Nertea Posted July 31, 2017 Author Share Posted July 31, 2017 Cryo Engines 0.5.7 Fixed normals on all engines CryoTanks 0.4.6 All tanks can now be cooled. Lifting tanks cast ~10% more to cool and have cooling disabled by default Repaired normals on tanks Fixed science costs of many tanks Refactored plugin to support multiple cryogenic fuels per tank Updates to MFT Compatibility DynamicBatteryStorage 1.1.0 Refactored plugin for many improvements Proper support for RealBattery Quote Link to comment Share on other sites More sharing options...
MaverickSawyer Posted July 31, 2017 Share Posted July 31, 2017 So... all tanks can be cooled means that I can keep the upper stage of a Blue Dog Sarnus S-IVB stage from boiling off? AWESOME! Quote Link to comment Share on other sites More sharing options...
Nertea Posted July 31, 2017 Author Share Posted July 31, 2017 31 minutes ago, MaverickSawyer said: So... all tanks can be cooled means that I can keep the upper stage of a Blue Dog Sarnus S-IVB stage from boiling off? AWESOME! Yes, but cooling costs will be higher by ~10%. Quote Link to comment Share on other sites More sharing options...
MaverickSawyer Posted July 31, 2017 Share Posted July 31, 2017 1 hour ago, Nertea said: Yes, but cooling costs will be higher by ~10%. Meh. Small price to pay for glorious streamlined tankage. Quote Link to comment Share on other sites More sharing options...
Wyzard Posted August 1, 2017 Share Posted August 1, 2017 7 hours ago, Nertea said: All tanks can now be cooled. Lifting tanks cast ~10% more to cool and have cooling disabled by default Thanks! As a personal rule I only use your cryo tanks within payload fairings (since they look like they're not meant to be aerodynamic, even if the game's physics doesn't care), but I've always been interested in using cryo engines for transfer stages and not just payloads. I was always hesitant to patch all the other tanks to support cooling (since then there'd be no point in having dedicated cryo tanks), but the extra power consumption is a nice way to balance it. 7 hours ago, Nertea said: Fixed science costs of many tanks Wow. Well, then, I'll just refund myself most of that 125k that I paid yesterday for the H250-64… Quote Link to comment Share on other sites More sharing options...
Nertea Posted August 1, 2017 Author Share Posted August 1, 2017 This is a small but important update that fixes a bug with the FL-T800 fuel tank and possibly some mod tanks not loading properly when patched. This is because the game was written by particularly stupid monkeys. CryoEngines 0.5.8 CryoTanks 0.4.7 Fixed an issue where parts with '_' in their name would not be patched properly Quote Link to comment Share on other sites More sharing options...
Tyko Posted August 3, 2017 Share Posted August 3, 2017 On 7/31/2017 at 0:19 PM, Nertea said: Cryo Engines 0.5.7 Fixed normals on all engines CryoTanks 0.4.6 All tanks can now be cooled. Lifting tanks cast ~10% more to cool and have cooling disabled by default Repaired normals on tanks Fixed science costs of many tanks Refactored plugin to support multiple cryogenic fuels per tank Updates to MFT Compatibility DynamicBatteryStorage 1.1.0 Refactored plugin for many improvements Proper support for RealBattery I'm trying to figure out how to add cooling to Procedural Tanks. I've found the relevant code (below), but not sure how to write the CoolingCost line so that it determines cooling cost based on the tank size. Anyone know how to do this? MODULE { name = ModuleCryoTank CoolingCost = 0.09 CoolingEnabled = False BOILOFFCONFIG { FuelName = LqdHydrogen // in % per hr BoiloffRate = 0.05 } } Quote Link to comment Share on other sites More sharing options...
Nertea Posted August 3, 2017 Author Share Posted August 3, 2017 CoolingCost is in units of Ec/1000 units, so wouldn't it work out of the box? Quote Link to comment Share on other sites More sharing options...
Tyko Posted August 3, 2017 Share Posted August 3, 2017 8 hours ago, Nertea said: CoolingCost is in units of Ec/1000 units, so wouldn't it work out of the box? Got it. I wasn't aware of how the units work. That makes sense. Is there a reason you didn't add this to your ProceduralPart configs? Does it break something else or not work properly? Quote Link to comment Share on other sites More sharing options...
Nertea Posted August 3, 2017 Author Share Posted August 3, 2017 Just now, Tyko said: Got it. I wasn't aware of how the units work. That makes sense. Is there a reason you didn't add this to your ProceduralPart configs? Does it break something else or not work properly? I don't maintain that config. There's a lot of patches in these mods that are unattributed - I would like to attribute these as I would prefer not to maintain a patch for a mod I don't use. Quote Link to comment Share on other sites More sharing options...
Gerbwerz Posted August 5, 2017 Share Posted August 5, 2017 (edited) Hi Nertea, FYI - Module manager 2.8.1 reporting 16 patch errors in CryoTanksFuelTankSwitcher.cfg. Cryotanks ver 0.4.7. CryoEngines ver 5.8.0 Disregard... reinstalled and its working fine.... Edited August 5, 2017 by Gerbwerz Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted August 11, 2017 Share Posted August 11, 2017 (edited) Has anyone bothered to make a MM script that convert Cryogenic Engines Engine to true Cryogenic Engines, meaning all engines use only cryogenic fuels like LqdHydrogen and LqdOxygen? Edited August 11, 2017 by FreeThinker Quote Link to comment Share on other sites More sharing options...
blowfish Posted August 11, 2017 Share Posted August 11, 2017 3 minutes ago, FreeThinker said: Has anyone bothered to make a MM script that convert Cryogenic Engines Engine to true Cryogenic Engines, meaning all engines use only cryogenic fuels like LqdHydrogen and LqdOxygen? Yes, they called it RealFuels Quote Link to comment Share on other sites More sharing options...
Nertea Posted August 11, 2017 Author Share Posted August 11, 2017 15 minutes ago, blowfish said: Yes, they called it RealFuels I hear that mod's pretty comprehensive and "real" with those fuels :P. Quote Link to comment Share on other sites More sharing options...
7thGalaxy Posted August 18, 2017 Share Posted August 18, 2017 Is there any chance of a matching set of tanks for oxidizer, for the real atomics mod? (or compatibility with the fuel switcher?) Thanks Quote Link to comment Share on other sites More sharing options...
Nertea Posted August 18, 2017 Author Share Posted August 18, 2017 2 hours ago, 7thGalaxy said: Is there any chance of a matching set of tanks for oxidizer, for the real atomics mod? (or compatibility with the fuel switcher?) Thanks What like with unique models and stuff? Nah. Quote Link to comment Share on other sites More sharing options...
7thGalaxy Posted August 19, 2017 Share Posted August 19, 2017 12 hours ago, Nertea said: What like with unique models and stuff? Nah. If I simply copied the hydrogen tanks and changed the name of the tank/resource to Oxidizer, would that work? Quote Link to comment Share on other sites More sharing options...
Krakatoa Posted August 19, 2017 Share Posted August 19, 2017 7 hours ago, 7thGalaxy said: If I simply copied the hydrogen tanks and changed the name of the tank/resource to Oxidizer, would that work? Pure Ox is one of the configurations with B9 Part Switch that comes with the hydrogen tanks. Do you have the whole mod download installed? Quote Link to comment Share on other sites More sharing options...
fenderzilla Posted August 21, 2017 Share Posted August 21, 2017 How would I go about editing the Interstellar Extended files so hydrogen in their tanks won't boil off? I can't find the specific line for cooling a tank in the Cryotanks' cfg files. Quote Link to comment Share on other sites More sharing options...
Krakatoa Posted August 21, 2017 Share Posted August 21, 2017 30 minutes ago, fenderzilla said: How would I go about editing the Interstellar Extended files so hydrogen in their tanks won't boil off? I can't find the specific line for cooling a tank in the Cryotanks' cfg files. I'm pretty sure it's this module that I pulled from the CryoTanksFuelTankSwitcher patch from the Cryo Tanks folder. I'd take a look at the rest of that file to maybe figure out what you need. MODULE { name = ModuleCryoTank // in Ec per 1000 units per second CoolingCost = 0.08 CoolingEnabled = True BOILOFFCONFIG { FuelName = LqdHydrogen // in % per hr BoiloffRate = 0.05 } } Quote Link to comment Share on other sites More sharing options...
fenderzilla Posted August 22, 2017 Share Posted August 22, 2017 On 8/20/2017 at 11:43 PM, Krakatoa said: I'm pretty sure it's this module that I pulled from the CryoTanksFuelTankSwitcher patch from the Cryo Tanks folder. I'd take a look at the rest of that file to maybe figure out what you need. Since the ModuleCryoTank module isn't in any of the actual part files, it's got to have something to do with the @PART[*]:HAS[@RESOURCE[LqdHydrogen],!MODULE[InterstellarFuelSwitch],!MODULE[ModuleEnginesFX],!MODULE[ModuleEngines],!MODULE[FSfuelSwitch],!MODULE[WBIResourceSwitcher]]:NEEDS[!modularFuelTanks&!RealFuels]:FOR[zzz_CryoTanks] { part. I'm sorry, I'm not really experienced with this, but how would I make this line include, say, the interstellar wrapper tanks? Quote Link to comment Share on other sites More sharing options...
Nertea Posted August 22, 2017 Author Share Posted August 22, 2017 On 8/20/2017 at 8:10 PM, fenderzilla said: How would I go about editing the Interstellar Extended files so hydrogen in their tanks won't boil off? I can't find the specific line for cooling a tank in the Cryotanks' cfg files. Doesn't interstellar do its own cryocooling? Quote Link to comment Share on other sites More sharing options...
Roostergod Posted August 24, 2017 Share Posted August 24, 2017 Have you considered adding a cryo rapier, with stats more in line with the actual sabre specs (adjusted for balance obviously) Quote Link to comment Share on other sites More sharing options...
7thGalaxy Posted September 2, 2017 Share Posted September 2, 2017 On 8/19/2017 at 5:16 PM, Krakatoa said: Pure Ox is one of the configurations with B9 Part Switch that comes with the hydrogen tanks. Do you have the whole mod download installed? Hi Yes, I have the full mod. I can change the appearance of the tank, but I can't edit the contents. Thanks Quote Link to comment Share on other sites More sharing options...
Stratickus Posted September 2, 2017 Share Posted September 2, 2017 On 8/23/2017 at 11:31 PM, Roostergod said: Have you considered adding a cryo rapier, with stats more in line with the actual sabre specs (adjusted for balance obviously) The MkIV has an LH2 / LH2 + Ox engine. There is a patch provided that turns the Cutlass into what you are requesting. It's bigger than the rapier, but what you're after. Cheers, Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.