NotAgain Posted January 2, 2017 Share Posted January 2, 2017 Does anyone know of a way to put the electric cooling into ALL tanks (stock and modded)? Quote Link to comment Share on other sites More sharing options...
Mecripp Posted January 2, 2017 Share Posted January 2, 2017 (edited) You might try @PART[*]:HAS[@RESOURCE[LqdHydrogen],[~ModuleCryoTank]:Final { MODULE { name = ModuleCryoTank FuelName = LqdHydrogen FuelTotal = #$../LH2$ // in % per hour BoiloffRate = 0.05 // in Ec per 1000 units per second CoolingCost = 0.08 } } Edited January 2, 2017 by Mecripp2 Quote Link to comment Share on other sites More sharing options...
NotAgain Posted January 3, 2017 Share Posted January 3, 2017 @MeCripp, Thanks! I'll try that. Quote Link to comment Share on other sites More sharing options...
Nertea Posted January 3, 2017 Author Share Posted January 3, 2017 Now that there is no longer a mass discrepancy between cooled and non-cooled tanks, it seems like it might be a good idea to add the cooling ability to all tanks, and just have it be enabled or disabled by default depending on type. Opinions? Quote Link to comment Share on other sites More sharing options...
Fraz86 Posted January 4, 2017 Share Posted January 4, 2017 (edited) On 1/3/2017 at 10:26 AM, Nertea said: Now that there is no longer a mass discrepancy between cooled and non-cooled tanks, it seems like it might be a good idea to add the cooling ability to all tanks, and just have it be enabled or disabled by default depending on type. Opinions? Personally, I don't love the idea of making the two sets of tanks functionally identical/redundant. I suppose we're already almost there, with the only remaining trade-off being cooling vs cost & maxTemp. It's tempting to suggest removing LH modes from stock tanks altogether, though I understand many would object that cryo engine launch stages would look a bit silly with the exposed foil tanks. I guess I don't have a great solution at the moment, but I'll think it over and get back to you if I come up with something. Edited December 25, 2017 by Fraz86 Quote Link to comment Share on other sites More sharing options...
Rodger Posted January 4, 2017 Share Posted January 4, 2017 How about a tech tree upgrade to add cooling to all tanks? Quote Link to comment Share on other sites More sharing options...
braxfortex Posted January 4, 2017 Share Posted January 4, 2017 (edited) On 1/2/2017 at 3:27 PM, MeCripp said: You might try @PART[*]:HAS[@RESOURCE[LqdHydrogen],[~ModuleCryoTank]:Final { MODULE { name = ModuleCryoTank FuelName = LqdHydrogen FuelTotal = #$../LH2$ // in % per hour BoiloffRate = 0.05 // in Ec per 1000 units per second CoolingCost = 0.08 } } Please forgive my ignorance @MeCripp. I threw this exact text all by itself into a .cfg file I made with notepad. I put the .cfg file into the Cryotanks\Patches and module manager said there was an error with that when my game loaded. Is there something else I need to include in that .cfg file? Edited January 4, 2017 by braxfortex Quote Link to comment Share on other sites More sharing options...
Mecripp Posted January 4, 2017 Share Posted January 4, 2017 (edited) 4 hours ago, braxfortex said: Please forgive my ignorance @MeCripp. I threw this exact text all by itself into a .cfg file I made with notepad. I put the .cfg file into the Cryotanks\Patches and module manager said there was an error with that when my game loaded. Is there something else I need to include in that .cfg file? Looking at it and it might be @PART[*]:HAS[@RESOURCE[LqdHydrogen],~MODULE[ModuleCryoTank] { MODULE { name = ModuleCryoTank FuelName = LqdHydrogen FuelTotal = #$../LH2$ // in % per hour BoiloffRate = 0.05 // in Ec per 1000 units per second CoolingCost = 0.08 } } Edited January 4, 2017 by Mecripp2 Quote Link to comment Share on other sites More sharing options...
MaxL_1023 Posted January 5, 2017 Share Posted January 5, 2017 A solution could be to give the special cryogenic tanks a lower boiloff rate and a somewhat lower cooling cost, representing specially designed cryogenic tanks. They would be more expensive - mass would be a wash due to intervening advancements in other materials. You could cool a normal fuel tank, but it would take a lot more energy due to the lack of insulation. Quote Link to comment Share on other sites More sharing options...
Esquire42 Posted January 8, 2017 Share Posted January 8, 2017 On 1/3/2017 at 7:56 PM, Rodger said: How about a tech tree upgrade to add cooling to all tanks? On 1/4/2017 at 4:08 PM, MaxL_1023 said: A solution could be to give the special cryogenic tanks a lower boiloff rate and a somewhat lower cooling cost, representing specially designed cryogenic tanks. They would be more expensive - mass would be a wash due to intervening advancements in other materials. You could cool a normal fuel tank, but it would take a lot more energy due to the lack of insulation. I'm a fan of either of these two. Maybe a combination-- all tanks can get cooling eventually, but for non-cryo tanks the cooling is more resource intensive. Quote Link to comment Share on other sites More sharing options...
Vrana Posted January 8, 2017 Share Posted January 8, 2017 On 03.01.2017. at 7:26 PM, Nertea said: Now that there is no longer a mass discrepancy between cooled and non-cooled tanks, it seems like it might be a good idea to add the cooling ability to all tanks, and just have it be enabled or disabled by default depending on type. Opinions? It is what i have been doing all along. Every tank capable of storing cryo fuel is also capable of electric cooling. Having only a few tanks (as pretty as they are) capable of permanently storing cryo fuels puts, what i feel is, an unnecessary limitation on using cryo engines. I really like the engines but the tanks provided just don't fit into every design i want to use. Probably the biggest problem is the lack of cooling for procedural tanks which i use very often. So yes, please add cooling to more tanks by defoult. However, in the meantime since there is interest in this i will post my hacky way of achieving this... 1. Delete or rename \CryoTanks\Patches\CryoTanksFuelTankSwitcher.cfg to something which wont load. 2. Add a custom CryoTanksFuelTankSwitcher.cfg somewhere in Gamedata. Custom CryoTanksFuelTankSwitcherCustomAllCoolECv2(112).cfg: / Lifting tanks @PART[*]:HAS[@RESOURCE[LiquidFuel],@RESOURCE[Oxidizer],!MODULE[InterstellarFuelSwitch],!MODULE[ModuleEnginesFX],!MODULE[ModuleEngines],!MODULE[FSfuelSwitch]]:NEEDS[!modularFuelTanks&!RealFuels]:FINAL { %LF = #$RESOURCE[LiquidFuel]/maxAmount$ %OX = #$RESOURCE[Oxidizer]/maxAmount$ %totalCap = #$RESOURCE[LiquidFuel]/maxAmount$ @totalCap += #$RESOURCE[Oxidizer]/maxAmount$ %massOffset = #$totalCap$ @massOffset *= 0.000625 // standard dry mass per units of LF/OX @massOffset *= -1 @LF *= #$@RESOURCE_DEFINITION[LiquidFuel]/unitCost$ @OX *= #$@RESOURCE_DEFINITION[Oxidizer]/unitCost$ %costOffset = #$LF$ @costOffset += #$OX$ @costOffset *= -1 !RESOURCE[LiquidFuel] {} !RESOURCE[Oxidizer] {} MODULE { name = ModuleB9PartSwitch moduleID = fuelSwitch switcherDescription = Tank Type baseVolume = #$../totalCap$ SUBTYPE { name = LF/O tankType = LFOX addedMass = #$../../massOffset$ addedCost = #$../../costOffset$ } SUBTYPE { name = LH2/O tankType = LH2OCryo addedMass = #$../../massOffset$ addedCost = #$../../costOffset$ } SUBTYPE { name = LH2 tankType = LH2Cryo addedMass = #$../../massOffset$ addedCost = #$../../costOffset$ } SUBTYPE { name = Oxidizer tankType = OX addedMass = #$../../massOffset$ addedCost = #$../../costOffset$ } SUBTYPE { name = LiquidFuel tankType = LF addedMass = #$../../massOffset$ addedCost = #$../../costOffset$ } } MODULE { name = ModuleCryoTank FuelName = LqdHydrogen // in % per hr BoiloffRate = 0.05 // in Ec per 1000 units per second CoolingCost = 0.08 } } // ZBO tanks @PART[*]:HAS[@RESOURCE[LqdHydrogen],!MODULE[InterstellarFuelSwitch],!MODULE[ModuleEnginesFX],!MODULE[ModuleEngines],!MODULE[FSfuelSwitch]]:NEEDS[!modularFuelTanks&!RealFuels]:FINAL { %LH2 = #$RESOURCE[LqdHydrogen]/maxAmount$ %massOffset = #$LH2$ @massOffset *= 0.00003125 // <- EDIT HERE (dry mass per unit LH2 capacity) @massOffset *= -1 %costOffset = #$LH2$ @costOffset *= #$@RESOURCE_DEFINITION[LqdHydrogen]/unitCost$ @costOffset *= -1 !RESOURCE[LqdHydrogen] {} MODULE { name = ModuleB9PartSwitch moduleID = fuelSwitch switcherDescription = Tank Type baseVolume = #$../LH2$ @baseVolume *= 0.1 SUBTYPE { name = LH2/O tankType = LH2OCryo addedMass = #$../../massOffset$ addedCost = #$../../costOffset$ } SUBTYPE { name = LH2 tankType = LH2Cryo addedMass = #$../../massOffset$ addedCost = #$../../costOffset$ } SUBTYPE { name = Oxidizer tankType = OX addedMass = #$../../massOffset$ addedCost = #$../../costOffset$ } } MODULE { name = ModuleCryoTank FuelName = LqdHydrogen // in % per hour BoiloffRate = 0.05 // in Ec per 1000 units per second CoolingCost = 0.08 } } Changes in line 2,75,77 if somebody wants a closer look. Surely there is a better way of doing this but it works for me. Quote Link to comment Share on other sites More sharing options...
dlrk Posted January 9, 2017 Share Posted January 9, 2017 I'm not getting the option to make any tanks cryogenic ( I have MFT and procedural parts installed), just default. Any ideas? Quote Link to comment Share on other sites More sharing options...
Nertea Posted January 23, 2017 Author Share Posted January 23, 2017 Cryogenic Engines 0.4.5 Marked for KSP 1.2.2 Updated bundled MM to 2.7.5 Updated bundled B9PartSwitch to 1.5.3 Updated bundled CRP to 0.6.4 Updated DeployableEngines to 2.1.0 Additionally, please note the license change for all mods going forward. Quote Link to comment Share on other sites More sharing options...
Dermeister Posted January 23, 2017 Share Posted January 23, 2017 (edited) I don't know if this has been reported or not And this might be a RF issue and or a Real plume Issue. I'm using RF-Stock configs With Procedural Parts for the fuel storage. I have 1 tank for Liquide ox set as a cryo tank and the Liquide Hydro is a normal tank. The issue is that the Cryo engine always shows Plume effects no matter what even if it's shut down. The minute you enter the Launch pad. If you need more info let me know and Tell me the steps I need to take in order to send you all the info you need. I tried to be as descriptive as possible I will even include a screen shot. Edited January 23, 2017 by Dermeister Quote Link to comment Share on other sites More sharing options...
Nertea Posted January 23, 2017 Author Share Posted January 23, 2017 16 minutes ago, Dermeister said: I don't know if this has been reported or not And this might be a RF issue and or a Real plume Issue. I'm using RF-Stock configs With Procedural Parts for the fuel storage. I have 1 tank for Liquide ox set as a cryo tank and the Liquide Hydro is a normal tank. The issue is that the Cryo engine always shows Plume effects no matter what even if it's shut down. The minute you enter the Launch pad. If you need more info let me know and Tell me the steps I need to take in order to send you all the info you need. I tried to be as descriptive as possible I will even include a screen shot. Almost certainly an RF or RP issue. That doesn't even look like my plume art there :P. Quote Link to comment Share on other sites More sharing options...
Dermeister Posted January 23, 2017 Share Posted January 23, 2017 Just now, Nertea said: Almost certainly an RF or RP issue. That doesn't even look like my plume art there :P. lol RF has had a lot of issues with plumes lately Do you think I shoud post that on Real fuels? Or just wait for them to fix as they are probably already aware? Quote Link to comment Share on other sites More sharing options...
Nertea Posted January 23, 2017 Author Share Posted January 23, 2017 1 minute ago, Dermeister said: lol RF has had a lot of issues with plumes lately Do you think I shoud post that on Real fuels? Or just wait for them to fix as they are probably already aware? If they already know, its polite not to tell them again Quote Link to comment Share on other sites More sharing options...
Dermeister Posted January 23, 2017 Share Posted January 23, 2017 Just now, Nertea said: If they already know, its polite not to tell them again I'm not sure if they do but I will wait they probably check this thread anyhow :P! Meanwhile would you have any ideas of how I could temporarly fix this so that I can keep playing the game as they release a patch? short of removing Real plumes all together? Quote Link to comment Share on other sites More sharing options...
Nertea Posted January 23, 2017 Author Share Posted January 23, 2017 10 minutes ago, Dermeister said: I'm not sure if they do but I will wait they probably check this thread anyhow :P! Meanwhile would you have any ideas of how I could temporarly fix this so that I can keep playing the game as they release a patch? short of removing Real plumes all together? Sorry, no idea offhand. Don't really know how RealPlume works. Typically that bug occurs when an effect is not referenced properly in the cfg by the engine file though. Quote Link to comment Share on other sites More sharing options...
Dermeister Posted January 23, 2017 Share Posted January 23, 2017 (edited) On 1/23/2017 at 5:42 PM, Nertea said: Sorry, no idea offhand. Don't really know how RealPlume works. Typically that bug occurs when an effect is not referenced properly in the cfg by the engine file though. Ok thank you for the guidance It was smokescreen that was the culprit :P! Edited January 24, 2017 by Dermeister Quote Link to comment Share on other sites More sharing options...
fenderzilla Posted January 28, 2017 Share Posted January 28, 2017 Someone should modify the configs to make them run on Liquid Methane instead of Hydrogen (Like the LFO config included in the download). I tried, but I just couldn't. KSP has so many ill defined units! Quote Link to comment Share on other sites More sharing options...
IronCretin Posted January 28, 2017 Share Posted January 28, 2017 Is there a list of what real-world engines these are based on? Quote Link to comment Share on other sites More sharing options...
Bluebottle Posted January 31, 2017 Share Posted January 31, 2017 On 24/01/2017 at 9:33 AM, Nertea said: Additionally, please note the license change for all mods going forward. Is that change the "all rights reserved" on the assets? I forget what it was in the past. Quote Link to comment Share on other sites More sharing options...
Nertea Posted January 31, 2017 Author Share Posted January 31, 2017 11 hours ago, Bluebottle said: Is that change the "all rights reserved" on the assets? I forget what it was in the past. Yes. On 1/28/2017 at 0:21 PM, IronCretin said: Is there a list of what real-world engines these are based on? I think I answered you the other day, but for anyone else, there's an indication of this in the cfg file for each engine. Quote Link to comment Share on other sites More sharing options...
EnriqueBNew Posted February 18, 2017 Share Posted February 18, 2017 I think this mod goes well with RealFuels but not with stock KSP. Because I think that LF is LqdHydrogen in stock KSP. Quote Link to comment Share on other sites More sharing options...
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