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PlannerController is showing way more LH2 usage at SystemHeatFissionEngineKerbalismUpdater #6

@Gordon-Dry

Description

@Gordon-Dry

Part info:
Screen-2021-12-03_00-43-37

Planner (PlannerController 'fission engine'):
Screen-2021-12-03_00-43-50

Excerpt of ModuleManager.ConfigCache:

UrlConfig
{
	parentUrl = Bluedog_DB/Parts/Timberwind/bluedog_SNTP_45.cfg
	PART
	{
		name = bluedog_SNTP_45
		module = Part
		author = Zorg
		rescaleFactor = 1
		node_stack_top = 0.0, 0.839889 , 0.0, 0.0, 1.0, 0.0, 2
		node_stack_bottom = 0.0, -1.79426, 0.0, 0.0, -1.0, 0.0, 2
		TechRequired = nuclearPropulsion
		entryCost = 60000
		cost = 67575
		category = Propulsion
		subcategory = 0
		title = TIMBER WIND 45 Nuclear Engine
		manufacturer = Grumman Aerospace
		description = A smaller vacuum optimised version of the TIMBER WIND engine, the SNTP 45 does not have the high thrust of its older sibling but it delivers superb efficiency putting the high temperature particle bed reactor to good use.
		attachRules = 1,0,1,1,1
		mass = 0.19665
		dragModelType = default
		maximum_drag = 0.2
		minimum_drag = 0.2
		angularDrag = 2
		crashTolerance = 18
		breakingForce = 300
		breakingTorque = 300
		maxTemp = 2500
		bulkheadProfiles = size1
		stagingIcon = LIQUID_ENGINE
		stageOffset = 1
		childStageOffset = 1
		tags = nuclear nuke STNP timber wind lumber gust 45 NTR thermal LH2 Cryo
		techtag = timberwind
		thermalEfficiency = 0.9
		radiatorMax = 0.51
		skinMassPerArea = 1
		emissiveConstant = 0.8
		heatConductivity = 0.03
		skinInternalConductionMult = 4
		thermalWaste = 0.1
		MODEL
		{
			model = Bluedog_DB/Parts/Timberwind/bluedog_SNTP_45
		}
		MODULE
		{
			name = ModuleEnginesFX
			engineID = timberwind45
			thrustVectorTransformName = thrustTransform
			exhaustDamage = True
			ignitionThreshold = 0.1
			minThrust = 0
			maxThrust = 82.15
			powerEffectName = running_engine
			heatProduction = 6981.59674548691
			exhaustDamageMultiplier = 4942.5516
			partThermalMass = 3.933
			exhaustDamageMaxRange = 7.07106781186548
			exhaustDamageFalloffPower = 2
			exhaustDamageMaxMutliplier = 0.125
			stagingEnableText = Engine: Enable Staging
			stagingDisableText = Engine: Disable Staging
			stagingToggleEnabledEditor = true
			PROPELLANT
			{
				name = LqdHydrogen
				ratio = 1
				DrawGauge = True
			}
			atmosphereCurve
			{
				key = 0 1656.31
				key = 1 507.73
				key = 12 0.0016
			}
		}
		MODULE
		{
			name = ModuleGimbal
			gimbalResponseSpeed = 15
			useGimbalResponseSpeed = true
			gimbalTransformName = gimbalTransform
			gimbalRange = 1.19
		}
		MODULE
		{
			name = ModuleBdbAnimatedEngine
			animationName = SNTP45deploy
			WaitForAnimation = 0.5
			isOneShot = false
			Layer = 1
		}
		MODULE
		{
			name = FXModuleLookAtConstraint
			CONSTRAINLOOKFX
			{
				targetName = 45U1
				rotatorsName = 45L1
			}
			CONSTRAINLOOKFX
			{
				targetName = 45L1
				rotatorsName = 45U1
			}
			CONSTRAINLOOKFX
			{
				targetName = 45U2
				rotatorsName = 45L2
			}
			CONSTRAINLOOKFX
			{
				targetName = 45L2
				rotatorsName = 45U2
			}
			CONSTRAINLOOKFX
			{
				targetName = 45U3
				rotatorsName = 45L3
			}
			CONSTRAINLOOKFX
			{
				targetName = 45L3
				rotatorsName = 45U3
			}
			CONSTRAINLOOKFX
			{
				targetName = 45U4
				rotatorsName = 45L4
			}
			CONSTRAINLOOKFX
			{
				targetName = 45L4
				rotatorsName = 45U4
			}
		}
		MODULE
		{
			name = ModuleSurfaceFX
			thrustProviderModuleIndex = 1
			fxMax = 0.8
			maxDistance = 60
			falloff = 2
			thrustTransformName = thrustTransform
		}
		MODULE
		{
			name = FXModuleThrottleEffects
			fxModuleNames = heatColor
			responseSpeed = 1.0
			dependOnEngineState = True
			dependOnThrottle = True
		}
		MODULE
		{
			name = FXModuleThrottleEffects
			fxModuleNames = throttleColor
			responseSpeed = 1.0
			dependOnEngineState = True
			dependOnThrottle = True
		}
		MODULE
		{
			name = ModuleColorChanger
			moduleID = heatColor
			animRate = 0.025
			shaderProperty = _EmissiveColor
			excludedRenderer = innerGlow
			toggleInEditor = false
			toggleInFlight = false
			redCurve
			{
				key = 1 1 1 1
				key = 1 1 1 1
			}
			greenCurve
			{
				key = 0 0 1 1
				key = 1 1 1 1
			}
			blueCurve
			{
				key = 0 0 1 1
				key = 1 1 1 1
			}
			alphaCurve
			{
				key = 0 0 1 1
				key = 1 1 1 1
			}
		}
		MODULE
		{
			name = ModuleColorChanger
			moduleID = throttleColor
			animRate = 1
			shaderProperty = _TintColor
			includedRenderer = innerGlow
			toggleInEditor = false
			toggleInFlight = false
			redCurve
			{
				key = 0 0
				key = 1 1
			}
			greenCurve
			{
				key = 0 0
				key = 1 1
			}
			blueCurve
			{
				key = 0 0
				key = 1 1
			}
			alphaCurve
			{
				key = 0 0
				key = 1 1
			}
		}
		MODULE
		{
			name = ModuleEngineGimbal
		}
		EFFECTS
		{
			engage
			{
				AUDIO
				{
					channel = Ship
					clip = sound_vent_medium
					volume = 1.0
					pitch = 2.0
					loop = false
				}
			}
			flameout
			{
				PREFAB_PARTICLE
				{
					prefabName = fx_exhaustSparks_flameout_2
					transformName = thrustTransform
					oneShot = true
				}
				AUDIO
				{
					channel = Ship
					clip = sound_explosion_low
					volume = 1.0
					pitch = 2.0
					loop = false
				}
			}
			running_engine
			{
				AUDIO
				{
					channel = Ship
					clip = Bluedog_DB/Sounds/KW/sound_altloop
					volume = 0.0 0.0
					volume = 0.01 0.1
					volume = 1.0 2.0
					pitch = 0.0 0.7
					pitch = 1.0 0.7
					loop = true
				}
			}
		}
		MODULE
		{
			name = ModuleWaterfallFX
			moduleID = tw45lFX
			engineID = timberwind45
			CONTROLLER
			{
				name = atmosphereDepth
				linkedTo = atmosphere_density
			}
			CONTROLLER
			{
				name = throttle
				linkedTo = throttle
				responseRateUp = 0.005
				responseRateDown = 0.1
			}
			CONTROLLER
			{
				name = random
				linkedTo = random
				range = -1,1
			}
			TEMPLATE
			{
				templateName = BDB_nuclear_PBR_vac
				overrideParentTransform = thrustTransform
				position = 0,0,0.15
				rotation = 0, 0, 0
				scale = 1.45, 1.45, 1
			}
		}
		MODULE
		{
			name = Reliability
			type = ModuleEngines
			title = Engine
			redundancy = Propulsion
			repair = Engineer
			mtbf = 0
			extra_cost = 1.5
			extra_mass = 0.05
			turnon_failure_probability = 0.007
			rated_operation_duration = 600
			rated_ignitions = 19
		}
		MODULE
		{
			name = ShipEffectsCollisions
			num1 = 16.2
			num2 = 8.1
			num3 = 4.05
			num4 = 0.405
			CollisionEnter
			{
				SOUNDLAYER
				{
					name = Hull_Impact-Low
					audioClip = RocketSoundEnhancement/Sounds/Physics/Impacts/Hull_Impact-Low-1
					audioClip = RocketSoundEnhancement/Sounds/Physics/Impacts/Hull_Impact-Low-2
					audioClip = RocketSoundEnhancement/Sounds/Physics/Impacts/Hull_Impact-Low-3
					loop = false
					spread = 0.1
					channel = ShipBoth
					volume = 0.0 0.0
					volume = 0.405 0.0
					volume = 4.05 1.0
					volume = 8.1 0.0
					pitch = 0.0 0.8
					pitch = 0.405 0.95
					pitch = 8.1 1.05
					massToVolume = 0.0 0.5
					massToVolume = 15.0 0.8
					massToVolume = 30.0 1.0
					massToPitch = 0.0 1.2
					massToPitch = 15.0 1.0
					massToPitch = 30.0 0.8
				}
				SOUNDLAYER
				{
					name = Hull_Impact-High
					audioClip = RocketSoundEnhancement/Sounds/Physics/Impacts/Hull_Impact-High-1
					audioClip = RocketSoundEnhancement/Sounds/Physics/Impacts/Hull_Impact-High-2
					audioClip = RocketSoundEnhancement/Sounds/Physics/Impacts/Hull_Impact-High-3
					loop = false
					spread = 0.1
					channel = ShipBoth
					volume = 0.0 0.0
					volume = 8.1 0.0
					volume = 16.2 1.0
					pitch = 0.0 0.8
					pitch = 8.1 0.95
					pitch = 16.2 1.05
					massToVolume = 0.0 0.5
					massToVolume = 15.0 0.8
					massToVolume = 30.0 1.0
					massToPitch = 0.0 1.2
					massToPitch = 15.0 1.0
					massToPitch = 30.0 0.8
				}
				SOUNDLAYER
				{
					name = Ground_Impact-Low
					data = concrete-dirt
					audioClip = RocketSoundEnhancement/Sounds/Physics/Impacts/Ground_Impact-Low-1
					audioClip = RocketSoundEnhancement/Sounds/Physics/Impacts/Ground_Impact-Low-2
					audioClip = RocketSoundEnhancement/Sounds/Physics/Impacts/Ground_Impact-Low-3
					loop = false
					spread = 0.25
					channel = ShipBoth
					volume = 0.0 0.0
					volume = 0.1 0.0
					volume = 15 1.0
					volume = 30 0.0
					pitch = 0.0 0.8
					pitch = 0.1 0.8
					pitch = 15 1.2
				}
				SOUNDLAYER
				{
					name = Ground_Impact-High
					data = concrete-dirt
					audioClip = RocketSoundEnhancement/Sounds/Physics/Impacts/Ground_Impact-High-1
					audioClip = RocketSoundEnhancement/Sounds/Physics/Impacts/Ground_Impact-High-2
					audioClip = RocketSoundEnhancement/Sounds/Physics/Impacts/Ground_Impact-High-3
					loop = false
					spread = 0.25
					channel = ShipBoth
					volume = 0.0 0.0
					volume = 15 0.0
					volume = 30 1.0
					pitch = 0.0 0.8
					pitch = 15 0.8
					pitch = 30 1.2
				}
			}
			CollisionStay
			{
				SOUNDLAYER
				{
					name = Hull_CollisionScrape-concrete
					audioClip = RocketSoundEnhancement/Sounds/Physics/Hull_Scrape-1
					data = concrete
					loop = true
					loopAtRandom = true
					spread = 0.12
					channel = ShipBoth
					volume = 0.0 0.0
					volume = 1.0 0.0
					volume = 15.0 0.8
					volume = 30.0 1.0
					massToVolume = 0.0 0.5
					massToVolume = 25 0.8
					massToVolume = 50 1.0
					massToPitch = 0.0 1.2
					massToPitch = 25 1.0
					massToPitch = 50 0.8
				}
				SOUNDLAYER
				{
					name = Hull_CollisionScrape-dirt
					audioClip = RocketSoundEnhancement/Sounds/Physics/Hull_Scrape-2
					data = dirt
					loop = true
					loopAtRandom = true
					spread = 0.12
					channel = ShipBoth
					volume = 0.0 0.0
					volume = 1.0 0.0
					volume = 15.0 0.8
					volume = 30.0 1.0
					massToVolume = 0.0 0.5
					massToVolume = 25 0.8
					massToVolume = 50 1.0
					massToPitch = 0.0 1.2
					massToPitch = 25 1.0
					massToPitch = 50 0.8
				}
				SOUNDLAYER
				{
					name = Hull_CollisionScrape-Metal
					audioClip = RocketSoundEnhancement/Sounds/Physics/Hull_Scrape-3
					data = concrete-vessel
					loop = true
					loopAtRandom = true
					spread = 0.12
					channel = ShipBoth
					volume = 0.0 0.0
					volume = 1.0 0.0
					volume = 30.0 1.0
					massToVolume = 0.0 0.5
					massToVolume = 25 0.8
					massToVolume = 50 1.0
					massToPitch = 0.0 1.1
					massToPitch = 25 1.0
					massToPitch = 50 0.9
				}
			}
		}
		MODULE
		{
			name = ModuleSystemHeat
			volume = 1
			moduleID = reactor
			iconName = Icon_Nuclear
		}
		RESOURCE
		{
			name = EnrichedUranium
			amount = 55
			maxAmount = 55
		}
		RESOURCE
		{
			name = DepletedFuel
			amount = 0
			maxAmount = 55
		}
		MODULE
		{
			name = ModuleSystemHeatFissionEngine
			moduleID = reactor
			uiGroupDisplayName = Nuclear Engine
			systemHeatModuleID = reactor
			HeatGeneration = 275
			NominalTemperature = 850
			CriticalTemperature = 1300
			CoreDamageRate = 0.01
			ThrottleIncreaseRate = 5
			MinimumThrottle = 5
			FuelName = EnrichedUranium
			ElectricalGeneration
			{
				key = 0 0
				key = 20 20
			}
			ispCurve
			{
				key = 0 0.01
				key = 100 1.0
			}
			INPUT_RESOURCE
			{
				ResourceName = EnrichedUranium
				Ratio = 0.0002
				FlowMode = NO_FLOW
			}
			OUTPUT_RESOURCE
			{
				ResourceName = DepletedFuel
				Ratio = 0.0002
				DumpExcess = false
				FlowMode = NO_FLOW
			}
		}
		MODULE
		{
			name = ModuleSystemHeatFissionFuelContainer
		}
		MODULE
		{
			name = SystemHeatFissionEngineKerbalismUpdater
			engineModuleID = reactor
			MinEmissionPercent = 25
			EmissionDecayRate = 360
		}
		MODULE
		{
			name = PlannerController
			title = fission engine
			considered = false
		}
		MODULE
		{
			name = ModulePartInfo
			originalPartName = bluedog_SNTP_45
		}
		MODULE
		{
			name = ChillingOut
			active = True
		}
	}
}

Log and stuff
KSP logs 2021-12-03-01.zip
:

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