ThatGuyWithALongUsername Posted September 1, 2015 Share Posted September 1, 2015 Porkjet, Your mod won't load. The game stops and freezes when it loads the nuclear turbojet. It can't be a memory problem, since I tried removing almost all other mods, but it still happens. Please help?- - - Updated - - -When I remove it, the game loads fine. hmm. Oh well. Link to comment Share on other sites More sharing options...
Project Pluto Posted September 1, 2015 Share Posted September 1, 2015 Porkjet, Your mod won't load. The game stops and freezes when it loads the nuclear turbojet.Having same issue... Link to comment Share on other sites More sharing options...
Porkjet Posted September 1, 2015 Author Share Posted September 1, 2015 Apologies! This version should work now, fingers crossed.It's amazing what one wrong file can cause... Link to comment Share on other sites More sharing options...
ThatGuyWithALongUsername Posted September 1, 2015 Share Posted September 1, 2015 Wow, that was one fast hotfix! So fast that you forgot to update the changelog.​- - - Updated - - -...but the hotfix worked, though! Link to comment Share on other sites More sharing options...
Porkjet Posted September 2, 2015 Author Share Posted September 2, 2015 So fast that you forgot to update the changelog.​I'll just pretend nothing happened ¯\_(ツ)_/¯ Link to comment Share on other sites More sharing options...
lurkoholic Posted September 2, 2015 Share Posted September 2, 2015 Porkjet, Can you change the stack attach nodes to size 2 on the Lightbulb engine?Current configuration, defaults to size one without a seventh value:node_stack_top = 0.0, 2.375, 0.0, 0.0, 2.0, 0.0node_stack_bottom = 0.0, -1.625, 0.0, 0.0, -2.0, 0.0What I change it to:node_stack_top = 0.0, 2.375, 0.0, 0.0, 1.0, 0.0, 2node_stack_bottom = 0.0, -1.625, 0.0, 0.0, -1.0, 0.0, 2Thanks for the awesome mod, and update! Link to comment Share on other sites More sharing options...
smjjames Posted September 5, 2015 Share Posted September 5, 2015 Hey Porkjet, the particle effects for the nuclear lightbulb engine seem to have broken somehow.Current output log: http://sta.sh/0nyyjcypaalI'm using version 3.1.2 Link to comment Share on other sites More sharing options...
riles Posted September 5, 2015 Share Posted September 5, 2015 Porkjet, I just want to say that I love your mod. Link to comment Share on other sites More sharing options...
DDE Posted September 5, 2015 Share Posted September 5, 2015 So, once you've created a jet that can survive working on Eve, may you consider the Holy Grail of Spaceborne Atomic Propulsion?* starts making explosion noises * Link to comment Share on other sites More sharing options...
Starwaster Posted September 5, 2015 Share Posted September 5, 2015 Hey Porkjet, the particle effects for the nuclear lightbulb engine seem to have broken somehow.http://img.photobucket.com/albums/v214/smjjames/Laythe%20Circumnavigation_screenshot_2015-09-05--07-31-20_zps9m6mqz3s.pngCurrent output log: http://sta.sh/0nyyjcypaalI'm using version 3.1.2I'm looking at that picture and I'm like, "What is he talking about? He only has a small engine with 4 nozzles. No lightbulb in there..."I had to zoom in to realize the 'nozzles' were four Lightbulb engines. Link to comment Share on other sites More sharing options...
Der Kosmos Posted September 5, 2015 Share Posted September 5, 2015 Any chance of a bi-modal nuclear engine that can function as a power generating reactor when not in use? Link to comment Share on other sites More sharing options...
Falcon Coupe Posted September 6, 2015 Share Posted September 6, 2015 So, once you've created a jet that can survive working on Eve, may you consider the Holy Grail of Spaceborne Atomic Propulsion?* starts making explosion noises *I know what you're thinking... and I like it!!! Link to comment Share on other sites More sharing options...
DDE Posted September 6, 2015 Share Posted September 6, 2015 (edited) Any chance of a bi-modal nuclear engine that can function as a power generating reactor when not in use?NASA's tri-modal nuclear thermal rocket (Triton) design.Should be easy to mod it in based on the LANTR, except for the "reverse alternator" which works only when not thrusting. Ven's overhaul already has the 0.625 m generating Shiba. Edited September 6, 2015 by DDE Link to comment Share on other sites More sharing options...
Randazzo Posted September 6, 2015 Share Posted September 6, 2015 NASA's tri-modal nuclear thermal rocket (Triton) design.Should be easy to mod it in based on the LANTR, except for the "reverse alternator" which works only when not thrusting. Ven's overhaul already has the 0.625 m generating Shiba.If one wasn't concerned with precisely how it worked, the effect could be gotten by adding a generator to the engine and giving it a negative value alternator equal to the generator amount, or adding EC consumption to the propellants. It would only generate power while inactive. Though considering how little time is spent with the engine running compared to how long it just sits there, the necessity of doing so is dubious. Link to comment Share on other sites More sharing options...
Starwaster Posted September 6, 2015 Share Posted September 6, 2015 NASA's tri-modal nuclear thermal rocket (Triton) design.Should be easy to mod it in based on the LANTR, except for the "reverse alternator" which works only when not thrusting. Ven's overhaul already has the 0.625 m generating Shiba.If anyone cares, it's been done in Raptor's Stockalike pack for Real Fuels. (original config-work done by me)Using the stock NTR, but it could be easily enough adapted. Link to comment Share on other sites More sharing options...
StahnAileron Posted September 7, 2015 Share Posted September 7, 2015 A question about one game-wide change this mod makes: is there a reason why IntakeAtm is applied to everything in the game that has IntakeAir? All my intakes now have two intakes controls on them, one for IntakeAir and the other for IntakeAtm. They're not actually labeled in the editor either. (Just reads "Toggle Intake".) I didn't figure out was going on until I actually took some time to read the info panel while in flight to see what was going on.There are one or 2 other mods I have that use IntakeAtm, but they tend to have the intake built into the parts that need them (like the USI electric RCS props.) The Nuclear Turbojet in this mod seems to do the same thing, so why the need to add IntakeAtm to all intakes? If there is a need, is there any way to make it so a single intake module call generates both resources rather than have 2 separate "intakes" on each part? Wouldn't having a second intake affect drag performance (in stock aero, that is. I preferred NEAR back in 0.90, but I don't think that's getting touched; FAR is TOO advanced for my tastes.) Link to comment Share on other sites More sharing options...
Temeriki Posted September 8, 2015 Share Posted September 8, 2015 I believe one is for atmosphere with oxygen, the other is for generic oxygen less atmosphere. Dont quote me on that. Link to comment Share on other sites More sharing options...
blacsky33 Posted September 8, 2015 Share Posted September 8, 2015 Any chance of a bi-modal nuclear engine that can function as a power generating reactor when not in use?I made a .cfg file for nuclear engine that work like nearfutureelectricale isp is rss. watch me thread. Link to comment Share on other sites More sharing options...
Gkirmathal Posted September 8, 2015 Share Posted September 8, 2015 (edited) I made a .cfg file for nuclear engine that work like nearfutureelectricale isp is rss. watch me thread.Hmm nice! Although actual tri-modal systems used a seperate Brayton-cycle electric generator unit to produce power. And there is a mod which adds input heat > electric generator parts! But I for got it's name and have been searching for it for over a week now. Edited September 8, 2015 by Gkirmathal Link to comment Share on other sites More sharing options...
FreeThinker Posted September 10, 2015 Share Posted September 10, 2015 Anyone has the problem that the Nuclear Lightbulb is extrmely wobling in its gimbal Link to comment Share on other sites More sharing options...
riocrokite Posted September 10, 2015 Share Posted September 10, 2015 Anyone has the problem that the Nuclear Lightbulb is extrmely wobling in its gimbalyah, however I think it's more problem of KSP SAS system than Lightbulb itself. This engine is quite big and then has quite an extensive gimbal range thus exacerbating the problem. You can either disable gimbal or tweak config to decrease gimbal range and increase its reaction time. Link to comment Share on other sites More sharing options...
Doughy Posted September 10, 2015 Share Posted September 10, 2015 yah, however I think it's more problem of KSP SAS system than Lightbulb itself. This engine is quite big and then has quite an extensive gimbal range thus exacerbating the problem. You can either disable gimbal or tweak config to decrease gimbal range and increase its reaction time.i find this only happens with remotetech, due to the delay. Link to comment Share on other sites More sharing options...
smjjames Posted September 10, 2015 Share Posted September 10, 2015 (edited) I'm looking at that picture and I'm like, "What is he talking about? He only has a small engine with 4 nozzles. No lightbulb in there..."I had to zoom in to realize the 'nozzles' were four Lightbulb engines.lol Also, how do you see that as a SMALL engine? See that white structural part? That's a SpaceY 7.5m to 4x 3.75 stack adaptor.Anyways, anybody else running into the same problem with the lightbulb engines? I'm using Atomic Age 3.1.2I did a quick check to make sure it wasn't some sort of symmetry issue.Edit: I looked in the gamedata folder and the file it thinks is missing, is actually there. Edited September 10, 2015 by smjjames Link to comment Share on other sites More sharing options...
smjjames Posted September 10, 2015 Share Posted September 10, 2015 (edited) I did a test and found that all of them are affected. And yes those files are present in the directory.Edit: Oh wait, I've got it figured out, I accidentially had the folder like this: KSP root>gamedata>Atomic Age 3.1>gamedata>usual folders. I'm surprised something else didn't break.Edit2: Yep, that was the cause of it. Edited September 10, 2015 by smjjames Link to comment Share on other sites More sharing options...
totos_totidis Posted September 14, 2015 Share Posted September 14, 2015 (edited) Now that the other orion mod isn't supported for ksp 1.0x could you add the orion drive to your mod or update the dlls for that mod? Please do it for jeb's sake.Links http://forum.kerbalspaceprogram.com/threads/28428-Orion-aka-Ol-Boom-boom https://en.wikipedia.org/wiki/Project_Orion_%28nuclear_propulsion%29 http://www.projectrho.com/public_html/rocket/enginelist.php#id--Pulse--Orion Edited September 14, 2015 by totos_totidis links Link to comment Share on other sites More sharing options...
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