WaveFunctionP Posted March 30, 2014 Share Posted March 30, 2014 Well, I'm glad we got that sorted out. Link to comment Share on other sites More sharing options...
Atrius129 Posted March 30, 2014 Share Posted March 30, 2014 I have been loving this mod. As I have progressed I have run into an issue. I apologize if this has been covered before, I looked at some of the previous pages and didn't see any mention of this even though this seems like a fairly major issue that would be rather hard to overlook. I have been increasingly relying on my Microwave power network to power my plasma,thermal, etc. drives. I just unlocked the Fusion Power Tech and managed to launch a double Fission reactor with 3 large electrical generators. This nets me about 20-30 GW of power (more then doubling the power of the network). The problem I get now is, whenever I switch to my other spacecraft that rely on MW power, they almost instantly over heat. They receive about 35 GW of power but it doensn't matter that they are not using nearly all that the power. I feel like WasteHeat should be calculated on power used (plasma drives, electrical system). Realistically, a spacecraft using MW power would only be beamed only the amount of power that is needed, not the full amount available to the network. I am at a bit of a standstill now since I need that power for my deeper space missions, but now cannot use any of my MW powered ships local to Kerbin. Any help would be greatly appreciated. Link to comment Share on other sites More sharing options...
WaveFunctionP Posted March 30, 2014 Share Posted March 30, 2014 I have been loving this mod. As I have progressed I have run into an issue. I apologize if this has been covered before, I looked at some of the previous pages and didn't see any mention of this even though this seems like a fairly major issue that would be rather hard to overlook. I have been increasingly relying on my Microwave power network to power my plasma,thermal, etc. drives. I just unlocked the Fusion Power Tech and managed to launch a double Fission reactor with 3 large electrical generators. This nets me about 20-30 GW of power (more then doubling the power of the network). The problem I get now is, whenever I switch to my other spacecraft that rely on MW power, they almost instantly over heat. They receive about 35 GW of power but it doensn't matter that they are not using nearly all that the power. I feel like WasteHeat should be calculated on power used (plasma drives, electrical system). Realistically, a spacecraft using MW power would only be beamed only the amount of power that is needed, not the full amount available to the network. I am at a bit of a standstill now since I need that power for my deeper space missions, but now cannot use any of my MW powered ships local to Kerbin. Any help would be greatly appreciated.It's a known issue. Try diabling some of your reactors if you can't manage the heat. The coming update fractal is including functionality that will put limits on reception to help resolve this particular nuisance. Link to comment Share on other sites More sharing options...
merendel Posted March 30, 2014 Share Posted March 30, 2014 In some future update we will have the option to throttle how much power the reciveing craft gets but we dont have it now. Right now you have 3 options. First you can add more radiators. Second you can go with shorter burns and longer cool off periods between, shut off reciever when not useing the power. Third swap to and shut off the transmiters when you dont need them. Link to comment Share on other sites More sharing options...
NeoAcario Posted March 31, 2014 Share Posted March 31, 2014 (edited) It's been a few months so I think I'll ask again:What constructions do you guys have that you are most proud of? Perhaps something that is the backbone of your space program or that you consider a masterpiece for what you needed?I personally have two submissions.1, My Warp Tug - I build one of these every time I start a new space program. I use these to shuttle around basically everything. I use it for everything from refueling missions to putting stations into place anywhere in the system.50 parts, under 10 dry tons, over 10 T:W... holds 9k dV before a drag tank... can basically go and do anything! For those of you wondering.. those red lines are actually quantum struts.2, My Jool AMF (Antimatter Farm). No idea why it took me so long to think of this. An AMF fueld by antimatter. Sure, it cuts down on production, but with (I think) 44 collectors It still collets 3million AM every <6 months. Every two months (or as needed) I can swing by and pick up a million AM in a can that I can use to refuel my LKO station and then land it by KSC to fuel fresh ships.I just love the fact that it NEVER needs maintenance! I even placed a transmitter on it so that, if there's ever a need, I can transmit something like 280 GW of power. More than enough to max out a 2.5m plasma or anything else that might need it.So share with us your favorite ship(s)!!~Steve Edited March 31, 2014 by NeoAcario Link to comment Share on other sites More sharing options...
mdapol Posted March 31, 2014 Share Posted March 31, 2014 Are you guys doing all of this in career mode? Because I still haven't managed to get enough science to afford Fusion Power and I play a lot. Link to comment Share on other sites More sharing options...
PringleMan Posted March 31, 2014 Share Posted March 31, 2014 (edited) Are you guys doing all of this in career mode? Because I still haven't managed to get enough science to afford Fusion Power and I play a lot.Have you done any missions out to other planets?edit: Let me clarify. The way that .23 changed science means you have to be pretty gutsy in order to really get a lot of science. Also remember that the optimum amount of science that can be gained will come from sending the report via radio once, then returning with a second data set. This does mean that you have to take multiple science modules for the same (scene? Scenario?), but you can get a lot more science doing that. Edited March 31, 2014 by PringleMan Link to comment Share on other sites More sharing options...
NeoAcario Posted March 31, 2014 Share Posted March 31, 2014 (edited) I actually maxed out my tech tree with 100% Kerbin, Mun, Minmus, Kerbol, Jool science... and another 2-3 thousand from a science lab base on Moho. I'm actually holding off doing science on any of the other solid planets for when they add Biomes.~SteveEDIT:http://wiki.kerbalspaceprogram.com/wiki/ScienceConsult these charts for all available locations for all experiments. Check the individual pages for Kerbin, Mun, and Minmus for biomes list.EDIT2:I actually ran 4 of each experiment per instance.. and returned them all. I didn't bother with transmitting. I did a LOT of missions to get every science report to 99.99%. Unfortunately it looks like true 100% completion of each experiment is impossible. Edited March 31, 2014 by NeoAcario Link to comment Share on other sites More sharing options...
macdjord Posted March 31, 2014 Share Posted March 31, 2014 I have been loving this mod. As I have progressed I have run into an issue. I apologize if this has been covered before, I looked at some of the previous pages and didn't see any mention of this even though this seems like a fairly major issue that would be rather hard to overlook. I have been increasingly relying on my Microwave power network to power my plasma,thermal, etc. drives. I just unlocked the Fusion Power Tech and managed to launch a double Fission reactor with 3 large electrical generators. This nets me about 20-30 GW of power (more then doubling the power of the network). The problem I get now is, whenever I switch to my other spacecraft that rely on MW power, they almost instantly over heat. They receive about 35 GW of power but it doensn't matter that they are not using nearly all that the power. I feel like WasteHeat should be calculated on power used (plasma drives, electrical system). Realistically, a spacecraft using MW power would only be beamed only the amount of power that is needed, not the full amount available to the network. I am at a bit of a standstill now since I need that power for my deeper space missions, but now cannot use any of my MW powered ships local to Kerbin. Any help would be greatly appreciated.Go to your receiving ship. Turn on one receiver only. Roll the ship until that receiver is pointing out of the plane of the ecliptic. Since the receiver is now pointing 90 degrees away from all your transmitters and relays, it should get next to no power. Slowly roll your ship until you are getting enough power, but not too much. Link to comment Share on other sites More sharing options...
WaveFunctionP Posted March 31, 2014 Share Posted March 31, 2014 (edited) It's been a few months so I think I'll ask again:What constructions do you guys have that you are most proud of? Perhaps something that is the backbone of your space program or that you consider a masterpiece for what you needed?My first playthrough of interstellar, before I started modifying things more to my liking, had one ship design that did a grand tour of all the planets and moons after gather science on minimum and mun by normal means.My "Prometheus" class of ships took me to every planet single stage.Started with a 5 reactor design and lots of fuel.Some more tweaks modified the configuration slightly.Eventually settling on less reactors and and less fuel. studier, if ugly landing "gear".It's final evolution would include appropriately sized gear (rescaled and tweaked stock gear) and a warp drive for kicks. It's overkill. I had no need for the ship at that point. Edited March 31, 2014 by WaveFunctionP Link to comment Share on other sites More sharing options...
NeoAcario Posted March 31, 2014 Share Posted March 31, 2014 My first playthrough of interstellar, before I started modifying things more to my liking, had one ship design that did a grand tour of all the planets and moons after gather science on minimum and mun by normal means.My "Prometheus" class of ships took me to every planet single stage.Started with a 5 reactor design and lots of fuel.*snip*Some more tweaks modified the configuration slightly.*snip*Eventually settling on less reactors and and less fuel. studier, if ugly landing "gear".*snip*It's final evolution would include appropriately sized gear (rescaled and tweaked stock gear) and a warp drive for kicks. It's overkill. I had no need for the ship at that point.Ok, that thing's a beast. I actually plan to build my own AM version... as small and compact (and aesthetically pleasing) as possible once I finally feel satisfied with my infrastructure.Personally, I always but a premium on miniaturization, but that thing... SHEESH... quite a big ship.My question would be: How long did you have to stay on each planet for refueling? As a follow-up: what was the ACTUAL max dV of the thing? MechJeb almost never gets it right in the hangar.~Steve Link to comment Share on other sites More sharing options...
WaveFunctionP Posted March 31, 2014 Share Posted March 31, 2014 (edited) Ok, that thing's a beast. I actually plan to build my own AM version... as small and compact (and aesthetically pleasing) as possible once I finally feel satisfied with my infrastructure.Personally, I always but a premium on miniaturization, but that thing... SHEESH... quite a big ship.My question would be: How long did you have to stay on each planet for refueling? As a follow-up: what was the ACTUAL max dV of the thing? MechJeb almost never gets it right in the hangar.~SteveDepends on which engines I had active, even with them all active it was 10s of thousands. With the vistas, 50k or more. But I never really knew exactly. I kept getting smaller and smaller because I realized I didn't need the weight of all that fuel. I could refill on an ice cap or ocean, There's a screen shot where I'm over jool. What you'll see is that I'm actually on a suborbital trajectory. I'm going to drip into the atmosphere suborbital to gather high and low atmospheric readings, and then just pull right back out. I make a stop over on laythe to refuel. refueling doesn't take long with 4 ISRUs and sitting the ocean, significantly longer if you don't land on ice on a moon.The most annoying thing about the ship was landing in low gravity and the reactors constantly shutting down during warp and disabling breeding, which left me scrounging for tritium to try and make it home. I even landed and time warped a bit to try and refill a bit of tritium reserves, but for whatever reason I was only barely making enough to maintain function even when they were working. I made it home just fine though. I think the longest tour was something like 2 years or so.The only real trouble I had was on eve with the mk 1, but I blame my poor piloting for that one.And interesting note, they are around 100-150 part ships. Not very complex at all, nor hard on the engine.I'm trying to build some larger landing gear for the mod if I can teach myself to model. I say for the mod specifically, because the will include animated deployable extractors if I can manage it. I've been working on the mechanic bone structure to give it the right proportions and a realistic look of a heavy duty piece of kit. Which will let players chose to use the inline refinery and use the gear, or choose the isru, or have the isru model developed into something else, since we can't edit the model. Edited March 31, 2014 by WaveFunctionP Link to comment Share on other sites More sharing options...
WaveFunctionP Posted March 31, 2014 Share Posted March 31, 2014 (edited) And well, there's always my favorite, for funnies ship that I made.The Atlantis.Javascript is disabled. View full album Edited March 31, 2014 by WaveFunctionP Link to comment Share on other sites More sharing options...
merendel Posted March 31, 2014 Share Posted March 31, 2014 I'm trying to build some larger landing gear for the mod if I can teach myself to model. I say for the mod specifically, because the will include animated deployable extractors if I can manage it. I've been working on the mechanic bone structure to give it the right proportions and a realistic look of a heavy duty piece of kit. Which will let players chose to use the inline refinery and use the gear, or choose the isru, or have the isru model developed into something else, since we can't edit the model.I would thank you for that inline ISRU most graciously. As a stopgap I copied the inline, added the missing modules and doubled the weight as a tradeoff. A part that actually looks like it should work in that function would be much nicer. As cool as the ISRU looks its got to be the most awkward part to actually use in a design thanks to that KSP node limitation. Link to comment Share on other sites More sharing options...
pantheis Posted March 31, 2014 Share Posted March 31, 2014 So my station in orbit around Moho has stopped working correctly with beamed power. I can toggle the receivers on and see the power management display show a large increase of power available, but firing up my plasma thruster doesn't use it. In fact, the thruster doesn't even register under the "Component" section. This was working.I've verified my network is on, transmitting, power is being generated (From multiple source, one 2x upgraded fusion station in high orbit around kerbin, a large 20xupgraded fission station on the ground and a 9xupgraded fusion station parked next to the fission one, three relay only satellites in orbit around kerbin spaced exactly 120 degrees apart with another relay satellite exactly over the kerbal space center in geosync orbit.I hyperedited a duplicate of the ship that I am now having issues with (it used the plasma thruster and beamed power to GET to Moho), out to Moho, and it works fine. I'm clueless where to start. Link to comment Share on other sites More sharing options...
mdapol Posted March 31, 2014 Share Posted March 31, 2014 Have you done any missions out to other planets?edit: Let me clarify. The way that .23 changed science means you have to be pretty gutsy in order to really get a lot of science. Also remember that the optimum amount of science that can be gained will come from sending the report via radio once, then returning with a second data set. This does mean that you have to take multiple science modules for the same (scene? Scenario?), but you can get a lot more science doing that.I'm just now getting science back from interplanetary missions, but I had to wait for appropriate transfer windows. I completely filled out the stock tech tree from within the Kerbin system though. I don't think I could progress any faster than I have though, since I'm operating with TAC life support and RemoteTech2. They really put limits on what you can accomplish. I anticipate it will make me appreciate high-tech engines more though. Only 300 more science away from Fusion Power! I'm getting really good at executing 4 hour burns with the ion drive though. Link to comment Share on other sites More sharing options...
WaveFunctionP Posted March 31, 2014 Share Posted March 31, 2014 So my station in orbit around Moho has stopped working correctly with beamed power. I can toggle the receivers on and see the power management display show a large increase of power available, but firing up my plasma thruster doesn't use it. In fact, the thruster doesn't even register under the "Component" section. This was working.I've verified my network is on, transmitting, power is being generated (From multiple source, one 2x upgraded fusion station in high orbit around kerbin, a large 20xupgraded fission station on the ground and a 9xupgraded fusion station parked next to the fission one, three relay only satellites in orbit around kerbin spaced exactly 120 degrees apart with another relay satellite exactly over the kerbal space center in geosync orbit.I hyperedited a duplicate of the ship that I am now having issues with (it used the plasma thruster and beamed power to GET to Moho), out to Moho, and it works fine. I'm clueless where to start.Is the thruster enabled? Link to comment Share on other sites More sharing options...
Rabada Posted March 31, 2014 Share Posted March 31, 2014 (edited) So my station in orbit around Moho has stopped working correctly with beamed power. I can toggle the receivers on and see the power management display show a large increase of power available, but firing up my plasma thruster doesn't use it. In fact, the thruster doesn't even register under the "Component" section. This was working.I've verified my network is on, transmitting, power is being generated (From multiple source, one 2x upgraded fusion station in high orbit around kerbin, a large 20xupgraded fission station on the ground and a 9xupgraded fusion station parked next to the fission one, three relay only satellites in orbit around kerbin spaced exactly 120 degrees apart with another relay satellite exactly over the kerbal space center in geosync orbit.I hyperedited a duplicate of the ship that I am now having issues with (it used the plasma thruster and beamed power to GET to Moho), out to Moho, and it works fine. I'm clueless where to start.Plasma thrusters require an electrical generator part. Try either attaching an electric generator to your ship or replacing that plasma thruster with a thermal thruster. Thermal thrusters don't need an electrical generator.Edit: transmitted power also looses a lot of its power over large distances. Edited March 31, 2014 by Rabada Link to comment Share on other sites More sharing options...
pantheis Posted March 31, 2014 Share Posted March 31, 2014 Is the thruster enabled?Yup. It produces 80kN of thrust, without saying it's using any power at all, both on a right-click on the thruster itself, and on the power management panel KSPI provides. My waste heat seems to be bugged as well, as it's stuck. It won't increase/decrease with turning on/off reception of beamed power, and it should as there's no way that ship can radiate the up to 200GW of beamed power it could receive. I've done a complete reactor shutdown of the onboard tiny reactors, timewarped to let the waste heat dissipate, dumped all of my MJ and electrical charge, then fired everything back up. My thermal power was very very slowly climbing from the four 1.25m onboard fission reactors. I turned on my beamed power receivers and it immediately skyrocketed thermal power up till it was full, along with MJ. Link to comment Share on other sites More sharing options...
pantheis Posted March 31, 2014 Share Posted March 31, 2014 Plasma thrusters require an electrical generator part. Try either attaching an electric generator to your ship or replacing that plasma thruster with a thermal thruster. Thermal thrusters don't need an electrical generator.Edit: transmitted power also looses a lot of its power over large distances.I'm aware of both facts, this ship made it to Moho on beamed power, and was receiving about 6GW of beamed power before I upgraded my network. Now, it shows it can receive up to 200GW depending on how well I can get the receivers aligned, but the plasma engine won't use the power at all. A duplicate of this ship hyperedited into orbit around Moho works fine. There is something bugged with this ship, and I can't figure out what it could be. Reviewing the persistence file nothing looks wrong, comparing the two ships, but I'm not entirely certain what to be looking for. Link to comment Share on other sites More sharing options...
WaveFunctionP Posted March 31, 2014 Share Posted March 31, 2014 (edited) Which plasma thruster? The .625 one?Can you post a picture of your vessel? with the power and resources windows open. Edited March 31, 2014 by WaveFunctionP Link to comment Share on other sites More sharing options...
pantheis Posted March 31, 2014 Share Posted March 31, 2014 Which plasma thruster? The .625 one?Can you post a picture of your vessel? with the power window open.The 2.5m non-upgraded plasma thruster.I tried editing my waste heat down to zero on my save, reloaded the save, and it's still stuck at zero. This seems to be at least part of the problem. Link to comment Share on other sites More sharing options...
WaveFunctionP Posted March 31, 2014 Share Posted March 31, 2014 A wild guess. The power manager may be confusing that vessel with the vessel you copied. If it doesn't have unique id, which I believe is called pid in the save file, you have no way of telling one vessel apart from the other. Perhaps renaming the vessel will solve the issue. BUt it's doubtful. I believe you'd need another id. Link to comment Share on other sites More sharing options...
John Crichton Posted March 31, 2014 Share Posted March 31, 2014 When it comes to beamed power, I noticed that for things to work correctly, it sometimes help to switch to the space center and back again. For example, when I undock a small relay probe from my mothership, it often won't connect to the network before switching back and forth between the space centre. No clue why that is. Link to comment Share on other sites More sharing options...
smunisto Posted March 31, 2014 Share Posted March 31, 2014 Is the seismic impact experiment currently working? I checked the config in the Science.cfg. Looks like this:@PART[sensorAccelerometer]{{}MODULE{ name = FNSeismicProbe experimentID = FNSeismicProbeExperiment rerunnable = true deployEventName = Collect Impact Data reviewEventName = Review Impact Data resetEventName = Reset Impact Data}}But the accelerometer doesn't have any other settings than the normal ones?I can't get it to go in "Record mode", there simply is no option for that, as you can see here:https://www.dropbox.com/s/dg0zcmy84cde9nt/screenshot4.png Link to comment Share on other sites More sharing options...
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