Jump to content

westamastaflash

Members
  • Posts

    475
  • Joined

  • Last visited

Everything posted by westamastaflash

  1. Really, all I'm just looking to do is to model in a procedural part a 'hypothetical' near-future tank structure to store LH2/LOX/LCH4/LNH3 in a human/kerbal mars/duna transfer vehicle. Those insulation numbers came from the existing real fuels service module insulation, so is the service module already modeled as insulated? I really know nothing about what the tanks need and am looking for a "good enough" game approximation to make the trade-offs reasonable for long-duration missions.
  2. GIST's for my configs that I made: Tank Definition: https://gist.github.com/ntwest/eb00e448f42123d4526ac323c80483b2 Add ZBO to the real fuels procedural tank: https://gist.github.com/ntwest/a72893210f77eb6a1327b598ecb26df8 Large Radiator Panel: https://gist.github.com/ntwest/fe65c686b7a575c49e973fe1866e6c0c This panel uses ModuleRealFuelsHeatPump, can be changed back. I would appreciate any input into what 'mostly realistic' numbers for the procedural real fuels tank would be for the ZBO insulation & mass settings.
  3. Note the inline hangar mass for the same values (size 3, aspect 1.5) seems to change when i switch up the aspect back and forth from 1 to 1.5 and 1.5 to 2. It's like it's missing an update call somewhere.
  4. The issue seems to be that even when they *are* pulling out heat, it's still 0. I turn on KSP thermal debug and watch the part go from 50k to 19.9k, but the heat transfer value stays at 0.00. Anyway, not a big deal since they're working at least :-D
  5. I'm getting some strange behavior with the Fairing Hangar. I have procedural parts and realfuels installed, and when I put a very heavy part in the hangar (105.62t ballast tank for testing), the hangar total mass is shown as 214.04t. It's not subtracting the mass of the fuel that is stored on the hangar part itself? The "Inline Hangar" is OK, seems like the mass isn't doubled. Also getting weird behavior with the inline hangar. The base mass of the hangar when the size is 3 and aspect is 1.5 appears to be 6.67t. I think the acutal mass is correct (at least based on MechJeb's DV end mass readout), but the display is wrong.
  6. I got it working last night, changed the part module name to ModuleRealFuelsHeatPump. Need to play with the parameters, but I created a tank definition called 'ZBO' and added this to the procedural real fuels tank definition with a MM patch. I defined the tank to hold LOX, LH2, LCH4, and LNH3. Left the wall thickness and conduction the same as stock realfuels cryo tanks. changed insulation to what the servicemodule/fueselage use. insulationThickness = 0.05 insulationConduction = 0.000017 Anyway, I created mm patch part copies of the stock radPanelLg and radPanelSm, called them "Zero-Boiloff Refrigeration Panel", assigned a heatTransfer of 10kw to the small and 20kw to the large. I left skinInternalConductionMult to 1 since the tank's insulation should do most of the work, right? On a large 2.5m diameter, 10m tank, with my 10x kerbal system rescale, it took 3 large panels (60kw) to suck away most of the heat from the tank (i turned on realfuels 'heat penetration' display in the real fuels settings so I could see boil-off loss #). For a long duration mission to Duna, my ship will have a nuclear reactor onboard so should have plenty of EC to refrigerate the tank. With the insulation, the amount of 'heat penetration' after 30 min or so was displayed as a few watts. It took 6 total large panels placed symmetrically (120kw?), to drop the internal temp of the part back to 20.1K and keep it there while in orbit of kerbin (keep in mind it's spending 1/2 time in dark). After a few hours it dopped to 19.9K and didn't seem to want to go any lower. I did notice that one of the display items, 'Heat Transfer', is always showing as 0. Should this be changed to show Rad Flux instead of Int Flux? I can put a pull request together if you'd like with my adjustments and 'new' parts... Any way to maybe do something similar as a module that's added to a tank directly? Then I could create a procedural 'Long-Duration Zero-Boiloff Tank' and not have to increase part count for the refrigeration (just increase mass of the part and decrease the space available for tankage appropriately)...
  7. Shoot. There's a USI Tools "ModuleHeatPump" as well. Seems that it's screwing with this ModuleHeatPump.
  8. Thanks! Appreciate the link. It's been about 14 years since I last had any Physics classes :-).
  9. So I recompiled this myself for KSP 1.2.2 (just a few changes - 'panelState' becomes 'deployState' and part.findAttachNode becomes part.FindAttachNode). The RealFuels 'fuselage' and 'servicemodule' tank types have much higher weight + insulation levels than the Cryogenic one. A 2.5m x 1m PP tank with 3221 LH2 in it boiled off on Kerbin's surface in > 60 kerbin days compared with just a couple days for the Cryogenic tank) so I was going to use that plus a radiator with this heat pump module attached to reduce boiloff to zero for my planned Duna Missions. I'm playing a 10x rescaled kerbin so I need all the ISP I can get, and travel time to Duna is ~830 kerbal days. Is there anywhere that clearly explains how thermals in KSP and RealFuels work? I've looked at the formula in the RealFuels code that computes boiloff and I'm still confused as to what defines all of the various numbers.
  10. RCS thrusters seem to get a bunch of mass added to them when you pick a config. RV-105 0.029t thruster turns into 0.329 tons. Any idea why it's getting 300kg of extra mass added to it? Seems like a LOT to add for something so little... This may not be a specific Real Fuels issue. Seems like when I even add a thermometer, it adds 300 kg to the part mass???!!? I'll need to hack my mod list apart to find the culprit I think. Ugh :-( OK. Looks like it is the DISPLAY of the mass that is wrong in the Real fuels window. It's adding 300 kg to the mass of the part for some reason, as is Kerbal Engineer. But MechJeb Delta V stat window seems to be correct, as is the stock engineer report readout.
  11. Any way with AGX to set the 'thrust limiter' of an RCS port with a hotkey? Would be nice for fine adjustments to automatically scale the thrust so I when i press a key I don't end up overshooting. In 10x scale kerbin tiny adjustments are necessary to get in nice and close to, say, Minmus.
  12. Yes. You would need to define your own ProceduralAbstractShape inheriting from ProceduralShape and then a specific Procedural Shape based on that procedural abstract shape, since all the existing ones are based on rounded cylinders / cones, then write a bunch of code to handle all the various types of shapes. Not for the faint of heart, which is probably why it hasn't yet been done. Have a look also at the B9 Procedural wings for another example of creating procedural parts.
  13. The SHR buttons only show up in flight mode, not in the space center. If you have this other mod installed along with Time Control I can't guarantee anything will work properly, since they both access the same pieces of the Unity engine. I'm working on a new UI based on @DMagic's Unity UI tutorials. Should clean up a lot of the code.
  14. Any way to remove the IFS dependency? I like using the configurable containers mod instead of IFS, and would prefer to load as few DLL mods as possible to improve game performance.
  15. @Anbang11 can you please replace the time control DLL in your GameData/TimeControl directory with this one? I made a few changes. Also delete or move the settings.cfg from the GameData\TimeControl\PluginData folder. Let me know if the exception still is showing up.
  16. Can you please change logging mode to "Trace" in the settings, and post your log file?
  17. What a neat idea! I'm not the best at GUI coding and don't have a lot of time right now, but please create an enhancement request for it here: https://github.com/ntwest/TimeControl/issues
  18. After playing with this, stick with the pre-build command. Simpler. However there is a NuGet package that looks like it will do it. http://blogs.clariusconsulting.net/kzu/how-to-transform-t4-templates-on-build-without-installing-a-visual-studio-sdk/ Use this unofficial update in VS 2015 Update 1+ Install-Package Clarius.TransformOnBuild-unofficial Using this nuget package, plus this code: string projectPath = Host.ResolvePath(""); string versionfile = projectPath + @"\GameData\TimeControl\TimeControl.version"; I got it so that it it will build and change the version file without a prebuild step.
  19. It's in the template <# #> tags? could be a specificity of visual studio, the version of the assembly, who knows.... :-(
  20. I was wrong. It only worked because VS regenerates templates on every modification to the tt file. Looks like it might be integrated into MSBuild. http://stackoverflow.com/a/3381556
×
×
  • Create New...