Porkjet

[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators

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Thank for the quick update but what happen to the fuel switch patch??

I have update fuelswitch with 1.0 values but seems have some problems with firespitter(7.1.1), tank switch to LF but other than LF value OX is added too

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I installed this alongside Cryo Engines. Cryo Engines adds LqdHydrogen, and I'd like all atomic engines to also use it. I switched the propellant from LiquidFuel to LqdHydrogen in the cfgs - is that all I need to do? Or would the atmosphere curves/ISP change due to the difference in resource density? I ask because the Lightbulb seems to guzzle LH2 like it's nothing!

Edited by curiousepic

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I have update fuelswitch with 1.0 values but seems have some problems with firespitter(7.1.1), tank switch to LF but other than LF value OX is added too

I've tried the old FSfuel Switch and the latest FireSpitter.dll and it does seem to switch just fine in the VAB, but on launch the tank reverts to it original values + the new value. So a 1440 LFO tank that I switched to 2880 LF-only, when launched would now have the 2880 LF, + the original Oxidizer as well. If reverted to VAB, I could then just remove the Oxidizer via slider and all is well, other than the Oxidizer being reported as zero, instead of just not being reported.

You have a link for your updated one? I think the FSFuel Switcher is more important now that ever since Squad changed the stock nuke to LF only, would be nice to have the option of utilizing the entire tank volume instead of just removing oxidizer in the VAB :(

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Idk if i can link somewhere the file but i can put here the cfg file.

I think the FSFuel Switcher is more important now that ever since Squad changed the stock nuke to LF only
+1

Probably is need first remove all resources from part then after add fuelswitch module, but i don't have MM knowledge for do that

Edit2 solved, idk if is the correct sintax but now work

@PART[Size3LargeTank]
{
!RESOURCE[LiquidFuel] {}
!RESOURCE[Oxidizer] {}
MODULE
{



name = FSfuelSwitch

// the resources in each tank setup. Separate setups with a semicolon. Separate tanks that go together in a single setup with a comma
resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer

// the max amount of a resource in each tank in each setup. semicolons separate setups, commas separate tanks in a setup
resourceAmounts = 6480,7920;12960;15840

// the dry mass of the part with no tanks
basePartMass =9

// each type of tank setup can weigh a different amount. Batteries should weigh more than an empty LF tank. Some resources should require sturdy tanks.
//tankMass = 0;0;0

// Additional Funds cost for the different tanks. This is added to the partÂ’s base cost.
//tankCost =0;0;0

// If true, a line is added on the right click menu listing “Added CostÂâ€, because the price widget in the editor is not updated often enough to make it obvious
displayCurrentTankCost = false


// Whether the player can affect the tank setup selection directly, or must do it through a mesh or fuel switcher.
hasGUI = true

// If true, the user can switch resource types while playing. This will empty out the tank. Makes sense for converting a tank from LiquidFuel to Kethane after landing a mining base for instance. Default is off of course.
availableInFlight = false

// Is the player allowed to set up the tank in the hangar? In the above scenario, maybe you donÂ’t want that.
availableInEditor = true

// If true, it feeds info to the module info system that appears when you righ click a part in the part catalog in the hangar. In sets of mesh switchers and fuel switchers, you will want to turn this off in one of them
showInfo = true
}

}
@PART[Size3MediumTank]
{
!RESOURCE[LiquidFuel] {}
!RESOURCE[Oxidizer] {}
MODULE
{

name = FSfuelSwitch
resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer
resourceAmounts = 3240,3960;6480;7920
basePartMass =4.5
//tankMass = 0;0;0
//tankCost =0;0;0
displayCurrentTankCost = false
hasGUI = true
availableInFlight = false
availableInEditor = true
showInfo = true
}

}
@PART[Size3SmallTank]
{
!RESOURCE[LiquidFuel] {}
!RESOURCE[Oxidizer] {}
MODULE
{

name = FSfuelSwitch
resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer
resourceAmounts = 1620,1980;3240;3960
basePartMass =2.25
//tankMass = 0;0;0
//tankCost =0;0;0
displayCurrentTankCost = false
hasGUI = true
availableInFlight = false
availableInEditor = true
showInfo = true
}

}

@PART[fuelTank3-2]
{
!RESOURCE[LiquidFuel] {}
!RESOURCE[Oxidizer] {}
MODULE
{

name = FSfuelSwitch
resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer
resourceAmounts = 2880,3520;5760;7040
basePartMass =4
//tankMass = 0;0;0
//tankCost =0;0;0
displayCurrentTankCost = false
hasGUI = true
availableInFlight = false
availableInEditor = true
showInfo = true
}

}

@PART[fuelTank1-2]
{
!RESOURCE[LiquidFuel] {}
!RESOURCE[Oxidizer] {}
MODULE
{

name = FSfuelSwitch
resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer
resourceAmounts = 1440,1760;2880;3520
basePartMass =2
//tankMass = 0;0;0
//tankCost =0;0;0
displayCurrentTankCost = false
hasGUI = true
availableInFlight = false
availableInEditor = true
showInfo = true
}

}

@PART[fuelTank2-2]
{
!RESOURCE[LiquidFuel] {}
!RESOURCE[Oxidizer] {}
MODULE
{

name = FSfuelSwitch
resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer
resourceAmounts = 720,880;1440;1760
basePartMass =1
//tankMass = 0;0;0
//tankCost =0;0;0
displayCurrentTankCost = false
hasGUI = true
availableInFlight = false
availableInEditor = true
showInfo = true
}

}

@PART[fuelTank4-2]
{
!RESOURCE[LiquidFuel] {}
!RESOURCE[Oxidizer] {}
MODULE
{

name = FSfuelSwitch
resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer
resourceAmounts = 360,440;720;880
basePartMass =0.5
//tankMass = 0;0;0
//tankCost =0;0;0
displayCurrentTankCost = false
hasGUI = true
availableInFlight = false
availableInEditor = true
showInfo = true
}

}
@PART[fuelTankSmallFlat]
{
!RESOURCE[LiquidFuel] {}
!RESOURCE[Oxidizer] {}
MODULE
{

name = FSfuelSwitch
resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer
resourceAmounts = 45,55;90;110
basePartMass =0.0625
//tankMass = 0;0;0
//tankCost =0;0;0
displayCurrentTankCost = false
hasGUI = true
availableInFlight = false
availableInEditor = true
showInfo = true
}

}
@PART[fuelTankSmall]
{
!RESOURCE[LiquidFuel] {}
!RESOURCE[Oxidizer] {}
MODULE
{

name = FSfuelSwitch
resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer
resourceAmounts = 90,110;180;220
basePartMass =0.125
//tankMass = 0;0;0
//tankCost =0;0;0
displayCurrentTankCost = false
hasGUI = true
availableInFlight = false
availableInEditor = true
showInfo = true
}

}
@PART[fuelTank]
{
!RESOURCE[LiquidFuel] {}
!RESOURCE[Oxidizer] {}
MODULE
{

name = FSfuelSwitch
resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer
resourceAmounts = 180,220;360;440
basePartMass =0.25
//tankMass = 0;0;0
//tankCost =0;0;0
displayCurrentTankCost = false
hasGUI = true
availableInFlight = false
availableInEditor = true
showInfo = true
}

}
@PART[fuelTank_long]
{
!RESOURCE[LiquidFuel] {}
!RESOURCE[Oxidizer] {}
MODULE
{

name = FSfuelSwitch
resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer
resourceAmounts = 360,440;720;880
basePartMass =0.5
//tankMass = 0;0;0
//tankCost =0;0;0
displayCurrentTankCost = false
hasGUI = true
availableInFlight = false
availableInEditor = true
showInfo = true
}

}
@PART[toroidalFuelTank]
{
!RESOURCE[LiquidFuel] {}
!RESOURCE[Oxidizer] {}
MODULE
{

name = FSfuelSwitch
resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer
resourceAmounts = 27,33;54;66
basePartMass =0.0375
//tankMass = 0;0;0
//tankCost =0;0;0
displayCurrentTankCost = false
hasGUI = true
availableInFlight = false
availableInEditor = true
showInfo = true
}

}
@PART[miniFuelTank]
{
!RESOURCE[LiquidFuel] {}
!RESOURCE[Oxidizer] {}
MODULE
{

name = FSfuelSwitch
resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer
resourceAmounts = 18,22;36;44
basePartMass =0.025
//tankMass = 0;0;0
//tankCost =0;0;0
displayCurrentTankCost = false
hasGUI = true
availableInFlight = false
availableInEditor = true
showInfo = true
}

}



//MK2///////////////////////////////




@PART[mk2_1m_Bicoupler]
{
!RESOURCE[LiquidFuel] {}
!RESOURCE[Oxidizer] {}
MODULE
{

name = FSfuelSwitch
resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer
resourceAmounts = 180,220;360;440
basePartMass =0.29
displayCurrentTankCost = false
hasGUI = true
availableInFlight = false
availableInEditor = true
showInfo = true
}

}
@PART[mk2_1m_AdapterLong]
{
!RESOURCE[LiquidFuel] {}
!RESOURCE[Oxidizer] {}
MODULE
{

name = FSfuelSwitch
resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer
resourceAmounts = 360,440;720;880
basePartMass =0.57
displayCurrentTankCost = false
hasGUI = true
availableInFlight = false
availableInEditor = true
showInfo = true
}

}
@PART[mk2SpacePlaneAdapter]
{
!RESOURCE[LiquidFuel] {}
!RESOURCE[Oxidizer] {}
MODULE
{

name = FSfuelSwitch
resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer
resourceAmounts = 180,220;360;440
basePartMass =0.29
displayCurrentTankCost = false
hasGUI = true
availableInFlight = false
availableInEditor = true
showInfo = true
}

}

//MK3/////////

@PART[adapterMk3-Mk2]
{
!RESOURCE[LiquidFuel] {}
!RESOURCE[Oxidizer] {}
MODULE
{

name = FSfuelSwitch
resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer
resourceAmounts = 900,1100;1800;2200
basePartMass =1.43
displayCurrentTankCost = false
hasGUI = true
availableInFlight = false
availableInEditor = true
showInfo = true
}

}
@PART[adapterMk3-Size2]
{
!RESOURCE[LiquidFuel] {}
!RESOURCE[Oxidizer] {}
MODULE
{

name = FSfuelSwitch
resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer
resourceAmounts = 1125,1375;2250;2750
basePartMass =1.79
displayCurrentTankCost = false
hasGUI = true
availableInFlight = false
availableInEditor = true
showInfo = true
}

}

@PART[adapterMk3-Size2Slant]
{
!RESOURCE[LiquidFuel] {}
!RESOURCE[Oxidizer] {}
MODULE
{

name = FSfuelSwitch
resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer
resourceAmounts = 1125,1375;2250;2750
basePartMass =1.79
displayCurrentTankCost = false
hasGUI = true
availableInFlight = false
availableInEditor = true
showInfo = true
}

}
@PART[adapterSize2-Mk2]
{
!RESOURCE[LiquidFuel] {}
!RESOURCE[Oxidizer] {}
MODULE
{

name = FSfuelSwitch
resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer
resourceAmounts = 360,440;720;880
basePartMass =0.57
displayCurrentTankCost = false
hasGUI = true
availableInFlight = false
availableInEditor = true
showInfo = true
}

}
@PART[adapterSize2-Size1]
{
!RESOURCE[LiquidFuel] {}
!RESOURCE[Oxidizer] {}
MODULE
{

name = FSfuelSwitch
resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer
resourceAmounts = 360,440;720;880
basePartMass =0.57
displayCurrentTankCost = false
hasGUI = true
availableInFlight = false
availableInEditor = true
showInfo = true
}

}
@PART[adapterSize2-Size1Slant]
{
!RESOURCE[LiquidFuel] {}
!RESOURCE[Oxidizer] {}
MODULE
{

name = FSfuelSwitch
resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer
resourceAmounts = 360,440;720;880
basePartMass =0.57
displayCurrentTankCost = false
hasGUI = true
availableInFlight = false
availableInEditor = true
showInfo = true
}

}
@PART[adapterSize3-Mk3]
{
!RESOURCE[LiquidFuel] {}
!RESOURCE[Oxidizer] {}
MODULE
{

name = FSfuelSwitch
resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer
resourceAmounts = 1125,1375;2250;2750
basePartMass =1.79
displayCurrentTankCost = false
hasGUI = true
availableInFlight = false
availableInEditor = true
showInfo = true
}

}



Edited by Badsector

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nothing but praise porkjet, nothing but praise.

plus!, that is one DAMN .... engine+emissive.

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@Badsector:

There is another fuelswitcher, I've converted the cfg from FSfuelswitcher and it seems to work as well if you want to check it out:

Interstellar Fuel Switch

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Are ammonia-fed versions too much to ask? Its a far denser remass without all that pesky hydrogen boil-off or cryogenic storage demands. I also think the idea of Minmus being an ammonia slushball is just too perfect not to act on.

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Are ammonia-fed versions too much to ask? Its a far denser remass without all that pesky hydrogen boil-off or cryogenic storage demands. I also think the idea of Minmus being an ammonia slushball is just too perfect not to act on.

There's already a definition for LqdAmmonia in the CRP. It's just a matter of someone having time to write the patches. If you add Vall, Laythe, and Eeloo as ammonia harvesting locations, ammonia would be a natural choice for outer solar system exploration.

According to KSPI, ammonia delivers about 5/8 of the Isp of hydrogen at the same temperature, which brings engines in the 800-second NERVA bracket down to about 500 seconds. With the weight of a reactor, that doesn't leave much advantage over hydrolox unless you're modeling boil-off.

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There's already a definition for LqdAmmonia in the CRP. It's just a matter of someone having time to write the patches. If you add Vall, Laythe, and Eeloo as ammonia harvesting locations, ammonia would be a natural choice for outer solar system exploration.

According to KSPI, ammonia delivers about 5/8 of the Isp of hydrogen at the same temperature, which brings engines in the 800-second NERVA bracket down to about 500 seconds. With the weight of a reactor, that doesn't leave much advantage over hydrolox unless you're modeling boil-off.

You also need to factor in the density of the propellant. If volume flow of an ammonia NTR is equivalent to one that uses hydrogen then your mass flow will be much higher which in turn means your thrust is higher.

You can also have a larger delta V budget for a more compact tank. (it's true that H2 is more efficient and powerful but that's per kilogram of propellant)

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hey, just letting you know, the CKAN entry for this points to the wrong forum thread.

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Would it be possible for the lightbulb to un glow once it's been un activated in the future. Really like these engines they add eye candy too. Thanks

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hey, just letting you know, the CKAN entry for this points to the wrong forum thread.

Pull request submitted.

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Would it be possible for the lightbulb to un glow once it's been un activated in the future. Really like these engines they add eye candy too. Thanks

It will eventually cool down, it gets several 1000k hot, takes some time to cool down, or just time accellerate

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It will eventually cool down, it gets several 1000k hot, takes some time to cool down, or just time accellerate

Thanks that's good news.

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any chance we get a optional each that allows these guys to use LH2 from the CRT? (I'm using NFT and cryo engines, and its now weird to have these guys burning kerosene...)

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any chance we get a optional each that allows these guys to use LH2 from the CRT? (I'm using NFT and cryo engines, and its now weird to have these guys burning kerosene...)

I seem to remember nfp having an optional file somewhere that changes all nuke engines to hydrogen.

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is there a download for .90? RO hasnt updated yet and i could really do with this mod

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NFP is only setup to affect the stock LV-N right now, (and I think KSPX and the Kommitz nukes.) It seems that a patch for Atomic Age doesn't exist, so I'll get right on it.

Here's what I've been running. Targets any engine with a mode that runs on LiquidFuel without Oxidizer or IntakeAir, so it picks up stock LV-N, Atomic Age, and the giant nuke in the Taurus HCV pack.


// Convert any engine that runs on straight LF to LH.

@PART[*]:HAS[@MODULE[ModuleEngine*]:HAS[@PROPELLANT[LiquidFuel],!PROPELLANT[Oxidizer],!PROPELLANT[IntakeAir]]]
{
@MODULE[ModuleEngine*]:HAS[@PROPELLANT[LiquidFuel],!PROPELLANT[Oxidizer],!PROPELLANT[IntakeAir]] {
@PROPELLANT[LiquidFuel] {
@name = LqdHydrogen
}
}

// If an engine that has passed the selectors for LF-only also has an
// LFO mode, assume that it's a LANTR and convert that mode to hydrolox.
// We'll use the ratio of 10u LqdHydrogen to 1u Oxidizer from Nertea's
// Cryo Engines.
@MODULE[ModuleEngine*]:HAS[@PROPELLANT[LiquidFuel],@PROPELLANT[Oxidizer]] {
@PROPELLANT[LiquidFuel] {
@name = LqdHydrogen
@ratio = 1.0
}
@PROPELLANT[Oxidizer] {
@ratio = 0.1
}
}
}

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Are you planning to add an open-cycle gas-core NTR? If not, you should make one! Here is a basic idea I had:

TSARBOMBA open-cycle gas-core NTR

mass: 200mT

thrust: 3500kN

isp: 3600s

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I'm using this mod in 1.0, and the engines do not produce any visible exhaust. Can someone help me fix this problem?

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Here's what I've been running. Targets any engine with a mode that runs on LiquidFuel without Oxidizer or IntakeAir, so it picks up stock LV-N, Atomic Age, and the giant nuke in the Taurus HCV pack.

Wow, that's much cleverer than my way. I think Nertea is planning to include a patch for these engines with the next release of NFP, I'll show him this one.

Also, Taurus has an NTR? Coool...

Edited by Starbuckminsterfullerton

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Here's what I've been running. Targets any engine with a mode that runs on LiquidFuel without Oxidizer or IntakeAir, so it picks up stock LV-N, Atomic Age, and the giant nuke in the Taurus HCV pack.

From a quick glance, this looks like it will convert FireSpitter style prop engines also. Nothing quite like a Sopwith running on liquid hydrogen!

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