intelliCom Posted May 1, 2021 Share Posted May 1, 2021 Just now, Nertea said: Start a new ship. Place 1 mk1 lander can, 1x 0.625m reactor and enough radiators to run it (doesn't really matter what). Launch to launchpad and observe. If there are any issues, provide: Log ModuleManager Cache Screenshot of gamedata/mod list. I don't know how to provide these, but while I set that situation up, tell me the process for it. Also, with the radiators, do they have to be active as soon as the ship loads in, or are they left idle? Quote Link to comment Share on other sites More sharing options...
Nertea Posted May 1, 2021 Author Share Posted May 1, 2021 10 minutes ago, intelliCom said: I don't know how to provide these, but while I set that situation up, tell me the process for it. Also, with the radiators, do they have to be active as soon as the ship loads in, or are they left idle? Radiators can be off if the reactor is off. To get these log, check here: Screenshot of GameData folder should be easy. When you take that screenshot, you should see a file called ModuleManager.ConfigCache in the folder: that is the cache. Quote Link to comment Share on other sites More sharing options...
intelliCom Posted May 1, 2021 Share Posted May 1, 2021 (edited) 31 minutes ago, Nertea said: Radiators can be off if the reactor is off. To get these log, check here: Screenshot of GameData folder should be easy. When you take that screenshot, you should see a file called ModuleManager.ConfigCache in the folder: that is the cache. Ok, so something interesting happened. When going by the conditions you asked me, Waste Heat was at 0 kW, and the core temperature went up a bit, to about 288 kW. It did this regardless of whether I had 1 XR-175 radiator or two of them. I then launched my previous ship to the launchpad with its XR-175, and it went the same way: 150 kW waste heat, reactor core destroyed. Even after reducing the ship down to just the probe, same effect. Very strange. Technically, there were no issues with the reactor or radiator in your experiment, but my previous craft still did the same as before. I have the files on hand though, should I send them? Edited May 1, 2021 by intelliCom Quote Link to comment Share on other sites More sharing options...
Nertea Posted May 1, 2021 Author Share Posted May 1, 2021 5 minutes ago, intelliCom said: Ok, so something interesting happened. When going by the conditions you asked me, Waste Heat was at 0 kW, and the core temperature went up a bit, to about 288 kW. It did this regardless of whether I had 1 XR-175 radiator or two of them. I then launched my previous ship to the launchpad with its XR-175, and it went the same way: 150 kW waste heat, reactor core destroyed. Even after reducing the ship down to just the probe, same effect. Very strange. Technically, there were no issues with the reactor or radiator in your experiment, but my previous craft still did the same as before. I have the files on hand though, should I send them? Can you send me your original craft file then? Quote Link to comment Share on other sites More sharing options...
intelliCom Posted May 1, 2021 Share Posted May 1, 2021 1 minute ago, Nertea said: Can you send me your original craft file then? Sure, here:https://mega.nz/file/z3oEgTiD#2maYyyvp_qJf9rMyUBFI1P-TbPDEY_JguhYFiGSzERc Quote Link to comment Share on other sites More sharing options...
Nertea Posted May 1, 2021 Author Share Posted May 1, 2021 (edited) 2 hours ago, intelliCom said: Sure, here:https://mega.nz/file/z3oEgTiD#2maYyyvp_qJf9rMyUBFI1P-TbPDEY_JguhYFiGSzERc Thanks, I will investigate this at some point and see if I can replicate things. In the meantime, it's likely if you delete the part in the editor and re-add a new copy everything should be ok. Edited May 1, 2021 by Nertea Quote Link to comment Share on other sites More sharing options...
intelliCom Posted May 1, 2021 Share Posted May 1, 2021 12 minutes ago, Nertea said: Thanks, I will investigate this at some point and see if I can replicate things. In the meantime, it's likely if you delete the part in the editor and re-add a new copy everything should be ok. So literally replace the reactor in the editor with the same reactor again? Quote Link to comment Share on other sites More sharing options...
Nertea Posted May 1, 2021 Author Share Posted May 1, 2021 26 minutes ago, intelliCom said: So literally replace the reactor in the editor with the same reactor again? Yes, making sure to delete and re-add from the part list, don't just remove into the build area. Your ship's reactor has a field that says it has been launched already which shouldn't be possible so I'm not sure what's caused this but it's certainly the problem. It's causing the simulator values to not be cleared when the ship is launched. Quote Link to comment Share on other sites More sharing options...
intelliCom Posted May 1, 2021 Share Posted May 1, 2021 3 minutes ago, Nertea said: Yes, making sure to delete and re-add from the part list, don't just remove into the build area. Your ship's reactor has a field that says it has been launched already which shouldn't be possible so I'm not sure what's caused this but it's certainly the problem. It's causing the simulator values to not be cleared when the ship is launched. In trying to learn about the new things, I did play around with some of the simulator values prior to saving. Speeding up, slowing down, changing the situation, and a bunch of other stuff I can't remember. Maybe, in playing with these values, I somehow, inadvertently, unintentionally, "left the reactor in the oven too long." Would this be a likely theory? Quote Link to comment Share on other sites More sharing options...
Nertea Posted May 1, 2021 Author Share Posted May 1, 2021 Seems unlikely but I'll keep it in mind. Quote Link to comment Share on other sites More sharing options...
intelliCom Posted May 1, 2021 Share Posted May 1, 2021 1 minute ago, Nertea said: Seems unlikely but I'll keep it in mind. Just did it, it works! Now I know what to try if something's acting up, just replace it. Thank you for the help! Quote Link to comment Share on other sites More sharing options...
ChainiaC Posted May 16, 2021 Share Posted May 16, 2021 FYI: It turns out transferring Nuclear fuel and waste is impossible when you have the option "fuel transfer obeys crossfeed rules" turned on. I use NFE with System Heat patches and was unable to transfer uranium. I tested some things and this setting proved to be the culprit. I do not believe this is intended? I tested with two fuel drums, one full and one empty, connected to each other. Quote Link to comment Share on other sites More sharing options...
WarriorSabe Posted May 16, 2021 Share Posted May 16, 2021 1 hour ago, ChainiaC said: FYI: It turns out transferring Nuclear fuel and waste is impossible when you have the option "fuel transfer obeys crossfeed rules" turned on. I use NFE with System Heat patches and was unable to transfer uranium. I tested some things and this setting proved to be the culprit. I do not believe this is intended? I tested with two fuel drums, one full and one empty, connected to each other. It is intended, you're supposed to use kerbals on EVA. Might be a setting in the mod to disable that, but I'm not sure Quote Link to comment Share on other sites More sharing options...
ChainiaC Posted May 16, 2021 Share Posted May 16, 2021 45 minutes ago, WarriorSabe said: It is intended, you're supposed to use kerbals on EVA. Might be a setting in the mod to disable that, but I'm not sure Actually, that feature was removed in System Heat 0.4.0 From GitHub: Redid nuclear transfer mechanics Presence of an engineer of Level 3 on the vessel will allow nuclear transfer using the stock transfer system And like I noticed, the stock transfer works.... IF obey crossfeed rules is disabled in game settings. Also notworthy is that when I docked a vessel with stored uranium with another vessel with and empty nuclear fuel drum and an engineer, I could still not transfer the uranium to the empty drum. I had to unload and reload the vessel before I could transfer. Quote Link to comment Share on other sites More sharing options...
WarriorSabe Posted May 16, 2021 Share Posted May 16, 2021 (edited) 31 minutes ago, ChainiaC said: Actually, that feature was removed in System Heat 0.4.0 From GitHub: Redid nuclear transfer mechanics Presence of an engineer of Level 3 on the vessel will allow nuclear transfer using the stock transfer system And like I noticed, the stock transfer works.... IF obey crossfeed rules is disabled in game settings. Also notworthy is that when I docked a vessel with stored uranium with another vessel with and empty nuclear fuel drum and an engineer, I could still not transfer the uranium to the empty drum. I had to unload and reload the vessel before I could transfer. Oh, I never noticed that update I guess. Yeah, sounds like a bug then Edited May 16, 2021 by WarriorSabe Quote Link to comment Share on other sites More sharing options...
Nertea Posted May 16, 2021 Author Share Posted May 16, 2021 It's not really a bug. KSP resources have two flow definitions: what happens when you feed them to a consumer (engine) and what happens when you transfer them. By toggling that setting you are forcing the game to use the feed definition which for uranium is 'don't move it', thus overriding my functionality :shrug:. Quote Link to comment Share on other sites More sharing options...
ChainiaC Posted May 16, 2021 Share Posted May 16, 2021 54 minutes ago, Nertea said: It's not really a bug. KSP resources have two flow definitions: what happens when you feed them to a consumer (engine) and what happens when you transfer them. By toggling that setting you are forcing the game to use the feed definition which for uranium is 'don't move it', thus overriding my functionality :shrug:. Ah ok, makes sense. Thanks for elaborating! I just figured the obey crossfeed rule appeared as being more realistisc, which is why I used it. Still, this issue had me stumped for some time since I had no idea what caused it. Perhaps my FYI saves some other poor schmuck some frustration;) Quote Link to comment Share on other sites More sharing options...
aristurtle Posted May 16, 2021 Share Posted May 16, 2021 Hey I just noticed that the automatic reactor throttling doesn't work for engines that generate electricity (it should be throttling them to the maximum amount that they generate electricity at, but instead just pins it to 100%). I suspect the bug is in this function but I can't quite follow where it is exactly:https://github.com/post-kerbin-mining-corporation/SystemHeat/blob/f0cc2ab84c9c033421a9758db54a6109f264eea9/SystemHeat/SystemHeat/Modules/ModuleSystemHeatFissionEngine.cs#L237 Quote Link to comment Share on other sites More sharing options...
kspnerd122 Posted May 17, 2021 Share Posted May 17, 2021 Hey, um, does this work with MKS since otherwise, I cant use FFT in my MKS save Which would suck, since I would be stuck with KSPIE then Quote Link to comment Share on other sites More sharing options...
Spaceman.Spiff Posted May 17, 2021 Share Posted May 17, 2021 18 minutes ago, kspnerd122 said: Hey, um, does this work with MKS since otherwise, I cant use FFT in my MKS save Which would suck, since I would be stuck with KSPIE then Probably? I don’t know if MKS touches the heating system Quote Link to comment Share on other sites More sharing options...
kspnerd122 Posted May 17, 2021 Share Posted May 17, 2021 Well, it has its own reactors, Refineries, etc. Quote Link to comment Share on other sites More sharing options...
TBenz Posted May 17, 2021 Share Posted May 17, 2021 34 minutes ago, kspnerd122 said: Hey, um, does this work with MKS since otherwise, I cant use FFT in my MKS save Which would suck, since I would be stuck with KSPIE then System heat does not integrate into MKS, both use their own extension of the resource converter and resource producer modules that don't interoperate. MKS still does work fine when system heat is installed, because system heat doesn't remove core heat. However that means you need to consider both system heat and core heat when designing cooling systems. Quote Link to comment Share on other sites More sharing options...
kspnerd122 Posted May 17, 2021 Share Posted May 17, 2021 So wait, the rads still behave under coreheat too? if yes, thats awesome Quote Link to comment Share on other sites More sharing options...
TBenz Posted May 17, 2021 Share Posted May 17, 2021 1 hour ago, kspnerd122 said: So wait, the rads still behave under coreheat too? if yes, thats awesome Yeah, they can function with core heat. They have their full ability to cool core heat and system heat simultaneously. Quote Link to comment Share on other sites More sharing options...
Nertea Posted May 18, 2021 Author Share Posted May 18, 2021 On 5/16/2021 at 1:29 PM, aristurtle said: Hey I just noticed that the automatic reactor throttling doesn't work for engines that generate electricity (it should be throttling them to the maximum amount that they generate electricity at, but instead just pins it to 100%). I suspect the bug is in this function but I can't quite follow where it is exactly:https://github.com/post-kerbin-mining-corporation/SystemHeat/blob/f0cc2ab84c9c033421a9758db54a6109f264eea9/SystemHeat/SystemHeat/Modules/ModuleSystemHeatFissionEngine.cs#L237 Can I assume you mean consume rather than generate electricity? Can you give me a test case? I tested a quick Kerbopower with the AFTER engines (both ~40 Ec/s ratings) and things seemed to behave correctly, if the engine was throttled to ~75% the reactor produced 30 Ec. On 5/16/2021 at 10:37 AM, ChainiaC said: Ah ok, makes sense. Thanks for elaborating! I just figured the obey crossfeed rule appeared as being more realistisc, which is why I used it. Still, this issue had me stumped for some time since I had no idea what caused it. Perhaps my FYI saves some other poor schmuck some frustration;) It's good to bring to my attention because I didn't know about this setting. I can try to think eventually of a mitigation that doesn't break other things. Quote Link to comment Share on other sites More sharing options...
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