Link to comment Share on other sites More sharing options...
Funtime60 Posted May 25, 2018 Share Posted May 25, 2018 Not to be too clueless but is there any easy way to add a custom RTG to the decaying RTGs patch without editing the patch's own config? Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted May 25, 2018 Share Posted May 25, 2018 (edited) 2 hours ago, JadeOfMaar said: @b0ss Whoever can write an MM config can simply strip out all of Nertea's custom modules (set them up as any brand new, feature-less part) and then insert all the KSPI-related modules, and calibrate them as needed. Concerning this very same subject, I've seen Nertea dragged around in circles in wasteful efforts to (what I assume) make his plugins and modules compatible with KSPI. Doesn't KSPI already change NFE stuff with it's own patches to fit into KSPI? 1 hour ago, Funtime60 said: Not to be too clueless but is there any easy way to add a custom RTG to the decaying RTGs patch without editing the patch's own config? Just make a copy of that patch for your own part? Probes+ did the same for it's optional RTG patch for NFE. Edited May 25, 2018 by Jimbodiah Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted May 25, 2018 Share Posted May 25, 2018 1 hour ago, Funtime60 said: Not to be too clueless but is there any easy way to add a custom RTG to the decaying RTGs patch without editing the patch's own config? That's quite easy. Just copy out one of the configNodes and change two values in it. You don't even need the existing DecayingRTGs patch to be in your GameData if you want to affect just one new RTG part. @PART[xyz] //xyz being the "part (name) added to ship" as can be seen in the Console when you attach it to a craft in the VAB/SPH { @cost *= 0.5 !MODULE[ModuleGenerator] {} MODULE { name = ModuleRadioisotopeGenerator BasePower = 0.75 // this is the EC/s value. Change it to what the new RTG currently puts out HalfLife = 8.35 EasyMode = true } } @Jimbodiah KSPI does, but it's not complete. The NFE plugin does not agree with whatever the KSPI people are trying to get from it, therefore the struggle. Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted May 25, 2018 Share Posted May 25, 2018 Aha! Gotcha. Quote Link to comment Share on other sites More sharing options...
Funtime60 Posted May 26, 2018 Share Posted May 26, 2018 Thanks for the quick response, where would I put this? In a separate file in the original Decaying RTGs directory, in my part's directory, or could I add it directly to my part? If my last option works would it still work when Decaying RTGs is removed? Thank you. Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted May 26, 2018 Share Posted May 26, 2018 You could add it to the end of your part .cfg and do the following: @PART[xxx]:NEEDS[NearFutureElectrical] { ... } That way your part is not dependant on NFE and can also work without it using he stock generator module. Quote Link to comment Share on other sites More sharing options...
Funtime60 Posted May 26, 2018 Share Posted May 26, 2018 2 minutes ago, Jimbodiah said: You could add it to the end of your part .cfg and do the following: @PART[xxx]:NEEDS[NearFutureElectrical] { ... } That way your part is not dependant on NFE and can also work without it using he stock generator module. Thank You! Quote Link to comment Share on other sites More sharing options...
Saltshaker Posted May 26, 2018 Share Posted May 26, 2018 On 5/11/2018 at 11:49 AM, slackitude said: I'm trying to get into using an MX-1 fission reactor. But I can't find the GR-2 radiator anywhere in my tech tree. I don't see it listed in any Parts directory either. Am I missing something? Have you installed Heat Control? Quote Link to comment Share on other sites More sharing options...
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