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Everything posted by Starwaster
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Correct, there is no hard dependency on either RO or FAR. But you may find that there is a need for scaled up engines and tanks depending on what you want to put up into orbit and where you want to go. Being able to use alternate engines such as 'hydrolox'. RO fulfills those needs but you can get by without it, perhaps by installing RF separately (as it is one of the mods installed by RO) and an engine pack for RF that makes use of those fuels. Also something with scaled up tanks, or Procedural Parts or SSTU. (which allows scaled up tanks)
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Not to mention the fact that having things fail isn't going to be meaningful when the player isn't there to interact with the vessel
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[Old Thread] KRE - Kerbal Reusability Expansion
Starwaster replied to EmbersArc's topic in KSP1 Mod Releases
You're probably thinking about the white ones which represent SpaceX aluminum grid fins? Honestly, 660 is pretty reasonable given that the shuttle's aluminum airframe had to be kept under 450K. This has to be the first time I've seen a modder assign even remotely realistic heat tolerances to part. The grid fins shouldn't be able to withstand anything but a suborbital and IRL the fins get torn up pretty badly which is why they switched over to titanium. The white ones aren't even reusable. (and this gives me an idea I should have implemented in Deadly Reentry a long time ago.... heat damaged parts are going to be worth less monies once I do a wee bit of coding....) So, yeah, 660 = good. They're just aluminum. -
Actually ammonia's boiling point is higher at 237.65
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I've noticed this too with certain parts. It is probably a Deadly Reentry thing. DR scales the max temperatures down to realistic levels. Radiators want to keep things at or below 25% of their. For instance the attachment point parts get scaled down to 1000 K. 25% of 1000K is 250K - which is easily exceeded while landed anywhere on Kerbin's equatorial zone. I was testing a Real ISRU lander for power consumption when I noticed that a significant amount of power was being drained that couldn't be accounted for by cryotanks alone. I'm not sure what the solution will be yet. Either the default target temp needs to be bumped up (which would probably be done by MM patch rather than at runtime) or I need to restrict cooling to parts with RF tanks only. The part field in question btw is radiatorMax which defaults to 0.25
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Starwaster replied to Theysen's topic in KSP1 Mod Releases
Players struggling with boiloff in the latest Real Fuels (particularly if trying the new radiator mod) should download this file into their RealFuels folder: https://raw.githubusercontent.com/NathanKell/ModularFuelSystem/master/RealFuels/RealSettings.cfg It will improve the situation when landed on a planet with atmosphere or just when sitting on the pad or ascending through the atmosphere. It will not affect conduction into the tank when in vacuum at all but at least the tank won't have heated up so much before it got to space)- 2,216 replies
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Starwaster replied to Theysen's topic in KSP1 Mod Releases
Maybe this will help https://github.com/KSP-RO/RealismOverhaul/blob/master/GameData/RealismOverhaul/RO_SuggestedMods/VSR/RO_VSR_Engines.cfg- 2,216 replies
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Treat stock volumes as 5 liters per stock unit. That's a good rule of thumb. (RF uses liters as the volume unit) as for your engines I don't know what to say except to be careful what ro engines you base your config off of
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@Tonas1997 You are missing a lot of } It looks like specifically you forgot to close a lot of your MODULE patches. Remember, whenever you are writing something by hand that requires closed brackets, braces or parentheses, always do BOTH of them and then go back and write the code, script or patches that goes in between. For instance if I do @MODULE[ModuleEngineConfigs]{} and THEN go and fill in what I needed in between the { and } then I can't forget to close it afterwards. If you use Notepad++ it will often do that for you though it misses closing a pair if they are inline and nested such as if you are doing nested conditional HAS
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Non-RO just means it hasn't been verified and certified. It's just a label and its presence doesn't mean it won't work. If Real Fuels is installed then tanks will be converted. An RF engine pack (preferably RO) is installed then engines can use kerolox or whatever they are configured for.
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I must have pressed publish too quickly. It's there now
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New update with better throttling when power is low. It does assume that all radiators on the craft are getting used so unused radiators can throw the throttling off. https://github.com/Starwaster/RealActiveRadiators/releases/latest Might be the last update for 1.3.1 and then it'll be on to KSP 1.4 @siimav that's correct and I'm not sure then why it's not cooling your tank down more than it is. That radiator is drawing a lot of heat from somewhere but it's not from the tank you have your LH2 in......
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That's interesting, your tank internal temperature is 20.2 - I'm going to assume that it's rounding up from 20.15. And there's no outgoing internal heat flux and there probably should be because RF sets the target temp to 99% of the boiling point so that it drops it just below. Go into your RealFuels folder and edit MFSSettings.cfg file and look for radiatorMinTempMult. It should be set to 0.99 If it's not there then add it.
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@siimav Just to make sure it didn't get lost in that wall of text, most of that electrical cost you're seeing is because the tank is already too hot so that kicks things into overdrive a bit. Once it hits its target temperature, the heat being drawn will be equal to the skin-internal heat leakage and I calibrated against a radiator temperature of 300 which at 20% efficiency comes out to about 70 watts of electricity per watt of heat removed. (GRC came up with about 114 W per watt removed so you're getting a discount and you PROBABLY wont see your radiators get that hot anyway) And the next update will throttle the cooling down a little so it doesn't murder your power distribution. IF I can get the damned throttle code working right.
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Yes it is absolutely possible to reduce boiloff to zero. The power consumption is a bit off and I'm working on that right now. However, even with the current version you should only see that kind of consumption if the temperature hasn't dropped to normal levels.... It would help if you further had your tank shielded in a fairing before getting to space and turning the radiators on. Or maybe have some radiators on already (the fixed static ones) Edit: That reply was a little rushed; I had to leave the keyboard suddenly. You really want to keep as much heat from getting in there before getting into space. Some things that help with that are Putting the tanks in fairings (if possible; it may not always be practical) Make sure that there are umbilicals/clamps attached as long as possible. It's coded to keep the tank temperatures at (or slightly below) their boiloff until they are released. Use ServiceModule tank type. (note that it is extremely unrealistic to use this on a tank as large as the one you cited so it's up to you as to whether to do this or not) Some things you can do as far as configuration Edit your RealSettings.cfg and add QvCoefficient to RFSETTINGS. It's default value is 3.65 and affects how much heat gets through MLI when in a vacuum. Reducing it makes MLI more effective in atmosphere. Setting it to 0 would remove the convective term from the MLI equation entirely. (3.65 is a guesstimated value; it might be too high or even too low and honestly should be calculated on a per-planet basis instead of being a static value) In the RealActiveRadiators folder, edit RealActiveRadiators.cfg and edit or delete the cryoCoolerEfficiency section. You will note that temperatures of 20.15 (boiling point of LH2) has an assigned efficiency of 20% - change that if you want the cooling system to be more effective at that temperature, but honestly 20% is probably pretty generous. Deleting the entire section (cryoCoolerEfficiency, brackets and everything in between) will make it default to 70% across the board. Even at 100% efficiency though, it's always going to be less efficient moving heat from cold temperatures to hotter temperatures. The greater the difference the more power it takes to remove each watt of heat.
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It sounds like a configuration issue in one of the parts that uses core heat. Heat at high timewarp doesn't exist in the conventional sense and it sort of gets 'distributed' but not the way it does at low timewarp or no timewarp. Instead what happens is that it goes into analytic mode where it assigns a global temperature to the entire vessel primarily based on its radiative properties. Adding flux determines what the vessel wide temperature will be. For parts to be exploding, something has to be seriously wrong in the core heat configs though if any of the mods that you use are using the analytic interface in their code then it's also possible to screw things up that way too. If I knew what parts are causing your explosions then I might have a better idea as to how it will behave with this mod and if it's something I could mitigate in any way. (though my gut tells me that I probably can't; as I mentioned, it's the core modules that are responsible for finding radiator parts and pushing heat out to them, though they limit themselves by what the radiator says it can accept)
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Probably not because I didn't touch anything that dealt with core heat. In fact, as best as I can tell, radiators don't actually 'remove' core heat so much as the core pushes the heat to the radiator. ModuleCoreHeat looks at the list of active radiators (RAR counts because it's actually an extension of ModuleActiveRadiator) and adds heat to the radiator (real heat to the part itself) while removing core heat from itself. Is this stock ISRU parts you're talking about or ISRU from some mod? I ask because I've been working on the Real ISRU configs and have warped at the maximum rate possible without anything exploding...
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Starwaster replied to Theysen's topic in KSP1 Mod Releases
Hey guys, new mod here to replace Heat Pump mod for Real Fuels. This is intended to be used with the latest version of Real Fuels and its new insulation system to reduce or eliminate boiloff. It works a bit differently than Heat Pump did in that how efficiently it can cool depends on the temperatures of parts being cooled and the temperature of the radiator; it's harder to pump heat from cold pumps to hot radiators so it uses the same equations used to determine a real heat pump's efficiency (refrigerators, air conditioners, cryocoolers, etc). It extends and replaces the stock radiators so it will work with stock systems such as the converters and Core Heat.- 2,216 replies
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Former users of the Heat Pump mod should download this file to allow your craft to load if they were using HP radiator parts https://github.com/Starwaster/RealActiveRadiators/raw/master/GameData/RealActiveRadiators/DeprecatedHeatPumpParts.cfg Just install that in the RealActiveRadiators folder If you were using the zzz radiator (slightly triangular, cool looking) I overlooked that one. I'll get that one in here.
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Heat Pumps v1.3.0 for Real Fuels - May 1, 2017
Starwaster replied to Starwaster's topic in KSP1 Mod Releases
Hey guys, new mod here to replace Heat Pump mod for Real Fuels. This is intended to be used with the latest version of Real Fuels and its new insulation system to reduce or eliminate boiloff. It works a bit differently than Heat Pump did in that how efficiently it can cool depends on the temperatures of parts being cooled and the temperature of the radiator; it's harder to pump heat from cold pumps to hot radiators so it uses the same equations used to determine a real heat pump's efficiency (refrigerators, air conditioners, cryocoolers, etc). It extends and replaces the stock radiators so it will work with stock systems such as the converters and Core Heat.- 125 replies
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Real Active Radiators is primarily intended for use with Real Fuels and Realism Overhaul but otherwise behaves like the stock Active Radiators with improved behavior. Can always cool parts regardless of ambient temperature. (unlike real radiators, stock KSP radiators will not pull heat if the ambient temperature is hotter than the radiator's temperature) If the cooled part is colder than the radiator's temperature then an added heat pump cost (in ElectricCharge) will be incurred. Fixed bug where stock radiator energy transference is divided by the current timewarp scale. During normal x1 warp this resulted in energy being scaled 50x. Increased timewarp scaling reduces energy scaling so that radiators become less and less effective the faster you timewarp. (timewarp 1 = fixedTimeDelta = 0.02) Known issue: Because of the scaling issue, the VAB reports radiator cooling as 50x more effective than it really is. However, radiator cooling is consistent now and 10 kW of cooling is 10 kW of cooling no matter how fast you're warping. The info in the VAB will be corrected next update. About Real Fuels: Real Fuels now has multilayered insulation which can be installed by players on a per tank basis in the VAB. Always install some because active cooling works best when used with passive insulation. Also note that unlike Heat Pump, energy usage is more consistent regardless of the tank being cooled. A tank with liquid hydrogen costs the same amount of electricity as a tank with liquid oxygen. HOWEVER: You get less cooling on the LH2 tank than on the LOX tank. The amount of cooling per watt of power depends on the ratio of the cold temperature to the radiator temperature. DOWNLOAD: This link always has the latest update: https://github.com/Starwaster/RealActiveRadiators/releases/latest Special thanks to @Bornholio and Schnobs for directing me to the documents that helped me figure out how refrigeration efficiencies work and numerous conversations on the subject. (not sure who Schnobs is on the forums... who is he?)
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No need, it's not going to work without errors because the old particle system has finally been removed after being in a deprecated state for a long time. There's a new system to switch over to. It's going to have to have an update to work with 1.4
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[KSP 1.12.3] Bon Voyage (1.4.1) - 2022-10-02
Starwaster replied to maja's topic in KSP1 Mod Releases
Have you tried World Stabilizer? Most of the time it keeps my craft safe when loading in, even after BonVoyage has moved them.