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Showing results for tags 'heat management'.
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OK, so I've searched around for some info on this, and all I seem to find is "use moar radiators." Well, that's nice, but is there a way to interpret the numbers so we can actually plan our loadouts? My problem is not understanding the correlation between the power rating on the active devices and the radiators. For example, the 1.25 ISRU converter requires 100 kW of cooling. But if I strap on three 200 kW radiators, for a total of 600 kW of cooling, the converter still overheats in a matter of minutes if it has enough ore to run at full grunt. Also curious is that I can keep one junior drill at around 650 degrees if I give it 600 kW of cooling even though it says it "requires" just 50. Well, so, what's the deal here? How can I calculate what to strap onto things to actually remove enough heat to keep them operational? Obviously a kW of heat and a kW of cooling don't line up in the thermodynamics model. (Which isn't saying it's wrong - I just don't understand it.) Thanks.
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Is there a way to create a coolant resource mod that makes radiators require it (losing effectiveness without it [maybe dissipation times percentage of coolant in the system]), and leaks if hit (BDA) or damaged (KerbalKrashSystem) or randomly leak from DangIt. Ideally, 2 resources (coolant and hot coolant) and coolant lines (redone fuel lines is fine), that can also leak, with engines converting coolant into hot coolant, cooling it down in the process, whilst radiators turn hot coolant into normal 'cold' coolant. This is for my WW2 and Korean War reenactments for better engine damage Bonus points for oil/coolant differentiation, or coolant leak effects (toned down and recoloured jet exhaust textures?) For KSP 1.2 and above please