Rakete Posted February 7, 2023 Share Posted February 7, 2023 No need to shout. Nope, FFT has Systemheat as dependency and SH is an integral part of the FFT gameplay. Which mods cause conflicts with SH for you? Quote Link to comment Share on other sites More sharing options...
Araneo666 Posted February 7, 2023 Share Posted February 7, 2023 I really like this mod and still have a lot to learn about it, but I have one question because I couldn't figure it out myself: How can I store liquid Helium-3? It does not seem to be appearing in the cryotank's options... Thank you, and have a lovely day. Quote Link to comment Share on other sites More sharing options...
Superluminal Gremlin Posted February 7, 2023 Share Posted February 7, 2023 Nup. System Heat is what allows it to work. Its the ore of the heat system. So you have to choose. FFT or Interstellar extended (At least i think that's your problem.) I would say FFT. Easier to learn Quote Link to comment Share on other sites More sharing options...
Rakete Posted February 8, 2023 Share Posted February 8, 2023 14 hours ago, Araneo666 said: I really like this mod and still have a lot to learn about it, but I have one question because I couldn't figure it out myself: How can I store liquid Helium-3? It does not seem to be appearing in the cryotank's options... Thank you, and have a lovely day. There are separate fusion fuel Deuterium Tanks. Only those offer also He-3 storage via partswitch. Quote Link to comment Share on other sites More sharing options...
AstroDimitri Posted February 9, 2023 Share Posted February 9, 2023 (edited) Hello, I found a bug on Frisbee Antimatter Engine always have the explosion light flare texture present, even when not activated. Here is a screeshot of the bug and the command console. https://ibb.co/09y052x https://ibb.co/PYW8HGc Edited February 9, 2023 by AstroDimitri Quote Link to comment Share on other sites More sharing options...
EnderiumSmith Posted March 8, 2023 Share Posted March 8, 2023 I made a patch that adds fusion fuel to the 10m fuel tank so you dont need 100 fuel tanks to go interstellar. theres a bug with boiloff EC being double counted when multiple cryo fuels are in a tank so i had to make deuterium use minimal EC. Spoiler @PART[hydrogen-10-1]:AFTER[zzz_CryoTanks] { @MODULE[ModuleB9PartSwitch]:HAS[#moduleID[fuelSwitch]] { SUBTYPE { name = Deuterium title = #LOC_FFT_switcher_fusion-contents_deuterium descriptionSummary = #LOC_FFT_switcher_fusion-contents_deuterium_summary descriptionDetail = #LOC_FFT_switcher_fusion-contents_deuterium_detail primaryColor = #636770 secondaryColor = #636770 tankType = Deuterium upgradeRequired = fusion10m addedMass = -12.2429 } SUBTYPE { name = Helium3 title = #LOC_FFT_switcher_fusion-contents_he3 descriptionSummary = #LOC_FFT_switcher_fusion-contents_he3_summary descriptionDetail = #LOC_FFT_switcher_fusion-contents_he3_detail primaryColor = #506361 secondaryColor = #506361 tankType = He3 upgradeRequired = fusion10m addedMass = -12.2429 } SUBTYPE { name = D/He3 title = #LOC_FFT_switcher_fusion-contents_deuterium-he3 descriptionSummary = #LOC_FFT_switcher_fusion-contents_deuterium-he3_summary descriptionDetail = #LOC_FFT_switcher_fusion-contents_deuterium-he3_detail primaryColor = #636770 secondaryColor = #506361 tankType = DeuteriumHe3 upgradeRequired = fusion10m addedMass = -12.2429 } } @MODULE[ModuleCryoTank] { BOILOFFCONFIG { FuelName = LqdDeuterium // in % per hr BoiloffRate = 0.05 CoolingCost = 0.01 } BOILOFFCONFIG { FuelName = LqdHe3 // in % per hr BoiloffRate = 0.05 CoolingCost = 0.07 } } } PARTUPGRADE:NEEDS[CommunityTechTree] { name = fusion10m partIcon = hydrogen-10-1 techRequired = exoticReactions entryCost = 375000 cost = 0 // for display only; all parts implementing this will need a PartStatsUpgradeModule with cost = this. title = H1000 Fusion Fuel Upgrade manufacturer = Post-Kerbin Mining Corporation description = Upgrades the 10m cryo tank to hold fusion fuel } Quote Link to comment Share on other sites More sharing options...
EnderiumSmith Posted March 20, 2023 Share Posted March 20, 2023 So i was watching Scotts mod spotlight again and noticed something: the plumes i have are hideous in comparision to what he had. I looked at version history and it turns out the latest version overhauled plumes and for some reason made them a ugly dull pink. i tried to bring the colors back for the engines im using but i dont really know how to efficiently work with waterfall. Anyone know a tutorial on this? Thres also new elements in the newer plumes that im not sure which way i should color. Also ive noticed the same problem with kerbal atomics, all my plumes are the ugly pink but then someone posts a screenshot of them looking very good. Quote Link to comment Share on other sites More sharing options...
The Dressian Exploder Posted April 2, 2023 Share Posted April 2, 2023 Just checking, do you have Waterfall installed? Quote Link to comment Share on other sites More sharing options...
PhaserArray Posted May 24, 2023 Share Posted May 24, 2023 I made a quick patch for the Nuclear Smelter to add a way of generating Liquid Deuterium from Ore. Liquid Hydrogen and Enriched Uranium can both be made from Ore, so the rough idea behind this converter was to use neutron capture to make Liquid Deuterium. With my current values, it took about 16 Kerbin days to fill a 3.75m round tank (36k units) with no Engineer bonus. Spoiler @PART[fft-nuclear-smelter-375-1]:AFTER[FarFutureTechnologies] { RESOURCE { name = DepletedFuel amount = 0 maxAmount = 960 } MODULE { name = ModuleSystemHeatConverter moduleID = hydrogenToDeuteriumConverter systemHeatModuleID = isru shutdownTemperature = 1100 systemOutletTemperature = 600 systemEfficiency { key = 0 0.0 key = 600 1.0 key = 900 1.0 key = 1000 1.0 key = 1300 0.0 } systemPower = 200 ConverterName = Deuterium StartActionName = Start Breeder [Deuterium] StopActionName = Stop Breeder [Deuterium] ToggleActionName = Toggle Breeder [Deuterium] AutoShutdown = true GeneratesHeat = false DefaultShutoffTemp = .8 UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 ExperienceEffect = ConverterSkill EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = LqdHydrogen Ratio = 100 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = EnrichedUranium Ratio = 0.01 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 200 } OUTPUT_RESOURCE { ResourceName = LqdDeuterium Ratio = 2 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } OUTPUT_RESOURCE { ResourceName = LqdHydrogen Ratio = 98 DumpExcess = true FlowMode = STAGE_PRIORITY_FLOW } OUTPUT_RESOURCE { ResourceName = DepletedFuel Ratio = 0.01 DumpExcess = false } } } I also wanted to use the fuel tanks from the Cryo Tanks mod to store Deuterium and Helium-3, so I made a patch for that too. It specifically targets tanks that hold only cryo fuels but not normal fuel. Spoiler @PART[*]:HAS[#massOffset,#costOffset,@MODULE[ModuleCryoTank],@MODULE[ModuleB9PartSwitch]:HAS[#moduleID[fuelSwitch],!SUBTYPE[LF/O],!SUBTYPE[Deuterium],!SUBTYPE[Helium3],!SUBTYPE[D/He3],!SUBTYPE[LF],@SUBTYPE[LH2],@SUBTYPE[Methane]]]:NEEDS[FarFutureTechnologies,zzz_CryoTanks]:AFTER[zzz_CryoTanks] { @MODULE[ModuleB9PartSwitch]:HAS[#moduleID[fuelSwitch],!SUBTYPE[LF/O],!SUBTYPE[Deuterium],!SUBTYPE[Helium3],!SUBTYPE[D/He3],!SUBTYPE[LF],@SUBTYPE[LH2],@SUBTYPE[Methane]] { SUBTYPE { name = Deuterium title = #LOC_FFT_switcher_fusion-contents_deuterium primaryColor = #636770 secondaryColor = #636770 tankType = Deuterium addedMass = #$../../massOffset$ addedCost = #$../../costOffset$ } SUBTYPE { name = Helium3 title = #LOC_FFT_switcher_fusion-contents_he3 primaryColor = #506361 secondaryColor = #506361 tankType = He3 addedMass = #$../../massOffset$ addedCost = #$../../costOffset$ } SUBTYPE { name = D/He3 title = #LOC_FFT_switcher_fusion-contents_deuterium-he3 primaryColor = #636770 secondaryColor = #506361 tankType = DeuteriumHe3 addedMass = #$../../massOffset$ addedCost = #$../../costOffset$ } } @MODULE[ModuleCryoTank] { BOILOFFCONFIG { FuelName = LqdDeuterium BoiloffRate = 0.05 CoolingCost = 0.08 } BOILOFFCONFIG { FuelName = LqdHe3 BoiloffRate = 0.05 CoolingCost = 0.08 } } } If anyone wants to use them too, you could probably just throw them in some cfg files in GameData, but they're also on GitHub as PatchManager patches. Quote Link to comment Share on other sites More sharing options...
Ha1fbak3d Posted July 18, 2023 Share Posted July 18, 2023 Maybe I’m being stupid, but I can’t find any tanks for Deuterium/Helium-3? What am I supposed to store it in? I installed via CKAN, I have all dependencies, I seem to have all the other fuel types, i have the tools to harvest, but no tanks that can hold? Or no prefuelled tanks, I don’t get it Quote Link to comment Share on other sites More sharing options...
Azunki Posted August 5, 2023 Share Posted August 5, 2023 I have a question, and a bit of a problem. How am i supposed to, or expected, to launch a 100m tall tower of an antimatter engine into space, much less attached to something? Quote Link to comment Share on other sites More sharing options...
Davi SDF Posted August 5, 2023 Share Posted August 5, 2023 1 hour ago, Azunki said: I have a question, and a bit of a problem. How am i supposed to, or expected, to launch a 100m tall tower of an antimatter engine into space, much less attached to something? Well, you can make the engine smaller, but you will have to put the radiators yourself, it makes for easier orbital construction, but more work. Ooor, you can make a BIG rocket that is capable of that, Near Future Launch Vehicles gives you tanks and fairings capable of that. Oor you can download a mod that gives you the capacity of making parts in orbit, like Sandcastle. Realistically, an Antimatter engine would be made in orbit due to it's size. Quote Link to comment Share on other sites More sharing options...
Alaygrounds Posted December 20, 2023 Share Posted December 20, 2023 I noticed the Frisbee's ISP (1,050,000 s) is based on a 1/10th scale speed of light. I'm curious what other engines have their ISP' scaled down like this so I can target them in a patch for higher scales Quote Link to comment Share on other sites More sharing options...
Morbanth Posted January 22 Share Posted January 22 (edited) Trying out the Bussard Ramscoop around Kerbin before I build a ship around it and it's not working - when I pass through a band it does show a minus sign next to my liquid hydrogen resource storage to indicate it's adding something, but I've never managed to get even one tick of a resource from the scoop, no matter my orientation or the band I pass through. Is it just very inefficient, or is the hydrogen around Kerbin too thin? Edited January 22 by Morbanth Quote Link to comment Share on other sites More sharing options...
Heller Kerman Posted February 22 Share Posted February 22 (edited) Hi, has anyone tried to use the PK-dust collecting system (the big one)? Currently landed two of them on the Mun, however they are not harvesting, the context window says that there is "nothing to harvest", despite being in a regolith hotspot i found using Scansat. Any help is greatly appreciated. https://imgur.com/a/KIyQd5z Update: tested the same craft in sandbox on various locations on Mun, Minmus, Ike, the harvester didn´t work on any of them. Tried also regolith drill from Interstellar extended and it worked fine. I guess there must be a communication problem between Community resource pack and Far future technologies? Edited February 22 by Heller Kerman Adding additional information Quote Link to comment Share on other sites More sharing options...
Judicator81 Posted February 23 Share Posted February 23 20 hours ago, Heller Kerman said: Hi, has anyone tried to use the PK-dust collecting system (the big one)? Currently landed two of them on the Mun, however they are not harvesting, the context window says that there is "nothing to harvest", despite being in a regolith hotspot i found using Scansat. Any help is greatly appreciated. https://imgur.com/a/KIyQd5z Update: tested the same craft in sandbox on various locations on Mun, Minmus, Ike, the harvester didn´t work on any of them. Tried also regolith drill from Interstellar extended and it worked fine. I guess there must be a communication problem between Community resource pack and Far future technologies? Those two parts harverst liquid helium 3 directly. So, you should look for some place with high lqd. helium 3 concentration. Quote Link to comment Share on other sites More sharing options...
Heller Kerman Posted February 23 Share Posted February 23 11 hours ago, Judicator81 said: Those two parts harverst liquid helium 3 directly. So, you should look for some place with high lqd. helium 3 concentration. Oh, I didn't realize that, thanks. I thought they harvest regolith and then purify helium3 out of it. How is one supposed to scan for helium3? I don't see it in Scansat's interface. Quote Link to comment Share on other sites More sharing options...
LukewarmSpaghetti Posted March 21 Share Posted March 21 On 2/23/2024 at 2:57 PM, Heller Kerman said: Oh, I didn't realize that, thanks. I thought they harvest regolith and then purify helium3 out of it. How is one supposed to scan for helium3? I don't see it in Scansat's interface. Did you ever find a solution to this issue? Was thinking of reinstalling FFT for the sweet PK-dust miners. Quote Link to comment Share on other sites More sharing options...
Heller Kerman Posted March 24 Share Posted March 24 On 3/21/2024 at 4:08 PM, LukewarmSpaghetti said: Did you ever find a solution to this issue? Was thinking of reinstalling FFT for the sweet PK-dust miners. No, I never managed to get them to work, I suspect that there is a problem with Helium 3 resource generation in my install. Your post made me think about it again and an idea came to mind - edit the miner's config to make it harvest regolith (it's regolith miner afterall) instead of He 3 and then add ISRU like capability to convert it to He 3. I have no experience in ksp modding so don´t get your hopes up. Quote Link to comment Share on other sites More sharing options...
Rakete Posted March 25 Share Posted March 25 23 hours ago, Heller Kerman said: No, I never managed to get them to work, I suspect that there is a problem with Helium 3 resource generation in my install. Your post made me think about it again and an idea came to mind - edit the miner's config to make it harvest regolith (it's regolith miner afterall) instead of He 3 and then add ISRU like capability to convert it to He 3. I have no experience in ksp modding so don´t get your hopes up. In my install out of the box without any changes iirc the regolith harvesters mine He3 directly from the mun surface when placed in an area with regolith. Make sure you have the appropriate tanks with you Quote Link to comment Share on other sites More sharing options...
jcxl233 Posted May 2 Share Posted May 2 Encountered a problem with scoop not harvesting resources from Jool atmosphere, despite the game says it should be harvesting close to 1k LqdDeuterium per second. https://imgur.com/a/KyF31EB ksp.log https://justpaste.it/fcm4t Quote Link to comment Share on other sites More sharing options...
Madeline Posted May 26 Share Posted May 26 ksp2 if it was good Quote Link to comment Share on other sites More sharing options...
zakkpaz Posted June 4 Share Posted June 4 Will this mod work without SpaceDust if i delete the resource harvesting parts? Quote Link to comment Share on other sites More sharing options...
The Brazilian Luigi Posted June 30 Share Posted June 30 Now that KSP 2 has been pronounced dead, will you continue to work on KSP 1 modding? Also as there really aren't any quality mods for Orion drives (Effects suck and jittery acceleration) and Daedalus drives (Bad models and effects), if you come back, will you work on them? If not it's fine, as long as you are happy, that's the most important thing. Quote Link to comment Share on other sites More sharing options...
Oaterson Posted July 1 Share Posted July 1 7 hours ago, The Brazilian Luigi said: Now that KSP 2 has been pronounced dead, will you continue to work on KSP 1 modding? Also as there really aren't any quality mods for Orion drives (Effects suck and jittery acceleration) and Daedalus drives (Bad models and effects), if you come back, will you work on them? If not it's fine, as long as you are happy, that's the most important thing. Sterling systems by jade has a really good deadalus. And while the roverdude orion isnt the prettiest, its more than functional (I personally cover the cynlinder part of the drive with a BDB saturn v interstage scaled up) Quote Link to comment Share on other sites More sharing options...
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