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dlrk

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Posts posted by dlrk

  1. @DStaal

    Thanks for the info. So, Im trying to design a probe as you describe, but what I keep running into is that the smallest capacitor discharges at 40ec/s, while my engine takes 29.99ec/s , and the burn I need it to do appears to take about 10 minutes. So it seems like I'd still need an enormous, heavy battery. Am I mistaken/missing something? It appears that a sufficiently large capacitor to handle the whole burn would discharge to quickly, even at the lowest setting.

  2. 9 hours ago, Starwaster said:

    It's handled in the DeadlyReentry.cfg file

    I see that just now. I'm not sure what's going on, perhaps some sort of conflict with ReStock or some other mod, but in-game, the nosecone had a much lower skin temp than the 2706 prescribed in DeadlyReentry.cfg. I added noseCone to the SPP CFG, and it worked fine, so that's a bit odd. Perhaps some sort of load order issue with the MM cfg.

  3. On 7/12/2020 at 6:33 PM, PiezPiedPy said:

    New release is up!

    Version 2.3.4 for all versions of KSP from 1.3.1 to 1.10.x

    Download from GitHub or Spacedock

    Full Changelog:

      Hide contents

    v2.3.4 for all versions of KSP from 1.3.1 to 1.10.x

    • 2020-07-12

    Changes since the last release

    • Fixed 'Invalid Cast' bug when using FAR

     

    FYI, the link doesn't work. I can see this release on the release page though

  4. Also @Nertea , I used "Utilization = 10" for both LH2 and CH4, but I'm guessing the value should really be different for CH4. Could I get some info on how you arrived at 10 for LH2?

     

    EDIT: Figured it out. The B9PartSwitch config has 7.5 Units Per Volume for LH2 and 5 for CH4, so I adjusted the utilization for these resources to match accordingly (Utilization = 7.5 for LH2 and Utilization = 5 for CH4)

  5. B9 seems to have a somewhat elaborate MM config for MFT compatibility. I can't seem to figure out how to write an MM cfg that will either override B9's to add a cryo tank to a part instead of a B9_Fuselage tank or add LH2 to the B9_Fuselage. This is my most recent attempt:

     

    @TANK_DEFINITION[B9_Fuselage]:NEEDS[B9_Aerospace&ModularFuelTanks&!RealFuels]:FOR[CryoTanks]:FINAL
    {
        TANK
        {
            name = LqdHydrogen
            amount = 0
            maxAmount = 0
            utilization = 1
    		mass = 0.0000016
        }
    }


    ------------------------------------

    Fixed, did it like this:

     

    @PART[*]:HAS[@MODULE[ModuleFuelTanks]]:NEEDS[!RealFuels]:FOR[zzz_CryoTanks]
    {
    @MODULE[ModuleFuelTanks]:HAS[#type[B9_Fuselage]]
      	{
           	%typeAvailable = B9_Fuselage
           	typeAvailable = Cryogenic
       	}
    }

     

  6. 5 hours ago, Starwaster said:

    It depends specifically on where you are seeing that used. If it's a TANK node especially in a TANK_DEFINITION then it's because the amounts are meant to be zero by default. If it is in a ModuleFuelTanks then you can set up default values for specific resources (and even use percentages for maxAmount)

    Utilization is a multiplier and is usually 1. It is higher for compressed gasses and could even be used to simulate SpaceX super chilled RP1/LOX. It's still valid when paired with a maxAmount of zero because the player can then come along and add that tank via the VAB editor in which case maxAmount is set and utilization comes into play.

    I'm not familiar with CryoTank or its patches and I don't know why they would set utilization to 10 as it's literally 10x (1000%)

    There's actually more than one area where utilization is used. It's used in TANK nodes where it behaves as I said (1 = 100%) but there's also a utilization field in ModuleFuelTanks where 100 = 100%. Maybe whoever wrote that patch thought that they were setting it to 10%. (but that seems equally strange. I just don't know why they did it that way)

    Thanks! I'm making good progress with a new MFT config for Cryo. Just need to resolve an issue with a B9 tank

  7. Ok, I'll just use the RF values. Or possibly just trim that CFG to just have the cryotank resources and see if that works.

    Could I get some information on the relationship between amount,max amount and utilization? I see a post that says that utilization is a multiplier of maxamount, but both the CryoTanks MFT patch and the RF one have amount and maxamount as 0, though the Cryo's patch has a utilization of 10, while RF has it as 1. If maxamount is zero, what if anything does utilization do?

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