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SpaceHungryMan

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Posts posted by SpaceHungryMan

  1. If your resource represents a real-life material, research real-life containers for that material. If you know the mass of a stage that contains your resource and other resources that have already been statted, you can adjust the numbers for your resource so the final mass of that stage is in the ballpark.

    If the resource you're adding is fictional or you can't find suitable published information, you can at least assign a plausible figure by looking at existing resources that are stored at similar temperatures and pressures and have similar densities. Within a general temperature/pressure/density range, more dangerous materials will tend to have heavier tanks (because the tanks get built to a higher safety margin and because some of them limit the selection of tank and pipe materials they can come in contact with).

    Understood. Thank you very much.

  2. Three components go into the mass of a RF tank part.

    1. The mass of the resource itself

    2. The mass of the (sub)tank that holds the resource

    3. The basemass of the entire part.

    As mentioned above, that comes out to the total volume of the part times the basemass, plus the mass of each tank times its volume, plus the mass of the resources.

    This is because an RF tank part is actually a collection of resource tanks, not one big tank. So you have to account for the structural mass of the part (stringers, etc), and then the mass of the pressure vessel for each resource housed, and then finally you get to the resource mass itself.

    The various types are set up in TANK_DEFINITION. Each tank definition describes the base mass (in terms of volume), as well as which resource TANKs it can hold (and their masses-per-volume). So a part that doesn't have any resource tanks added only has mass = basemass * volume. That's just the base structural mass. As soon as you start adding resource tanks, however, then you have to pay for the mass of those pressure vessels too (or batteries, if the resource in question is electricity). I hope that clears it up?

    Much clearer thank you! One more question if I may...

    Say I'm adding an entirely new resource (one that is not defined anywhere in RF) to a particular tank definition. How do I come up with the mass of its pressure vessel? How did you guys determine the figures for the existing resources for example?

  3. In a TANK define, you're defining how much the pressure vessel masses, dry, per liter of capacity.

    I thought that's what basemass * volume was for?

    V * TANK_DEFINITION[Default].basemass + V * TANK[Kerosene].mass + V * TANK[Kerosense].utilization * RESOURCE[Kerosene].density.

    Where do you get volume from since capacities vary from part to part?

    ...the mass of a part of volume V of type Default that's all kerosene....

    Isn't that the same as V * TANK[Kerosene].mass?

    Thanks for taking the time answer :)

  4. Hello,

    I'm playing around with the tank definitions for personal use and I'm a bit confused about the mass value. This guide indicates that the mass value is tons per unit of volume, which in this case would be tons per litre correct? Except it's not because upon checking the CRP working document, it becomes clear that the mass value /= tons per litre. For example, according to CRP Kerosene has a density of 820kg/m3 which should give it a mass value of 0.00082. In RF's RealTankTypes.cfg, the mass is defines as 0.000012 in the Default tank and 0.000077 in the ServiceModule tank.

    So why is there a discrepancy between CRP and RF in this? Furthermore, why is the mass inconsistent across different tank types?

    Basically what I'm trying to get at is: how is the mass value in RF's tank defs determined so I can make my own?

    Thanks.

  5. SpaceHungryMan, thanks a lot for this code ! I wil try it imediately !

    By the way is there a similar thing for the OPT engines? I noticed that on the previous version of real fuels the OPT engines got altered but they reverted back to normal after this latest update.

    Check again. It should be there. Download directly from the repo instead of downloading the official release.

  6. First off i would like to congratulate NathanKell for an awesome mod ! And secondly i humbly ask if theres a way to add support or at least point me to a way of making OPT Space Plane parts work with real fuels?

    I did try going into the CFGs and adding the module to the tanks but that's time consuming and when CKAN updates anything the CFGs end up reverted back to their original content thus leaving me back at square one. I also thought about trying to go the ModuleManager patch way but so far it isnt working ... Any help would really be appreciated.

    I appologise if this thread is not for this type of request :D

    You can use mine if you want. Here:

    //For K.Yeon's OPT Space Plane Parts

    @PART[mk2j_adaptor]:FOR[RealFuels] //J to Mk2 Adaptor 4m
    {
    MODULE
    {
    name = ModuleFuelTanks
    volume = 8000
    type = Fuselage
    }
    }


    @PART[jk_7m_adaptor]:FOR[RealFuels] //J-K Adaptor
    {
    MODULE
    {
    name = ModuleFuelTanks
    volume = 50000
    type = Fuselage
    }
    }


    @PART[j_4m_tanks]:FOR[RealFuels] //J-FuelTank 4m
    {
    !MODULE[ModuleFuelTanks] {}
    MODULE
    {
    name = ModuleFuelTanks
    volume = 13200
    type = Fuselage
    }
    }


    @PART[OPTdropTank]:FOR[RealFuels] //OPT Droptank
    {
    !MODULE[ModuleFuelTanks] {}
    MODULE
    {
    name = ModuleFuelTanks
    volume = 1500
    type = Fuselage
    }
    }


    @PART[ij_4m_adaptor_variant]:FOR[RealFuels] //I-J Connector
    {
    !MODULE[ModuleFuelTanks] {}
    MODULE
    {
    name = ModuleFuelTanks
    volume = 8800
    type = Fuselage
    }
    }


    @PART[ij_adaptor]:FOR[RealFuels] //I-J Connector
    {
    !MODULE[ModuleFuelTanks] {}
    MODULE
    {
    name = ModuleFuelTanks
    volume = 8800
    type = Fuselage
    }
    }


    @PART[k_6m_tanks]:FOR[RealFuels] //K-FuelTank 6m
    {
    !MODULE[ModuleFuelTanks] {}
    MODULE
    {
    name = ModuleFuelTanks
    volume = 20625
    type = Fuselage
    }
    }


    @PART[k_cockpit_adaptor]:FOR[RealFuels] //K - Space Shuttle Cockpit Adaptor
    {
    !MODULE[ModuleFuelTanks] {}
    MODULE
    {
    name = ModuleFuelTanks
    volume = 13750
    type = Fuselage
    }
    }

  7. The basics of the bug is that with ModuleManager 2.5.9, all is well. Trying to upgrade Real Fuels to version 9.0 brought with it ModuleManager 2.5.12. This caused my install to crash/stall/blow up on launch. After some head scratching, it was determined that ModuleManager was the 'culprit', as rolling it back allowed for the game to load.

    I had a similar issue. Using ModuleManager 2.5.13 seemed to fix it. Try that perhaps?

  8. ​Since Tellion appears to be absent, I've forked his copy of OPM 64K and updated it for 1.6.5.

    I simply rescaled Polta, Priax, and Wal to 64k levels. I also adjusted Polta and Wal's densities and geeASL values to be a little more consistent with the real-life bodies they were based on. I left Priax alone because I'm not too sure what to base its density off of. I also incorporated the various minor changes that came with 1.6 and 1.6.5 (Plock adjustments, Urlum reverse rotation, Slate height map fix, etc.). No new AVP configs since the new moons don't need them.

    To be clear, this is mostly Tellion's (and of course CaptRobau's and Eudae55's) work and I am simply updating it.

    HERE IT IS

    Just hit the "Download ZIP" button at the right side of the page. Installation instructions are at the bottom of the page.

    Thanks.

  9. I have to say, I absolutely love the mod, but I have a problem:

    Whenever I try to use this mod with Kerbal Construction Time, the fuel boils off before it even gets to the launch pad. Does the pump in the launch clamps provide fuel to the spacecraft to prevent this from happening?

    Do you have the latest release of KCT? It was supposed to fix that issue.

  10. Probably not a bug but I just download the URM pack for the first time (my first Kosmos mod installed.) None of the primary parts show up in game except some of the ancillary items.

    Is there some dependency for the tanks and engines to show up? All I have is a URM fuel/monopropellant line showing up in both sandbox and career.

    I am running several other mods (SpaceY/ModularRockets/Modular Tanks + SpaceX and a slew of Dmagic and Diazo Mods.) Are there known incompatibilities? I did not see any listed on the first page or any of the recent announcements.

    Troubleshooting I have done:

    1) Have steam check my files and update as needed

    2) Deleated several mods (B9, Retrofuture etc,) Deleted ATM.

    3) Verified I am below 2GB memory footprint in sandbox.

    4) Re-downloaded URM from Kerbalstuff and after deleting original files I re-installed.

    TIA I am looking forward to using a your new RD170 family of models!

    I believe you're missing MOARdV's URMP plugin.

  11. Okay, I found if I build with the URM tanks and the RD1xx engines I get way too much dV in stock (a 5-segment tank with a RD-180 gives me over 7000) KSP and way too little in RO (same config is under 300, and yes I am using kerosene/LOX).

    I don't know about stock but I don't think the URM tanks have a proper RO config. So they're volume is probably ridiculously small for an RSS game.

  12. Implemented!

    Version 0.7.29 for Kerbal Space Program 0.90 Released on 2015-03-18

    • increased Methane/Kathane IspMultiplier to 0.78 ThrustMultiplier to 2.2
    • increased Metalox IspMultiplier to 0.468 ThrustMultiplier to 4
    • added SootFactor 4 to Methane, Kathane and Metalox, which will slowly clog the Noozle with Soot, causing it to overheat
    • added SootFactor -4 to CO2 allowing it to remove the Soot buildup, removing overheating

    Is this SootFactor applied to all engines that use those resources? Or is it exclusive to KSPI's engines?

  13. I'm not so lucky to be able to use 7.3GB of RAM to start with (I should install Linux!) but yes, switching launch sites tends to make the game more unstable for me (which generally is due to RAM limits).

    Good to hear! Well, in the sense that I don't have to comb through my mod folder trying to find the culprit. Just wanted to confirm that it's a known issue.

    And I cannot recommend Linux enough.

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