VladTonk Posted February 9, 2023 Share Posted February 9, 2023 Sorry for the stupid question. Are flights close to the star correctly simulated? it's just that the ship overheated and exploded despite the presence of graphene radiators. It seems that only the details of the thermal loops are cooled, everything else is overheating. and in general do the loops somehow thermally interact with the rest of the ship? Sorry for my English Quote Link to comment Share on other sites More sharing options...
mateusviccari Posted February 19, 2023 Share Posted February 19, 2023 On 2/9/2023 at 3:34 PM, VladTonk said: Sorry for the stupid question. Are flights close to the star correctly simulated? it's just that the ship overheated and exploded despite the presence of graphene radiators. It seems that only the details of the thermal loops are cooled, everything else is overheating. and in general do the loops somehow thermally interact with the rest of the ship? Sorry for my English Perhaps you noticed this problem during time warp? Sometimes I have heat related bugs during high time warp levels. Even in stock KSP. And it gets progressively worse as you get closer to the star or activate stronger time warp levels. AFAIK, System heat only handles internal heat, not heat from the star. But from my experience, it allows KSP's engine to use the radiators for stock heat handling (heat from the star). I tested a ship with a thermometer close to the star and the temperature actually decreased when I activated the radiator (from the system heat mod). Quote Link to comment Share on other sites More sharing options...
VladTonk Posted February 20, 2023 Share Posted February 20, 2023 On 2/19/2023 at 3:33 AM, mateusviccari said: Perhaps you noticed this problem during time warp? Sometimes I have heat related bugs during high time warp levels. Even in stock KSP. And it gets progressively worse as you get closer to the star or activate stronger time warp levels. AFAIK, System heat only handles internal heat, not heat from the star. But from my experience, it allows KSP's engine to use the radiators for stock heat handling (heat from the star). I tested a ship with a thermometer close to the star and the temperature actually decreased when I activated the radiator (from the system heat mod). The problem manifests itself immediately when the ship is loaded at the tracking station. At first, at a sufficient distance from the star, the ship had time to cool down. But after a certain point, it began to explode from overheating. apparently, the heat transfer from the heated parts of the ship (if it is available and correctly calculated) does not have time to remove heat. Quote Link to comment Share on other sites More sharing options...
Lord Squonk Posted April 14, 2023 Share Posted April 14, 2023 Hey, I'm just getting into this mod and was wondering if the NERV is supposed to be part of a loop? In the part info tab in the VAB, it doesn't say the whole "this part uses system heat" thing for the NERV, and I was just wondering if that's intentional or not, as I couldn't conclude so from the wiki info. Quote Link to comment Share on other sites More sharing options...
Starman4308 Posted April 14, 2023 Share Posted April 14, 2023 (edited) 4 hours ago, Lord Squonk said: Hey, I'm just getting into this mod and was wondering if the NERV is supposed to be part of a loop? In the part info tab in the VAB, it doesn't say the whole "this part uses system heat" thing for the NERV, and I was just wondering if that's intentional or not, as I couldn't conclude so from the wiki info. You may not have the nuclear engines module installed. Anywho, bug report of my own for the CryoEngines patch: if the loop temperature exceeds the boiloff point, it doesn't seem to ever stop boiling off. What I suspect is happening at the code end is right here: https://github.com/post-kerbin-mining-corporation/SystemHeat/blob/master/SystemHeat/SystemHeat/Modules/ModuleSystemHeatCryoTank.cs#L659 The radiators on my craft are probably asymptotically approaching 300K from above, and are at something like 300.00001K. However, it's a strict <= comparison, so it needs to actually reach 300K to stop the boiloff. 299.99999K is alright if you start from below, but 300.00001K isn't. The quick-and-dirty fix is to multiply getMaxSourceTemperature() at that line by something like 1.001. The more elegant fix is to have the loop temperature setpoint held a few Kelvins below the boiloff point. Edited April 14, 2023 by Starman4308 Quote Link to comment Share on other sites More sharing options...
Lord Squonk Posted April 14, 2023 Share Posted April 14, 2023 5 hours ago, Starman4308 said: You may not have the nuclear engines module installed. Anywho, bug report of my own for the CryoEngines patch: if the loop temperature exceeds the boiloff point, it doesn't seem to ever stop boiling off. What I suspect is happening at the code end is right here: https://github.com/post-kerbin-mining-corporation/SystemHeat/blob/master/SystemHeat/SystemHeat/Modules/ModuleSystemHeatCryoTank.cs#L659 The radiators on my craft are probably asymptotically approaching 300K from above, and are at something like 300.00001K. However, it's a strict <= comparison, so it needs to actually reach 300K to stop the boiloff. 299.99999K is alright if you start from below, but 300.00001K isn't. The quick-and-dirty fix is to multiply getMaxSourceTemperature() at that line by something like 1.001. The more elegant fix is to have the loop temperature setpoint held a few Kelvins below the boiloff point. Nope, definitely have the engine module installed. That's why I'm confused Quote Link to comment Share on other sites More sharing options...
UltraJohn Posted April 25, 2023 Share Posted April 25, 2023 Hi I got this exception: [EXC 19:02:32.687] NullReferenceException: Object reference not set to an instance of an object SystemHeat.SystemHeatEditor.FixedUpdate () (at <2e62a3a58b7b49e4b572caf6a58e7a44>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) KSP.log Quote Link to comment Share on other sites More sharing options...
suicidejunkie Posted May 6, 2023 Share Posted May 6, 2023 (edited) I'm trying to make this heat exchanger work, but for some reason it isn't moving any heat, just producing it. Got my stock drills on loop 0, and the ISRU on loop 1, with a bunch of radiators on both. There's zero flux on loop 0 despite being over temp, and just the 2kw idle output on loop 1 despite being under temp. Clicking the transfer direction button does nothing which is also confusing. Do they not work if added to a ship via KAS? I did try restarting KSP, and it is still behaving the same. Looking at the save, the problem seems to be in HeatRate being unset, possibly when built via Extraplanetary Launchpads. Fixing that value and loading makes it work. MODULE { name = ModuleSystemHeatExchanger isEnabled = True ToggleSource = True HeatRate = 0 OutletAdjustement = 100 Enabled = True stagingEnabled = True PPS: Looks like the default max transfer rate is zero instead of 2000, so just building it without tweaking in the VAB makes it useless. I think I got this figured out now :) Edited May 6, 2023 by suicidejunkie more info found Quote Link to comment Share on other sites More sharing options...
SpacedInvader Posted June 17, 2023 Share Posted June 17, 2023 (edited) Curious how System Heat interacts with Real Fuels with regards to boiloff. I have both installed and both have boiloff as a feature, but that has me a little worried that they will end up double dipping and causing me issues. Searching through both threads hasn't returned any sort of relevant results, so I'm wondering if there is any information about whether or not they are compatible or will cause each other issues. Thanks Edited June 18, 2023 by SpacedInvader Quote Link to comment Share on other sites More sharing options...
compuw22c Posted June 29, 2023 Share Posted June 29, 2023 I'm having an odd issue caused by the resource converter configuration (which I now have a lot of vessels using, and I love it). The issue is a new mining base I built with a ton of drills and huge ISRU. It's meant to "Klaw" a tanker ship to transport fuel (it's on robotic arms so it can grab/fit any size/shape vessel). But it doesn't work right. Expected behavior: Stock game says an ISRU will pull ore and push fuel out to all tanks on vessel, regardless of their location. Current behavior (with SystemHeat and ResourceConverter Config): ISRU will pull ore from any tank on the vessel, but will NOT push fuel across the klaw/grabber. Any ideas or advice? I made a much smaller craft to do my testing to narrow down the mod/cause. Screenshots below: https://imgur.com/a/woV3qh7 Quote Link to comment Share on other sites More sharing options...
dlrk Posted July 3, 2023 Share Posted July 3, 2023 (edited) I have this and all the extras installed, but the cryotank cooling and nuclear engine heat are not showing up in the system monitor. Is this normal? EDIT: The thermal nf systems monitor doesn't work with systemheat, systemheat has its own Edited July 3, 2023 by dlrk Quote Link to comment Share on other sites More sharing options...
dlrk Posted July 3, 2023 Share Posted July 3, 2023 (edited) Are boiloff tanks boiling in timewarp, but not in normal speed a bug or a sign of inadequate cooling? EDIT: It wasn't the warp, it was the attitude changing Edited July 3, 2023 by dlrk Quote Link to comment Share on other sites More sharing options...
WolfS Posted July 25, 2023 Share Posted July 25, 2023 Hi guys, I would like to upgrade my gaming experience a bit and have tried SystemHeat. Unfortunately, I can't get anything to work here: The following mods are installed: As a test, I have installed a fresh KSP version 1.12.5.3190 with all DLCs: If I now open the info site of parts, there is no hint that this part is used for the mod: And also if I use the part there is no symbol of the heat mod on it: Also the parts don't generate any heat. This is what it looks like for another test and I only get the mod symbols on radiators: What am I doing wrong? Regards Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted July 25, 2023 Share Posted July 25, 2023 @WolfS Hi there. My answer may not be complete but, for one thing, you want to get System Heat's extras. SystemHeatConverters and SystemHeatHarvesters make any ISRU that consumes ElectricCharge require System Heat capable radiators. Also consider the Heat Control mod which is a high temp radiator parts pack which integrates with System Heat. SystemHeatFissionEngines and SystemHeatIonEngines have a config for the stock nuke and stock ion respectively so get those too. Quote Link to comment Share on other sites More sharing options...
OldMold Posted July 25, 2023 Share Posted July 25, 2023 Speaking of extras - one additional complexity I'd love to add to the game is heat generated from living space, but my MM kung fu is not strong enough. I'm guessing adding some proportional heat generation (even if small) to all parts that have crew > 0 is probably straight forward, but not sure how to set up a mm patch. A more complex implementation may be to have ONLY parts that are currently populated generate heat (so an empty station/craft generates no heat), but an abstracted approach may work fine as well. Anyone have suggestions? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted July 25, 2023 Share Posted July 25, 2023 26 minutes ago, OldMold said: Speaking of extras - one additional complexity I'd love to add to the game is heat generated from living space, but my MM kung fu is not strong enough. I'm guessing adding some proportional heat generation (even if small) to all parts that have crew > 0 is probably straight forward, but not sure how to set up a mm patch. A more complex implementation may be to have ONLY parts that are currently populated generate heat (so an empty station/craft generates no heat), but an abstracted approach may work fine as well. Anyone have suggestions? Heat generated from living space doesn't have much value by itself and is easily resolved by adding more boosters radiators. The ship is not concerned then. It's also a waste on your CPU as-is, as more converter processes means more lag and the process needs to produce or consume something which can also be wasteful. Incidentally, I share your idea exactly in a proposal for a System Heat inspired life support mod. Quote Link to comment Share on other sites More sharing options...
WolfS Posted July 25, 2023 Share Posted July 25, 2023 5 hours ago, JadeOfMaar said: @WolfS Hi there. My answer may not be complete but, for one thing, you want to get System Heat's extras. SystemHeatConverters and SystemHeatHarvesters make any ISRU that consumes ElectricCharge require System Heat capable radiators. Also consider the Heat Control mod which is a high temp radiator parts pack which integrates with System Heat. SystemHeatFissionEngines and SystemHeatIonEngines have a config for the stock nuke and stock ion respectively so get those too. @JadeOfMaar I tank you so much kind sir! Quote Link to comment Share on other sites More sharing options...
WolfS Posted July 26, 2023 Share Posted July 26, 2023 (edited) @JadeOfMaar Okay, so now the converter is producing heat, but the nuke still does not: Mod-List: Any ideas? Regards Edited July 26, 2023 by WolfS Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted July 26, 2023 Share Posted July 26, 2023 12 hours ago, WolfS said: Okay, so now the converter is producing heat, but the nuke still does not: Any ideas? Sorry. I got none and I can't launch KSP to troubleshoot. Quote Link to comment Share on other sites More sharing options...
AnFa Posted September 9, 2023 Share Posted September 9, 2023 (edited) I'm using System Heat, but for some reason, it isn't detecting this Convert-O-Tron 125 as a source of heat. Why? Edited September 9, 2023 by AnFa Quote Link to comment Share on other sites More sharing options...
mateusviccari Posted September 9, 2023 Share Posted September 9, 2023 15 hours ago, AnFa said: I'm using System Heat, but for some reason, it isn't detecting this Convert-O-Tron 125 as a source of heat. Why? You need to add SystemHeatConverters from SystemHeatExtras to your game data Quote Link to comment Share on other sites More sharing options...
Stratickus Posted December 9, 2023 Share Posted December 9, 2023 Anyone else having issues with Engine Cooling? I have 0.6.0 installed and the engine cooling % in the VAB Part info is blank as well has not displaying in the PAW in flight. As far as I can tell the engine(s) aren't producing any cooling effect when at throttle either. Which as I understand was introduced somewhere around 0.4.0. I did a brief test and installed System Heat 0.6.0 & 0.4.0 on a fresh install with no other mods and the Engine Cooling info was displayed in both the VAB and PAW with 0.4.0 installed (but not 0.6.0). I didn't do much beyond that because now I'm worried its some other mod conflict or something on my end. Just wanted to double check before I started down a rabbit hole. Cheers, Quote Link to comment Share on other sites More sharing options...
Morbanth Posted January 12 Share Posted January 12 (edited) Nevermind, making a general thread. Edit: I made a general thread but it might still be related to system heat, as most of my log endings just before hard crashing are about the mod. Edited January 13 by Morbanth Quote Link to comment Share on other sites More sharing options...
jebycheek Posted February 3 Share Posted February 3 (edited) Hello, BUG report. both nuclear fuel container and reactors stops showing nuclear waste bar in editor, while in flight, fuel transfer is impossible between these two parts. which makes the container completely useless. Any resource removal related to EnrichedUranium and DepletedFuel is impossible (with or without five star engineer). the transmit button is gone too. The issue is causing by these two specific folders, it only happens when using NFE with these two. Remove them and the problem goes away but I do need them so please help me... Edited February 3 by jebycheek Quote Link to comment Share on other sites More sharing options...
zw_45 Posted February 3 Share Posted February 3 1 hour ago, jebycheek said: Hello, BUG report. both nuclear fuel container and reactors stops showing nuclear waste bar in editor, while in flight, fuel transfer is impossible between these two parts. which makes the container completely useless. Any resource removal related to EnrichedUranium and DepletedFuel is impossible (with or without five star engineer). the transmit button is gone too. The issue is causing by these two specific folders, it only happens when using NFE with these two. Remove them and the problem goes away but I do need them so please help me... Are you playing with the dev branch of near future electrical or the public release? If you are using the development version, you should delete “systemheatfissionreactors” folder. Quote Link to comment Share on other sites More sharing options...
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