falcoon Posted January 22, 2017 Share Posted January 22, 2017 9 hours ago, FreeThinker said: Exactly what radiators were you using when this happened? I've just finished testing all of them. Here is tle list of radiators that works fine. All the rest behave like described above. Graphite Radiator Semi Foldable DT-MW-RTID-98 Radiator Warp Thermal Control System (all 3 sizes) Graphite Umbrella Radiator Graphite Gradiator Folding (all 3 sizes) Conformal Graphite Radiator It leads to simple conclusion - all radiators that are folding in any way works ok, all the rest is bugged. BTW. I think I've just found another bug. It looks like Graphite Umbrella Radiator can't be destroyed by aerodinamic forces. To say no more, I tried to destroy it during reentry. It was open, swiched on, and placed perpendicularly to velocity vector and... it survived without a scratch. Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted January 22, 2017 Author Share Posted January 22, 2017 18 minutes ago, falcoon said: I've just finished testing all of them. Here is tle list of radiators that works fine. All the rest behave like described above. Graphite Radiator Semi Foldable DT-MW-RTID-98 Radiator Warp Thermal Control System (all 3 sizes) Graphite Umbrella Radiator Graphite Gradiator Folding (all 3 sizes) Conformal Graphite Radiator It leads to simple conclusion - all radiators that are folding in any way works ok, all the rest is bugged. BTW. I think I've just found another bug. It looks like Graphite Umbrella Radiator can't be destroyed by aerodinamic forces. To say no more, I tried to destroy it during reentry. It was open, swiched on, and placed perpendicularly to velocity vector and... it survived without a scratch. I did some test my self (using non folding radiators) but could not reproduce the problem. Could you please explain me how to reproduce, preferably with some screen dumps. Quote Link to comment Share on other sites More sharing options...
falcoon Posted January 22, 2017 Share Posted January 22, 2017 @FreeThinker Is it possible that problem is already solved in 1.2.2 version? I'm playing 1.2.1 I'll try to make a viedo. Not sure if my current pc will handle it, but i'll try. Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted January 22, 2017 Author Share Posted January 22, 2017 (edited) 13 minutes ago, falcoon said: @FreeThinker Is it possible that problem is already solved in 1.2.2 version? I'm playing 1.2.1 I'll try to make a viedo. Not sure if my current pc will handle it, but i'll try. Yes these used to be bugs but were fixed. Why aren't you upgraded to KSP 1.2.2 yet? Anyway, You relay station should look something like this now Notice the differences! Edited January 22, 2017 by FreeThinker Quote Link to comment Share on other sites More sharing options...
falcoon Posted January 22, 2017 Share Posted January 22, 2017 (edited) 2 hours ago, FreeThinker said: Yes these used to be bugs but were fixed. Why aren't you upgraded to KSP 1.2.2 yet? Because Near Future is not updated. I tried making new install without it, but it turns out I have NF parts almost on every craft I've launched. I'm still hoping it will be updated soon. I'm struggling with this vid. It may take a while. Edited January 22, 2017 by falcoon Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted January 22, 2017 Author Share Posted January 22, 2017 (edited) @falcoon KSP 1.1.2 is almost 100% compatible with KSP 1.2.1 mods, so there is no reason to use an old version! Edited January 22, 2017 by FreeThinker Quote Link to comment Share on other sites More sharing options...
betelphi Posted January 22, 2017 Share Posted January 22, 2017 (edited) @FreeThinker I just discovered and downloaded this mod using CKAN. For context, the other mods I have installed are Mechjeb, Kerbal Engineer, Kerbal Inventory System and Kerbal Attachment System. I am trying to test the new parts I have in my career mode, namely the molten salt reactor and the thermal launch nozzle, as well as the various fuel tanks. My issue happens when I have built a rocket in the VAB, and then switch propellant types in the fuel tanks and the nozzle. Looking at my delta-v stats and TWR stats in kerbal engineer, I can see that sometimes when I switch propellants or reposition a part, the ship 'breaks' and I no longer register any thrust and have a super tiny (2-10) delta-v. It seems very finicky but I haven't been able to find any other threads about this issue. Have you experienced or encountered this issue, where making an adjustment to the ship somehow breaks it? I can only speculate on the issue here as I am brand new to this mod. Perhaps it is some detection of the connection between the nozzle and the reactor? My basic test design is, from top to bottom, probe core -> fuel tank -> molten salt reactor -> thermal launch nozzle. I am sure that the correct fuel types are being selected. The triggers of the break (basically going from several hundred d/v reported in kerbal engineer to ~4) are changing part diameters, rearranging parts, or changing propellant/fuel types. Any guidance is appreciated. Edited January 22, 2017 by betelphi Quote Link to comment Share on other sites More sharing options...
falcoon Posted January 22, 2017 Share Posted January 22, 2017 2 hours ago, FreeThinker said: @falcoon KSP 1.1.2 is almost 100% compatible with KSP 1.2.1 mods, so there is no reason to use an old version! Are you saying that if i'll install NF manually on 1.2.2, it should work? because Ckan won't allow me to install NF on 1.2.2. Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted January 22, 2017 Author Share Posted January 22, 2017 1 hour ago, falcoon said: Are you saying that if i'll install NF manually on 1.2.2, it should work? because Ckan won't allow me to install NF on 1.2.2. Yes it should. Quote Link to comment Share on other sites More sharing options...
Shkeiru Posted January 22, 2017 Share Posted January 22, 2017 30 minutes ago, FreeThinker said: Yes it should. It work Quote Link to comment Share on other sites More sharing options...
Liquid5n0w Posted January 23, 2017 Share Posted January 23, 2017 13 hours ago, betelphi said: @FreeThinker I just discovered and downloaded this mod using CKAN. For context, the other mods I have installed are Mechjeb, Kerbal Engineer, Kerbal Inventory System and Kerbal Attachment System. I am trying to test the new parts I have in my career mode, namely the molten salt reactor and the thermal launch nozzle, as well as the various fuel tanks. My issue happens when I have built a rocket in the VAB, and then switch propellant types in the fuel tanks and the nozzle. Looking at my delta-v stats and TWR stats in kerbal engineer, I can see that sometimes when I switch propellants or reposition a part, the ship 'breaks' and I no longer register any thrust and have a super tiny (2-10) delta-v. It seems very finicky but I haven't been able to find any other threads about this issue. Have you experienced or encountered this issue, where making an adjustment to the ship somehow breaks it? I can only speculate on the issue here as I am brand new to this mod. Perhaps it is some detection of the connection between the nozzle and the reactor? My basic test design is, from top to bottom, probe core -> fuel tank -> molten salt reactor -> thermal launch nozzle. I am sure that the correct fuel types are being selected. The triggers of the break (basically going from several hundred d/v reported in kerbal engineer to ~4) are changing part diameters, rearranging parts, or changing propellant/fuel types. Any guidance is appreciated. First off, the molten salt reactor is very likely too heavy and not hot enough to launch from the ground. Try the same build with the pebble bed. Second, I find KER incorrect reads the thrust of parts regularly. Disconnecting and reconnecting the part size, or just resize up then down, can help. But even still I often find the Kerbal Engineer estimate very inaccurate. it's best to build it then test on a stand. I have never gotten dV that is tiny though, that sounds new. Quote Link to comment Share on other sites More sharing options...
FancyMouse Posted January 23, 2017 Share Posted January 23, 2017 Any one knows if this change to pure LF tank is intentional or just accidental regression? It's causing the tank disappearing from VAB part selection completely (from my career save) and searching "pure" would give me no results. Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted January 23, 2017 Author Share Posted January 23, 2017 29 minutes ago, FancyMouse said: Any one knows if this change to pure LF tank is intentional or just accidental regression? It's causing the tank disappearing from VAB part selection completely (from my career save) and searching "pure" would give me no results. Yes the Pure LiquidFuel tank is intentional being phased out. Quote Link to comment Share on other sites More sharing options...
Talavar Posted January 23, 2017 Share Posted January 23, 2017 (edited) Jesus.. I quit playing for a while, came back, and this mod is a monster.. lol... What is "REQUIRED" in this pack for the mod to run?.. I don't want to go gutting it without asking in-case there are some strange dependencies now. Edited January 23, 2017 by Talavar Quote Link to comment Share on other sites More sharing options...
Lordmaddog Posted January 23, 2017 Share Posted January 23, 2017 Laser beamed power is Junk compared to microwave I just tried for over 30 hours to set up a system for it and it still don't work the reception and set up are crap! Really I think inferred to ultraviolet should be a a tier higher then they are and be designed so that the transmitters are massive and on gimbels and the receivers are small very accurate and expensive. I mean there High powered lasers for goodness shakes and are lasers are already accurate to a pin head so the future tec should be to! Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted January 23, 2017 Author Share Posted January 23, 2017 (edited) 3 hours ago, Talavar said: Jesus.. I quit playing for a while, came back, and this mod is a monster.. lol... What is "REQUIRED" in this pack for the mod to run?.. I don't want to go gutting it without asking in-case there are some strange dependencies now. What Is absolutely Required is Tweakscale, CRP and a CTT compatible tech tree. IFS is needed for the tanks if you want to use anything else than Hydrogen. Filter Extenstions is optional, but it will help a lot if you have it because it will organize all KSPI-E part in neat categories. Persistent rotation is neat if you want to make use of KSPI-E persistent thrust feature effectively. 3 hours ago, Lordmaddog said: Really I think inferred to ultraviolet should be a a tier higher then they are and be designed so that the transmitters are massive and on gimbels and the receivers are small very accurate and expensive. I mean there High powered lasers for goodness shakes and are lasers are already accurate to a pin head so the future tec should be to! Every beam wavelength has it advantage/disadvantage but in general you should use the wavelength that fits the distance. Also note that beam efficiency becomes better with more advanced technologies unlocked Edited January 23, 2017 by FreeThinker Quote Link to comment Share on other sites More sharing options...
Talavar Posted January 23, 2017 Share Posted January 23, 2017 17 minutes ago, FreeThinker said: What Is absolutely Required is Tweakscale, CRP and a CTT compatible tech tree. IFS is needed for the tank if you want to use anything else than Hydrogen. Filter Extenstions is optional, but it will help a lot if you have it because it will organize all KSPI-E part in neat categories. Persistent rotation is neat if you want to make use of KSPI-E persistent thrust feature for effectively. Thanks for the info, thinker. Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted January 23, 2017 Author Share Posted January 23, 2017 23 hours ago, falcoon said: BTW. I think I've just found another bug. It looks like Graphite Umbrella Radiator can't be destroyed by aerodinamic forces. To say no more, I tried to destroy it during reentry. It was open, swiched on, and placed perpendicularly to velocity vector and... it survived without a scratch. 2 Good point, I will put it on my list. Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted January 23, 2017 Author Share Posted January 23, 2017 (edited) 3 hours ago, Lordmaddog said: Laser beamed power is Junk compared to microwave I just tried for over 30 hours to set up a system for it and it still don't work the reception and set up are crap! 2 Could you a bit more specific? Exactly what is going wrong. It very important the Transmitter wavelength matches with the receiver specific bandwidth or use a thermal receiver which compatible with a much wide effective brandwidth. 6 hours ago, Liquid5n0w said: First off, the molten salt reactor is very likely too heavy and not hot enough to launch from the ground. Try the same build with the pebble bed. Correct. The Molten Salt main purpose is power production of long periods of time, it ability to be used for propulsion is a nice bonus usefull for orbital transfers, no for launching out of strong gravity holes like Kerbin/Earth On 22-1-2017 at 10:27 AM, Shkeiru said: EDIT : So i have a question: can we modify the exotic matter to mass ratio required for warp or is it fixed ? 3 It is fixed based on the amount of mass and warp coil power. So it doesn't matter if you are charging for high or low speed warp. On 20-1-2017 at 5:46 PM, Liquid5n0w said: You can use relays that are marked as mirrors for 1 part relaying correct? Correct, they function like the phased array in relay mode. They just operate in different bandwidth. Edited January 23, 2017 by FreeThinker Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted January 23, 2017 Author Share Posted January 23, 2017 (edited) On 20-1-2017 at 10:30 AM, Noel32 said: He's probably using the old version due to the Realism Overhaul mod not being upgraded yet, and he needs that mod as he's using RSS. True but it huge loss of opportunity, especially because many of the bugs in KSP and Interstellar 1.1.3 were fixed fixed in 1.2 which is a lot more stable. I still hope that one day someone create a Interstellar Adventure (with KSPI-E 1.2.2) series without the RSS baggage. The last one was over 3 years ago by Scott Manly Although the heart of KSPI is more or less the same, a lot has changed both with KSP and Interstellar. If anyone takes up the challenge I promise I will support them the best way I can Edited January 23, 2017 by FreeThinker Quote Link to comment Share on other sites More sharing options...
Nansuchao Posted January 23, 2017 Share Posted January 23, 2017 28 minutes ago, FreeThinker said: True but it huge loss of opportunity, especially because many of the bugs in KSP and Interstellar 1.1.3 were fixed fixed in 1.2 which is a lot more stable. I still hope that one day someone create a Interstellar Adventure (with KSPI-E 1.2.2) series without the RSS baggage. The last one was over 3 years ago by Scott Manly Although the heart of KSPI is more or less the same, a lot has changed both with KSP and Interstellar. If anyone takes up the challenge I promise I will support them the best the way I can This is something I would like to do, but without talking and maybe just some words on the screen Quote Link to comment Share on other sites More sharing options...
Noel32 Posted January 23, 2017 Share Posted January 23, 2017 (edited) 52 minutes ago, FreeThinker said: True but it huge loss of opportunity, especially because many of the bugs in KSP and Interstellar 1.1.3 were fixed fixed in 1.2 which is a lot more stable. I still hope that one day someone create a Interstellar Adventure (with KSPI-E 1.2.2) series without the RSS baggage. The last one was over 3 years ago by Scott Manly Although the heart of KSPI is more or less the same, a lot has changed both with KSP and Interstellar. If anyone takes up the challenge I promise I will support them the best the way I can What other mods would you like to see in such a play through? I'd imagine mks with Interstellar would make a popular play through. -edit Alongside Constellations.. Edited January 23, 2017 by Noel32 Quote Link to comment Share on other sites More sharing options...
Liquid5n0w Posted January 23, 2017 Share Posted January 23, 2017 Why is my thermal gen efficiency still ~30% even though I have the KTEC upgrade? Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted January 23, 2017 Author Share Posted January 23, 2017 (edited) 2 minutes ago, Liquid5n0w said: Why is my thermal gen efficiency still ~30% even though I have the KTEC upgrade? Thermal Genrator still upgrades with Advanded Nuclear Reactors. Thanks for reminding me to fix and make it dependent on advanced Electrical Tech nodes Edited January 23, 2017 by FreeThinker Quote Link to comment Share on other sites More sharing options...
Liquid5n0w Posted January 23, 2017 Share Posted January 23, 2017 1 minute ago, FreeThinker said: Thermal Genrator still upgrades with Advanded Nuclear Reactors. Thanks for reminding me to fix it. Well i'm using ETT, so the upgrades in that are all over the place. But my picture says I have a KTEC? is something going on? Quote Link to comment Share on other sites More sharing options...
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