K1productions Posted August 28, 2017 Share Posted August 28, 2017 1 minute ago, RaiderMan said: @K1productions how much fuel did we end up left with on the second stage the last few times? if I recall rightly it was enough for a deorbit of the second stage but not enough to do anything with otherwise? About half a tank full, I may shorten the second stage a bit in our next run (which is probably 2 vids away at this point) to compensate Quote Link to comment Share on other sites More sharing options...
RaiderMan Posted August 28, 2017 Share Posted August 28, 2017 @Nertea I do have a question...the picture for near future launch vehicles, what is that you built there exactly? and what parts, if you can remember, were used? cause I swear that looks like an SSTO cone or capsule or something along those lines.. Quote Link to comment Share on other sites More sharing options...
SilentWindOfDoom Posted August 29, 2017 Share Posted August 29, 2017 I'm having some issues cooling a NFE reactor using NF radiators. I'm on ksp 1.2.2. the reactor .cfg says this is NFE 0.7.3. I'm trying to use the "MX-4 'GARNET' Fission Reactor" but I cannot cool it once it is in a vacuum, on the ground everything is fine but once it isn't it'll overheat even on 5% power. I'm probably missing something here, can someone tell me what i'm doing wrong? Heat mechanics are a bit confusing to me. I'm using what I believe are NF radiators, oversized for a reactor this small (seems to me) but it isn't enough even at a fraction of the power. Quote Link to comment Share on other sites More sharing options...
Iskierka Posted August 29, 2017 Share Posted August 29, 2017 Those are KSP Interstellar radiators, by the right-click menu. The mod as a whole can be ... wonky, and doesn't like to use stock mechanics, which NF does for heat and such. Use a radiator that doesn't have the wasteheat resource assigned and try again. Quote Link to comment Share on other sites More sharing options...
SilentWindOfDoom Posted August 29, 2017 Share Posted August 29, 2017 Is that so? The "manufacturer" for the reactor and the radiator is "kerb kastria inc", so i figured they were both NF. Either way, looks like all my radiators have a "waste heat" resource assigned. Is this some sort of KSPi patch screwing me over? I'll try editing out the wasteheat resource and see what happens. Quote Link to comment Share on other sites More sharing options...
Nertea Posted August 29, 2017 Author Share Posted August 29, 2017 Looks like you're definitely getting some KSPI contamination there. Those are repackaged, stretched and recoloured versions of my parts. I'm not sure what the latest state of the integration between KSPI and NFT is (it's fully managed by FreeThinker) but if you're trying to run both mods at once, I'd ask him. Quote Link to comment Share on other sites More sharing options...
SilentWindOfDoom Posted August 29, 2017 Share Posted August 29, 2017 The same configuration with the latest versions of KSPi and NFT installed in 1.3 seems to work just fine, so it is possible this "bug" has been fixed already. I really don't want to abandon yet another advanced career save, so I'll look around for a fix for this 1.2.2. mess, if possible. Either way, thanks! Quote Link to comment Share on other sites More sharing options...
LatiMacciato Posted September 4, 2017 Share Posted September 4, 2017 I haz a question for NFS! this line has still "utilityCabin.mu", why is it not "utility-pod-25.mu"? Quote Link to comment Share on other sites More sharing options...
SpacePilotMax Posted September 4, 2017 Share Posted September 4, 2017 On 29.08.2017 at 1:31 PM, SilentWindOfDoom said: The same configuration with the latest versions of KSPi and NFT installed in 1.3 seems to work just fine, so it is possible this "bug" has been fixed already. I really don't want to abandon yet another advanced career save, so I'll look around for a fix for this 1.2.2. mess, if possible. Either way, thanks! I'd recommend you attemt to port the save over to 1.3. I have done that with mods before so it shouldn't be a problem. Quote Link to comment Share on other sites More sharing options...
K1productions Posted September 4, 2017 Share Posted September 4, 2017 Time to start building a Space Station in orbit. The new modules also include parts from Nertea's Stockalike Station Parts Expansion https://forum.kerbalspaceprogram.com/index.php?/topic/155480-130-stockalike-station-parts-expansion-june-26/ and this was a fun-ass mod to play with, just like the Near Future mods Quote Link to comment Share on other sites More sharing options...
Nertea Posted September 4, 2017 Author Share Posted September 4, 2017 9 hours ago, LatiMacciato said: I haz a question for NFS! this line has still "utilityCabin.mu", why is it not "utility-pod-25.mu"? Ksp doesn't really care what the name is, interestingly, in that form! Quote Link to comment Share on other sites More sharing options...
Ivy Posted September 9, 2017 Share Posted September 9, 2017 Trying to min-max an ion engine setup today had me think of an interesting possible feature. It would be nice to have a button or some way to initiate a cascade of every individual capacitor, one after another. (Right now I just do it by hand.) Instead of dumping a metric truckload, a nice long distribution of moderate charge is incredibly useful for some situations. Or perhaps there's some simple way to script this with mechjeb or something? Quote Link to comment Share on other sites More sharing options...
Ivy Posted September 10, 2017 Share Posted September 10, 2017 In a wholly separate vein, I was trying out the lil' reactors, and I have what should be adequate cooling for the two (a pair of small radiators on each, and the reactors are adjacent so they should share the heat distribution). However, if I enter time warp (it is stable during physics warp or just regular gameplay) then the temperature eventually starts to spike and cause an overheat. Should I just use excess cooling or is there another problem here? Quote Link to comment Share on other sites More sharing options...
Nergal8617 Posted September 10, 2017 Share Posted September 10, 2017 4 hours ago, Ivy said: However, if I enter time warp (it is stable during physics warp or just regular gameplay) then the temperature eventually starts to spike and cause an overheat. Should I just use excess cooling or is there another problem here? This is a know issue with the stock heat management mechanics during time warp; Nertea has been trying for some time to find a workable solution. I think the heat management is supposed to get an update with KSP 1.3.1 so we can hope for good things. Quote Link to comment Share on other sites More sharing options...
Ivy Posted September 10, 2017 Share Posted September 10, 2017 21 minutes ago, Nergal8617 said: This is a know issue with the stock heat management mechanics during time warp; Nertea has been trying for some time to find a workable solution. I think the heat management is supposed to get an update with KSP 1.3.1 so we can hope for good things. Oh, good to hear. I'll just have to bear it for now then! Quote Link to comment Share on other sites More sharing options...
MaxxQ Posted September 10, 2017 Share Posted September 10, 2017 6 hours ago, Nergal8617 said: This is a know issue with the stock heat management mechanics during time warp; Nertea has been trying for some time to find a workable solution. I think the heat management is supposed to get an update with KSP 1.3.1 so we can hope for good things. I've never worried about heat (as in the use of radiators) before because I never played a game long enough to get to where I needed to. However, I intend to change that with my current playthrough, so my question is: Is just adding more radiators than necessary a decent workaround until the heat fix? Or does everything overheat no matter how many radiators you add? Quote Link to comment Share on other sites More sharing options...
Nertea Posted September 10, 2017 Author Share Posted September 10, 2017 Hey guys, just a note that I'm probably out for a while due to RL stuff. Anyone who steps up to answer questions when I'm gone, it's greatly appreciated. Quote Link to comment Share on other sites More sharing options...
Brigadier Posted September 10, 2017 Share Posted September 10, 2017 9 minutes ago, Nertea said: Hey guys, just a note that I'm probably out for a while due to RL stuff. Anyone who steps up to answer questions when I'm gone, it's greatly appreciated. Hope everything is ok and it isn't "RL from hell". We'll hear from you when you return. Quote Link to comment Share on other sites More sharing options...
TheSaint Posted September 11, 2017 Share Posted September 11, 2017 7 hours ago, Nertea said: Hey guys, just a note that I'm probably out for a while due to RL stuff. Anyone who steps up to answer questions when I'm gone, it's greatly appreciated. Real life always takes precedence. Quote Link to comment Share on other sites More sharing options...
Nergal8617 Posted September 11, 2017 Share Posted September 11, 2017 (edited) 11 hours ago, MaxxQ said: I've never worried about heat (as in the use of radiators) before because I never played a game long enough to get to where I needed to. However, I intend to change that with my current playthrough, so my question is: Is just adding more radiators than necessary a decent workaround until the heat fix? Or does everything overheat no matter how many radiators you add? More radiators can work(I think), just keep in mind that some of the larger reactors are going to require insane amounts of cooling if you do it that way. I personally have never tried to use a large reactor on a mobile vessel, all of my reactors are in ground bases where I have parts from another mod that provide massive cooling while on the ground. Edited September 11, 2017 by Nergal8617 Quote Link to comment Share on other sites More sharing options...
Streetwind Posted September 11, 2017 Share Posted September 11, 2017 On 9.9.2017 at 6:36 AM, Ivy said: Trying to min-max an ion engine setup today had me think of an interesting possible feature. It would be nice to have a button or some way to initiate a cascade of every individual capacitor, one after another. (Right now I just do it by hand.) Instead of dumping a metric truckload, a nice long distribution of moderate charge is incredibly useful for some situations. Or perhaps there's some simple way to script this with mechjeb or something? Lack of automation is an intentional balancing decision because capacitors are OP. On 10.9.2017 at 8:23 AM, Ivy said: In a wholly separate vein, I was trying out the lil' reactors, and I have what should be adequate cooling for the two (a pair of small radiators on each, and the reactors are adjacent so they should share the heat distribution). However, if I enter time warp (it is stable during physics warp or just regular gameplay) then the temperature eventually starts to spike and cause an overheat. Should I just use excess cooling or is there another problem here? This genuinely surprises me, because when I last tested reactors on 1.3, I was generally able to cool any size reactor (or anything else implementing ModuleCoreHeat) with a single tiny radiator panel. I even made a bug report about it which Squad confirmed as being reproducable. So either there was a hotfix, or this bug is even more complex than it first appeared. Quote Link to comment Share on other sites More sharing options...
K1productions Posted September 11, 2017 Share Posted September 11, 2017 (edited) Back at it again for part IV. The primary inclusion this time is from the Stockalike Station Parts expansion, though I think that still applies under the broad scope of Nertea's awesome mods. Also upgraded the Command Module with parts from the Kerbal Reusability Expansion, which gives us some Dragon-style parts. Can't wait to try landing this thing Also, a side note, the low quality of these vids has been pointed out. I will try to boost it up to 720p for part 5, if I can navigate my way through settings without breaking something. Edited September 11, 2017 by K1productions Quote Link to comment Share on other sites More sharing options...
RaiderMan Posted September 11, 2017 Share Posted September 11, 2017 the question isnt if we can land the ruddy thing..but if we can get close to the space center... Quote Link to comment Share on other sites More sharing options...
K1productions Posted September 11, 2017 Share Posted September 11, 2017 1 hour ago, RaiderMan said: the question isnt if we can land the ruddy thing..but if we can get close to the space center... That is also true, of course. We will see those (mis)adventures soon Quote Link to comment Share on other sites More sharing options...
RaiderMan Posted September 12, 2017 Share Posted September 12, 2017 a hint....what went right with this series of (mis)adventures is actually a far far shorter list. Quote Link to comment Share on other sites More sharing options...
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