Myrten Posted November 9, 2013 Share Posted November 9, 2013 You cant relay transmitted power, its point to point, no retransmission.On your launch I see its connected to 2 sats, one is in LOS the other is probably at a high enough angle that you wont get anything from it.What "Relay connected" in that screenshot stands for then?Because there is nothing wrong with the transmitter code. It only knows about the power it is receiving from the generator. It's the receiver code that has the bug.But transmitter doesn't show any power from solar panels at all, I forgot to add that each satellite has 4 XL solar panels too.Can you post a screenshot with the transmitters current activity shown as well please? Link to comment Share on other sites More sharing options...
Fractal_UK Posted November 9, 2013 Author Share Posted November 9, 2013 But transmitter doesn't show any power from solar panels at all, I forgot to add that each satellite has 4 XL solar panels too.Looks like this problem and your relay problem are related. Only one type of power output for a transmitter is presently supported, it checks in the order generator -> microwave receiver -> solar panels. As such, if you have a generator, it will just transmit that nice reliable source of power rather than ever checking for more volatile inputs.I'm hoping to make multiple inputs possible sometime in the near future. Link to comment Share on other sites More sharing options...
Myrten Posted November 9, 2013 Share Posted November 9, 2013 (edited) Looks like this problem and your relay problem are related. Only one type of power output for a transmitter is presently supported, it checks in the order generator -> microwave receiver -> solar panels. As such, if you have a generator, it will just transmit that nice reliable source of power rather than ever checking for more volatile inputs.I'm hoping to make multiple inputs possible sometime in the near future.This would explain a lot, so for now, until it's fixed:In order to make relay I must have satellite without any generatorsIn order to make solar transmitter satellite I must have satellite without any generators and receiversCorrect? Edited November 9, 2013 by Myrten Link to comment Share on other sites More sharing options...
Donziboy2 Posted November 9, 2013 Share Posted November 9, 2013 (edited) What "Relay connected" in that screenshot stands for then?Unless Fractal_uk has changed something you cant receive and then retransmit.I was referring to this picture... Edited November 9, 2013 by Donziboy2 Link to comment Share on other sites More sharing options...
Fractal_UK Posted November 9, 2013 Author Share Posted November 9, 2013 This would explain a lot, so for now, until it's fixed:In order to make relay I must have satellite without any generatorsIn order to make solar transmitter satellite I must have satellite without any generators and receiversThat's right. Link to comment Share on other sites More sharing options...
Myrten Posted November 9, 2013 Share Posted November 9, 2013 That's right.So I've placed relay satellite without generators and output power on relay's transmitter looks correct:But my other satellite still doesn't receive power if it's targeted @ relay satellite. Link to comment Share on other sites More sharing options...
Delwin Posted November 9, 2013 Share Posted November 9, 2013 Looks like this problem and your relay problem are related. Only one type of power output for a transmitter is presently supported, it checks in the order generator -> microwave receiver -> solar panels. As such, if you have a generator, it will just transmit that nice reliable source of power rather than ever checking for more volatile inputs.I'm hoping to make multiple inputs possible sometime in the near future.That would be why I can't use generators from other mods to power a transmitter. Any way you can add 'battery' on the end of that list and let us route all electrical power through the battery to go out the transmitter? Link to comment Share on other sites More sharing options...
CaelReader Posted November 9, 2013 Share Posted November 9, 2013 Does the science lab bypass remotetech's connection system when sending science home or does it follow remotetech's rules? Link to comment Share on other sites More sharing options...
forsaken1111 Posted November 9, 2013 Share Posted November 9, 2013 Does the science lab bypass remotetech's connection system when sending science home or does it follow remotetech's rules?There is no transmission at all, it simply adds science to your total. Link to comment Share on other sites More sharing options...
Fractal_UK Posted November 9, 2013 Author Share Posted November 9, 2013 That would be why I can't use generators from other mods to power a transmitter. Any way you can add 'battery' on the end of that list and let us route all electrical power through the battery to go out the transmitter?I'm just going to rewrite the code to allow all sources to contribute. That said, there is no way I can support generators from other mods, there is simply no universal way to figure out their production per second. Link to comment Share on other sites More sharing options...
Chaosratt Posted November 9, 2013 Share Posted November 9, 2013 Is it possible to make the AM collectors togglable? I'm having a hard time building a modular station with them as they keep sucking my launch vehicle dry on the pad of power. As soon as the final boost stage falls away the vehicle dies and goes ballistic unless I add a reactor/generator to the collector module for launch. Link to comment Share on other sites More sharing options...
Donziboy2 Posted November 9, 2013 Share Posted November 9, 2013 Is it possible to make the AM collectors togglable? I'm having a hard time building a modular station with them as they keep sucking my launch vehicle dry on the pad of power. As soon as the final boost stage falls away the vehicle dies and goes ballistic unless I add a reactor/generator to the collector module for launch.You mean the AM tanks, the collectors do not need power. You can toggle off the tanks. Once you place AM in them they will require a charge, unless you want your ship to explode. Link to comment Share on other sites More sharing options...
Dante80 Posted November 9, 2013 Share Posted November 9, 2013 Just started playing with this mod, and loving it so far! Is there a written or video tutorial besides the documentation in the OP that can help me better understand how to progress in the mod? All I have done until now is send a couple of probes out for magnetic field research (I think that Jool wins the price on this one, and I guess we are supposed to use the info for antimatter production). Link to comment Share on other sites More sharing options...
BananaDealer Posted November 9, 2013 Share Posted November 9, 2013 Just started playing with this mod, and loving it so far! Is there a written or video tutorial besides the documentation in the OP that can help me better understand how to progress in the mod? All I have done until now is send a couple of probes out for magnetic field research (I think that Jool wins the price on this one, and I guess we are supposed to use the info for antimatter production).Scott Manley's doing a play-through with KSPI along with other mods... You can use that as a "tutorial"... Link to comment Share on other sites More sharing options...
Dante80 Posted November 9, 2013 Share Posted November 9, 2013 Yep I'm watching that (interstellar quest), but he just started it so it will take some time. I don't really want to spoil myself either, just looking for some general directions. My next project is to make a couple of solar stations near the sun for cheap power and also start using the science lab. Cheers...C: Link to comment Share on other sites More sharing options...
Fractal_UK Posted November 9, 2013 Author Share Posted November 9, 2013 Yep I'm watching that (interstellar quest), but he just started it so it will take some time. I don't really want to spoil myself either, just looking for some general directions. My next project is to make a couple of solar stations near the sun for cheap power and also start using the science lab. Cheers...C:Take a look at the Wiki too. It contains some bits of information that aren't on the first post, also the more people look at it, the more likely it is that there will be people there to keep it up to date.You can also take a look at Mr Manley's first video on it. Some things have changed since that version of the mod because 0.22 came out in between but it still might be helpful. Link to comment Share on other sites More sharing options...
Dante80 Posted November 9, 2013 Share Posted November 9, 2013 Thanks for the feedback, will do. And keep the goodness coming, cheers...C: Link to comment Share on other sites More sharing options...
BrickedKeyboard Posted November 9, 2013 Share Posted November 9, 2013 Problem : the nuclear reactors in this mod make too much EC. You've already included your own energy resource - megajoules - so there is no reason to let the reactors turn their power output to EC at such a high rate. (I assume it's 100%, but whatever it is, it's too much)This is why : I suppose this counts as a cross-mod interaction, however, even the stock ion engine becomes super OP because you can run a limitless number of them off of the smallest reactor. Link to comment Share on other sites More sharing options...
Tharios Posted November 9, 2013 Share Posted November 9, 2013 @Dante80:Awesome sig...RIP Roy Fokker. Link to comment Share on other sites More sharing options...
CalculusWarrior Posted November 9, 2013 Share Posted November 9, 2013 Problem : the nuclear reactors in this mod make too much EC. You've already included your own energy resource - megajoules - so there is no reason to let the reactors turn their power output to EC at such a high rate. (I assume it's 100%, but whatever it is, it's too much)This is why : <snippy snip snip>I suppose this counts as a cross-mod interaction, however, even the stock ion engine becomes super OP because you can run a limitless number of them off of the smallest reactor.It's not too OP in my mind; since stock ion engines have such low thrust, it would take a buttload of them to actually give you any usable thrust. In fact, you need 120 separate ion engines in order to equal the same thrust as a stock LV-N rocket (Albeit at much higher efficiency).Still, the weight of the fission reactor and electrical generator, coupled with the fuel required to feed 120 ion engines is enough to drop your acceleration down to very small numbers, especially if you want to carry a usable payload.The number of parts would approach Whackjobian levels on that monstrosity too... Link to comment Share on other sites More sharing options...
rindary Posted November 9, 2013 Share Posted November 9, 2013 help! I installed in Ksp/GameData folder, just this one mod, almost working good, but Science(resource) is not appear.science lap attach and put 2 crew, computer core attach, fully MJ, click the reserch and waiting long time but i can't upgrade.how to resolve it? Link to comment Share on other sites More sharing options...
Fractal_UK Posted November 10, 2013 Author Share Posted November 10, 2013 (edited) Problem : the nuclear reactors in this mod make too much EC. You've already included your own energy resource - megajoules - so there is no reason to let the reactors turn their power output to EC at such a high rate. (I assume it's 100%, but whatever it is, it's too much)I don't know what that is but I've made the assumption that 1KJ = 1ElectricCharge and everything is fairly consistent around that value. Solar panels have relatively realistic power/mass ratios at that conversion and likewise the unupgraded nuclear reactors are close to values for real nuclear reactors that have been tested (but not actually used) for space applications. Additionally, everything in this mod conserves energy - i.e. the thrust of all the engines is based upon engine power and specific impulse (enough information to derive a thrust). Unfortunately, some engines both stock and modded don't do this, but even if I used a different scheme for balance, there is no reason to think others would use the same one so the way I see it, I might as well stick with this scheme.I suppose this counts as a cross-mod interaction, however, even the stock ion engine becomes super OP because you can run a limitless number of them off of the smallest reactor.It's actually the stock ion engine that is already super OP. Its thrust is probably scaled up somewhere between 100,000 and 1,000,000x compared to reality. If you could manage the part count then yes, they would be incredibly good but you would need hundreds of the things as CalculusWarrior points out, which makes that idea rather impractical. Edited November 10, 2013 by Fractal_UK Link to comment Share on other sites More sharing options...
Skoot Posted November 10, 2013 Share Posted November 10, 2013 (edited) So I was playing around with AM reactors in sandbox mode, and I managed to get into space with an AM reactor that was never fed AM. The simplest design to reproduce the bug is: Pod, Fuel tank, Radiator, Electric gen, AM reactor, Thermal nozzle. Press space, get into space. For some reason, if there's a generator in the mix, thermal power is generated even though the reactor is AM deprived. It's not offline, just AM deprived. If it gets offline (break the radiator for example) then it stops generating anything. Edited November 10, 2013 by Skoot Link to comment Share on other sites More sharing options...
Fractal_UK Posted November 10, 2013 Author Share Posted November 10, 2013 So I was playing around with AM reactors in sandbox mode, and I managed to get into space with an AM reactor that was never fed AM. The simplest design to reproduce the bug is: Pod, Fuel tank, Radiator, Electric gen, AM reactor, Thermal nozzle. Press space, get into space. It's already fixed ready for the next update, don't worry! Cheers for the report though. Link to comment Share on other sites More sharing options...
Delwin Posted November 10, 2013 Share Posted November 10, 2013 I'm just going to rewrite the code to allow all sources to contribute. That said, there is no way I can support generators from other mods, there is simply no universal way to figure out their production per second.There isn't? ElectricCharge from generation sources is rated in units per second. 1 ec/s = 1KJ/s.Now batteries would be an issue as they have a capacity not a units per second. I agree with you that the thought of just pool everything into the battery and then take it from there (in order to remove the 'flavor' of power) isn't going to work for exactly that reason but what's wrong with an alternator or something that can directly convert EC/s to MJ?edit: In fact what's stopping me from just creating it? Ah the beauty of mods. You can write your own. I'll send it to you once I figure out how to do it. Link to comment Share on other sites More sharing options...
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