FreeThinker Posted January 19, 2021 Author Share Posted January 19, 2021 (edited) 12 hours ago, EpionOutcast said: Hey everyone, Not sure if this should be posted here, but I'm running KSPIE 1.26.7 on KSP 1.10.1.2939 and I'm having an issue with the Krusader Thermal Engine. Any chance someone else ran into this issue? When I right click on the Krusader engine to change the propellant type, the box that shows is empty... I could had sworn last night I changed it, but not sure what happened. I did try updating fuel switcher but it turned into a huge mess. I had to reinstall all of my mods to fix the issue and to get my game back to how it is now. Screenshot showing the propellant issue: https://www.dropbox.com/s/8ri1pwi1hr3xvos/20210118185635_1.jpg?dl=0 Latest Player.log : https://www.dropbox.com/s/zhv8j5tq5x0t0yj/Latest_Player.log?dl=0 You need to connect the Krusader Thermal Engine to a thermal reactor to make it work, otherwise it will not function Edited January 19, 2021 by FreeThinker Quote Link to comment Share on other sites More sharing options...
AntaresMC Posted January 19, 2021 Share Posted January 19, 2021 (edited) 12 hours ago, EpionOutcast said: Hey everyone, Not sure if this should be posted here, but I'm running KSPIE 1.26.7 on KSP 1.10.1.2939 and I'm having an issue with the Krusader Thermal Engine. Any chance someone else ran into this issue? When I right click on the Krusader engine to change the propellant type, the box that shows is empty... I could had sworn last night I changed it, but not sure what happened. I did try updating fuel switcher but it turned into a huge mess. I had to reinstall all of my mods to fix the issue and to get my game back to how it is now. Screenshot showing the propellant issue: https://www.dropbox.com/s/8ri1pwi1hr3xvos/20210118185635_1.jpg?dl=0 Latest Player.log : https://www.dropbox.com/s/zhv8j5tq5x0t0yj/Latest_Player.log?dl=0 Try again with a reactor. I realized it was alredy answered in the next page (this one). How do I delete this? Edited January 19, 2021 by AntaresMC Quote Link to comment Share on other sites More sharing options...
TomfooleryYT Posted January 21, 2021 Share Posted January 21, 2021 Having finally figured out how beardy made his condor craft, I'm now having an issue with overheating on reentry. BUT it's not atmospheric heating, the fusion reactors themselves are overheating and I can't figure out why. I believe I have enough radiators to dissipate that heat. but they still explode? is there something obvious I'm overlooking? Quote Link to comment Share on other sites More sharing options...
AntaresMC Posted January 21, 2021 Share Posted January 21, 2021 (edited) 18 hours ago, TomfooleryYT said: Having finally figured out how beardy made his condor craft, I'm now having an issue with overheating on reentry. BUT it's not atmospheric heating, the fusion reactors themselves are overheating and I can't figure out why. I believe I have enough radiators to dissipate that heat. but they still explode? is there something obvious I'm overlooking? MOAR PRECOOLAHS. That or a ramjet nozzle Edited January 21, 2021 by AntaresMC Quote Link to comment Share on other sites More sharing options...
TomfooleryYT Posted January 21, 2021 Share Posted January 21, 2021 1 hour ago, AntaresMC said: MOAR PRECOOLAHS. That or a ramjet nozzle yeah that didn't work. Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted January 21, 2021 Author Share Posted January 21, 2021 (edited) @TomfooleryYT you could try the current Dll in which I implemented a different formula for the atmosphere tempereature, rather the plasma temperature you create at reentry Edited January 21, 2021 by FreeThinker Quote Link to comment Share on other sites More sharing options...
TomfooleryYT Posted January 21, 2021 Share Posted January 21, 2021 1 minute ago, FreeThinker said: @TomfooleryYT you could try the current Dll in which I use a different formula for the atmosphere tempereature, rather the plasma temperature you create at reentry I have no idea what any of that means, good sir Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted January 21, 2021 Author Share Posted January 21, 2021 Just now, TomfooleryYT said: I have no idea what any of that means, good sir KSP-Interstellar-Extended/GameData/WarpPlugin/Plugins at master · sswelm/KSP-Interstellar-Extended (github.com) Quote Link to comment Share on other sites More sharing options...
TomfooleryYT Posted January 21, 2021 Share Posted January 21, 2021 2 minutes ago, FreeThinker said: KSP-Interstellar-Extended/GameData/WarpPlugin/Plugins at master · sswelm/KSP-Interstellar-Extended (github.com) download and install the interstellar dll? Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted January 21, 2021 Author Share Posted January 21, 2021 Just now, TomfooleryYT said: download and install the interstellar dll? yes just download and overwrite the existing dll Quote Link to comment Share on other sites More sharing options...
TomfooleryYT Posted January 21, 2021 Share Posted January 21, 2021 Just now, FreeThinker said: yes just download and overwrite the existing dll got it I'll try that Quote Link to comment Share on other sites More sharing options...
ss8913 Posted January 22, 2021 Share Posted January 22, 2021 I'm about to try that new DLL with the heat modeling... but before I do that, I found what I believe is the strangest bug I've ever seen in KSP.. and I think I've narrowed down the cause; bear with me here, as I'm not 100% convinced that this is the actual cause but it seems, to me, very likely: I have 2 orbital stations, one at geostationary orbit, one at 250km. Both have the 3.75m computer core Only the one at 250km has the *upgraded* computer core to be full AI, as it also has 2 of [this mod's] science labs attached to it. If I dock a spaceplane to the geostationary station, I undock, fly away, all is well If I dock a spaceplane to the lower station with the upgraded core and the research labs, and then undock, as soon as I exit the station's 2.3km physics bubble, both the spaceplane and the lower station accelerate instantly away from Kerbin at what looks to be a significant fraction of c (no alcubierre drives on these ). The entire physics model just *breaks*. If I set the spaceplane's periapsis at 100km while it's still within the station's physics bubble, then exit to the main menu, and reload the save, the problem does not occur. A simple F5/F9 at this point does NOT fix the problem however. This problem did not occur *before I updated the AI computer core* Relevant log segment: [ERR 18:05:16.042] Module ComputerCore threw during OnFixedUpdate: System.NullReferenceException: Object reference not set to an instance of an object at FNPlugin.Powermanagement.WasteHeatResourceManager.update (System.Int64 counter) [0x0000e] in <cdfa5c0f4ca34a91a8ef3132925e9fd4>:0 at FNPlugin.Powermanagement.ResourceSuppliableModule.OnFixedUpdate () [0x0014a] in <cdfa5c0f4ca34a91a8ef3132925e9fd4>:0 at FNPlugin.ComputerCore.OnFixedUpdate () [0x00000] in <cdfa5c0f4ca34a91a8ef3132925e9fd4>:0 at Part.ModulesOnFixedUpdate () [0x000bd] in <f8bc9e2b903e48a5b248ab0083c07c62>:0 [ERR 18:05:16.047] TimingFI threw during FixedUpdate: System.NullReferenceException at (wrapper managed-to-native) UnityEngine.Transform.get_position_Injected(UnityEngine.Transform,UnityEngine.Vector3&) at UnityEngine.Transform.get_position () [0x00000] in <5aeafee3fea24f37abd1315553f2cfa6>:0 at FlightIntegrator.DragCubeSetupAndPartAeroStats (Vessel v) [0x0010f] in <f8bc9e2b903e48a5b248ab0083c07c62>:0 at FlightIntegrator.FixedUpdate () [0x00476] in <f8bc9e2b903e48a5b248ab0083c07c62>:0 at ModularFI.ModularFlightIntegrator.TimedFixedUpdate () [0x00015] in <1a5eb41924ae4dfca6d5042557592b79>:0 at (wrapper delegate-invoke) <Module>.invoke_void() at TimingFI.FixedUpdate () [0x00023] in <f8bc9e2b903e48a5b248ab0083c07c62>:0 [EXC 18:05:16.051] NullReferenceException UnityEngine.Transform.set_position (UnityEngine.Vector3 value) (at <5aeafee3fea24f37abd1315553f2cfa6>:0) Vessel.SetPosition (Vector3d position, System.Boolean usePristineCoords) (at <f8bc9e2b903e48a5b248ab0083c07c62>:0) Vessel.SetPosition (Vector3d position) (at <f8bc9e2b903e48a5b248ab0083c07c62>:0) FloatingOrigin.setOffset (Vector3d refPos, Vector3d nonFrame) (at <f8bc9e2b903e48a5b248ab0083c07c62>:0) FloatingOrigin.FixedUpdate () (at <f8bc9e2b903e48a5b248ab0083c07c62>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [LOG 18:05:16.067] KSS Insight Unloaded [LOG 18:05:16.080] [RemoteTech] ModuleRTDataTransmitter::OnSave [EXC 18:05:16.082] NullReferenceException Vessel.Unload () (at <f8bc9e2b903e48a5b248ab0083c07c62>:0) Vessel.Update () (at <f8bc9e2b903e48a5b248ab0083c07c62>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [ERR 18:05:16.165] TimingPre threw during FixedUpdate: System.NullReferenceException at (wrapper managed-to-native) UnityEngine.Transform.set_position_Injected(UnityEngine.Transform,UnityEngine.Vector3&) at UnityEngine.Transform.set_position (UnityEngine.Vector3 value) [0x00000] in <5aeafee3fea24f37abd1315553f2cfa6>:0 at Vessel.SetPosition (Vector3d position, System.Boolean usePristineCoords) [0x0009d] in <f8bc9e2b903e48a5b248ab0083c07c62>:0 at Vessel.SetPosition (Vector3d position) [0x00000] in <f8bc9e2b903e48a5b248ab0083c07c62>:0 at OrbitDriver.updateFromParameters (System.Boolean setPosition) [0x00272] in <f8bc9e2b903e48a5b248ab0083c07c62>:0 at OrbitDriver.updateFromParameters () [0x00000] in <f8bc9e2b903e48a5b248ab0083c07c62>:0 at OrbitDriver.UpdateOrbit (System.Boolean offset) [0x000fe] in <f8bc9e2b903e48a5b248ab0083c07c62>:0 at VesselPrecalculate.MainPhysics (System.Boolean doKillChecks) [0x000c0] in <f8bc9e2b903e48a5b248ab0083c07c62>:0 at ModularFI.ModularVesselPrecalculate.MainPhysics (System.Boolean doKillChecks) [0x00022] in <1a5eb41924ae4dfca6d5042557592b79>:0 at VesselPrecalculate.FixedUpdate () [0x00000] in <f8bc9e2b903e48a5b248ab0083c07c62>:0 at ModularFI.ModularVesselPrecalculate.TimedFixedUpdate () [0x00015] in <1a5eb41924ae4dfca6d5042557592b79>:0 at (wrapper delegate-invoke) <Module>.invoke_void() at TimingPre.FixedUpdate () [0x00023] in <f8bc9e2b903e48a5b248ab0083c07c62>:0 these messages are repeated a few times. 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The Credible Bulk Posted January 25, 2021 Share Posted January 25, 2021 (edited) Hi everyone. First time poster here and new to the mod. Something I'm trying to figure out. Some engines, such as the Z-pinch fusion engine, show a certain max thrust in VAB but have a different one in flight. For example, the z-pinch fusion engine with liquid methane shows a max thrust of 16263.1kN in VAB but has max thrust of 257..4 kN in flight. I'm trying to figure out if there is something I'm missing to reach the VAB thrust or if I just totally misunderstand this mod. Thanks! Edited January 25, 2021 by The Credible Bulk Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted January 26, 2021 Author Share Posted January 26, 2021 (edited) 10 hours ago, The Credible Bulk said: Something I'm trying to figure out. Some engines, such as the Z-pinch fusion engine, show a certain max thrust in VAB but have a different one in flight. For example, the z-pinch fusion engine with liquid methane shows a max thrust of 16263.1kN in VAB but has max thrust of 257..4 kN in flight. I'm trying to figure out if there is something I'm missing to reach the VAB thrust or if I just totally misunderstand this mod. Thank for reporting this bug, I will fix it next release Edited January 26, 2021 by FreeThinker Quote Link to comment Share on other sites More sharing options...
MaxiKing Posted January 26, 2021 Share Posted January 26, 2021 Hi everyone, I've got problem with "Timberwind" Rotating Fluidized Bed Reactor Engine. I create vessel with command pod, tank with liquid fuel and the engine. On the launchpad I throttle engine to maximum and start stage and nothing happens. I tried to cycle fuel type, but didn't change anything. No sound or engine exhuast. No info about deltaV in Kerbal Engineer. I noticed that when I add engine in VAB I have this exception: Module ThermalEngineController threw during OnStart: System.NullReferenceException: Object reference not set to an instance of an object at ModuleEngines.Shutdown () [0x0004f] in <f8bc9e2b903e48a5b248ab0083c07c62>:0 at FNPlugin.Propulsion.ThermalEngineController.SetupPropellants (System.Int32 newFuelMode, System.Boolean forward, System.Boolean notifySwitching) [0x00280] in <cdfa5c0f4ca34a91a8ef3132925e9fd4>:0 at FNPlugin.Propulsion.ThermalEngineController.OnStart (PartModule+StartState state) [0x006f5] in <cdfa5c0f4ca34a91a8ef3132925e9fd4>:0 at Part.ModulesOnStart () [0x00120] in <f8bc9e2b903e48a5b248ab0083c07c62>:0 The log is in link https://www.dropbox.com/s/bfy99bap6ygzpbh/KSP.log?dl=0. I'm using KSP 1.11 and KSPI 1.26.15 downloaded using CKAN. Quote Link to comment Share on other sites More sharing options...
Kielm Posted January 27, 2021 Share Posted January 27, 2021 (edited) Hi, Somewhat minor issue using beamed power. I set up a little test for beamed power using a pebble bed reactor, thermal generator and microwave transducer. Sat it inside physics range of the launchpad (not efficient I know, but it's just a test). Power transmits (~1GW, great). Set up a test rocket with just an inline thermal receiver attached to a Krusader plus propellant and essentials. It'll sit on the pad only receiving ~17MW of power (not enough). Figured it might need a booster, and straight after a tiny boost it receives a ton of power - great. Out of curiosity I clamped it a hundred feet or so up in the air. Same deal - 17MW of power received. Dropped it, and it started receiving power once it had fallen a little. ? Seems like it's only receiving power once the craft moves a little bit. Do I need to move the transducer outside physics range for this to work correctly? EDIT: KSP 1.11 and KSPIE 1.26.15 Edited January 27, 2021 by Kielm Quote Link to comment Share on other sites More sharing options...
Markus08 Posted January 27, 2021 Share Posted January 27, 2021 I think I might be dumb. I cannot get liquid water out of Kerbin's oceans. I made a craft with an ISRU ELectrolyzer, a Universal Drill, and some water and hydrogen tanks. I am getting IntakeLqd on the Universal Drill no problem. It fills up its 10/10 units and then stops. However, the water tanks do NOT begin filling. The ISRU refinery processes the water that's in its resevoir when the craft is rendered, but after that's gone, it doesn't draw from the drill. Basically, it seems the Universal drill is filling up with IntakeLqd but then not "converting" that to liquid water and it's not storing it in the tank(s) or the ISRU Electrolyzer's water storage. Also tried this with atmospheric intakes that were put underwater and no luck there either. What am I doing wrong? Quote Link to comment Share on other sites More sharing options...
Kielm Posted January 27, 2021 Share Posted January 27, 2021 (edited) Okay, another headscratcher, this one's to do with the example above (beamed power transmitter at ground level). I can't seem to stop the reactors overheating when I switch back to the vessel. If I keep it in focus, it doesn't overheat. It'll run for days on end, no issues, max power. There's plenty of heat dissipation (I've tried up to 9GW on a reactor that outputs 2GW, plus the 4GW from the microwave transducer). No issues... until I go and do something else. As soon as I switch back to the vessel, the reactor is stuck in an overheating state (e.g. overheating 20%) and stays there. If I go back to the tracking station and let some time pass, then focus again the problem gets worse. Obviously the power is negatively impacted - I'm not sure if the overheating is supposed to reduce over time, but it doesn't appear to. The heck is going on? https://imgur.com/a/tsYqdyu Edited January 27, 2021 by Kielm Added screenshots Quote Link to comment Share on other sites More sharing options...
ODSTjoker Posted January 28, 2021 Share Posted January 28, 2021 (edited) Hi, I'm having an issue with the reactors in the mod that I cannot wrap my head around. I'm playing in ksp 1.11 I'm trying to use the pebble bed fission reactor to power an ssto (pictured below) but it is overheating on the runway immediately as the plane is spawned I am also trying to use the stellarator fission reactor and it only sometimes seems to throttle down when not in use. I have been unable to reproduce this issue except with certain reactor modes such as lithium6-helium3 fusion (though that may be intended?). Honestly at this point I can’t be sure if it ever happened at all Also the thermal power generator is running at 46% efficiency even when on the runway with no power other than the idle usage from the stellarator reactor, is that intended? (pictured below) EDIT: And while I'm here how exactly does reactor embrittlement work? Edited January 28, 2021 by ODSTjoker Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted January 29, 2021 Author Share Posted January 29, 2021 15 hours ago, ODSTjoker said: EDIT: And while I'm here how exactly does reactor embrittlement work? Basicly its the absorbtion of neutron by the reactor itself which causes tranmutation, resulting in the reactor turing slowly into radioactive waste. Besidea lower it performance, it lowers the resel value. For nuclear fission reactor this effect is not that large but with Fusion Reactor this effect is much more noticable when using High Neutron fuel modes like D-T Quote Link to comment Share on other sites More sharing options...
ODSTjoker Posted January 29, 2021 Share Posted January 29, 2021 8 hours ago, FreeThinker said: Basicly its the absorbtion of neutron by the reactor itself which causes tranmutation, resulting in the reactor turing slowly into radioactive waste. Besidea lower it performance, it lowers the resel value. For nuclear fission reactor this effect is not that large but with Fusion Reactor this effect is much more noticable when using High Neutron fuel modes like D-T And in the game, can embrittlement be reduced, like can an engineer "repair" the reactor? Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted January 30, 2021 Author Share Posted January 30, 2021 (edited) 19 hours ago, ODSTjoker said: And in the game, can embrittlement be reduced, like can an engineer "repair" the reactor? right now, no. but perhaps in the future we could with fusion reactors when deactivated. The recent addition of storage is promissing, as it would allow the store a spare reactor parts which could be installed by engeneer. Edited January 30, 2021 by FreeThinker Quote Link to comment Share on other sites More sharing options...
AntaresMC Posted January 30, 2021 Share Posted January 30, 2021 On 28/1/2021 at 7:39 PM, ODSTjoker said: Hi, I'm having an issue with the reactors in the mod that I cannot wrap my head around. I'm playing in ksp 1.11 I'm trying to use the pebble bed fission reactor to power an ssto (pictured below) but it is overheating on the runway immediately as the plane is spawned I am also trying to use the stellarator fission reactor and it only sometimes seems to throttle down when not in use. I have been unable to reproduce this issue except with certain reactor modes such as lithium6-helium3 fusion (though that may be intended?). Honestly at this point I can’t be sure if it ever happened at all Also the thermal power generator is running at 46% efficiency even when on the runway with no power other than the idle usage from the stellarator reactor, is that intended? (pictured below) EDIT: And while I'm here how exactly does reactor embrittlement work? About your first overheating issue, you need more mass flow, so more intakes and precoolers. A radiator or two to tank the first seconds with barely any intake air helps. Then, fusion reactors need power to self sustain, and MJ can be turned to electricity, so it might be a mix of those. About the thermal generator, its efficiency is maxEff×(1-coreTemp/radTemp), you have very little rads, so efficiency is gonna be low even at low power usage, and nuke reactors cant throttle below 20% I think Quote Link to comment Share on other sites More sharing options...
alphaprior Posted January 31, 2021 Share Posted January 31, 2021 (edited) Where I can find info about resources included in this mod? Like mona.zite fluorite etc? Edited January 31, 2021 by alphaprior Quote Link to comment Share on other sites More sharing options...
Interstellar-farmer Posted January 31, 2021 Share Posted January 31, 2021 Most likely not but is there a way to just use the radiators from KSPIE? Quote Link to comment Share on other sites More sharing options...
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