SorensonPA Posted August 3, 2019 Share Posted August 3, 2019 What's KSPIE's behind-the-scenes process for setting up tanks for things like uraninites and radioactive fuel? I've got hex tanks for gasses, liquids and varying forms of cargo but haven't found ANYTHING for the aforementioned: stock ore tanks end at Regolith and cargo hex modules end at Spudomene, so I'm stuck using those huge PV receivers that double as solar panels for energy and it's bottlenecking my offworld construction efforts. Quote Link to comment Share on other sites More sharing options...
wkwied Posted August 3, 2019 Share Posted August 3, 2019 1 hour ago, SorensonPA said: What's KSPIE's behind-the-scenes process for setting up tanks for things like uraninites and radioactive fuel? I've got hex tanks for gasses, liquids and varying forms of cargo but haven't found ANYTHING for the aforementioned: stock ore tanks end at Regolith and cargo hex modules end at Spudomene, so I'm stuck using those huge PV receivers that double as solar panels for energy and it's bottlenecking my offworld construction efforts. More or less, all the fuel and cargo tanks added by KSPIE allow you to change what is in them by clicking the context menu in the VAB. Some tanks also let you change what is in them while in flight, via the alt menu, as long as the tank is mostly empty. This is done via the interstellar fuel switch which should be included with KSPIE Quote Link to comment Share on other sites More sharing options...
SorensonPA Posted August 4, 2019 Share Posted August 4, 2019 (edited) 4 hours ago, wkwied said: More or less, all the fuel and cargo tanks added by KSPIE allow you to change what is in them by clicking the context menu in the VAB. Some tanks also let you change what is in them while in flight, via the alt menu, as long as the tank is mostly empty. This is done via the interstellar fuel switch which should be included with KSPIE And that's the problem, for some reason IFS is completely skipping over anything related to fissionable fuels - no options for uraninites, actinides, enriched uranium, UF4, Thorium, Uranium Nitrade and and so on. I did a KSPIE playthrough about a year ago and I THINK they required their own specialized tank (inline, IIRC) but it doesn't seem like it's being generated so I have to find out what mechanism KSPIE/IFS creates it and find out what's going wrong. EDIT: After nosing around in the part and patch files for a bit it looks like it's less a matter of a nuclear fuel tank part failing to load as there simply not being one at all - not a single container file in Utility (which has the hex cans and the airbag) has any listed options for them in the IFS modules and the closest ones to that function are a few in Fueltank that seem to have been dummied out with their unlock techs set to Hidden and only one fuel type. I'll see if shoehorning options for all those radioactive materials info the cargo hex module's config will work as a bypass. Edited August 4, 2019 by SorensonPA Quote Link to comment Share on other sites More sharing options...
singlet Posted August 7, 2019 Share Posted August 7, 2019 (edited) The electric engines (e.g. Dawn, ELF, ATTILA) are not working in my game. Has anyone experienced a similar problem? When an electric engine is used in a vessel, the reactor does not produce power despite being marked as "Active." Note that thermal engines don't have this issue. Spoiler Edited August 7, 2019 by singlet Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted August 8, 2019 Author Share Posted August 8, 2019 (edited) 18 hours ago, singlet said: The electric engines (e.g. Dawn, ELF, ATTILA) are not working in my game. Has anyone experienced a similar problem? When an electric engine is used in a vessel, the reactor does not produce power despite being marked as "Active." Note that thermal engines don't have this issue. Hide contents It appears the reactor is not active, as it should have always some activity and it shows 0%. Perhaps you accidently disabled the reactor. Does the log spam any exceptions? Also what version of KSPIE are you using? Edited August 8, 2019 by FreeThinker Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted August 8, 2019 Author Share Posted August 8, 2019 (edited) On 8/4/2019 at 3:20 AM, SorensonPA said: And that's the problem, for some reason IFS is completely skipping over anything related to fissionable fuels - no options for uraninites, actinides, enriched uranium, UF4, Thorium, Uranium Nitrade and and so on. I did a KSPIE playthrough about a year ago and I THINK they required their own specialized tank (inline, IIRC) but it doesn't seem like it's being generated so I have to find out what mechanism KSPIE/IFS creates it and find out what's going wrong. EDIT: After nosing around in the part and patch files for a bit it looks like it's less a matter of a nuclear fuel tank part failing to load as there simply not being one at all - not a single container file in Utility (which has the hex cans and the airbag) has any listed options for them in the IFS modules and the closest ones to that function are a few in Fueltank that seem to have been dummied out with their unlock techs set to Hidden and only one fuel type. I'll see if shoehorning options for all those radioactive materials info the cargo hex module's config will work as a bypass. Radiative containers are moved to IFS Full version(IFS Core only contain the dll and some MM files). I contains both inline and radialy attached containers that can hold any known radioactive substance (except Tritium) Edited August 8, 2019 by FreeThinker Quote Link to comment Share on other sites More sharing options...
Cruss Posted August 8, 2019 Share Posted August 8, 2019 I only found this support thread after posting this in the development thread. But I'll post it here anyway: Hi! I've been enjoying ksp IE in combination with rescale!, far and a whole bunch of other mods. But I've been having an issue with some stock engines and engines belonging to the mk2 stockalike expansion part pack, namely, airbreathing engines overheat, critically, at mach 4. Even above 30km altitude. I've been nosing around in various config files and when i came to warppluginsettings, I noticed how ksp IE makes a lot of changes to thermal mechanics. I'm not using deadly reentry. Any thoughts? Game version is 1.7.3 Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted August 8, 2019 Author Share Posted August 8, 2019 (edited) 20 minutes ago, Cruss said: But I've been having an issue with some stock engines and engines belonging to the mk2 stockalike expansion part pack, namely, airbreathing engines overheat, critically, at mach 4. Even above 30km altitude. I've been nosing around in various config files and when i came to warppluginsettings, I noticed how ksp IE makes a lot of changes to thermal mechanics. I'm not using deadly reentry. Any thoughts? Game version is 1.7.3 Sounds like the ModuleSabreHeating module issue. It causes the airbreating engines to produce more heat when a precooler is missing while traveling at high speed. I'm currently in the proces to make them more balanced in regard to air intakes vs preecooling. If you want this game mechanic removed look for Mk2Expansion.cfg in the Patches folder and remove ModuleSabreHeating or better, write a custom MM script to remove it so it will stay that way after an update. Edited August 8, 2019 by FreeThinker Quote Link to comment Share on other sites More sharing options...
Cruss Posted August 8, 2019 Share Posted August 8, 2019 5 minutes ago, FreeThinker said: Sounds like the ModuleSabreHeating module issue. It causes the airbreating engines to produce more heat when a precooler is missing and traveling at high speed. I'm currently in the proces to make them more balanced in regard to air intakes vs preecooling. If you want this behavior removed look for Mk2Expansion.cfg inthe Patches folder and remove ModuleSabreHeating or write a custom MM script to remove it. Yes a pre cooler definitely alleviates/extends their effectiveness! Just to be clear, under every entry in the file you mentioned, i should remove " MODULE { Name = ModuleSabreHeating }" ? Thank you for your time Sir! Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted August 8, 2019 Author Share Posted August 8, 2019 (edited) 1 minute ago, Cruss said: Just to be clear, under every entry in the file you mentioned, i should remove " MODULE { Name = ModuleSabreHeating }" Yes remove the entire module declaration to remove the behavior Edited August 8, 2019 by FreeThinker Quote Link to comment Share on other sites More sharing options...
Cruss Posted August 8, 2019 Share Posted August 8, 2019 (edited) 1 hour ago, FreeThinker said: Yes remove the entire module declaration to remove the behavior This worked, thank you! I might add it back later though, especially if its intended behaviour. Edit: I added the module back and adjusted a craft I already had to make proper use of the pre cooler. So I have an intake>pre cooler > engine. I can go substantially harder but now the pre cooler explodes at around 1500m/s, 30km altitude. The craft does have radiators both for space and atmosphere. Heat difficulty in settings is at default. Imo, it feels as if the balancing regarding the sabre heating module is for a stock scale kerbin system, based on the speed bottleneck I experience with this set up. In the FAR continued thread, a user mentioned an increase of a crafts "thermal capabilities" after installing RSS.(I don't have rss, instead I used rescale! And SMURFF instead of RO) I've already done some pretty hefty reentries with pods so i'm pretty confident the other parts work as intended and that it is indeed the sabre module thingy that could use an adjustment. Edited August 8, 2019 by Cruss Quote Link to comment Share on other sites More sharing options...
singlet Posted August 8, 2019 Share Posted August 8, 2019 1 hour ago, FreeThinker said: It appears the reactor is not active, as it should have always some activity and it shows 0%. Perhaps you accidently disabled the reactor. Does the log spam any exceptions? Also what version of KSPIE are you using? The reactor was not disabled, as is indicated by the "shutdown" button in the screenshot. KSPIE version is 1.22.2.4. Except for those 'normal' (i.e. Steamworks / MiniAVC related) exceptions, there is only one exception (shown below) in the log file. Module ModuleEnginesWarp threw during OnLoad: System.ArgumentException: The requested value 'Nozzle' was not found. at System.Enum.Parse (System.Type enumType, System.String value, Boolean ignoreCase) [0x00000] in <filename unknown>:0 at System.Enum.Parse (System.Type enumType, System.String value) [0x00000] in <filename unknown>:0 at ModuleEngines.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted August 8, 2019 Author Share Posted August 8, 2019 Ok, but did it work in the past or was it after launch? Quote Link to comment Share on other sites More sharing options...
singlet Posted August 8, 2019 Share Posted August 8, 2019 (edited) 9 minutes ago, FreeThinker said: Ok, but did it work in the past or was it after launch? The reactor status starts with 0% when the flight scene is loaded. The electric engines do not work even on the launchpad. Edited August 8, 2019 by singlet Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted August 8, 2019 Author Share Posted August 8, 2019 (edited) 19 minutes ago, singlet said: The reactor status starts with 0% when the flight scene is loaded. The electric engines do not work even on the launchpad. Well electric engines do not work in an atmosthere due to static presure, so that is normal. What is not normal is that the reactor never correctly started. Wait, perhaps you disabled it in the VAB. By default the reactor connected with thermal nozzle will not activate unless staged, or when configured in the VAB explicitly Edited August 8, 2019 by FreeThinker Quote Link to comment Share on other sites More sharing options...
Cruss Posted August 8, 2019 Share Posted August 8, 2019 2 hours ago, FreeThinker said: Sounds like the ModuleSabreHeating module issue. It causes the airbreating engines to produce more heat when a precooler is missing while traveling at high speed. I'm currently in the proces to make them more balanced in regard to air intakes vs preecooling. If you want this game mechanic removed look for Mk2Expansion.cfg in the Patches folder and remove ModuleSabreHeating or better, write a custom MM script to remove it so it will stay that way after an update. I've done some more nosing, still have to test this but: There's a patch file called "rapier" which also has declarations for the mk1 stock pre cooler. In this declaration there is also a module that enables the pre cooler to radiate heat. I can not find any declaration of such about the mk2x pre cooler. It does have a heatconductivity modifier in its respective part config file in the mk2expansion folder. I'm adding it now and will update my findings. Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted August 8, 2019 Author Share Posted August 8, 2019 (edited) ModuleSabreHeating is only added the air breathing chemical engies to create consistant behavoir regarding the precooler That mean it will only add it to engines like the rapier and Mk2 air breathing parts Edited August 8, 2019 by FreeThinker Quote Link to comment Share on other sites More sharing options...
singlet Posted August 8, 2019 Share Posted August 8, 2019 8 minutes ago, FreeThinker said: Well electric engines do not work in an atmosthere due to static presure, so that is normal. What is not normal is that the reactor never correctly started. Wait, perhaps you disabled it in the VAB. By default the reactor connected with thermal nozzle will not activate unless staged, or when configured in the VAB explicitly Yes, I know that. What I meant is the situation is the same, i.e. the reactor power is 0%. I did not disabled it in the VAB (I triple checked it), and surely I activated the engine via staging (also triple checked it). Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted August 8, 2019 Author Share Posted August 8, 2019 (edited) 6 minutes ago, singlet said: Yes, I know that. What I meant is the situation is the same, i.e. the reactor power is 0%. I did not disabled it in the VAB (I triple checked it), and surely I activated the engine via staging (also triple checked it). I need to try to reprocude the problem. Could you send me you craft file? 51 minutes ago, singlet said: Module ModuleEnginesWarp threw during OnLoad: System.ArgumentException: The requested value 'Nozzle' was not found. at System.Enum.Parse (System.Type enumType, System.String value, Boolean ignoreCase) [0x00000] in <filename unknown>:0 at System.Enum.Parse (System.Type enumType, System.String value) [0x00000] in <filename unknown>:0 at ModuleEngines.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 My gut feeling sais this is the problem. Its almost as if there is a mismatch in used dll. DO you have PhotonSailor installed, if so, please remove it. If something would go wrong durring onload, the engine will never propelry start , creating the situation you now see. Edited August 8, 2019 by FreeThinker Quote Link to comment Share on other sites More sharing options...
Cruss Posted August 8, 2019 Share Posted August 8, 2019 (edited) 12 minutes ago, FreeThinker said: ModuleSabreHeating is only added the air breathing chemical engies to create consistant behavoir regarding the precooler That mean it will only add it to engines like the rapier and Mk2 air breathing parts I understand that, however, the mk1 stock pre cooler, has additional radiative capacities, implemented by the "rapier" patch file like this: @part[RadialEngineBody]:for........... MODULE { Name = flatfnradiator Isdeployable = false Convective bonus = 50 Etc. ( typos are from typing over on my phone if any) Also a resource module thingy: RESOURCE { Name = wasteheat Amount = 0 Maxamount = 1000 } Specifically those, I can not find for the mk2x pre cooler. Edited August 8, 2019 by Cruss Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted August 8, 2019 Author Share Posted August 8, 2019 (edited) ok, there is a inconsistancy. It has not real effects as its only functional when connected with a reactor. You can remove The flatfnradiator from the stock pre cooler . Edited August 8, 2019 by FreeThinker Quote Link to comment Share on other sites More sharing options...
singlet Posted August 8, 2019 Share Posted August 8, 2019 21 minutes ago, FreeThinker said: I need to try to reprocude the problem. Could you send me you craft file? My gut feeling sais this is the problem. Its almost as if there is a mismatch in used dll. DO you have PhotonSailor installed, if so, please remove it. If something would go wrong durring onload, the engine will never propelry start , creating the situation you now see. https://we.tl/t-Fds86luf4T It is a very simple test vessel consisting of a probe core, a fuel tank (LH2), a thermal generator, a reactor (pebble bed) and two radiators. PhotonSailor was not installed. My list of installed mods is shown below. Spoiler - AT-Utils v1.8.1 - B9PartSwitch v2.9.0 - ClickThroughBlocker 0.1.7.2 - CommunityCategoryKit 4.1.0.0 - CommunityResourcePack 1.1.0.0 - CommunityTechTree 1:3.3.7 - CommunityTraitIcons v1.1.1 - ConfigurableContainers 2.4.6.0.1 - ConfigurableContainers-Core 2.4.6.0.1 - CryoEngines 1:1.0.2 - CryoTanks 1.2.2 - CryoTanks-Core 1.2.2 - DeployableEngines 1.1.0 - DMagicOrbitalScience 1.4.2 - DockRotate v1.7.0.38 - DynamicBatteryStorage 2:2.0.4.0 - EditorExtensionsRedux 3.3.21 - FirespitterCore v7.12.0 - FreedomTex 1:v1.5.1.0 - GammaTextures 2.0.0.0.1 - GroundConstruction 2.4.1.0.1 - GroundConstruction-Core 2.4.1.0.1 - HazardTanksTextures 1.0 - HeatControl 0.4.12 - InterstellarFuelSwitch 3.8.8.4 - InterstellarFuelSwitch-Core 3.8.8.4 - KerbalAlarmClock v3.10.0.0 - KerbalEngineerRedux 1.1.6.0 - Konstruction 1.1.0.0 - KSPInterstellarExtended 1.22.2.4 - KWRocketryRebalanced 3.2.6.1 - MainSailorTextures-Essentials 2.0.0.0.1 - MainSailorTextures-Fairings 2.0.0.0.1 - MainSailorTextures-Historical 2.0.0.0.1 - MainSailorTextures-Theta 2.0.0.0.1 A MakingHistory-DLC 1.7.1 (unmanaged) - MechJeb2 2.8.4.0 - MechJebForAll 1.3.0.6 - ModularRocketSystemsLITE 1.13.2 - ModuleManager 4.0.3 - NavballDockAlignIndCE 1.0.5 - NearFutureConstruction 1.1.2 - NearFutureElectrical 1.0.2 - NearFutureElectrical-Core 1.0.2 - NearFutureLaunchVehicles 1.2.0 - NearFutureProps 1:0.5.1 - NearFuturePropulsion 1.1.1 - NearFutureSolar 1.0.3 - NearFutureSolar-Core 1.0.3 - NearFutureSpacecraft 1.2.4 - PortraitStats 17.0 - PreciseManeuver 2:2.4.2 - ProceduralFairings 1:v1.6.1 - ProceduralParts v1.3.18 - ProceduralParts-Textures-SaturnNova 1.2 - ProceduralParts-Textures-SCCKSCS 1 - QuantumStrutsContinued 1.7.4.1 - ReStock 0.1.4 - ReStockPlus 0.1.4 - SCANsat v18.11 - SlingShotterReslung 1.1.7.1 - StationPartsExpansionRedux 1.2.1 - surfacelights 1.13 - TacFuelBalancer v2.21.4 - Toolbar 1:1.7.22.1 - ToolbarController 1:0.1.8.2 - TweakScale v2.4.3.1 - UKS 1:1.1.0.0 - UniversalStorage2 1.7.0.10 - USI-Core 1.1.0.0 - USI-LS 1.1.0.0 - USITools 1.1.0.0 - VensStylePPTextures 1.1 - xScienceContinued 5.22 Quote Link to comment Share on other sites More sharing options...
Cruss Posted August 8, 2019 Share Posted August 8, 2019 10 minutes ago, FreeThinker said: ok, there is a inconsistancy. It has not real effects as its only functional when connected with a reactor. You can remove The flatfnradiator from the stock pre cooler . I've added it to the mk2x precooler actually and it does display ingame, even on the pre coolers not attached to an mk2 reactor and they do function too! It even prevented the pre coolers from blowing up. So it did work I geuss, just not the way i wanted it to I can boost the craft to 1600m/s and nothing blows up now but engines will still give a heads up for imminent catastrophic failure, and prevents them from turning on untill I lose speed again. Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted August 8, 2019 Share Posted August 8, 2019 Would someone who is familiar with KSPIe kindly review and probably repair the KSPIe version of the engineonArm in the freshly updated Orbital Tug? Github PR's always welcome, as is just posting the part.cfg. Thank you in advance! and to make things easier, here is the existing part.cfg: Spoiler PART:NEEDS[Interstellar] { // --- general parameters --- name = engineOnArm module = Part author = nli2work // --- asset parameters --- MODEL { model = OrbitalTug/engine/extendEngine texture = extendNuke_DIF, OrbitalTug/engine/extendNuke_DIF texture = extendNuke_EMI, OrbitalTug/engine/extendNuke_EMI texture = grapplerArms_DIF, OrbitalTug/core/grapplerArms_DIF texture = grapplerMain_DIF, OrbitalTug/core/grapplerMain_DIF } rescaleFactor = 1 // --- node definitions --- node_attach = 0.0, 0.0, 0.340, 0.0, 0, -1, 1 // --- editor parameters --- TechRequired = nuclearPropulsion entryCost = 42000 cost = 8500 category = Engine subcategory = 0 title = Orbital Tug Extendable Nuclear Engine manufacturer = Ark Propulsions description = A small nuclear thermal rocket engine; mounted on extendable arm for that extra clearance around whatever you're towing/pushing. Reversible thrust provides extra utility. integrated active cooling system provides supplemental heat dissipation when necessary. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 // --- standard part parameters --- mass = 2.0 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 12 maxTemp = 2500 thermalMassModifier = 1.0 heatConductivity = 0.06 emissiveConstant = 0.85 // engine nozzles are good at radiating, NTRs even better skinInternalConductionMult = 4.0 radiatorMax = 0.35 //Default = 0.25 but nuke engines are meant to run hot fuelCrossFeed = True stagingIcon = LIQUID_ENGINE explosionPotential = 0.5 bulkheadProfiles = size0, srf tags = active atom efficient engine inter liquid nuclear nuke orbit propuls radio reactor vacuum cck-tug EFFECTS { runningLF { AUDIO { channel = Ship clip = sound_rocket_spurts volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } MODEL_MULTI_PARTICLE { name = LFO modelName = OrbitalTug/FX/orbitalNukeLFO transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } MODEL_MULTI_PARTICLE { name = LFOCore modelName = OrbitalTug/FX/orbitalNukeCore transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } } runningMONO { AUDIO { channel = Ship clip = sound_rocket_mini volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } MODEL_MULTI_PARTICLE { name = Mono modelName = OrbitalTug/FX/orbitalNukeMono transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } MODEL_MULTI_PARTICLE { name = MonoCore modelName = OrbitalTug/FX/orbitalNukeCore transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } } engage { AUDIO { channel = Ship clip = sound_vent_medium volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = thrustTransform oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform runningEffectName = runningLF exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 36 heatProduction = 170 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } atmosphereCurve { key = 0 800 0 0 key = 1 180 0 0 key = 2 50 key = 5 1 } } MODULE { name = InterstellarFissionNTR ReactorTemp = 2123.64 PowerOutput = 146.875 fuelEfficiency = 0.95 upgradedFuelEfficiency = 1 reactorType = 1 upgradedReactorType = 1 PowerOutputExponent = 3 upgradedReactorTemp = 2229.82 upgradedPowerOutput = 205.625 upgradedPowerOutputExponent = 3 originalName = Nuclear Reactor Mk1 upgradedName = Nuclear Reactor Mk2 upgradeTechReq = improvedNuclearPropulsion upgradeCost = 60 radius = 1.25 partMass = 2 minimumThrottle = 0.001 consumeGlobal = false heatTransportationEfficiency = 0.6 powerUpgradeTechReq = advNuclearPropulsion powerUpgradeTechMult = 1.3 powerUpgradeCoreTempMult = 1.05 neutronEmbrittlementLifepointsMax = 100 alternatorPowerKW = 4 thermalPropulsionEfficiency = 1 thermalEnergyEfficiency = 0.8 bimodelUpgradeTechReq = nuclearPower } MODULE { name = ThermalNozzleController originalName = Mk1 upgradedName = Mk1 upgradeCost = 50 upgradeTechReq = improvedNuclearPropulsion afterburnerTechReq = improvedNuclearPropulsion radius = 0.3 exitArea = 0.3 powerTrustMultiplier = 1 powerTrustMultiplierJet = 1 IspTempMultOffset = -1.371670613 partMass = 2 sootHeatDivider = 25 sootThrustDivider = 125 delayedThrottleFactor = 0.25 emisiveConstantMult = 3 emisiveConstantExp = 0.6 maxTemp = 2750 baseHeatProduction = 10 buildInPrecoolers = 2 EffectNameLFO = runningLFO EffectNameNonLFO = runningMONO } MODULE { name = ModuleAnimateHeat ThermalAnim = engineHeat } MODULE { name = ModuleAnimateGeneric animationName = extendArm layer = 11 startEventGUIName = Extend Engine Arm endEventGUIName = Retract Engine Arm actionGUIName = Toggle Engine Arm allowAnimationWhileShielded = False animSwitch = True } MODULE { name = ModuleAnimateGeneric animationName = rotateThrust layer = 13 startEventGUIName = Set Reverse Thrust endEventGUIName = Set Normal Thrust actionGUIName = Toggle Thrust Direction animSpeed = 1000 animSwitch = True allowAnimationWhileShielded = false } MODULE { name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 7.5 } RESOURCE { name = ThermalPower amount = 0 maxAmount = 3000 } RESOURCE { name = WasteHeat amount = 0 maxAmount = 1200000 } RESOURCE { name = EnrichedUranium amount = 2 maxAmount = 2 } RESOURCE { name = Actinides amount = 0 maxAmount = 2 } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 1 fxMax = 0.6 maxDistance = 10 falloff = 1.6 thrustTransformName = thrustTransform } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 2 fxMax = 0.5 maxDistance = 5 falloff = 2 thrustTransformName = thrustTransform } RESOURCE { name = LiquidFuel amount = 50 maxAmount = 50 DRAG_CUBE { // cube = Default, 1.099,0.7675,0.7452, 1.099,0.7681,0.7452, 0.3542,0.7092,2.176, 0.3542,0.6798,2.176, 1.188,0.7389,0.7549, 1.188,0.7087,0.6303, -2.98E-08,-0.1809,0.006315, 0.7408,2.074,0.6831 cube = A, 1.099,0.7675,0.7452, 1.099,0.7681,0.7452, 0.3542,0.7092,2.176, 0.3542,0.6798,2.176, 1.188,0.7389,0.7549, 1.188,0.7087,0.6303, -2.98E-08,-0.1809,0.006315, 0.7408,2.074,0.6831 cube = B, 1.099,2.7675,0.7952, 1.099,2.7681,0.7952, 0.5542,0.7092,2.176, 0.5542,0.6798,2.176, 1.888,0.7389,0.7949, 1.888,0.7087,0.7949, -2.98E-08,-0.1809,0.006315, 0.7408,2.074,0.6831 } } Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted August 8, 2019 Author Share Posted August 8, 2019 (edited) 21 hours ago, singlet said: The reactor was not disabled, as is indicated by the "shutdown" button in the screenshot. KSPIE version is 1.22.2.4. Except for those 'normal' (i.e. Steamworks / MiniAVC related) exceptions, there is only one exception (shown below) in the log file. Module ModuleEnginesWarp threw during OnLoad: System.ArgumentException: The requested value 'Nozzle' was not found. at System.Enum.Parse (System.Type enumType, System.String value, Boolean ignoreCase) [0x00000] in <filename unknown>:0 at System.Enum.Parse (System.Type enumType, System.String value) [0x00000] in <filename unknown>:0 at ModuleEngines.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 Ok, I can confirm the problem and will try to determine when the problem developed. Notice there is no problem when you use a iHall or Computer Core instead of a stock core. so it should allow you at least to play Edit: it appears to go have wrong between 1.22.1 and 1.22.2 Edit2: Alright, figured out what cause electric only did not the work, it was cause by the radiators return 0 temperature when they started, causing al kind of havoc downstream. Edited August 9, 2019 by FreeThinker Quote Link to comment Share on other sites More sharing options...
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