Hardcard Posted November 30, 2017 Share Posted November 30, 2017 (edited) On 28/11/2017 at 10:57 PM, Nertea said: Like disabling the tank icon or something? I meant cutting the fuel supply of the tank, you know, by clicking on this green triangle. Anyway, I'm not convinced Editor Extensions was the culprit either... I'm at a loss, Will try with the new version of NFT Solar, see if that works better. Thanks again. Edited November 30, 2017 by Hardcard Quote Link to comment Share on other sites More sharing options...
Nertea Posted December 15, 2017 Author Share Posted December 15, 2017 Small update to fix WBI conflict and bump some bundled dependencies CE 0.5.11 Updated MM to 3.0.1 Updated B9PartSwitch to 2.1.0 Updated CryoTanks to 0.4.9 Deconflict new WBI fuel switcher Quote Link to comment Share on other sites More sharing options...
Wyzard Posted January 3, 2018 Share Posted January 3, 2018 @Nertea, @Streetwind: are there any balance guidelines for Isp of LFO vs. LH2+O engines? I'm writing a patch to convert an engine (from another mod) from one to the other, and I'd like to try to adjust the atmosphereCurve in a sensible way. I looked at the Extras/CryoEnginesLFO patch for guidelines, and it has a comment at the top that says it adjusts everything by 30, but that's not actually true — the adjustments range from as low as 30 to as high as 55. I don't know if those variations are intentional, or the result of engines being rebalanced and the CryoEnginesLFO patch not being updated to match. Quote Link to comment Share on other sites More sharing options...
Streetwind Posted January 3, 2018 Share Posted January 3, 2018 (edited) The balance considerations I would choose* here are: - LH2 tanks are worse than LF tanks. In other words, the rocket has more dry mass for the same amount of wet mass. The engine's Isp should be able to compensate that for typical mass fractions. - Hydrolox engines are generally weighted towards less TWR, more efficiency. So you are allowed to improve the Isp a bit above what the line above would consider sensible - but you have to give up some thrust for it, or add some engine mass. - As a technology higher up the tech tree, hydrolox engines should cost more per kN of thrust produced than LFO engines. In return, they can again gain a little bit of extra Isp. Ultimately though, the engine must have a useful niche in which it "feels right". No matter how carefully calculated your selection of stats is - if they mean that nobody would use the engine, they're "wrong". And that is often a fairly subjective thing. (* I don't know if that's the exact model Nertea follows for CryoEngines.) Edited January 3, 2018 by Streetwind Quote Link to comment Share on other sites More sharing options...
Nertea Posted January 3, 2018 Author Share Posted January 3, 2018 18 hours ago, Wyzard said: @Nertea, @Streetwind: are there any balance guidelines for Isp of LFO vs. LH2+O engines? I'm writing a patch to convert an engine (from another mod) from one to the other, and I'd like to try to adjust the atmosphereCurve in a sensible way. I looked at the Extras/CryoEnginesLFO patch for guidelines, and it has a comment at the top that says it adjusts everything by 30, but that's not actually true — the adjustments range from as low as 30 to as high as 55. I don't know if those variations are intentional, or the result of engines being rebalanced and the CryoEnginesLFO patch not being updated to match. I'm not very good at maintaining the text at the top of the files, I think the numbers are right in the file, not the description. Don't really have a great method, the original balance work I did was by feel and not systematic, because I never really considered that patch a canonical part of CE. Quote Link to comment Share on other sites More sharing options...
kerbalfreak Posted February 1, 2018 Share Posted February 1, 2018 Do you guys think it's a good ideia to simple prune most of the stock engines, and use the ones from this mod (using the LF patch) and NF-LV? The textures and models are much better, and it also seems more balanced. As much as I loved the Terrier and Poodle, I'm not seeing any reason to occupy my load time and parts list with the stock ones... Quote Link to comment Share on other sites More sharing options...
jstnj Posted February 16, 2018 Share Posted February 16, 2018 Anyone have issues getting this mod to load to the main menu with RO/RP-O/FAR ? It stops at the 'cryoengine-125-2' part Any help is appreciated! [LOG 09:55:21.775] PartLoader: Part 'CryoEngines/Parts/Engine/cryoengine-125/cryoengine-125-1/cryoengine-125-1' has no database record. Creating. [LOG 09:55:21.783] DragCubeSystem: Creating drag cubes for part 'cryoengine-125-1' [LOG 09:55:21.834] PartLoader: Compiling Part 'CryoEngines/Parts/Engine/cryoengine-125/cryoengine-125-2/cryoengine-125-2' [LOG 09:55:21.837] *U* Ullage constructor called on cryoengine-125-2 [LOG 09:55:21.843] *RFMEC* ERROR: could not find configs definition for cryoengine-125-2-1 [LOG 09:55:21.844] *RFMEC* ERROR: could not find configs definition for cryoengine-125-2-1 [ERR 09:55:21.844] *RFMEC* ERROR Can't find configuration LqdHydrogen+LqdOxygen, falling back to first tech-available config. [ERR 09:55:21.845] *RFMEC* ERROR could not find configuration of name LqdHydrogen+LqdOxygen and could find no fallback config. For part cryoengine-125-2, Current nodes: [ERR 09:55:21.847] Cannot find a PartModule of typename 'ModuleTagHydrolox' [LOG 09:55:21.940] PartLoader: Part 'CryoEngines/Parts/Engine/cryoengine-125/cryoengine-125-2/cryoengine-125-2' has no database record. Creating. [LOG 09:55:21.970] DragCubeSystem: Creating drag cubes for part 'cryoengine-125-2' [EXC 09:55:22.020] NullReferenceException: Object reference not set to an instance of an object RealFuels.ModuleEngineConfigs.TLTInfo () RealFuels.ModuleEngineConfigs.GetInfo () PartLoader.CompilePartInfo (.AvailablePart newPartInfo, .Part part) PartLoader+<CompileParts>c__Iterator66.MoveNext () UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [LOG 09:56:34.643] MiniAVC -> Starter was destroyed. [LOG 09:56:34.643] MiniAVC -> FirstRunGui was destroyed. [LOG 09:56:34.685] [DeadlyReentry.DRToolBar] OnDestroy() called - destroying button [LOG 09:56:34.691] MiniAVC -> Starter was destroyed. [EXC 09:56:34.698] NullReferenceException: Object reference not set to an instance of an object PopupDialog.OnDestroy () Quote Link to comment Share on other sites More sharing options...
TK421d Posted February 16, 2018 Share Posted February 16, 2018 (edited) I had that problem, I cant recall how i fixed it, but am pretty sure it was related to cryo-tanks, and some texture/model not being located. I believe it just went away after removing the cryo tanks folder (since i use the LFO patch anyway) I'm sorry, i know that probably doesnt help. but maybe it will help get you in the right direction. Edited February 16, 2018 by TK421d Quote Link to comment Share on other sites More sharing options...
MaximumThrust Posted February 19, 2018 Share Posted February 19, 2018 To everyone that does not use the patch to convert the engines to liquid fuel, how is the experience going? I really wanted to use them with LH2, but I think that will bring many problems and incompatibilities with other mods, and maybe some unnecessary complexity to the game. I don't know what to do. For now I spotted problems with OPT and Modular Fuel Tanks. OPT is manageable, but my Space Planes will be limited to LF only, and will not be able to make combos with nukes. MFT does not work, and I really like being able to adjust proportions of LF and Ox in Space Planes SSTOs and other applications. Also there isn't a RCS for LH2/Ox, only one adapted from Near Future Propulsion, that shares the same model than the lithium RCS, and runs with LH2 alone. And the vacuum tanks can be exploited to be used in the atmosphere, if them don't heat too much. Do you think using LH2 worth the trouble, or prefer to simply go with the abstract Liquid Fuel? Thanks! Quote Link to comment Share on other sites More sharing options...
juanml82 Posted February 19, 2018 Share Posted February 19, 2018 9 hours ago, MaximumThrust said: To everyone that does not use the patch to convert the engines to liquid fuel, how is the experience going? I really wanted to use them with LH2, but I think that will bring many problems and incompatibilities with other mods, and maybe some unnecessary complexity to the game. I don't know what to do. For now I spotted problems with OPT and Modular Fuel Tanks. OPT is manageable, but my Space Planes will be limited to LF only, and will not be able to make combos with nukes. MFT does not work, and I really like being able to adjust proportions of LF and Ox in Space Planes SSTOs and other applications. Also there isn't a RCS for LH2/Ox, only one adapted from Near Future Propulsion, that shares the same model than the lithium RCS, and runs with LH2 alone. And the vacuum tanks can be exploited to be used in the atmosphere, if them don't heat too much. Do you think using LH2 worth the trouble, or prefer to simply go with the abstract Liquid Fuel? Thanks! As for spaceplanes, I've copied the cutlass LH2 patch to create a copy of the stock rapier engines which use LH2/LH2-Oxydizer instead of the generic Liquid Fuel. However, since an LH2 spaceplane will be huge, you may prefer to download the Mark IV System mod and use the patch to make the Cutlass engine (basically, a 2.5m rapier) use LH2 instead. Here's the patch for LH2 rapiers // Rapier LH // Juanml82 +PART[RAPIER] { @mass = 1.8 @name = LHRapier @title = Hydrogen Rapier @description = In an attempt to match fuels to the advanced nuclear thermal engines, C7 Aerospace and Rockomax Conglomerates redisigned their famed "Rapier" engine to work with liquid hydrogen instead. They just hope it works. @MODULE[ModuleEnginesFX]:HAS[!PROPELLANT[Oxidizer]] { @maxThrust = 100 @PROPELLANT[LiquidFuel] { @name = LqdHydrogen @ratio = 1.0 } @PROPELLANT[IntakeAir] { @ratio = 0.35 } !atmosphereCurve {} atmosphereCurve { key = 0 3800 0 0 } } @MODULE[ModuleEnginesFX]:HAS[@PROPELLANT[Oxidizer]] { @maxThrust = 170 @PROPELLANT[LiquidFuel] { @name = LqdHydrogen @ratio = 1.5 } @PROPELLANT[Oxidizer] { @name = Oxidizer @ratio = 0.1 } !atmosphereCurve {} atmosphereCurve { key = 0 450 key = 0.4 400 key = 1 300 key = 10 120 } } } Quote Link to comment Share on other sites More sharing options...
KSPrynk Posted February 20, 2018 Share Posted February 20, 2018 (edited) @Nertea, I'd like to request a new 0.625m LH2/Ox engine in the 20-30kN (vac) class, similar to the NV-10 Eel, to complement the Volcano at tech level 4. Target application is landers for airless moons, so an extensible nozzle for maximal ISP would probably not be required. I've submitted a GitHub request for tracking purposes. Edited February 20, 2018 by KSPrynk Quote Link to comment Share on other sites More sharing options...
MaximumThrust Posted February 20, 2018 Share Posted February 20, 2018 3 hours ago, juanml82 said: As for spaceplanes, I've copied the cutlass LH2 patch to create a copy of the stock rapier engines which use LH2/LH2-Oxydizer instead of the generic Liquid Fuel. However, since an LH2 spaceplane will be huge, you may prefer to download the Mark IV System mod and use the patch to make the Cutlass engine (basically, a 2.5m rapier) use LH2 instead. Here's the patch for LH2 rapiers // Rapier LH // Juanml82 +PART[RAPIER] { @mass = 1.8 @name = LHRapier @title = Hydrogen Rapier @description = In an attempt to match fuels to the advanced nuclear thermal engines, C7 Aerospace and Rockomax Conglomerates redisigned their famed "Rapier" engine to work with liquid hydrogen instead. They just hope it works. @MODULE[ModuleEnginesFX]:HAS[!PROPELLANT[Oxidizer]] { @maxThrust = 100 @PROPELLANT[LiquidFuel] { @name = LqdHydrogen @ratio = 1.0 } @PROPELLANT[IntakeAir] { @ratio = 0.35 } !atmosphereCurve {} atmosphereCurve { key = 0 3800 0 0 } } @MODULE[ModuleEnginesFX]:HAS[@PROPELLANT[Oxidizer]] { @maxThrust = 170 @PROPELLANT[LiquidFuel] { @name = LqdHydrogen @ratio = 1.5 } @PROPELLANT[Oxidizer] { @name = Oxidizer @ratio = 0.1 } !atmosphereCurve {} atmosphereCurve { key = 0 450 key = 0.4 400 key = 1 300 key = 10 120 } } } Thanks for the info! I already knew the Cutlass Engine and the patch, even made some SSTOs with it! Now that you said, I think that Mk4 really fits better the LH2, all my spaceplanes using Mk4 and LF become too short and stub. I can use only the Cutlass without problems, it goes well with Tweak Scale. The real problem is the wings, I only use OPT for them (to greatly reduce parts count), and they have integrated tanks with a proprietary fuel switch that does not support LH2 or Cryotanks. In the OPT topic there are some people complaining about that, and none solutions. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted February 20, 2018 Share Posted February 20, 2018 (edited) 30 minutes ago, MaximumThrust said: The real problem is the wings, I only use OPT for them (to greatly reduce parts count), and they have integrated tanks with a proprietary fuel switch that does not support LH2 or Cryotanks. In the OPT topic there are some people complaining about that, and none solutions. I'm one of the maintainers of OPT and I already intend to address this problem. The next OPT Legacy release will enable tank switching via B9PS so it will be easy to add whatever propellant combo you like to all OPT parts, and ignore/unload/override Firespitter integration when it is present. Edited February 20, 2018 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
MaximumThrust Posted February 20, 2018 Share Posted February 20, 2018 (edited) 2 hours ago, JadeOfMaar said: I'm one of the maintainers of OPT and I already intend to address this problem. The next OPT Legacy release will enable tank switching via B9PS so it will be easy to add whatever propellant combo you like to all OPT parts, and ignore/unload/override Firespitter integration when it is present. Thanks for the reply! I think that the best option to work with Nertea is to have a option to make them work like stock tanks, with LF/Ox, so it can applies it's own system, with the cooling. But I'm no expert. I did a test install without firespitter (by accident), and got this: The wings simple got the resources and Nertea's fuel switch took over, like any other tank. Since many mods I use have Firespitter as a dependence, I need to keep it. So I tried to remove everything in GameData\OPT\mm_config, the wings lost all the tanks. Them I removed only the OPT_FS.cfg, no effect. Removed OPT_Resource_Defaults only, lost the tanks. Them I removed OPT_FS.cfg, and removed the mod dependencies (:NEEDS[!Firespitter,!RealFuels,!ModularFuelTanks]) from OPT_Resource_Defaults.cfg, so it should always applies the tanks. It worked for all tanks, wings and cabins, with firespitter installed. But I lost the custom OPT category I don't see any relation for this to happen. My OPT_Resource_Defaults.cfg: Spoiler //THIS_CFG_HAS_BEEN_AUTO_COMPILED_BY_KYEON_BOT_MK2 //THIS_WORK_IS_LICENSED_UNDER_THE_CREATIVE_COMMONS_ATTRIBUTION //_NONCOMMERCIAL_SHAREALIKE_4.0_INTERNATIONAL_LICENSE //MODNAME: ORBIT PORTAL TECHNOLOGY SPACE PLANE PARTS //VERSION: 1.9.9 //DATE_ED: 2017-07-29 @PART[h_2m_em_fm] { RESOURCE { name = LiquidFuel amount = 144 maxAmount = 144 } RESOURCE { name = Oxidizer amount = 176 maxAmount = 176 } } @PART[h_2m_em_mm] { RESOURCE { name = LiquidFuel amount = 144 maxAmount = 144 } RESOURCE { name = Oxidizer amount = 176 maxAmount = 176 } } @PART[h_2m_nose_fm] { RESOURCE { name = LiquidFuel amount = 144 maxAmount = 144 } RESOURCE { name = Oxidizer amount = 176 maxAmount = 176 } } @PART[h_2m_nose_mm] { RESOURCE { name = LiquidFuel amount = 144 maxAmount = 144 } RESOURCE { name = Oxidizer amount = 176 maxAmount = 176 } } @PART[h_3m_fuel_fm] { RESOURCE { name = LiquidFuel amount = 396 maxAmount = 396 } RESOURCE { name = Oxidizer amount = 484 maxAmount = 484 } } @PART[h_3m_fuel_mm] { RESOURCE { name = LiquidFuel amount = 396 maxAmount = 396 } RESOURCE { name = Oxidizer amount = 484 maxAmount = 484 } } @PART[h_4m_nose_fm] { RESOURCE { name = LiquidFuel amount = 432 maxAmount = 432 } RESOURCE { name = Oxidizer amount = 528 maxAmount = 528 } } @PART[h_4m_nose_mm] { RESOURCE { name = LiquidFuel amount = 432 maxAmount = 432 } RESOURCE { name = Oxidizer amount = 528 maxAmount = 528 } } @PART[ij_adaptor] { RESOURCE { name = LiquidFuel amount = 540 maxAmount = 540 } RESOURCE { name = Oxidizer amount = 660 maxAmount = 660 } } @PART[ij_4m_adaptor_variant] { RESOURCE { name = LiquidFuel amount = 720 maxAmount = 720 } RESOURCE { name = Oxidizer amount = 880 maxAmount = 880 } } @PART[i_4m_cockpit_isp] { RESOURCE { name = LiquidFuel amount = 108 maxAmount = 108 } RESOURCE { name = Oxidizer amount = 132 maxAmount = 132 } } @PART[i_4m_tail] { RESOURCE { name = LiquidFuel amount = 540 maxAmount = 540 } RESOURCE { name = Oxidizer amount = 660 maxAmount = 660 } } @PART[phoenix_cockpit] { RESOURCE { name = LiquidFuel amount = 144 maxAmount = 144 } RESOURCE { name = Oxidizer amount = 176 maxAmount = 176 } } @PART[ils_cockpitv2] { RESOURCE { name = LiquidFuel amount = 180 maxAmount = 180 } RESOURCE { name = Oxidizer amount = 220 maxAmount = 220 } } @PART[jk_3m_adaptor] { RESOURCE { name = LiquidFuel amount = 1080 maxAmount = 1080 } RESOURCE { name = Oxidizer amount = 1320 maxAmount = 1320 } } @PART[jk_7m_adaptor] { RESOURCE { name = LiquidFuel amount = 2160 maxAmount = 2160 } RESOURCE { name = Oxidizer amount = 2640 maxAmount = 2640 } } @PART[j_2m_bicoupler] { RESOURCE { name = LiquidFuel amount = 540 maxAmount = 540 } RESOURCE { name = Oxidizer amount = 660 maxAmount = 660 } } @PART[j_docking_port] { RESOURCE { name = LiquidFuel amount = 288 maxAmount = 288 } RESOURCE { name = Oxidizer amount = 352 maxAmount = 352 } } @PART[j_2m_tanks] { RESOURCE { name = LiquidFuel amount = 648 maxAmount = 648 } RESOURCE { name = Oxidizer amount = 792 maxAmount = 792 } } @PART[j_deploymentBay] { RESOURCE { name = LiquidFuel amount = 360 maxAmount = 360 } RESOURCE { name = Oxidizer amount = 440 maxAmount = 440 } } @PART[j_large_docking_port] { RESOURCE { name = LiquidFuel amount = 360 maxAmount = 360 } RESOURCE { name = Oxidizer amount = 440 maxAmount = 440 } } @PART[j_4m_cargo] { RESOURCE { name = LiquidFuel amount = 540 maxAmount = 540 } RESOURCE { name = Oxidizer amount = 660 maxAmount = 660 } } @PART[j_4m_crew] { RESOURCE { name = LiquidFuel amount = 900 maxAmount = 900 } RESOURCE { name = Oxidizer amount = 1100 maxAmount = 1100 } } @PART[j_engineMount_4] { RESOURCE { name = LiquidFuel amount = 540 maxAmount = 540 } RESOURCE { name = Oxidizer amount = 660 maxAmount = 660 } } @PART[j_4m_tanks] { RESOURCE { name = LiquidFuel amount = 1332 maxAmount = 1332 } RESOURCE { name = Oxidizer amount = 1628 maxAmount = 1628 } } @PART[j_4m_service] { RESOURCE { name = LiquidFuel amount = 540 maxAmount = 540 } RESOURCE { name = Oxidizer amount = 660 maxAmount = 660 } } @PART[j_5m_nose] { RESOURCE { name = LiquidFuel amount = 360 maxAmount = 360 } RESOURCE { name = Oxidizer amount = 440 maxAmount = 440 } } @PART[j_5m_tail] { RESOURCE { name = LiquidFuel amount = 360 maxAmount = 360 } RESOURCE { name = Oxidizer amount = 440 maxAmount = 440 } } @PART[j_6m_cockpit] { RESOURCE { name = LiquidFuel amount = 360 maxAmount = 360 } RESOURCE { name = Oxidizer amount = 440 maxAmount = 440 } } @PART[j_cockpitv2] { RESOURCE { name = LiquidFuel amount = 270 maxAmount = 270 } RESOURCE { name = Oxidizer amount = 330 maxAmount = 330 } } @PART[j_cockpit_qs] { RESOURCE { name = LiquidFuel amount = 270 maxAmount = 270 } RESOURCE { name = Oxidizer amount = 330 maxAmount = 330 } } @PART[j_cockpit_qs_no_intake] { RESOURCE { name = LiquidFuel amount = 270 maxAmount = 270 } RESOURCE { name = Oxidizer amount = 330 maxAmount = 330 } } @PART[kh_3m_cargo] { RESOURCE { name = LiquidFuel amount = 612 maxAmount = 612 } RESOURCE { name = Oxidizer amount = 748 maxAmount = 748 } } @PART[kh_3m_fuselage] { RESOURCE { name = LiquidFuel amount = 612 maxAmount = 612 } RESOURCE { name = Oxidizer amount = 748 maxAmount = 748 } } @PART[kh_6m_cargo] { RESOURCE { name = LiquidFuel amount = 1260 maxAmount = 1260 } RESOURCE { name = Oxidizer amount = 1540 maxAmount = 1540 } } @PART[kh_6m_fuselage] { RESOURCE { name = LiquidFuel amount = 1260 maxAmount = 1260 } RESOURCE { name = Oxidizer amount = 1540 maxAmount = 1540 } } @PART[kh_7m_cargoTail_variant] { RESOURCE { name = LiquidFuel amount = 360 maxAmount = 360 } RESOURCE { name = Oxidizer amount = 440 maxAmount = 440 } } @PART[k_10m_cockpit] { RESOURCE { name = LiquidFuel amount = 720 maxAmount = 720 } RESOURCE { name = Oxidizer amount = 880 maxAmount = 880 } } @PART[k_2m_bicoupler] { RESOURCE { name = LiquidFuel amount = 1080 maxAmount = 1080 } RESOURCE { name = Oxidizer amount = 1320 maxAmount = 1320 } } @PART[k_3m_fuelTank] { RESOURCE { name = LiquidFuel amount = 1152 maxAmount = 1152 } RESOURCE { name = Oxidizer amount = 1408 maxAmount = 1408 } } @PART[k_3m_fuselage] { RESOURCE { name = LiquidFuel amount = 612 maxAmount = 612 } RESOURCE { name = Oxidizer amount = 748 maxAmount = 748 } } @PART[k_3m_tricoupler] { RESOURCE { name = LiquidFuel amount = 540 maxAmount = 540 } RESOURCE { name = Oxidizer amount = 660 maxAmount = 660 } } @PART[k_6m_cargo] { RESOURCE { name = LiquidFuel amount = 1260 maxAmount = 1260 } RESOURCE { name = Oxidizer amount = 1540 maxAmount = 1540 } } @PART[k_6m_fuelTank] { RESOURCE { name = LiquidFuel amount = 2340 maxAmount = 2340 } RESOURCE { name = Oxidizer amount = 2860 maxAmount = 2860 } } @PART[k_6m_fuselage] { RESOURCE { name = LiquidFuel amount = 1260 maxAmount = 1260 } RESOURCE { name = Oxidizer amount = 1540 maxAmount = 1540 } } @PART[k_7m_cargoTail_variant] { RESOURCE { name = LiquidFuel amount = 360 maxAmount = 360 } RESOURCE { name = Oxidizer amount = 440 maxAmount = 440 } } @PART[mk2j_adaptor] { RESOURCE { name = LiquidFuel amount = 504 maxAmount = 504 } RESOURCE { name = Oxidizer amount = 616 maxAmount = 616 } } @PART[mk2_nose_opt] { RESOURCE { name = LiquidFuel amount = 180 maxAmount = 180 } RESOURCE { name = Oxidizer amount = 220 maxAmount = 220 } } @PART[opt_pylon_a] { RESOURCE { name = LiquidFuel amount = 900 maxAmount = 900 } RESOURCE { name = Oxidizer amount = 1100 maxAmount = 1100 } } @PART[opt_pylon_b] { RESOURCE { name = LiquidFuel amount = 360 maxAmount = 360 } RESOURCE { name = Oxidizer amount = 440 maxAmount = 440 } } @PART[opt_wing_a] { RESOURCE { name = LiquidFuel amount = 288 maxAmount = 288 } RESOURCE { name = Oxidizer amount = 352 maxAmount = 352 } } @PART[opt_wing_b] { RESOURCE { name = LiquidFuel amount = 360 maxAmount = 360 } RESOURCE { name = Oxidizer amount = 440 maxAmount = 440 } } @PART[opt_wing_c] { RESOURCE { name = LiquidFuel amount = 540 maxAmount = 540 } RESOURCE { name = Oxidizer amount = 660 maxAmount = 660 } } Is there a problem if I use OPT this way? Firespitter has someting to do with the custom category? I don't really know what I'm doing Sorry to take your time! We could move this discussion to the OPT topic if you or anyone thinks it's more appropriate. Edited February 20, 2018 by MaximumThrust Quote Link to comment Share on other sites More sharing options...
Nertea Posted February 20, 2018 Author Share Posted February 20, 2018 4 hours ago, KSPrynk said: @Nertea, I'd like to request a new 0.625m LH2/Ox engine in the 20-30kN (vac) class, similar to the NV-10 Eel, to complement the Volcano at tech level 4. Target application is landers for airless moons, so an extensible nozzle for maximal ISP would probably not be required. I've submitted a GitHub request for tracking purposes. I don't usually do requests, sorry. I've had a request for this a few times and probably won't do it anytime soon if it all. Too many other interesting projects. Quote Link to comment Share on other sites More sharing options...
jstnj Posted February 20, 2018 Share Posted February 20, 2018 @Nertea Is there a plan to update this to be compatible with the 1.3.1 builds of RO / Real Fuels? Right now it doesn't work. Thanks! Quote Link to comment Share on other sites More sharing options...
MaximumThrust Posted February 20, 2018 Share Posted February 20, 2018 15 hours ago, KSPrynk said: @Nertea, I'd like to request a new 0.625m LH2/Ox engine in the 20-30kN (vac) class, similar to the NV-10 Eel, to complement the Volcano at tech level 4. Target application is landers for airless moons, so an extensible nozzle for maximal ISP would probably not be required. I've submitted a GitHub request for tracking purposes. I simply use TweakScale with the 1.5m engine, works very well. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted February 20, 2018 Share Posted February 20, 2018 58 minutes ago, jstnj said: @Nertea Is there a plan to update this to be compatible with the 1.3.1 builds of RO / Real Fuels? Right now it doesn't work. Thanks! There is no plan. And the only real answer to this question is another one. "Do you love RO enough that you're willing to become a modder and learn to make this compatibility yourself?" Many folks ask for RO compatibility but no one says they are able to deliver. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted February 20, 2018 Share Posted February 20, 2018 Discussion of OPT and Cryo Tanks continues in OPT thread. Quote Link to comment Share on other sites More sharing options...
Nertea Posted February 21, 2018 Author Share Posted February 21, 2018 10 hours ago, jstnj said: @Nertea Is there a plan to update this to be compatible with the 1.3.1 builds of RO / Real Fuels? Right now it doesn't work. Thanks! To clarify further.: doing this requires that I stay up to date with the exact balance and requirements of RO. That's not something I really have time to do these days. Quote Link to comment Share on other sites More sharing options...
jstnj Posted February 21, 2018 Share Posted February 21, 2018 12 hours ago, Nertea said: To clarify further.: doing this requires that I stay up to date with the exact balance and requirements of RO. That's not something I really have time to do these days. Appreciate the reply. Makes total sense. Quote Link to comment Share on other sites More sharing options...
Lithium-7 Posted March 3, 2018 Share Posted March 3, 2018 Okay, I've... got to be frank here. I don't see the upshot of using these. I-I mean, they seem really cool (har dee har), but when I have to make my rockets 4 or 5 times bigger and more expensive to get the same result as a much smaller liquid fuel configuration that costs less... I REALLY don't get it. Am I missing something here? I really don't want to hate this, but they seem awful, even in a vacuum. I can get roughly 4000 dV with a huge nuclear hydrogen configuration, but I can also get a tiny bit less with a single FL-T800 and a stock Nerv for way less volume and cost. Sure, you can always add more fuel tanks to it, but that works for any kind of rocket. At some point the volume has to be so huge that we run into aerodynamic problems and my spacecraft being about half a kilometer long. Quote Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted March 3, 2018 Share Posted March 3, 2018 (edited) 25 minutes ago, Brixmon said: Okay, I've... got to be frank here. I don't see the upshot of using these. I-I mean, they seem really cool (har dee har), but when I have to make my rockets 4 or 5 times bigger and more expensive to get the same result as a much smaller liquid fuel configuration that costs less... I REALLY don't get it. Am I missing something here? I really don't want to hate this, but they seem awful, even in a vacuum. I can get roughly 4000 dV with a huge nuclear hydrogen configuration, but I can also get a tiny bit less with a single FL-T800 and a stock Nerv for way less volume and cost. Sure, you can always add more fuel tanks to it, but that works for any kind of rocket. At some point the volume has to be so huge that we run into aerodynamic problems and my spacecraft being about half a kilometer long. I wondered this as well, and am still on the fence about it a little bit. If you play around with it enough, though, you'll find that the LH2/Ox engines allow you to make a tradeoff: 1. Much more volume 2. Probably more expensive 3. However, rather significantly less mass for a given dV so long as we're talking about an upper stage. The same seems to be true for KerbalAtomics, which switches nukes over to LH2: LH2-based stuff is less massive overall for similar dV, and the tradeoff is a LOT more volume (like 6x or 8x the volume compared to setting up a Nerv engine with LiquidFuel instead). At least that's been my impression with them so far. EDIT: One thing I will note, though, is that the engines themselves from this pack tend to be MUCH more massive than vaguely similar ones from other packs. Dunno how each author decided on the balance there, just a thing I noticed (compare to BDB, for instance). Edited March 3, 2018 by AccidentalDisassembly Quote Link to comment Share on other sites More sharing options...
Lithium-7 Posted March 3, 2018 Share Posted March 3, 2018 Hmm... Okay, well, I see that. I suppose they're situational, then. That makes more sense of it. If you CAN lift a huge rocket, you can actually get less mass for more cost and some power concerns. That makes more sense to me, then, thank you. Still, I think the volume requirements could be toned down at least a little. It might be more realistic, but this IS Kerbal Space Program. Quote Link to comment Share on other sites More sharing options...
MechBFP Posted March 4, 2018 Share Posted March 4, 2018 (edited) Why not make an upgrade in the tech tree that allow compressed fuels to be used later on? (Increase the volume allowed in a tank by 3 times or something like that) Maybe even reduce the overall EC required to cool it slightly since it is all in one tank. In general I have the same problem as other users right now, these engines simply aren’t worth it 90% of the time. The problem with having them as an upper stage is that I need to be able to generate enough electricity to prevent boil off, which either means nuke reactors or many heavy solar panels. In GPP in particular, this is a major problem for the more distant planets as solar because useless, and nuke reactors need tons of expensive fuel to last long enough. Edited March 4, 2018 by MechBFP Quote Link to comment Share on other sites More sharing options...
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