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[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13


Fractal_UK

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...What do you mean by the RTG temperature?

The part itself just got hotter and hotter. I reverted to the VAB when it reached 1000 degrees. There was no WasteHeat resource building up, it was the actual part temperature that built up. The 1K Lander Can it was sitting on stayed at 20 degrees. Here's the code I used:

@PART[RLA_CSRG]
{
MODULE
{
name = FNModuleRTG
ReactorTemp = 450
ThermalPower = 0.015
radius = 0.625
RESOURCE
{
name = ThermalPower
amount = 0
maxAmount = 1.5
}
RESOURCE
{
name = WasteHeat
amount = 0
maxAmount = 900
}
RESOURCE
{
name = Plutonium-238
amount = 30
maxAmount = 30
}
}

(Please note I'm not a coder at all, so I admit I may have missed something elementary).

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The part itself just got hotter and hotter. I reverted to the VAB when it reached 1000 degrees. There was no WasteHeat resource building up, it was the actual part temperature that built up. The 1K Lander Can it was sitting on stayed at 20 degrees. Here's the code I used:

@PART[RLA_CSRG]
{
MODULE
{
name = FNModuleRTG
ReactorTemp = 450
ThermalPower = 0.015
radius = 0.625
RESOURCE
{
name = ThermalPower
amount = 0
maxAmount = 1.5
}
RESOURCE
{
name = WasteHeat
amount = 0
maxAmount = 900
}
RESOURCE
{
name = Plutonium-238
amount = 30
maxAmount = 30
}
}

(Please note I'm not a coder at all, so I admit I may have missed something elementary).

There is no "}" after your MODULE definition and before your RESOURCE definition. Adding that should give you better results.

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There is no "}" after your MODULE definition and before your RESOURCE definition. Adding that should give you better results.

Well, that was a ridiculous noob mistake on my part. I added the brace, and now it's working, generating ThermalPower but no appreciable WasteHeat. I guess I'll fiddle with it now, and thanks for your patience with my amateurish questions!

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I was wondering if someone could help me understand something about heat dissipation.

I have a space station with the tiny 62.5cm fission reactor and matching generator. The generator is off.

There are 6 small heat radiator fold out fins on the station.

Waste heat has been building up regardless.

I EVA'd and performed a manual shutdown on the reactor.

When I got back inside, I see that the waste heat is still rising.

When I turn the generator on, waste heat goes down as does thermal power.

What's going on here?

When I make a test ship, I stick a large 2.5m fission reactor on with a small heat radiator. I let it go for a bit, it builds up waste heat rapidly (800 units/sec). I go EVA, do a manual shut down and when I get back in, the 1 small heat radiator is more than enough to get rid of the waste heat.

I know the radiators are better in atmosphere, but this seems like more than it should.

Any ideas?

Edited by cjones
grammar
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Append: Is the amount of heat dissipated relative to how much heat is currently in the system?

Yes, watch the radiator temperatures and heat dissipation - as the temperature gets higher the dissipation will go up. On the pad this doesn't happen because the radiators tend to stay in equilibrium with the planet's atmosphere. Also, re your previous post, heat is still produced by an inactive fission reactor during its decay heating period, the amount is simply much less than normal but it might be enough to still cause the temperature to rise for a while.

While I'm on the subject of heat, I've added generator efficiency to the thermal mechanics helper that I'm working on, you can see this in action below

dIrOwbV.jpg

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Great! Thanks for clearing that up. This is probably why I'm seeing waste heat increase even with 6 radiators, it's because waste heat was near 0. It's kind of funny because I knew about this phenomena in real life, but I didn't expect the gameplay mechanics to model that so I was expecting a flat rate of heat reduction and was confused when I wasn't seeing it.

This is a fascinating mod, great job!

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Hey I just downloaded the mod tonight and while its Awesome I do have a question. Whats with radiation. I send my ships into space and it just climbs and climbs. So where can I find shielding or something or is there something I can do to limit this. Or hell does it even do anything at this point?

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Given the number of people asking about waste heat, I went and updated the radiator page on the wiki. I don't know the exact formulas for radiator temp or generator efficiency, so if someone else knows them them it'd be great if you could update the page with the actual formulas.

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Bug report: the plugin prevents using the 64-bit version of KSP on Linux, when running in 64-bit with interstellar the game aborts while trying to load warpplugin (fairly consistently at that) - using the 32-bit executable this doesn't appear to happen.

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I can't see if this has been asked before but, Precoolers... are they actually working as intended? I can't exceed about 1000m/s without things going boom... When I went looking for the code to attach your precooler module to the radial nacelles, am I right in assuming its meant to change the title/description of the nacelle to show its new purpose? If so, this isn't showing up on my game, nor can I avoid much in the way of a rapid explosive decent.

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Bug report: the plugin prevents using the 64-bit version of KSP on Linux, when running in 64-bit with interstellar the game aborts while trying to load warpplugin (fairly consistently at that) - using the 32-bit executable this doesn't appear to happen.

I'll look into it, not sure why this would be.

I can't see if this has been asked before but, Precoolers... are they actually working as intended? I can't exceed about 1000m/s without things going boom... When I went looking for the code to attach your precooler module to the radial nacelles, am I right in assuming its meant to change the title/description of the nacelle to show its new purpose? If so, this isn't showing up on my game, nor can I avoid much in the way of a rapid explosive decent.

Sounds like the ModuleManager cfgs aren't getting executed, do you definitely have ModuleManager installed?

Do I need to activate the custom tech tree? or can i use the stock tree

You can but it isn't a good idea, you'll lose a lot of functionality. Additionally, there's not really any point in using the stock tree, the Interstellar tree is exactly the same, only with some extra nodes.

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Given the number of people asking about waste heat, I went and updated the radiator page on the wiki. I don't know the exact formulas for radiator temp or generator efficiency, so if someone else knows them them it'd be great if you could update the page with the actual formulas.

Thanks, this was very helpful!

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Sounds like the ModuleManager cfgs aren't getting executed, do you definitely have ModuleManager installed?

Erm... no. Somehow completely missed that I didn't have it, everything appears to be working fine now. Cheers Fractal

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I'll look into it, not sure why this would be.

Thanks Fractal - I must admit it surprised me as well. Best guess - the 64-bit removes the 3.2G memory limit - could something in interstellar be causing a memory leak without that limit (my current system only has 4G so not much beyond that is available).

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Thanks Fractal - I must admit it surprised me as well. Best guess - the 64-bit removes the 3.2G memory limit - could something in interstellar be causing a memory leak without that limit (my current system only has 4G so not much beyond that is available).

KSP is a 32bit executable, so it can only access 3.2Gb of memory. The only benefit to KSP of having a 64bit OS is that KSP can have a full 32bit memory allocation while a running a 32bit OS limits the entire system to the 32bit allocation. So you do get more ram available, but not much.

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KSP is a 32bit executable, so it can only access 3.2Gb of memory. The only benefit to KSP of having a 64bit OS is that KSP can have a full 32bit memory allocation while a running a 32bit OS limits the entire system to the 32bit allocation. So you do get more ram available, but not much.

Not true on Linux. Unity (and KSP) has native and full 64-bit support on Linux. What you're saying is still true however on Windows (and I believe on Mac) since unity doesn't yet support native 64-bit on either. In the Linux version there are two different executables ksp.x86 and ksp.x86_64 - natively compiled for 32 and 64-bit respectively. This may explain why it wasn't picked up before - there are fewer linux users, and this could only happen on linux right now since KSP doesn't support native 64-bit operation on any other platform.

I can tell you that, other than the interstellar bug, my KSP is in fact far stabler with the native 64-bit version with fewer crashes and video-glitches (which I attribute mostly to having more ram available).

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Okay guys first off there is a new version of module manager 1_5_6... Hopefully it will go into the next KSPI update, some mods are already starting to use it.

http://forum.kerbalspaceprogram.com/threads/55219-Module-Manager-1-5-%28Nov-11%29?p=861735&viewfull=1#post861735

Second I took the 1.25 fusion and made a 2.5 for myself:P

Added a B9 Sabre intake, precooler and poof awesomeness. Added it to an existing design, had to make a few changes but ended up about 50 parts lighter:) It did gain some weight thou its just over 300T on the runway with a 134.15T payload. Took 23.6T(I was in a rush so wasted some) of LFO to get into an 84Km orbit:)

XzKF6ff.png

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Hi, I may have found a bug with tritium generation. It works on focused ship on 10x timewarp just fine, but not when you switch the ship out of focus.

Here, day 35, reactors working and producing 6.75 tritium per day, tritium level = 3.25

U7xIB52.png

Then I switch to another ship for faster timewarping and after about three days come back.

XJDfzny.png

Result: reactors burn at 30%, generating actinides, but no tritium.

I may also be doing something wrong, but I'm not sure what...

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Looking good Fractal_UK :)

Did you look at that video I sent you, particularly the last few minutes? He kind of did it to himself, he clicked it like 5 times on the first reactor but still it shouldn't overfill.

I was thinking maybe create a menu that lets you select what reactor and what fuel to put into it. Not sure how much work that would entail.

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Hi again Fractal_UK: Ok - so I decided to chase my hunch about memory hogging being the reason 64-bit was aborting on load, and it turns out I was right, specifically - texture sizes - I launched it in 64-bit mode while monitoring ram usage - it skyrocketed and then aborted as the system ran out. I then did another test, launched KSP in 32-bit mode again, went into the settings and adjusted them rather massively downwards - specifically I adjusted the texture res down to the lowest level (1/8th), exited and relaunched 64-bit:cool: and suddenly - it loaded just fine.

I suspect that means this is not a bug in your code at all - it just means that if you are running KSP on a 64-bit linux like I am you really should invest in more than 4Gb of RAM before running interstellar :P

That said - if anybody else runs into the same issue - the solution is to scale down texture resolution. No other mod I've used has required this but I'm tempted to put that down to interstellar just being a rather large mod with lots of parts.

Edited by metalpoetza
Clarifying a sentence.
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