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Releases: post-kerbin-mining-corporation/SystemHeat

SystemHeat 0.6.0

10 Oct 05:11
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  • Most UI fields now report in SI-prefixed units for flux (W, kW, MW, etc). This is not (yet) true for all modules though.
  • Added new functionality to cool fuel tanks with radiators and the SH system
  • Added optional patch to apply this to CryoTanks
  • Added some guardrails around the handling of Kopernicus planets that might have inconsistently configured atmospheres
  • Added ingame settings. The following things can be customized per game
    • Boiloff: enabled and scale
    • Nuclear fuel transfer: require engineers, what level
    • Fission reactor damage: allowed, various tuning variables
  • Fixed engine heat for VASIMR argon modes
  • Support USI reactors
  • Fixes to universal harvester patch

SystemHeat 0.5.6

03 Oct 18:52
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  • Added action groups to ModuleSystemHeatExchanger for Enable, Disable, Toggle and Toggle Direction

SystemHeat 0.5.5

17 Aug 17:40
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  • Fixed a stupid problem

SystemHeat 0.5.4

17 Aug 16:54
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  • Introduced allowManualShutdownTemperatureControl field for fission reactors
  • Disabled shutdown temperature adjustment on non-trimodal NTRs
  • Tuned outlet/shutdown temperatures of NTRs to be more consistent internally and with FFT/NFE
  • Updated Chinese localization (TerrestrisYE)

SystemHeat 0.5.3

11 Aug 19:08
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  • Fixed ModuleFissionEngine displaying total heat instead of waste heat in part info
  • Changed display of temperatures in PAW

SystemHeat 0.5.2

11 Aug 17:38
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  • Updated ModuleManager to 4.2.1
  • Fixed NTR configs not removing stock heat generation from all engine mode
  • Ion engine configs now also remove all excess heat generation
  • Fixed System Temperature PAW field actually displaying loop temperature
  • System Temperature PAW field is now hidden if system flux <= 0 kW as it is meaningless
  • Fixed loop integrator to handle cases with producers that are off better

SystemHeat 0.5.1

27 Jul 05:25
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  • Hotfix reactor configs

SystemHeat 0.5.0

27 Jul 04:09
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  • Marked for KSP 1.12
  • Removed nuclear fuel container inventory item as it no longer has a purpose
  • NTRs:
    • Changed how NTRs work again
      • NTRs do not fully participate in the thermal system unless sufficiently high power that they have waste heat (GCRs, etc) or power-generating (trimodal)
      • NTRs have sticky engine throttles similar to jet engines that approximate the need to cool the reactor during startup and shutdown. These are similar to the current timings (~5-10s for 0-100, 2.5-5s for 100-0)
      • Higher power NTRs (gas core) generate simple extra heat when running similar to FFT engines and are balanced similarly
      • Editor UI shows only things that need to be compensated for all NTRs, this is limited to waste heat from power generation heat and extra heat from powerful engines.
      • Non-trimodal NTR reactors have less user features than reactors:
        • No minimum throttle
        • Fuel burn rate directly tied to throttle, fuel loads generally reduced to provide meaningful gameplay
        • It is not possible to accidentally damage the reactor core
        • Hibernate/manual control are disabled as they are not needed
        • Core temp/life readouts preserved
  • New Features
    • Heat loops can be changed in flight (somewhat experimental, needs testing)
    • Deployable radiators can now be set as tracking or non-tracking in the Editor
  • Balance:
    • Increased maximum temperature of Squad radiators to 400K, increased radiative capacity by 25%
  • QoL/Bugfixes:
    • Corrected the sign of Radiator Efficiency field in the Editor
    • Coolant tanks no longer contribute to nominal temperature calculations
    • Corrected presence of overheat icon on radiators in the overlay
    • Tuned radiator PAW fields
    • UI now shows radiator capacity increasing with temperature instead of a binary on/off display
    • Tuned loop simulator for additional stability in timewarp and situations with very high positive or negative fluxes
    • Removed ISRU, Drill 'Simulate Editor' buttons, can now piggyback off of stock buttons (stock fix with 1.12)
    • Corrected nuclear fuel transfer not working on non-english localizations
    • Screen message now emitted when fission reactor forces an engine shutdown for some reason
    • Additional fission reactor state change log messages for debugging
  • Developer
    • Added new ignoreTemperature field to ModuleSystemHeat, which causes the module to be ignored for the purposes of loop nominal temperatures (set to true on coolant tanks, radiators, etc)
    • Added ModuleSystemHeatAsteroidHarvester,
    • Added ModuleSystemHeatBaseConverterAdapter, a new module that can adapt anything derived from BaseConverter to SH
    • ModuleSystemHeatFissionReactor can now have allowHibernate and allowManualControl specified in config; this disables the ability
  • Extras
    • Adjusted SystemHeatNuclearEngines extra to conform with changes above, plus:
      • Reduced Nerv fuel load to 10 units of EnrUranium, reduces total burn time from 8 days to 1.6 days
      • Reduced Cherenkov fuel load to 40 units of EnrUranium, reduces total burn time from 12 days to ~1.8 days
    • Added SystemHeatIonEngines extra: adds heat generation from ion engines related to the engine's efficiency

SystemHeat 0.4.3

22 Jun 17:56
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  • Added CRP as a dependency as it is needed if using the Extras patches related to fission reactors/engines
  • FissionReactor and FissionEngine (if electrical generator) modules now fulfill electrical generation parameters of contracts

SystemHeat 0.4.2

05 Jun 03:26
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  • Fixed some typos in the SH implemenation of the fixed microchannel heat radiator from Heat Control's variants
  • Fixed issue where reactor throttle was not calculated correctly on multimodal nuclear engines
  • Isp is now pinned to exhaust vs reactor power, so is not lower at lower throttles. In principle this means that Isp is always maximized because reactor power response is very fast.
  • Tweaked exhaust cooling on NTRs (more forgiving)