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Showing results for tags 'boil off'.
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Hey all, Recently started another RSS career with about 90 some odd mods. The most important one obviously being real fuels. I dont think my issue with oxygen boil off is related to real fuels as I've made a config file with the FINAL designation to change all the tanks with the variable 'loss_rate' to '0' and have confirmed that it is working by checking modulemanager.configcache. So my only conclusion is that its a different mod. I had cryogenic engines and tanks installed and found variables called BoiloffRate and some other localization stuff related to that mod, but I wasnt sure I had found all the instances within its configuration so I elected to play without it. Deleted my configcache so it would generate a new one and I'm still experiencing Liquid oxygen boil off and I can't find the variable responsible for it, so I've come here for help. Here's a combined pic of my mod list. Appreciate everyones time. - https://imgur.com/L9ldERG
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- 1.3.1
- real fuels
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(and 1 more)
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For all those passionate players of RO/RSS who struggle with the boil off problem... I tried many different ways to handle those liquid fuels, tried radiators, heat pumps etc... As far as i can see... when you pass the 100x time warp (switching to analytic physics calculations) boil off happens... I found a way. I tweaked the realtanktypes.cfg (realfuels) and the rftanks.cfg (procedural parts) to get a tank type which prevents boil off. First it feels (and looks like) cheating I know... but considering that in the end every "feature" you need in space has to be paid with "weight" (insulation, radiator, electricity...), i suggest you alter the basemass to stay in a realistic scenario.... I´m not the author of the mentioned mods, i just edited the cfgs. Here is how.: \gamedata\realfuels\resources\RealTankTypes.cfg add.. //Ultra TANK_DEFINITION { name = Ultra highlyPressurized = False basemass = 0.000039 * volume outerInsulationFactor = 0.0005 TANK { name = LqdOxygen mass = 0.0000112 utilization = 1 fillable = True amount = 0.0 maxAmount = 0.0 wallThickness = 0.0025 wallConduction = 16 insulationThickness = 0.0381 insulationConduction = 0.014 temperature = 400.15 note = (has insulation) } TANK { name = LqdHydrogen mass = 0.0000016 utilization = 1 fillable = True amount = 0.0 maxAmount = 0.0 temperature = 400.15 wallThickness = 0.0025 wallConduction = 205 insulationThickness = 0.0381 insulationConduction = 0.014 note = (has insulation) } TANK { name = LqdAmmonia mass = 0.0000096 utilization = 1 fillable = True amount = 0.0 maxAmount = 0.0 temperature = 400.65 wallThickness = 0.0025 wallConduction = 205 insulationThickness = 0.0381 insulationConduction = 0.014 note = (has insulation) } TANK { name = LqdMethane mass = 0.0000096 utilization = 1 fillable = True amount = 0.0 maxAmount = 0.0 temperature = 400.45 wallThickness = 0.0025 wallConduction = 205 insulationThickness = 0.0381 insulationConduction = 0.014 note = (has insulation) } } \GameData\ProceduralParts\Parts\ZOtherMods\RFTank.cfg add the bold line.. { name = ModuleFuelTanks volume = 1060 utilizationTweakable = true type = Default typeAvailable = Default typeAvailable = Cryogenic typeAvailable = ServiceModule typeAvailable = Fuselage typeAvailable = Balloon typeAvailable = BalloonCryo typeAvailable = Structural typeAvailable = ElectricPropulsion typeAvailable = Ultra } } The temperature in the first cfg is the key... What it does....: Now it is possible to choose "ultra" as a procedural tank type which is capable to store the configured fuels up to the given temperature in K. Many thanx to all the modders out there who do a great job... P.S. please excuse the fact that i´m not a native speaker/writer
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- boil off
- realism overhaul
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