Cochies Posted August 16, 2021 Share Posted August 16, 2021 (edited) 1 hour ago, Nertea said: Some screenshots would be nice to help figure out what's wrong/ I apologize, the question is removed: the reason is that I did not update something from the SH-NFE-HC set. I had too long a day of updates: because of the updated waterfall, I had to change FarFuture, and further along the chain all thermodynamics and electricity, compatibility with kerbalizm. Probably missed something... Edited August 16, 2021 by Cochies Quote Link to comment Share on other sites More sharing options...
Nertea Posted August 16, 2021 Author Share Posted August 16, 2021 14 minutes ago, Cochies said: I apologize, the question is removed: the reason is that I did not update something from the SH-NFE-HC set. I had too long a day of updates: because of the updated waterfall, I had to change FarFuture, and further along the chain all thermodynamics and electricity, compatibility with kerbalizm. Probably missed something... No problem, no bug is good! Quote Link to comment Share on other sites More sharing options...
Nertea Posted August 17, 2021 Author Share Posted August 17, 2021 SystemHeat 0.5.5 (and 0.5.4) Introduced allowManualShutdownTemperatureControl field for fission reactors Disabled shutdown temperature adjustment on non-trimodal NTRs Tuned outlet/shutdown temperatures of NTRs to be more consistent internally and with FFT/NFE Updated Chinese localization (TerrestrisYE) Quote Link to comment Share on other sites More sharing options...
Tabris Posted August 18, 2021 Share Posted August 18, 2021 @Nertea Is there a wiki/docs for how to construct patches to integrate other mods? Quote Link to comment Share on other sites More sharing options...
Nertea Posted August 29, 2021 Author Share Posted August 29, 2021 On 8/18/2021 at 3:53 AM, Tabris said: @Nertea Is there a wiki/docs for how to construct patches to integrate other mods? Sorry I missed this. There isn't but I should make one. In the meantime you can ask questions here. Quote Link to comment Share on other sites More sharing options...
revuwution Posted September 9, 2021 Share Posted September 9, 2021 I don't get why this is complaining at me (the red loop). There's more than enough radiator output. Quote Link to comment Share on other sites More sharing options...
modus Posted September 9, 2021 Share Posted September 9, 2021 What version of the mod and KSP are you using? Quote Link to comment Share on other sites More sharing options...
revuwution Posted September 9, 2021 Share Posted September 9, 2021 3 minutes ago, modus said: What version of the mod and KSP are you using? 0.5.5 and 1.12.2, respectively. Quote Link to comment Share on other sites More sharing options...
Nertea Posted September 9, 2021 Author Share Posted September 9, 2021 2 hours ago, revuwution said: I don't get why this is complaining at me (the red loop). There's more than enough radiator output. Looks fine to me... don't see any warning icons. Unless you mean that the loop is red. Which is because the loops have default colour and Loop 1 color is red. Quote Link to comment Share on other sites More sharing options...
revuwution Posted September 9, 2021 Share Posted September 9, 2021 46 minutes ago, Nertea said: Looks fine to me... don't see any warning icons. Unless you mean that the loop is red. Which is because the loops have default colour and Loop 1 color is red. Oops. I didn't know this. Nevermind then... Quote Link to comment Share on other sites More sharing options...
Krzeszny Posted September 14, 2021 Share Posted September 14, 2021 (edited) The Harvester configuration addon from SystemHeat is broken. 8 days ago I reported it in the Stockalike Mining Expansion thread thinking that it's that mod's fault but it's not. Baha EPL augers break in the same way with the Harvester configuration. All unconfigured drills (SME and Baha) have broken Load (drilling speed) with SystemHeat + Harvester configuration addon installed. While stock drills usually have 125% Load with a 5-star engineer and 5% Load without any engineer, drills from SME have completely random Load values even at optimal temperatures, and they're always hugely lower than expected, making mining very slow. Load, per KSP wiki, is "T" times "m" where "T" is thermal efficiency (between 0 and 1) and "m" is the engineer multiplier (normally between 5% and 125% where 5% is no engineer and 125% is a 5-star engi). (The exception is that Drill-o-matic Jr in vanilla KSP, without SystemHeat has 7.5% Load w/o an engineer but with SystemHeat 5% w/o an engineer. It definitely should have 5%.) Note that with SystemHeat and its addon, custom drill Load (drilling speed) very slightly decreases (only by 0.02% to 0.20% from cold to optimal temperature) as thermal efficiency increases (or is it because of time?), and it should be the opposite. When the optimal Loop Temperature is reached, Load still keeps decreasing seemingly for no reason, but not with all drills, only with some. Also note that if you stop drilling and start again, the PAW won't show the load most of the time, you'll only see "Operational" until you restart try slowly toggling it on and off. In vanilla KSP, Efficiency (whatever that is) first starts above 100%, increases a bit as the temperature rises and then with stock drills it comes back to 100% at optimal temperature. However, with SystemHeat and unconfigured drills (SME/Baha EPL) Efficiency starts above 100%, increases a bit and decreases a bit while still staying above 100% at optimal temperature - it shouldn't. Here's a list of tests I made for drills auto-configured with the Harvester configuration addon. The format for the Load of each drill is X / Y where X is with a 5-star engineer (the maximum possible speed) and Y is without an engineer. Y is normally equal to X/25 but in a few cases it wasn't, those are in red. I tested it using KRASH to teleport my mining rig to the same coordinates on Minmus each time (13 lat 80 long). The Load values of unconfigured drills change each time I open KSP, which is why second and third tests were different. Stock: Always 125% / 5% base efficiency SME: Trowel: 4.72% / 0.19% | second test (next day) 83.02% / 3.32% Prospector: 11% / 0.17% (should be 0.44%) | second test 4.17% / unmeasured% Wildcat vertical: first test 28% / 1% | second test 4.20% / unmeasured% Wildcat horizontal: 83.44% / 3.34% Tremor: 11.21% / 3.32% (should be 0.45%) | second test 82.96% / unmeasured% | third test 36.28% / 1.53% (should be 1.45%) | fourth test 39.99% / 1.52% (should be 1.60%) Terravore: 83.23% / 3.33% Lithoquake: 106.12% / 4.24% | second test 80.36% / 3% or 3.21% Baha EPL: DRL-0R1: 38.26% / 1.53% As you see, the X values are seemingly random and Y most of the time equals X/25 but sometimes not (???) Here's the log https://drive.google.com/file/d/1eDJU0oZmCe5KH1JF6Vj6uFmMUeaw1vvg/view?usp=sharing And here's the test vessel I use (requires SME and Baha EPL Redrilled) https://drive.google.com/file/d/1jzProEYtgaZ8LnajTUmwT7HazhHlILMc/view?usp=sharing Edited September 14, 2021 by Krzeszny formatting Quote Link to comment Share on other sites More sharing options...
Nertea Posted September 14, 2021 Author Share Posted September 14, 2021 4 hours ago, Krzeszny said: The Harvester configuration addon from SystemHeat is broken. 8 days ago I reported it in the Stockalike Mining Expansion thread thinking that it's that mod's fault but it's not. Baha EPL augers break in the same way with the Harvester configuration. All unconfigured drills (SME and Baha) have broken Load (drilling speed) with SystemHeat + Harvester configuration addon installed. While stock drills usually have 125% Load with a 5-star engineer and 5% Load without any engineer, drills from SME have completely random Load values even at optimal temperatures, and they're always hugely lower than expected, making mining very slow. Load, per KSP wiki, is "T" times "m" where "T" is thermal efficiency (between 0 and 1) and "m" is the engineer multiplier (normally between 5% and 125% where 5% is no engineer and 125% is a 5-star engi). (The exception is that Drill-o-matic Jr in vanilla KSP, without SystemHeat has 7.5% Load w/o an engineer but with SystemHeat 5% w/o an engineer. It definitely should have 5%.) Note that with SystemHeat and its addon, custom drill Load (drilling speed) very slightly decreases (only by 0.02% to 0.20% from cold to optimal temperature) as thermal efficiency increases (or is it because of time?), and it should be the opposite. When the optimal Loop Temperature is reached, Load still keeps decreasing seemingly for no reason, but not with all drills, only with some. Also note that if you stop drilling and start again, the PAW won't show the load most of the time, you'll only see "Operational" until you restart try slowly toggling it on and off. In vanilla KSP, Efficiency (whatever that is) first starts above 100%, increases a bit as the temperature rises and then with stock drills it comes back to 100% at optimal temperature. However, with SystemHeat and unconfigured drills (SME/Baha EPL) Efficiency starts above 100%, increases a bit and decreases a bit while still staying above 100% at optimal temperature - it shouldn't. Here's a list of tests I made for drills auto-configured with the Harvester configuration addon. The format for the Load of each drill is X / Y where X is with a 5-star engineer (the maximum possible speed) and Y is without an engineer. Y is normally equal to X/25 but in a few cases it wasn't, those are in red. I tested it using KRASH to teleport my mining rig to the same coordinates on Minmus each time (13 lat 80 long). The Load values of unconfigured drills change each time I open KSP, which is why second and third tests were different. Stock: Always 125% / 5% base efficiency SME: Trowel: 4.72% / 0.19% | second test (next day) 83.02% / 3.32% Prospector: 11% / 0.17% (should be 0.44%) | second test 4.17% / unmeasured% Wildcat vertical: first test 28% / 1% | second test 4.20% / unmeasured% Wildcat horizontal: 83.44% / 3.34% Tremor: 11.21% / 3.32% (should be 0.45%) | second test 82.96% / unmeasured% | third test 36.28% / 1.53% (should be 1.45%) | fourth test 39.99% / 1.52% (should be 1.60%) Terravore: 83.23% / 3.33% Lithoquake: 106.12% / 4.24% | second test 80.36% / 3% or 3.21% Baha EPL: DRL-0R1: 38.26% / 1.53% As you see, the X values are seemingly random and Y most of the time equals X/25 but sometimes not (???) Here's the log https://drive.google.com/file/d/1eDJU0oZmCe5KH1JF6Vj6uFmMUeaw1vvg/view?usp=sharing And here's the test vessel I use (requires SME and Baha EPL Redrilled) https://drive.google.com/file/d/1jzProEYtgaZ8LnajTUmwT7HazhHlILMc/view?usp=sharing It's possible that the universal patch that was contributed doesn't work correctly, I can look at it I guess. Quote Link to comment Share on other sites More sharing options...
Rakete Posted October 3, 2021 Share Posted October 3, 2021 (edited) @Nertea Would you consider to add some actiongroup controls for the PX-1F heat-exchanger part with a new update any time in the future? Somehow it would be nice to be able to toggle it synchronous with a reactor. E.g pressing AG 1 to activate the reactor, deploy cooling panels and activate the heat exchangers... Somehow this would be nice to automatize my vehicles. Edited October 3, 2021 by Rakete Quote Link to comment Share on other sites More sharing options...
Nertea Posted October 3, 2021 Author Share Posted October 3, 2021 Done. System Heat 0.5.6 Added action groups to ModuleSystemHeatExchanger for Enable, Disable, Toggle and Toggle Direction Quote Link to comment Share on other sites More sharing options...
leatherneck6017 Posted October 14, 2021 Share Posted October 14, 2021 (edited) @NerteaI recently added system heat and associated patches for the first time and am really enjoying it, thank you! On 12/30/2020 at 11:43 AM, Nertea said: System Heat 0.3.3 Added Hibernate On Warp control to fission reactors: if activated, an enabled reactor will turn off when the ship goes on rails. It will reactivate when the ship goes off rails. Would it be plausible to have this feature on the fusion reactor from FFT? I've twice now run out of Deuterium by forgetting to shut down the reactor prior to a long time warp (3 or so years seems to do it for the 2.5m fusion tank that holds that resource). Edited October 14, 2021 by leatherneck6017 Quote Link to comment Share on other sites More sharing options...
Rakete Posted October 14, 2021 Share Posted October 14, 2021 (edited) 4 hours ago, leatherneck6017 said: @NerteaI recently added system heat and associated patches for the first time and am really enjoying it, thank you! Would it be plausible to have this feature on the fusion reactor from FFT? I've twice now run out of Deuterium by forgetting to shut down the reactor prior to a long time warp (3 or so years seems to do it for the 2.5m fusion tank that holds that resource). I circumvented this, by only activating fusion reactors before electric engine ignition. For the basic energy needs (e.g. on a trip to Eeloo) i always have a small fission reactor to feed the basic energy hunger - this runs the vehicles even without hibernation. As Nertea currently prepares a release of NF Electrical 2.0 with more small reactors, I really look forward to downsizing this basic powersupply of my vehicles even more with the new small reactors cores. Edited October 14, 2021 by Rakete Quote Link to comment Share on other sites More sharing options...
leatherneck6017 Posted October 14, 2021 Share Posted October 14, 2021 9 hours ago, Rakete said: I circumvented this, by only activating fusion reactors before electric engine ignition. For the basic energy needs (e.g. on a trip to Eeloo) i always have a small fission reactor to feed the basic energy hunger - this runs the vehicles even without hibernation. As Nertea currently prepares a release of NF Electrical 2.0 with more small reactors, I really look forward to downsizing this basic powersupply of my vehicles even more with the new small reactors cores. It's not basic power that I run out of, I carry solar and RTG's for that. It's the Deuterium that the reactor requires to stay online. If I forget to shut down the reactor prior to a long time warp, it can run out. Quote Link to comment Share on other sites More sharing options...
Rakete Posted October 14, 2021 Share Posted October 14, 2021 The fusion reactor needs a few more steps to reengage than just pulling the control rods of a fission reactor. I'd guess that's the reason Nertea decided to design the fusion ones without hibernation. Quote Link to comment Share on other sites More sharing options...
Nertea Posted October 14, 2021 Author Share Posted October 14, 2021 It's more involved because a fusion reactor power cycle has more player interaction. E.g with timewarp hibernation you would have something like... Timewarp starts Reactor turns off Depending on user capacitor setting, reactor either starts charging capacitors or doesn't If yes, sudden transient power drain If no, nothing happens but now there is a need to charge later Timewarp exits Reactor turns on If charged, no issues If not charged, now need to charge the reactor (takes time) and appropriately queue up a reactor on event once charged (which could take a long time or never) Lots of edge cases in there... Short answer, no, not anytime soon, those edge cases are messy. Quote Link to comment Share on other sites More sharing options...
Krzeszny Posted October 18, 2021 Share Posted October 18, 2021 (edited) On 9/14/2021 at 7:02 PM, Nertea said: It's possible that the universal patch that was contributed doesn't work correctly, I can look at it I guess. Have you? Edited October 18, 2021 by Krzeszny Quote Link to comment Share on other sites More sharing options...
Nertea Posted October 25, 2021 Author Share Posted October 25, 2021 Does it look like it? Quote Link to comment Share on other sites More sharing options...
NachtRave Posted October 28, 2021 Share Posted October 28, 2021 Hey @Nertea, any chance for future support for KSPI-E radiators? I was looking around at your config files, looks like it may just be an additional set of patches, hopefully? HeatControl, NF, and Squad support is already awesome and covers a ton of ground, but there are also a lot of radiators that are found in KSPI-E, which in itself is an extremely popular mod that would benefit greatly from SystemHeat support. Best of luck either way! Quote Link to comment Share on other sites More sharing options...
Nertea Posted October 30, 2021 Author Share Posted October 30, 2021 On 10/28/2021 at 4:54 PM, NachtRave said: Hey @Nertea, any chance for future support for KSPI-E radiators? I was looking around at your config files, looks like it may just be an additional set of patches, hopefully? HeatControl, NF, and Squad support is already awesome and covers a ton of ground, but there are also a lot of radiators that are found in KSPI-E, which in itself is an extremely popular mod that would benefit greatly from SystemHeat support. Best of luck either way! Sorry, not from me. That mod runs it's own heat system and generally is not very compatible with my stuff,.so spending effort adding compat stuff is odd. Quote Link to comment Share on other sites More sharing options...
Sudragon Posted November 7, 2021 Share Posted November 7, 2021 On 10/31/2021 at 7:51 AM, Nertea said: Sorry, not from me. That mod runs it's own heat system and generally is not very compatible with my stuff,.so spending effort adding compat stuff is odd. Obviously, KSPI uses imperial pipe fittings for coolant and Nertea is using metric. And I think the fittings also have different thread pitches. Totally incompatible. Quote Link to comment Share on other sites More sharing options...
ruiluth Posted November 8, 2021 Share Posted November 8, 2021 Is anyone working on a patch for MKS? I'm just starting to plan an MKS base in my install that includes System Heat (installed by accident via Far Future Tech and liked it) and am finding it somewhat frustrating that the MKS harvesters and processors don't use System Heat. The configs look a bit complicated so if someone else has already made the patch I'll just use that, but if no one has thought of it then I'll start working on one. Quote Link to comment Share on other sites More sharing options...
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