rottielover Posted November 30, 2013 Share Posted November 30, 2013 Yes, you just have to wait for the decay heating to subside, you can't work with the reactor while it's still running hot. It should take about 3 days to cool off.Thank you! I should have read the release notes I guess. I killed two of the 6 man crew trying to evacuate them due to the "radiation hazard". Lol. Though I guess if that is something in the plans/works for another update, then I should abandon that station anyway. If that is the plan, are there plans for how to shield your crew ? Link to comment Share on other sites More sharing options...
Hremsfeld Posted November 30, 2013 Share Posted November 30, 2013 Wouldn't it be possible to change fuel of the fission reactors in the VAB? I don't know the details, but in the B9-Aerospace mod it is possible to change the starting states of the cargobay (open/closed) or the cockpit (lights on/off) before flight. Maybe it is not that complicated and you don't have to rely on the upcoming tweakables.Thank you for your hard work on the mod B9 actually includes several other mods's plugins within it; KineTech Animation, Firespitter, and Exsurgent Engineering. One of these - I forget which - is the one that lets you set initial states, and will probably be removed when tweakables arrive. Link to comment Share on other sites More sharing options...
vardicd Posted November 30, 2013 Share Posted November 30, 2013 Quote Originally Posted by vardicd Okay, I've looked and haven't found any information, can some one explain to me or give me a link on how the waste heat works, exactly? I have two identical probes, one generates waste heat for some reason, but the other doesn't. both are the same probe cores, 8 solar panels and two communotron antennas, using them as boosters in the remote tech 2 network I have going. I don't understand why one gets hot, the other does not. "It could be something about the environment of your ships, is one in sunlight and the other not, for example?" At the time, both were on the daylight side of Kerbin, maybe 200K apart, both functioning, but its not reliably reproducible. I went back to the relays later and neither was getting hot, and another time both were, and yet another, the one that wasn't before was. I don't understand at all. I've been paying attention, cause I just downloaded this today, and was worried that I'd need to redo my sats and relay ground stations, but so far, none of my geostationary sats are getting hot, and the ground stations are unreliable. Link to comment Share on other sites More sharing options...
Donziboy2 Posted November 30, 2013 Share Posted November 30, 2013 Quote Originally Posted by vardicd Okay, I've looked and haven't found any information, can some one explain to me or give me a link on how the waste heat works, exactly? I have two identical probes, one generates waste heat for some reason, but the other doesn't. both are the same probe cores, 8 solar panels and two communotron antennas, using them as boosters in the remote tech 2 network I have going. I don't understand why one gets hot, the other does not. "It could be something about the environment of your ships, is one in sunlight and the other not, for example?" At the time, both were on the daylight side of Kerbin, maybe 200K apart, both functioning, but its not reliably reproducible. I went back to the relays later and neither was getting hot, and another time both were, and yet another, the one that wasn't before was. I don't understand at all. I've been paying attention, cause I just downloaded this today, and was worried that I'd need to redo my sats and relay ground stations, but so far, none of my geostationary sats are getting hot, and the ground stations are unreliable.They will heat up on the sun side and cool down on the night side. Link to comment Share on other sites More sharing options...
Xentoe Posted November 30, 2013 Share Posted November 30, 2013 Ehhmmm, why do (the Stock) solarpanels now produce Waste Heat?That is a bit unrealistic, solarpanels Energyproductions makes no waste heat :-) Link to comment Share on other sites More sharing options...
Kenken244 Posted November 30, 2013 Share Posted November 30, 2013 They do, because they are not 100% efficient, the extra solar energy is converted into heat. Link to comment Share on other sites More sharing options...
Fractal_UK Posted November 30, 2013 Author Share Posted November 30, 2013 Ehhmmm, why do (the Stock) solarpanels now produce Waste Heat?That is a bit unrealistic, solarpanels Energyproductions makes no waste heat :-)Of course it does, the solar panels are components that absorb heat when they are in sunlight and that heat needs to be dissipated by radiators. The electrical system on the satellite is nowhere near 100% efficient either, that causes heating too. Link to comment Share on other sites More sharing options...
forsaken1111 Posted November 30, 2013 Share Posted November 30, 2013 Ehhmmm, why do (the Stock) solarpanels now produce Waste Heat?That is a bit unrealistic, solarpanels Energyproductions makes no waste heat :-)Could you share your magical 100% efficient electricity generating solar panels with the world please? Otherwise, stop making ill-informed comments. Link to comment Share on other sites More sharing options...
MajorStorm Posted November 30, 2013 Share Posted November 30, 2013 I'm not sure if the science lab is actually working. Link to comment Share on other sites More sharing options...
db48x Posted November 30, 2013 Share Posted November 30, 2013 I'm not sure if the science lab is actually working.We'd be happy to help, but can you be a little more specific? Link to comment Share on other sites More sharing options...
BigD145 Posted November 30, 2013 Share Posted November 30, 2013 (edited) Nuclear reactor directly attached to an electric generator + science lab somewhere + radiators. Is that about right? I read part descriptions within the game and went from there. The wiki may also have given me a hint.I'm new to this mod and have not been following it at all while it's been made. Edited November 30, 2013 by BigD145 Link to comment Share on other sites More sharing options...
123nick Posted November 30, 2013 Share Posted November 30, 2013 (edited) i have a refinery on the moon making aluminum for my hybrid rocket, but it only makes aluminium and no oxidizer. is this new feature or bug?edit: also i have a fusion reactor but when i try to turn it on i get a DT is nan error in log: dT is NaN! tA: 0.813741683959961, E: 0, M: 0, T: NaN Edited November 30, 2013 by 123nick added bug report Link to comment Share on other sites More sharing options...
Sigma Posted November 30, 2013 Share Posted November 30, 2013 I'm getting phantom forces operating on my ship, e.g. no engines on, out of atmosphere and no RCS, but the ship's orbit is changing. Any advice? Link to comment Share on other sites More sharing options...
Fractal_UK Posted November 30, 2013 Author Share Posted November 30, 2013 (edited) Nuclear reactor directly attached to an electric generator + science lab somewhere + radiators. Is that about right? I read part descriptions within the game and went from there. The wiki may also have given me a hint.I'm new to this mod and have not been following it at all while it's been made.Yep, sounds fine. What "science per day" rate is the science lab reporting?I'm getting phantom forces operating on my ship, e.g. no engines on, out of atmosphere and no RCS, but the ship's orbit is changing. Any advice?Hard to say without pictures but that sometimes happens in KSP, often as a result of the placement of struts.i have a refinery on the moon making aluminum for my hybrid rocket, but it only makes aluminium and no oxidizer. is this new feature or bug?Check that you have fuel lines from the hybrid rocket to the refinery.edit: also i have a fusion reactor but when i try to turn it on i get a DT is nan error in log: dT is NaN! tA: 0.813741683959961, E: 0, M: 0, T: NaNThat DT is NaN is nothing to worry about, perhaps check that you have enough power to start the fusion reactor. It needs the stated power available to be able to turn on. Edited November 30, 2013 by Fractal_UK Link to comment Share on other sites More sharing options...
BigD145 Posted November 30, 2013 Share Posted November 30, 2013 Yep, sounds fine. What "science per day" rate is the science lab reporting?0.149/day around Kerbin polar. I found Kerbals with no stupidity. It's too bad for them the radiation is climbing. I noticed you have to go with 1.25 parts at the lowest for a science lab. This is with no upgrades. Link to comment Share on other sites More sharing options...
Sigma Posted November 30, 2013 Share Posted November 30, 2013 Possible alternative heat dispersal idea: venting some kind of coolant fluid at the front of the vessel and collecting the cooler fluid at the back. Any chance this might be added? Link to comment Share on other sites More sharing options...
db48x Posted November 30, 2013 Share Posted November 30, 2013 0.149/day around Kerbin polar. I found Kerbals with no stupidity. It's too bad for them the radiation is climbing. I noticed you have to go with 1.25 parts at the lowest for a science lab. This is with no upgrades.Yep, it's working Link to comment Share on other sites More sharing options...
BigD145 Posted November 30, 2013 Share Posted November 30, 2013 I put 5 "safe" nuclear reactor/electric pairs up and now I think I have to go save my scientists, because they can't do anything except soak up radiation. Mistakes with nuclear power? No, sorry guys. Nothing wrong here. You just need to come home right away.Can you, or is it even worth it to, mix nuclear and electric sizes? Link to comment Share on other sites More sharing options...
Kenken244 Posted December 1, 2013 Share Posted December 1, 2013 I've been thinking. It would be a pretty good near-future science thing if we could make more efficient solar panels. They could produce more electricity and less waste heat, and they would be good for solar power satellites. Link to comment Share on other sites More sharing options...
Goonswarm Posted December 1, 2013 Share Posted December 1, 2013 I've been thinking. It would be a pretty good near-future science thing if we could make more efficient solar panels. They could produce more electricity and less waste heat, and they would be good for solar power satellites.I don't ever use solar panels any more, the smaller reactors are far too efficient. Having 100% power on the dark side of a planet is too good. Link to comment Share on other sites More sharing options...
Fractal_UK Posted December 1, 2013 Author Share Posted December 1, 2013 I put 5 "safe" nuclear reactor/electric pairs up and now I think I have to go save my scientists, because they can't do anything except soak up radiation. Mistakes with nuclear power? No, sorry guys. Nothing wrong here. You just need to come home right away.Can you, or is it even worth it to, mix nuclear and electric sizes?Yes, it's possible, you get less power if you do it but it could be worthwhile. Maybe you want the largest reactor to give you a better TWR but maybe you don't need the power output that the largest generator would offer, you could stick on a smaller generator, save mass but you still have some electrical power available. Link to comment Share on other sites More sharing options...
Fractal_UK Posted December 1, 2013 Author Share Posted December 1, 2013 Details:My ship (space plane) has following essential parts:2x 2.5m AM-Reactor + Generator1x 2.5m Alcubierre Drive (folded version OR normal version, tested both)2x 2.5m AM-Tanks (AM amount: 1600/80000)6x AM-Collectors (no AM-Flux)1x 2.5m Plasmathruster2x 1.25m Plasmathruster16x Heatradiators (medium)1x ComputercoreSome data for each status:No engines active, Warp-Drive not charging:AM-Rate: -13.3 (production of AM)No engines active, Warp-Drive charging:AM-Rate: 13.3EM-Rate: 143Both thermal engines active (full thrust), Warp-Drive not charging:AM-Rate: 13.3Thust (each): 683.8 kN (on ground)2.5m plasma engine active (full thrust), Warp-Drive not charging:AM-Rate: 13.3Thrust: 1883.5 kN (on ground)Power: 143 377.20 MW (liquid, 72% efficiency)Equilibrium thrust with no AM consumption: 941.7kNReactor data at 100% energy consumption:Left AM-Reactor:Core Temp: 343 117KStatus: Active (400.000%)Current Power: 480 GW_thRight one is inactive (0.000%)Left and Right Electric Generator:Current Power: 71.9 GW_eMax Power: 71.9 GW_eEfficiency: 59.9%Bonus bug:If I consume all of the antimatter (by using thrust or charging warp drive), the amount becomes negative huge values and then finally "NaN". Also I seem to produce litte to none waste heat.Modlist:AviationLights, B9_Aerospace, FAR, KAS, KerbalJointReinforcement, HyperEdit, KWRocketry, ModularFuelTanks, PreciseNode, ProceduralWings, UbioWeldingLtd, VOID, WarpPluginGot a confirmed fixed for this for next version. Thanks for the very detailed report. Link to comment Share on other sites More sharing options...
ExEvolution Posted December 1, 2013 Share Posted December 1, 2013 I can't get the ISRU to attach radially like pictured in the OP.It will appear to snap to it, but it won't attach, if I click it just places it faded out Link to comment Share on other sites More sharing options...
Fractal_UK Posted December 1, 2013 Author Share Posted December 1, 2013 I can't get the ISRU to attach radially like pictured in the OP.It will appear to snap to it, but it won't attach, if I click it just places it faded outI'm still grappling with this problem, it seems that attachment nodes only work in pairs. In other words, I can have a node on the top and a node on the bottom or a node left and right but not a node bottom and right (for example). However I set it up, one of the pair doesn't work. It's the same problem that the stock 6-way hub has, when you try to attach it to something else it will only work in a certain orientation. If you put it on top of something else, then attach something to the side node, the side node should work then.It might be better if that was the other way around though, so you could attach it to things sideways but things to it either way (if that made any sense at all). Link to comment Share on other sites More sharing options...
Doomydoom Posted December 1, 2013 Share Posted December 1, 2013 (edited) Whats the difference between a transmitter and a relay for beaming power?edit: Bug? All my relays just change themselves to transmitter when focus on the ship is lost. Edited December 1, 2013 by Doomydoom Link to comment Share on other sites More sharing options...
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