cinemagic Posted May 23, 2022 Share Posted May 23, 2022 (edited) 8 hours ago, BadModder54 said: This m a y sound dangerous, but I've encountered no issues scaling Far Future tanks using the "All Tweak" mod. https://spacedock.info/mod/2100/All Tweak Thanks very much. I'll give it a try. In fact, I get quite confused why cannot just let the beautiful cryo tank mod from same author handle deuterium and helium, by physics it is completely ok. Edited May 23, 2022 by cinemagic Quote Link to comment Share on other sites More sharing options...
Nertea Posted May 26, 2022 Author Share Posted May 26, 2022 Doesn't match the stylings and design language used. Had plans to add some stuff but... busy. Quote Link to comment Share on other sites More sharing options...
Light_Gladiator Posted June 3, 2022 Share Posted June 3, 2022 How the hell do you get all the fuel on board of the vessel, like I have 12412 types of fuel and still missing something.... Also how do you cool the system, I have 12 radiators all in heat loop 1, along with the engine, yet it still boils itself to bits! Quote Link to comment Share on other sites More sharing options...
Superluminal Gremlin Posted June 4, 2022 Share Posted June 4, 2022 that's a lot of types of fuel. do you mean units? with regards to your heating errors, make sure you pack enough good radiators. There are some radiators which are much better than others. Also, different parts have different heating limits, so your probably just over heating your craft. Also what engine and radiators are you using. Some of the more advanced engine require slightly ridiculous amounts of radiators. hope this helps Quote Link to comment Share on other sites More sharing options...
OrdinaryKerman Posted June 4, 2022 Share Posted June 4, 2022 (edited) 2 hours ago, Light_Gladiator said: How the hell do you get all the fuel on board of the vessel, like I have 12412 types of fuel and still missing something Each engine and reactor should tell you what types of fuels it needs in the VAB part list (right click to expand the part infobox), just add the correct tanks to your craft. FFT engines don't run on stock LiquidFuel, they need their own specialized tanks containing the correct resources 2 hours ago, Light_Gladiator said: Also how do you cool the system, I have 12 radiators all in heat loop 1, along with the engine, yet it still boils itself to bits! Is the engine also in the same heat loop? Also, refer to this: https://github.com/post-kerbin-mining-corporation/SystemHeat/wiki/Building-Cooling-Loops Different radiator types have different cooling properties and optimal temperatures, same with heat sources like engines or reactors Edited June 4, 2022 by OrdinaryKerman Quote Link to comment Share on other sites More sharing options...
Light_Gladiator Posted June 4, 2022 Share Posted June 4, 2022 BTW, thanks for all the help, yes they were in the same loop, and now I have packed a lot more radiators on truss sections and everything works fine now! Quote Link to comment Share on other sites More sharing options...
Hoddd9000 Posted June 5, 2022 Share Posted June 5, 2022 This mod is incredible. What’s the best way of utilising the end-game engines in this mod? It there a mod that lets you set up brachistochrone trajectories in KSP or is it feasible to just burn towards target, then flip and burn target retrograde half way? Quote Link to comment Share on other sites More sharing options...
SciMan Posted June 5, 2022 Share Posted June 5, 2022 (edited) I think your best bet for that would be Persistent Thrust (and also installing Persistent Rotation along with it), that way you can do the type of "spiral in/out by just keeping the engine running while thrusting pro/retrograde" burns that you need to do with some of the low-thrust engines in this mod (mostly the laser ICF and fission fragment engines, with their ~40kn thrust on a craft of likely a few hundred tons). Helps out a lot with the other engines too, since you'll no longer need to cluster them or stick to the NSWR exclusively (because IN THRUST WE TRUST, to reduce our burn times). Of course you'll probably want to find/install a MM patch that nerfs the thrust of the ion engines along with that, just so they act as they should. To be honest if they're not, those mods should be suggested as however Nertea puts "these other mods work well with this mod to give a more complete and fun experience" because let's be honest nobody has the patience to wait several IRL hours for a craft to complete a long-duration burn with these engines (that's why I've stuck to the NSWR engines so far, and even then if you have a 40km/s burn to wait thru that takes a good bit of time). EDIT: Of course, plotting out and executing brachistochrone trajectories is beyond the scope of those mods, but you've got the right of it that the basic way to go about it is to accelerate towards the target for half the distance then flip and slow down for the rest of the trip. Edited June 5, 2022 by SciMan Quote Link to comment Share on other sites More sharing options...
Superluminal Gremlin Posted June 8, 2022 Share Posted June 8, 2022 Hey all Can anyone link to some data on how much heat some of these engines make? Im looking to get into modding, and i want to make a patch which makes the engines produce realistic amounts of heat? I also dont know if the license allows me to do this. Quote Link to comment Share on other sites More sharing options...
NHunter Posted June 9, 2022 Share Posted June 9, 2022 8 hours ago, TKMK said: Hey all Can anyone link to some data on how much heat some of these engines make? Im looking to get into modding, and i want to make a patch which makes the engines produce realistic amounts of heat? I also dont know if the license allows me to do this. Generally, you can take a look at the http://www.projectrho.com/public_html/rocket/engineintro.php - most of the futuristic engines have an entry there. Probably not exactly the reference that has been used for FFT, but it will give you some data Quote Link to comment Share on other sites More sharing options...
arkaik Posted June 18, 2022 Share Posted June 18, 2022 On 6/5/2022 at 11:39 AM, Hoddd9000 said: This mod is incredible. What’s the best way of utilising the end-game engines in this mod? It there a mod that lets you set up brachistochrone trajectories in KSP or is it feasible to just burn towards target, then flip and burn target retrograde half way? Yes a brachistochrone trajectory would be the best way to use these engines. Scott Manley has a good video on how to set these up, including the math and his "eyeball it" method, which is close to the burn target-flip burn anti target-approach you describe, with a way to measure when to flip. As someone else already said, unless you plan to exclusively use the NSW engines a mod that allows you to burn while warping would be nice, if not mandatory (unless you wanna run your computer for hours or days). BetterTimeWarp is another option to PersistentThrust, this mod allows you to modify the physics/non-physics time warp rate, allowing you to even go to x100 physics time warp (although you would need a very stable ship and a very low twr to prevent a kraken attack with this). As a personal suggestion, I would rescale the kerbol system, look into the RSS pack, or install a planet mod that adds distant planets/other systems to visit, as most of the end game engines of this mod would be great to turn those 6-16 year long missions into something more manageable like a 1-3 year long mission Quote Link to comment Share on other sites More sharing options...
Hoddd9000 Posted June 20, 2022 Share Posted June 20, 2022 (edited) On 6/18/2022 at 5:29 PM, arkaik said: - Unfortunately Scott mentions that the method in his video is not appropriate for low-thrust spacecraft (TWR<0.3) which is an issue with some of the very low-thrust engines in the mod. Maybe someday someone will make a mechjeb plugin that can plot such trajectories, and maybe even spiral climbs. Update: I’ve had some good results just using mechjeb porkchop plots and basically following those maneuvers, using node splitter to perform the initial ejection. TWP should work as well but it seems to have issues computing transfers north of 20-30 km/s dV. Edited March 7, 2023 by Hoddd9000 Quote Link to comment Share on other sites More sharing options...
Astr0gator Posted July 18, 2022 Share Posted July 18, 2022 What is exactly is NSW? Quote Link to comment Share on other sites More sharing options...
Ares27 Posted July 18, 2022 Share Posted July 18, 2022 22 minutes ago, Astr0gator said: What is exactly is NSW? Nuclear salt water, it's a mixture of water and uranium/plutonium salts. Check out this video by Scott Manley if you're interested : https://m.youtube.com/watch?v=cvZjhWE-3zM Quote Link to comment Share on other sites More sharing options...
Moellern Posted August 27, 2022 Share Posted August 27, 2022 I can’t use any FFT engine because the engines shut down due to the throttle being under 5%. The thrust is set to 100% however. is this a bug or a problem caused by me? Quote Link to comment Share on other sites More sharing options...
dlrk Posted August 27, 2022 Share Posted August 27, 2022 It seems like the PK-DUST-S regolith extractor doesn't actually need anything than electric as an input. Is this intended? Quote Link to comment Share on other sites More sharing options...
Rodger Posted August 28, 2022 Share Posted August 28, 2022 2 hours ago, dlrk said: It seems like the PK-DUST-S regolith extractor doesn't actually need anything than electric as an input. Is this intended? Yeah it's not an ore converter, it acts like a drill, and requires there to be LqdHe3 at it's location to mine. Quote Link to comment Share on other sites More sharing options...
kerbalboi Posted September 12, 2022 Share Posted September 12, 2022 is there any way for me to disable system heat so i don't have to deal with loop temps? Quote Link to comment Share on other sites More sharing options...
Brigadier Posted September 13, 2022 Share Posted September 13, 2022 22 hours ago, kerbalboi said: is there any way for me to disable system heat so i don't have to deal with loop temps? Uninstall it?? Isn't the whole point of System Heat is to manage different heat loops? Quote Link to comment Share on other sites More sharing options...
Rodger Posted September 14, 2022 Share Posted September 14, 2022 AFAIK SystemHeat is a hard dep for FFT. You could maybe make a patch to make a super op radiator to 'solve' any heating issue, or just build craft as intended by the mod. Quote Link to comment Share on other sites More sharing options...
Rakete Posted October 31, 2022 Share Posted October 31, 2022 @Nertea Think, I found a bug: The two regolith harvesters do not produce system heat heat when they run. (I may have found the reason. The config says: GeneratesHeat = false ... but I am not sure, if this is the right switch - you know your SH backend better) Or is it intentional? The ingame tooltip describes them as systemheat participants. Quote Link to comment Share on other sites More sharing options...
Derb Posted December 13, 2022 Share Posted December 13, 2022 On 5/23/2022 at 5:19 AM, cinemagic said: Thanks very much. I'll give it a try. In fact, I get quite confused why cannot just let the beautiful cryo tank mod from same author handle deuterium and helium, by physics it is completely ok. I was just going to come here to say this. Why no patch to let the cryo tanks hold fusion fuels? The visual styling is exactly the same - particularly the isohedral skin. Quote Link to comment Share on other sites More sharing options...
ncoakes Posted December 18, 2022 Share Posted December 18, 2022 Hello! I've just downloaded the game today, but upon trying to download the mod using CKAN it gives me a message to the effect of "This mod requires SpaceDust which is not supported by this version" Is there a fix for this particular issue? Thanks in advance for any advice you all can give! Quote Link to comment Share on other sites More sharing options...
Superluminal Gremlin Posted January 14, 2023 Share Posted January 14, 2023 Oh my gosh My computer is a potato, and imagine my pleasant surprise when I see that fft only uses 55 patches with module manager! (Compare to like 600 for restock/+ and eve and waterfall) I am beyond overjoyed to be able to play this masterpiece of a mod! Quote Link to comment Share on other sites More sharing options...
mococo Posted February 7, 2023 Share Posted February 7, 2023 Is there a way to run it without a system heat? System heat conflicts with other modes Quote Link to comment Share on other sites More sharing options...
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