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Found 5 results

  1. English - 中文 - 日本語 - Español - Française - Português - Pусский CryoEngines Extensions is a parts pack mod that adds 11 new Restock- and Near Future-alike methalox and hydrolox engines. Designed to integrate with Nertea’s popular CryoEngines mod, it aims to extend the range of vessel and mission design possibilities. Download (v1.0.2) Download from CKAN (recommended install method). Alternatively, manual download available via SpaceDock. Please ensure you understand all required dependencies and compatibilities prior to installation. My ability to help with bad or incorrect installs is limited. Restockalike Paradise 11 fictional engines lovingly crafted, textured, and balanced to match the look and feel of Restock and Near Future parts while injecting fresh new visual flavour. Multiple size mounts and brand-new “end-cap” sustainer engine mounts are the cherry on top. Methalox Roundup Design a mission from start to finish using methalox as the sole fuel source. New methane-powered sustainer engines balance atmospheric and vacuum performance for your upper stages, while low-profile and cost-effective orbital engines bring methane power to your vacuum landers. Vacuum Fiends The tiny 0.625m-size Yiqi and Hestia vacuum engines bring new cryogenic opportunities to even your smallest craft, while the Shikra and Owl find themselves in a niche previously occupied only by the likes of the Terrier and Poodle. Cryogenic Super-Lifters They’re expensive, run hot, and are barely controllable—but those who can tame these potent hydrolox lifters will find themselves in the company unmatched liquid bipropellant might. Screenshot gallery on Imgur Part spec sheet album on Imgur Language Support CryoEngines Extension includes localisation support with the following languages available: English [en-us] — by Kavaeric 汉语(简)[zh-cn] — by Harker Perin, Kavaeric, Keinga 日本語 [ja] — by Kavaeric, Mei Konishi Español [es-es] — by @Nike1155 Française [fr-fr] — by Delta Varan Português [pt-br] — by @Kari Pусский [ru] — by @Zarbon44 If you think you can help with localisation, feel free to reach out to me in PMs. Some parts names, descriptions, or labels may require additional context to translate properly. Support & Thanks Special thanks to the modding community for helping me through my first modding journey, with a shoutout to @triple cheeseburger for testing, ongoing advice, and supplying some of the wonderful screenshots above—check out her Supplementary Electric Engines mod while you’re at it. Making models, texturing, testing, and balancing takes a lot of time and effort. Send a token of appreciation my way via Ko-Fi if you like what I do! FAQ Will you add a new part or variant that I want? There’s always a possibility I will want to adjust or expand more on this mod, but don’t hold your breath. As of right now I consider this mod feature complete. Does this mod support [X] mod that I have? Will you write a patch for it? Chances are it’s out of the scope of what I want to do with this as a straightforward parts mod that otherwise doesn’t include any new gameplay mechanics. You’ll probably have better luck talking to the owners of that mod instead. I make recreations of real-life spacecraft, is this mod right for me? Although I took visual inspiration from photo references, none of these engines are meant to be analogues, faithful or stylised, of any real-life counterparts. They are fictional creations from yours truly. I don’t like the look/balance/plumes of some of these parts! Not downloading or using this mod is free! Licensing Code and configuration files are distributed under the MIT license. Art assets, including models and textures, are distributed under an All Rights Reserved license. Any bundled mods are distributed under their own licenses. Kristina Ness, art director of Kerbal Space Program 2, has seen my fursona.
  2. Can't help thinking this is an area the game could use an overhaul. Switchable tank contents would greatly reduce the number of parts in game, as would being able to have engines run off different fuels. However, which fuels should be in game, what's the best compromise between realism and needless complexity? Stock As it is we have just 3 liquid resources - monopropellant, liquid fuel, and oxidizer. Due to it's lower ISP, there is no reason to ever use mono. Real Fuels This is a fun mod. With Boiloff and density to consider, cryogens are not always the best choice. It also means new fuels could be unlocked in career mode, giving a reason to spend tech points in this area of the tree. On the other hand, the sheer number of fuel choices would make the game hard to maintain and balance between patches. Also unless the number of engines was vastly increased you'd frequently find yourself in situations without an engine to match to your tank of choice, or vice versa. Semi Realism (compromise) Increase to four liquids. Two oxidizers, one storable, one cryo, and two fuels, one storable, one cryo. If one half of the propellant mix is cryogenic (eg. storable fuel with cryo ox or vice versa) you get a 15% boost to ISP. If both are cryo, 30% more ISP. However cryo tanks suffer boiloff. This would at least force some choice on the player, depending on mission type. Unlocking cryogenics could be something to put points in the tech tree.
  3. After playing with Nertea's fantastic Kerbal Atomics and Cyogenic Engines, I have fallen in love with liquid hydrogen as a power source and I find myself wanting more. And of course Nertea is busy maintaining more amazing mods than I would think is possible, so I've been wondering (hoping) if there are any other mods which expand his selection of LH2 engines and tanks. Of course there is KSP Interstellar but that is very complicated and I don't really need everything it add, although I can't say I've looked into it very deeply. If there aren't any extensions, how difficult would it be to make some myself? I don't know how to make 3d models and import them into Unity but I figure I could probably make MM configs for existing models, maybe from other mods that I don't use. If so, does anyone have suggestions for this? Suitable models and/or configs?
  4. As I put in other thread: "I always heard about the embrittlement of structures with the LH, but I never read something serious, can someone provide with some open info? My knowledge is principally about iron derived materials, and then "usual" car/aeronautics alloys, always in normal or high temperatures, but never in cryogenic." We can make a more general cryogenics effects in materials thread.
  5. I've stumbled upon this scanned material. It has a lot of experimental data on cryogenic liquids. Surface tensions, enthropies, viscosities, etc. Some of the data was even examined by Willem Hendrik Keesom. Enjoy! https://www.bnl.gov/magnets/staff/gupta/cryogenic-data-handbook/index.htm
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