Apelsin Posted January 9, 2021 Share Posted January 9, 2021 (edited) All NFE reactor parts have 2 sets of fission reactor modules (2 independent sets of controls and temperature readouts when right-clicked in flight). Engine reactors don't have this. I delted it from GameData and reinstalled but it's still there. Any idea of what might be causing this? Edit: Nevermind, got it. It was leftover patches from before SystemHeat was split into core & extras. Edited January 9, 2021 by Apelsin Quote Link to comment Share on other sites More sharing options...
Souptime Posted January 11, 2021 Share Posted January 11, 2021 Is the walrus engine based of the BE-4? cuz it looks like it is Quote Link to comment Share on other sites More sharing options...
Nertea Posted January 12, 2021 Author Share Posted January 12, 2021 No, it's the AR-1. Quote Link to comment Share on other sites More sharing options...
Souptime Posted January 12, 2021 Share Posted January 12, 2021 Oh cool, never heard of that one Oh yeah, i can see the similarities between the AR 1 and the BE 4 Quote Link to comment Share on other sites More sharing options...
ssd21345 Posted January 17, 2021 Share Posted January 17, 2021 (edited) does anyone have weird glitch that micro control moment gyroscope from near future exploration cause orbit changes when turning? Spoiler log : https://www.dropbox.com/sh/ilw0h5bh3ubuwss/AABX26dhN9Jl6I_7q_eDFoU_a?dl=0 Edited January 17, 2021 by ssd21345 Quote Link to comment Share on other sites More sharing options...
Sovetskysoyuz Posted January 18, 2021 Share Posted January 18, 2021 22 hours ago, ssd21345 said: does anyone have weird glitch that micro control moment gyroscope from near future exploration cause orbit changes when turning? Hide contents log : https://www.dropbox.com/sh/ilw0h5bh3ubuwss/AABX26dhN9Jl6I_7q_eDFoU_a?dl=0 Is that this bug perhaps? Are you playing KSP 1.11? Quote Link to comment Share on other sites More sharing options...
ssd21345 Posted January 18, 2021 Share Posted January 18, 2021 36 minutes ago, Sovetskysoyuz said: Is that this bug perhaps? Are you playing KSP 1.11? yes thanks it looks like it's more obvious with external powerful gyroscope rather than inline part I think Quote Link to comment Share on other sites More sharing options...
derega16 Posted January 18, 2021 Share Posted January 18, 2021 Will NFE reactor and all other parts that generate heat moved to new heat system that using in FFT soon? now it quite confusing to balance radiators. Quote Link to comment Share on other sites More sharing options...
Kablob Posted January 18, 2021 Share Posted January 18, 2021 On 1/12/2021 at 1:08 PM, Souptime said: Oh cool, never heard of that one Oh yeah, i can see the similarities between the AR 1 and the BE 4 It was Aerojet's entry for the Vulcan core stage engine, so they're designed for the same thing, yeah. It's basically an American RD-191. Quote Link to comment Share on other sites More sharing options...
lemon cup Posted January 18, 2021 Share Posted January 18, 2021 5 hours ago, derega16 said: Will NFE reactor and all other parts that generate heat moved to new heat system that using in FFT soon? now it quite confusing to balance radiators. FFT (or SystemHeat if you’ve downloaded it separately) comes with a folder of optional patches to convert the Near Future reactors and nuclear engines to use System Heat. I believe it is in the “Extras” folder in the FFT download; take it out and place it in your GameData folder to activate the patches. Quote Link to comment Share on other sites More sharing options...
Nertea Posted January 18, 2021 Author Share Posted January 18, 2021 9 hours ago, derega16 said: Will NFE reactor and all other parts that generate heat moved to new heat system that using in FFT soon? now it quite confusing to balance radiators. I would rather port them all to the new system but I suspect people would be mad. So it'll be optional for the foreseeable future, however, SystemHeat will continue to get updates; NFE functionality will barely limp along. Quote Link to comment Share on other sites More sharing options...
SpaceFace545 Posted January 19, 2021 Share Posted January 19, 2021 Hey, I don't know why but the NFLV engines don't really make any sound, just a deep rumble but nothing else. I checked the settings and all of the volume sliders are all up. Quote Link to comment Share on other sites More sharing options...
Spaceman.Spiff Posted January 19, 2021 Share Posted January 19, 2021 8 hours ago, Nertea said: I would rather port them all to the new system but I suspect people would be mad. So it'll be optional for the foreseeable future, however, SystemHeat will continue to get updates; NFE functionality will barely limp along. I get how it can seem overly complex to someone who hasn’t used the mod, and I guess it is more “complicated” but the tools it provides makes it a lot easier to understand and build around than stock. IMO it should be an NFE dependency. Quote Link to comment Share on other sites More sharing options...
MatterBeam Posted January 20, 2021 Share Posted January 20, 2021 I was doing a few calculations and I got some funny numbers. Something like the 'NEXT Ion Thruster - 0.625m' engine. It has an Isp of 6380s and a thrust of 2.1 kN. Engine power in the real world is equal to Isp * 9.81 * Thrust /2, so I get 65.7 MW of power. However, the part mass is only 200 kg. This means the power density is a whopping 328.6 kW/kg. This continues for all the electric thrusters. The 'VASIMR - 1.25m' engine has an Isp of 6000s and a thrust of 24.9 kN, meaning that it outputs 732.8 MW of power. Power density is at 732.8 kW/kg. For comparison, real world electric thrusters have power densities on the order of 0.5 kW/kg, rising to 2 kW/kg with a large design like VASIMR. This means the in-game propulsion is 160 to 360 times more powerful than modern technology allows. Is this the intended balancing for NFT, @Nertea? Quote Link to comment Share on other sites More sharing options...
Nertea Posted January 20, 2021 Author Share Posted January 20, 2021 13 hours ago, MatterBeam said: I was doing a few calculations and I got some funny numbers. Something like the 'NEXT Ion Thruster - 0.625m' engine. It has an Isp of 6380s and a thrust of 2.1 kN. Engine power in the real world is equal to Isp * 9.81 * Thrust /2, so I get 65.7 MW of power. However, the part mass is only 200 kg. This means the power density is a whopping 328.6 kW/kg. This continues for all the electric thrusters. The 'VASIMR - 1.25m' engine has an Isp of 6000s and a thrust of 24.9 kN, meaning that it outputs 732.8 MW of power. Power density is at 732.8 kW/kg. For comparison, real world electric thrusters have power densities on the order of 0.5 kW/kg, rising to 2 kW/kg with a large design like VASIMR. This means the in-game propulsion is 160 to 360 times more powerful than modern technology allows. Is this the intended balancing for NFT, @Nertea? Well yes. It's not reasonable, given the lack of tools and support for ultra-low-thrust engines, to provide realistic thrust levels for the engines. People already can't handle the stock ion engine, which has hundreds of times the power density as well. Anything in that thrust range needs to be scaled to the KSP paradigm, which does provide nonsensical numbers when analyzed with typical rocket engine equations. Quote Link to comment Share on other sites More sharing options...
MatterBeam Posted January 21, 2021 Share Posted January 21, 2021 15 hours ago, Nertea said: Well yes. It's not reasonable, given the lack of tools and support for ultra-low-thrust engines, to provide realistic thrust levels for the engines. People already can't handle the stock ion engine, which has hundreds of times the power density as well. Anything in that thrust range needs to be scaled to the KSP paradigm, which does provide nonsensical numbers when analyzed with typical rocket engine equations. Thanks for the explanation. I'm loving your mods by the way! Quote Link to comment Share on other sites More sharing options...
Psycho_zs Posted January 21, 2021 Share Posted January 21, 2021 18 hours ago, Nertea said: given the lack of tools and support for ultra-low-thrust engines Quote Link to comment Share on other sites More sharing options...
derega16 Posted January 23, 2021 Share Posted January 23, 2021 How can I delete deprecated parts? I just noticed that somehow my NFE nuclear reprocessor show with the old model instead of new one. The new one show in research screen but don't show in VAB. Quote Link to comment Share on other sites More sharing options...
Fulcrum Posted January 24, 2021 Share Posted January 24, 2021 (edited) Good morning all, Beginner player on KSP 1.10.1 I have a small problem and despite my research (perhaps incomplete), I cannot find the solution. I have stored KSP parts in the "advanced part toolbox mode" and am delighted to be able to organize my own part layout. Unfortunately, "OPT, Near Future Launch Vehicle and Tundra Exploration" adds a new coin icon to me every time the game is launched. So I end up with a bunch of identical parts icons. I delete these icons every time, but nothing helps, I tried deleting them directly in "GameData / Squad / Partlist / PartCategories.cfg", but it is useless. Is there a workaround to keep only one icon of these mods in the "advanced parts toolbox mode"? Thank you for your advice and for taking the time to read me. Good game everyone. Edited January 24, 2021 by Fulcrum Insert pictures Quote Link to comment Share on other sites More sharing options...
dave1904 Posted January 24, 2021 Share Posted January 24, 2021 The 7.5 m rockets are insane. I named my one after Samuel L Jacksons wallet in pulp fiction. I think it deserves it. Quote Link to comment Share on other sites More sharing options...
Dep_Opt Posted January 24, 2021 Share Posted January 24, 2021 So I'm trying to use the Aeronautics heavy lift fans, and I'm having real issues with control authority when hovering with them. Anyone have any suggestions? I'm trying to make a mostly electric powered VTOL scout plane for use on Duna, so if using something else to help then parts using Intake Atmo and electrical power are the main goal. Quote Link to comment Share on other sites More sharing options...
BLZ Posted January 26, 2021 Share Posted January 26, 2021 Hey, I don't know if the OP is still reading this or if I'm stupid, but it would be great if there were no oxygen check for ducted props working in an electric mode. Built a sweet mission to Duna only to realize my science drones were unable to fly because of the said mission. Was able to change it in the config myself, but I think it's something to consider implementing into the mod. Quote Link to comment Share on other sites More sharing options...
Dukemaster Posted January 29, 2021 Share Posted January 29, 2021 Help me out since it's been a while since I've modded without CKAN. Where do I need to extract or unpack the files to? Quote Link to comment Share on other sites More sharing options...
lordcirth Posted January 29, 2021 Share Posted January 29, 2021 4 minutes ago, Dukemaster said: Help me out since it's been a while since I've modded without CKAN. Where do I need to extract or unpack the files to? Mods go in KSP/Gamedata Quote Link to comment Share on other sites More sharing options...
Brigadier Posted January 29, 2021 Share Posted January 29, 2021 2 hours ago, Dukemaster said: Help me out since it's been a while since I've modded without CKAN. Where do I need to extract or unpack the files to? What @lordcirthsaid, and here's a tutorial: https://wiki.kerbalspaceprogram.com/wiki/Tutorial:Installing_Addons I'm sure that if you searched this forum, you'll find a topic along the same lines. Quote Link to comment Share on other sites More sharing options...
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