Jimbodiah Posted May 26, 2018 Share Posted May 26, 2018 ^ That was answered already Quote Link to comment Share on other sites More sharing options...
dlrk Posted May 31, 2018 Share Posted May 31, 2018 Is there a manual or wiki or anything explaining the reactor GUI and their use? Quote Link to comment Share on other sites More sharing options...
Streetwind Posted June 1, 2018 Share Posted June 1, 2018 On 5/31/2018 at 2:10 AM, dlrk said: Is there a manual or wiki or anything explaining the reactor GUI and their use? It has not been necessary up until now. Could you explain what part of the UI confuses you? Perhaps it can be improved. Quote Link to comment Share on other sites More sharing options...
dlrk Posted June 1, 2018 Share Posted June 1, 2018 The two temperature sliders at the bottom right. I get that top one is auto-shutdown, but what's the second one? Quote Link to comment Share on other sites More sharing options...
Streetwind Posted June 3, 2018 Share Posted June 3, 2018 @dlrk The second one? That's also auto-shutdown! When you change that slider, the numbers that change should look familiar to you: they're the timewarp steps. What this slider does is define an optional auto-shutdown upon hitting a certain timewarp level. Quote Link to comment Share on other sites More sharing options...
Messernacht Posted June 7, 2018 Share Posted June 7, 2018 Just checking in the event I'm doing something wrong (which is likely. I'm rather decaffeinated). I''ve got a reactor fitted to one of my ships. It works fine, cooled appropriately, and combined with TAC-LS keeps enough power to keep my Kerbals alive. Except when I'm advancing time while in another ship, the reactor is not providing power and the Life Support crashes. Is there something missing on this side that may be causing this? Quote Link to comment Share on other sites More sharing options...
Streetwind Posted June 7, 2018 Share Posted June 7, 2018 As long as you remain focused on the vessel, your reactor should not stop providing power under time warp unless you have an auto-shutdown threshold defined. Check your reactor control panel. Does it happen as soon as you enter any form of time warp, or only above a certain level? Quote Link to comment Share on other sites More sharing options...
Freshmeat Posted June 7, 2018 Share Posted June 7, 2018 @Messernacht It is a known issue with TAC LS, when the ship is unfocused, only stock providers of EC are counted. There are a few other sources that work, but NFT reactors do not. Check the TAC LS thread for moire information. Nertea cannot help you with this one, and JPL-repro is busy but says soon(TM). Quote Link to comment Share on other sites More sharing options...
Messernacht Posted June 9, 2018 Share Posted June 9, 2018 On 6/8/2018 at 7:35 AM, Freshmeat said: @Messernacht It is a known issue with TAC LS, when the ship is unfocused, only stock providers of EC are counted. There are a few other sources that work, but NFT reactors do not. Check the TAC LS thread for moire information. Nertea cannot help you with this one, and JPL-repro is busy but says soon(TM). That explains it quite nicely. I'll go check in there. Cheers. Quote Link to comment Share on other sites More sharing options...
mikegarrison Posted June 11, 2018 Share Posted June 11, 2018 Yeah, I had a similar problem with TAC-LS. Mostly I avoided it by tossing a solar panel onto the ship and TAC-LS was happy with that. Also you can set TAC-LS so that losing electricity doesn't kill your crew. Quote Link to comment Share on other sites More sharing options...
Kerbal01 Posted June 12, 2018 Share Posted June 12, 2018 @Nertea having an issue with the upper stage engine mount from Near Future Launch vehicles. 1.4.3, all Near Future mods as downloaded from Spacedock. The shroud shows up in the VAB, but not in flight. https://imgur.com/a/GlH4kjF Quote Link to comment Share on other sites More sharing options...
mikegarrison Posted June 12, 2018 Share Posted June 12, 2018 4 minutes ago, Kerbal01 said: @Nertea having an issue with the upper stage engine mount from Near Future Launch vehicles. 1.4.3, all Near Future mods as downloaded from Spacedock. The shroud shows up in the VAB, but not in flight. https://imgur.com/a/GlH4kjF I have similar issues with some of the Cryo Engines and NF engines. As they seem to be purely visual, I have ignored them. It's possible, however, that they could be an issue with FAR if the FAR voxel-based lift and drag doesn't see the shrouds. But FAR is not released for 1.4 yet. Quote Link to comment Share on other sites More sharing options...
Nertea Posted June 12, 2018 Author Share Posted June 12, 2018 Get the latest version of B9PartSwitch. Quote Link to comment Share on other sites More sharing options...
Ruedii Posted June 13, 2018 Share Posted June 13, 2018 (edited) I believe you mentioned that fusion engines and fusion reactors were when a viable prototype was made. Recently there have been prototypes of both (as well as smaller molten salt reactors by NASA). The fusion engine is by NASA and it's a simple pellet engine, like everyone thought would be the first out the door. A nice big yoke driver coil acts as a fusion augmented mass driver on the fusion pellets. The functional fusion reactor is by Applied Fusion in France. I can see why you waited, they are lot different than earlier non-viable prototypes. They utilize an a plasma injector into a molten metal well, and then compress that well with steam pistons. This allows rapid reset, self powered reset and an net output of roughly 5-50MW on the final design (less for the smaller prototypes they are working with now to fine tune the process). It also has no reliance on manufactured fuel pellets. It's pretty neat looking too, the reactor is this sphere with massive pistons sticking out from every angle and one massive plasma injector yoke. It's all supported by a huge super-capacitor bank to drive the injector and of course a steam system to drive the compression pistons. Edited June 13, 2018 by Ruedii more details on the fusion engine design. Quote Link to comment Share on other sites More sharing options...
Windspren Posted June 14, 2018 Share Posted June 14, 2018 15 hours ago, Ruedii said: I believe you mentioned that fusion engines and fusion reactors were when a viable prototype was made. Recently there have been prototypes of both (as well as smaller molten salt reactors by NASA). The fusion engine is by NASA and it's a simple pellet engine, like everyone thought would be the first out the door. A nice big yoke driver coil acts as a fusion augmented mass driver on the fusion pellets. The functional fusion reactor is by Applied Fusion in France. I can see why you waited, they are lot different than earlier non-viable prototypes. They utilize an a plasma injector into a molten metal well, and then compress that well with steam pistons. This allows rapid reset, self powered reset and an net output of roughly 5-50MW on the final design (less for the smaller prototypes they are working with now to fine tune the process). It also has no reliance on manufactured fuel pellets. It's pretty neat looking too, the reactor is this sphere with massive pistons sticking out from every angle and one massive plasma injector yoke. It's all supported by a huge super-capacitor bank to drive the injector and of course a steam system to drive the compression pistons. See Far Future Technologies in Nert's Dev Thread https://forum.kerbalspaceprogram.com/index.php?/topic/47223-wip-nerts-dev-thread-current-sspx-redux-alphas/ Quote Link to comment Share on other sites More sharing options...
StarStreak2109 Posted June 14, 2018 Share Posted June 14, 2018 3 hours ago, Windspren said: See Far Future Technologies in Nert's Dev Thread https://forum.kerbalspaceprogram.com/index.php?/topic/47223-wip-nerts-dev-thread-current-sspx-redux-alphas/ Which is IIRC currently on hiatus due to the buggy KSP heat modeling system, leading to random explodifying of the FFT parts. Mind you, I'd like to to see the out and about in KSP 1.4.x, but it might be a while... Quote Link to comment Share on other sites More sharing options...
Tyko Posted June 14, 2018 Share Posted June 14, 2018 Where is the new 1.25m Docking Port? I want to disable it so the part reverts to the VSR model, but can't find it. Quote Link to comment Share on other sites More sharing options...
StarStreak2109 Posted June 14, 2018 Share Posted June 14, 2018 1 hour ago, Tyko said: Where is the new 1.25m Docking Port? I want to disable it so the part reverts to the VSR model, but can't find it. Unless I am a complete derb, it is part of Space Station Expansion Redux. Look for the appropriate patch file under "...\GameData\StationPartsExpansionRedux\Patches\SSPXr-StockPartReplacements.cfg", the relevant patch is in line 237ff. Quote Link to comment Share on other sites More sharing options...
golkaidakhaana Posted June 15, 2018 Share Posted June 15, 2018 Is there any way to install just decaying RTGs and not the entire Near Future Electrical mod? My laptop isn't particularly good, I have quite a few mods installed and I don't have a use for any of the other parts the mod offers. Quote Link to comment Share on other sites More sharing options...
Judicator81 Posted June 15, 2018 Share Posted June 15, 2018 1 hour ago, sslaptnhablhat said: Is there any way to install just decaying RTGs and not the entire Near Future Electrical mod? My laptop isn't particularly good, I have quite a few mods installed and I don't have a use for any of the other parts the mod offers. Just remove everything from "GameData/NearFutureElectrical" folder except folder "Plugins", and do not forget to copy NFElectricalRTGPatch.cfg file from "Extras" somewhere to GameData. Quote Link to comment Share on other sites More sharing options...
golkaidakhaana Posted June 15, 2018 Share Posted June 15, 2018 (edited) 16 hours ago, Judicator81 said: Just remove everything from "GameData/NearFutureElectrical" folder except folder "Plugins", and do not forget to copy NFElectricalRTGPatch.cfg file from "Extras" somewhere to GameData. Ah, thanks. EDIT: Doesn't work, it just turns RTGs into radiators. EDIT 2: And now all my saves are broken, even after uninstalling the mod all the RTGs from all my mods on all my saves are still radiators. Sigh. Does anyone know how to fix this? EDIT 3: Fixed-ish Edited June 15, 2018 by golkaidakhaana Quote Link to comment Share on other sites More sharing options...
Streetwind Posted June 15, 2018 Share Posted June 15, 2018 Sorry, but that sounds like an issue with your install. When in doubt, rebuild it from a clean slate. I always keep a freshly downloaded stock KSP in a zipfile for that express purpose. Just extract it into a new folder, season with mods to taste, and serve. If you want to troubleshoot the NF Electrical behavior, install only that (plus is dependencies) and no other mods, then see if it works as you expect. If not, please show us screenshots of what happened. Quote Link to comment Share on other sites More sharing options...
golkaidakhaana Posted June 15, 2018 Share Posted June 15, 2018 (edited) On 6/15/2018 at 1:21 PM, Streetwind said: Sorry, but that sounds like an issue with your install. When in doubt, rebuild it from a clean slate. I always keep a freshly downloaded stock KSP in a zipfile for that express purpose. Just extract it into a new folder, season with mods to taste, and serve. If you want to troubleshoot the NF Electrical behavior, install only that (plus is dependencies) and no other mods, then see if it works as you expect. If not, please show us screenshots of what happened. Hmm, RTGs seem to be working properly now (in addition they still act as radiators). Thanks for the advice anyway. EDIT: I think you misunderstand, this issue affects all my saves, and I'm definitely not going to just erase a few months of work. I went by a user's instructions under the fair assumption I wouldn't have to test it on a clean install first. I don't see why I would be held responsible for following simple instructions without any prior warning. While it isn't technically game-breaking or particularly annoying, it's still odd nonetheless. Edited June 18, 2018 by golkaidakhaana Quote Link to comment Share on other sites More sharing options...
Judicator81 Posted June 18, 2018 Share Posted June 18, 2018 On 6/15/2018 at 3:18 PM, sslaptnhablhat said: EDIT: Doesn't work, it just turns RTGs into radiators. If you referencing to "Core Heat" module of RTG part, then it is not radiator. It's stock feature (ModuleCoreHeat) of some parts that generate heat (another example is Convert-O-Tron 250). Can you post a screenshot of your GameData folder here? Quote Link to comment Share on other sites More sharing options...
golkaidakhaana Posted June 18, 2018 Share Posted June 18, 2018 40 minutes ago, Judicator81 said: If you referencing to "Core Heat" module of RTG part, then it is not radiator. It's stock feature (ModuleCoreHeat) of some parts that generate heat (another example is Convert-O-Tron 250). Can you post a screenshot of your GameData folder here? Not too many mods. Only ProbesPlus / Coatl Aerospace adds RTGs. Quote Link to comment Share on other sites More sharing options...
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