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Enceos

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Everything posted by Enceos

  1. * If the game cannot find an agent listed in the save file, it will pick a random agent. Finally no breaking saves because we removed a mod with an active agency.
  2. After digging deeper I can tell that emissiveConstant only affects the passive heat radiation. Physics.cfg has lines convectionDensityExponent, convectionVelocityExponent, fullConvectionAreaMin which, we can assume, take place in the convection equation. This means that Convection happens through surrounding atmospheric temperature, its density and velocity of the craft. EDIT: Updated the OP with thermal flux tooltip info
  3. I believe if SETI rebalance gets continued, Yemo will surely look at doing this.
  4. The heat is stored within a part, some of the distribution formulas are in the OP. But do you really need them? Squad tried to make thermodynamics as real as possible, most of the formulas you can find on wiki.
  5. There's a good site called freesound.org if you want to change the alarm. Here's a good vid of what they use in movies: I hear two alarms: fast digital beep and high pitch siren.
  6. @Yemo, I think you haven't yet puzzled out every change Squad has made. And jump to accusations too soon. API has been vastly extended for moddability, if you are into programming. If you had known how to write plugins you'd understand.
  7. Lovely! 1) yes 2,3) restrictions would add unnecessary hassle imo 4) yes +) I would make one or two experiments not rerunnable to add some work for scientists (they're got an ability to clean experiments in 1.0).
  8. Good stuff! I bluntly copied your explanations into OP. About heatConvectiveConstant I understand heat convection as a process of how fast the heat spreads evenly withing a part that has fluids. Does that mean that parts in KSP can be hotter on one side and cooler on the other? Don't know, gotta find out experimentally.
  9. You can make it naturally loose heat by adding emissiveConstatnt to it's config. You can make it heat up slower by increasing the thermalMassModifier. You can stick on a part with high heat dissipation (emissiveConstant) and high heatConductivity, which will act as a radiator.
  10. KospY says he made an option to use equipped parts, for example conduct experiments with science parts. His post here.
  11. It's kinda unusual to see requests for 0.90 compatibility and 1.0 compatibility on the same page
  12. I don't think ladders take any of the processing power. Kerbal Space Center has ladders everywhere, around 20 of them on the buildings, with lengths from 5m to 30m. Yet we don't notice this at all. Many people don't even know that buildings have many ladders in KSC.
  13. Didn't understand a thing you say )) We're working here with what Squad gave us and figuring out the proper way to use it.
  14. @Nertea, your engine configs are an example to every engine maker. Well done!
  15. Strangely enough these engines never burn up during reentry for me... maybe maxtemps are too high?
  16. I think science parts need a separate module to be used from inventory. Nobody has made one yet. I wonder if its possible to bind the "Use" action of KIS to one of the actions that can be performed by the part. This feature would let people avoid making separate mods for making parts usable in KIS.
  17. My apologies, didn't pay attention to the texture files in the root. I checked the mapping and its there. Awesome work of consolidating everything.
  18. Yep, I don't entirely understand how this works myself. Haven't got my hands on any of these formulas. Waiting for an expert to clarify things. But with trial and error of tweaking this value I made clustered engines be nice to each other. Originally they would just burn each other. Didn't notice any thrust change.
  19. True! MODULE { [B][COLOR=#006400] name = ModuleKISItemStatic[/COLOR][/B] volumeOverride = 100 stackable = true [B][COLOR=#006400]allowAttachOnStatic = true[/COLOR][/B] [COLOR=#006400][B]breakForce = 10[/B][/COLOR] }
  20. Thanks to you as well for all the previous help in modelling. I'm sure i missed something, cause I just started wrapping my head around it.
  21. So what are the new temperature rules for parts in the new heating mechanic of KSP 1.0? I've been going through the Squad parts and found some new values. The Rule of thumb - no part should have its maxTemp above 2000 unless it's a heatshield, reentry pod, or a super hot engine. Only specific parts should exceed this value, unless you never want your parts to explode during reentry (I advice against it, because it's a bad user experience, people want unshielded stuff to explode in extreme conditions). 1) Squad maxTemp values: - Heatshields have 3400 - Pods designed for reentry have 2400. Other pods and cockpits, even the MK3 shuttle cockpit, have 2000 maxTemp. - Fairings and shielded docking port 2400 - Cargo bays 2200-2300 (they're meant to protect the stuff inside) - Service bays 2600 (they're basically reentry pods for equipment) - Sensitive equipment 1200    · wheels    · science    · radial batteries    · probecores (exception: inline probes 2000, sphere 1800)    · unshielded solar panels    · external seat - Subsonic plane gears 1000 - Basic fin 934 (aluminum melting point) - Intakes: subsonic 1900, supersonic 2000, hypersonic 2100 - Size adapters 2100-2300 (adapters are more exposed to the airflow, thus heat up faster) - All the engines have 2000 maxTemp (exception: nuclear engine 2500, massive SRBs 2200) - Everything else 2000 maxTemp (personally I'd tweak down many of those). 1.1) heatProduction of Squad LFO engines does not exceed 375 "Twin-Boar" (which is the fastest to overheat due to its high mass) LFO: Skipper 350 Mainsail 196 LV-T45 200 smaller or advanced engines have less heatProduction e.g. KR-2L+ "Rhino" 140 Liquid Fuel: LV-N "Nerva" nuclear engine 432 Solid Fuel: SRBs have a heatProduction of 400-550, thus they're not designed to burn for as long at max thrust. Physics for engine makers: heatProduction scales with part's mass (i.e. thermalMass). Engines lose heat by radiation, convection and conduction. Heat loss is proportional to area / mass. If you increase the mass of engines, they will lose heat slower, thus gain temperature faster for the same heatProduction. In essence, of two engines with the same heatProuction the one with higher mass will overheat faster. The lighter the engine - the more slowly it overheats. Deep explanation: Each second, an engine part's heat is increased by: T/s = heatProduction * currentThrust / maxThrust / flowMultiplier * PhysicsGlobals.internalGenerationFactor * thermalMass heatProduction is measured in Kelvins/s, although with modifiers (0.03 for the PhysicsGlobals.internalGenerationFactor which is set in the Physics.cfg). You will quickly see that for rocket engines, heat production increases as you go from sea level to vacuum (because thrust increases), and for jets, heat production is linear with respect to throttle no matter the altitude. flowMultiplier is the jet airflow multiplier. It's the product of evaluating atmCurve on density/1.225, and evaluating velCurve on mach. ---- heatProduction is now scaled by the part's thermal mass (as well as the internal generation factor). So assuming the latter is 1 (it's not, it's something like 0.03) then heatProduction=1 literally means "this engine produces enough heat per second to raise its temperature 1 K per second". Yet increasing 0.02t of mass 1K means waaaaay less energy than increasing 6t of Mainsail. And that heat (the energy, not the temperature) conducts outward. © NathanKell 2) A new line emissiveConstant was introduced for heat dissipation and varies between 0.1 and 0.95. Can be set above 1.0 to simulate some high tech cooling. It was given to: [TABLE=width: 250] [TR] [TD]- engines[/TD] [TD]0.8[/TD] [/TR] [TR] [TD]- SRBs[/TD] [TD]0.5[/TD] [/TR] [TR] [TD]- Fuel tanks[/TD] [TD]0.8[/TD] [/TR] [TR] [TD]- Mk2 fuselages[/TD] [TD]0.8[/TD] [/TR] [TR] [TD]- Mk3 fuselages[/TD] [TD]0.87[/TD] [/TR] [TR] [TD]- landing legs[/TD] [TD]0.8[/TD] [/TR] [TR] [TD]- solar panels[/TD] [TD]0.95[/TD] [/TR] [TR] [TD]- landing gears[/TD] [TD]0.95[/TD] [/TR] [TR] [TD]- light wings [/TD] [TD]0.4[/TD] [/TR] [TR] [TD]- "shielded" wings[/TD] [TD]0.95[/TD] [/TR] [TR] [TD]- subsonic intake[/TD] [TD]0.55[/TD] [/TR] [TR] [TD]- supersonic intake[/TD] [TD]0.7[/TD] [/TR] [TR] [TD]- hypersonic intake[/TD] [TD]0.95[/TD] [/TR] [TR] [TD]- service bays[/TD] [TD]0.95[/TD] [/TR] [/TABLE] Physics behind it: emissiveConstant is the emissivity factor in the black-body radiation equation flux in W = Stefan-Boltzmann constant * emissivity * area * temperatureK4. It most certainly cannot be >1 in passive cooling (1 is a perfect black body). 0.95 is the "poor man's heat shield"--non-ablatively shielded parts, like spaceplane wings, have that, that means they radiate away heat very fast, comparatively. Default is 0.4, which is gray. Note that solar absorption appears to equal emissivity (this is why solar panels take in lots of heat from the topside as well as radiating from the underside). © NathanKell 3) Another new parameter thermalMassModifier which defines the speed of heat accumulation in the part, specific heat capacity in other words. The number in this modifier multiplies the existing capacity of the part. Physics: All parts have a default specific capacity heat of 800 kJ/tonne-Kelvin defined in Physics.cfg in the root folder (standardSpecificHeatCapacity) Resources also have their own specific heats defined in ResourcesGeneric.cfg in Gamedata/Squad/Resources (hsp) thermalMass = dryMass * standardSpecificHeatCapacity * thermalMassModifier + resourceMass * hsp The thermal mass can be shown in part tooltips after checking it in debug toolbar->physics->thermal The parameter was given to light parts which should withstand heat better: [TABLE=width: 250] [TR] [TD]- solar panels[/TD] [TD]2.0[/TD] [/TR] [TR] [TD]- light aero parts[/TD] [TD]3.0[/TD] [/TR] [TR] [TD]- "shielded" aero parts[/TD] [TD]4.0[/TD] [/TR] [TR] [TD]- intakes[/TD] [TD]4.0[/TD] [/TR] [TR] [TD]- landing legs[/TD] [TD]3.0[/TD] [/TR] [TR] [TD]- landing gears[/TD] [TD]4.0[/TD] [/TR] [TR] [TD]- service bay[/TD] [TD]5.0[/TD] [/TR] [/TABLE] It was removed from heatshields in favor of Ablator: [TABLE=width: 250] [TR] [TD]- heatshields                 [/TD] [TD]0.001[/TD] [/TR] [/TABLE] 4) The last new parameter is heatConductivity which defines how fast the part conducts its temperature between adjacent parts. From 0 to 1 the speed increases. The less the number, the better a part protects adjacent parts from its own heat. Your PC's heatsink probably has around 0.7 heatConductivity increases with the area of connection of two parts, as does in real life. The default value is 0.12 when this line is missing. It was given to: [TABLE=width: 250] [TR] [TD]- solar panels[/TD] [TD]0.04[/TD] [/TR] [TR] [TD]- service bays[/TD] [TD]0.04[/TD] [/TR] [TR] [TD]- "shielded" aero parts[/TD] [TD]0.06[/TD] [/TR] [/TABLE] 5) There's a hidden parameter heatConvectiveConstant which is not used by the stock parts, but is available for modders. It defines how fast a part convects its temperature via surrounding atmosphere. It defaults as 1.0 and can be increased to simulate a wet surface which cools faster in the air. Splashed-down parts cool much faster. 6) Radiative Area The game calculates the radiative area of parts from their meshes and is the theoretical area that emits or absorbs radiated heat. Parts emit heat when in shadow and absorb it when in sunlight. Parts with a larger radiative area gain or lose heat faster than those with smaller radiative areas. ​© Red Iron Crown Radiative area is used for three things: 1. black body radiative emission and reception 2. solar flux 3. body flux (if your current SoI is not the sun, you get reflected solar flux based on body albedo, and emissive flux based on body temperature). All three occur all the time. 1 is proportional to part temperature4 - background temp4. 2 is proportional to distance to the sun and to unoccluded part area facing the sun. 3 is proportional to distance to the body and to unoccluded part area facing the body. The density of the atmosphere (if you're in an atmosphere) will also lower the solar and body flux incoming, but raise the background radiation temperature above 4 K. Background temperature is interpolated by density, though not at all linearly, between 4 K and the current external temperature, i.e. shockwave heating is included. © NathanKell 7) Ingame thermal flux [TABLE=width: 830] [TR] [TD]The tooltip of the debug menu contains several thermal outputs: Temperature Temperature External (includes the shockwave heat from deceleration) The flux is measured in kilowatts ‒ negative number is for outgoing thermal power + positive number is for incoming thermal power Conduction Flux - heat transfer between adjacent parts Convection Flux - heat gain/loss via the help of atmosphere, velocity and surface area Radiation Flux - influenced by emissiveConstant and surface area;                 ​   radiates heat in shadow, takes heat if sunlit Internal Flux - heat production of the part itself (e.g. engines, drills...)[/TD] [TD][/TD] [/TR] [/TABLE] I decided to make this thread because I believe many modders are having trouble fixing the temps of their parts for KSP 1.0 Big thanks to NathanKell and Red Iron Crown for clarifying many of the new mechanics. Have I missed anything or made a mistake? please comment in the thread.
  22. He has said it already: "Hopefully I'll have something ready by the weekend."
  23. @frizzank, what about my post? :3 Easy to replicate: just take a FASA landing leg from the tab in editor with debug window open and you start seeing errors. Thanks for your hard work, I'd like to help to adjust FASA according to new rules of KSP 1.0 I noticed all of the engines in FASA still have maxTemp = 3200. While going through the new Squad temps, i found out that the rule of thumb is no part should have maxTemp higher than 2000 other than heatshields and command pods. - Heatshields have 3400. - Pods designed for reentry have 2400. - Sensitive equipment has 1200 maxTemp. - Everything else 2000 maxTemp. - All the engines have 2000 maxTemp + a new line "emissiveConstant = .." for heat dissipation. FASA engines are missing this line. FASA engines also have ridiculously high heatProduction values over 400 which makes them burn each other when on the same plate. For example the Mainsail engine has 180 heatProduction, Skipper has the highest of 306. The hottest are SRBs with 500 heatProduction value, that's why we don't want them to burn for as long before we ditch them. I've been digging into the new thermodynamics of KSP 1.0 and made some outlines to help modders adjust their parts: http://forum.kerbalspaceprogram.com/threads/117930-New-temperature-rules-for-parts-in-1-0
  24. Funny how you tried to do everything but look at the texture files ) Textures are missing, there are only placeholders with this image: The author hasn't made/included the real textures yet.
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