ruiluth Posted November 6, 2021 Share Posted November 6, 2021 16 hours ago, Nertea said: Unfortunately I have to point you to the FAQ. Ah, sorry, I guess I missed that. I forgot to mention in my last post though, I'm just coming back from a break since 1.7.3, and the new engine plumes with Waterfall are fantastic. I never thought it would make much of a difference to me so I never bothered with Real Plume or anything else, but I can't stop looking at them. In any case, thanks for being around for support even if your focus is shifting to other things! This game would be far less without your amazing additions and I sincerely hope the KSP2 team will take heavy inspiration from them. Quote Link to comment Share on other sites More sharing options...
kennyc222 Posted November 12, 2021 Share Posted November 12, 2021 is it a way to produce more Liquid Methane on the Moons (Mun) or other planets?? Quote Link to comment Share on other sites More sharing options...
danfarnsy Posted November 12, 2021 Share Posted November 12, 2021 4 hours ago, kennyc222 said: is it a way to produce more Liquid Methane on the Moons (Mun) or other planets?? Yes. The CryoTanks included in this mod have a patch for the stock ore converters to make methane and hydrogen. Quote Link to comment Share on other sites More sharing options...
fragtzack Posted November 30, 2021 Share Posted November 30, 2021 This mod seems to modify the stock NERV nuclear engine and causes really odd bug. After putting a NERV nuke engine in your rocket stack in the VAB, any parts vertically lower than the NERV have issues (as in not working) connecting fuel lines and using struts. When trying to connect struts or fuel lines, the secondary point doesn't attach rather just grab the targeted part. Take NERV out of the stack and all problems goes away. Suspect this mod is only mod that is modifying NERV.. player log file shows nothing when this event occurs. This issue doesn't seem to occur with any other engines. Quote Link to comment Share on other sites More sharing options...
Davi SDF Posted November 30, 2021 Share Posted November 30, 2021 5 hours ago, fragtzack said: This mod seems to modify the stock NERV nuclear engine and causes really odd bug. After putting a NERV nuke engine in your rocket stack in the VAB, any parts vertically lower than the NERV have issues (as in not working) connecting fuel lines and using struts. When trying to connect struts or fuel lines, the secondary point doesn't attach rather just grab the targeted part. Take NERV out of the stack and all problems goes away. Suspect this mod is only mod that is modifying NERV.. player log file shows nothing when this event occurs. This issue doesn't seem to occur with any other engines. If i am not wrong, Kerbal Atomics is the mod that modifies the NERV, Cryogenic Engines shouldn't mess with it Quote Link to comment Share on other sites More sharing options...
adriangm44 Posted November 30, 2021 Share Posted November 30, 2021 How do I make every other stock and near future engine use these fuels? Quote Link to comment Share on other sites More sharing options...
lemon cup Posted November 30, 2021 Share Posted November 30, 2021 5 hours ago, adriangm44 said: How do I make every other stock and near future engine use these fuels? In the main download of CryoEngines, there is an optional patch that makes several engines use LH2. If you want to apply this to different engines of your choosing, you can use this as a template: Quote // Vector (RS-25) @PART[SSME]:FINAL //change to the name of your desired engine { @MODULE[ModuleEnginesFX] { @maxThrust = 900 //Usually need to lower how much thrust the engine has// @PROPELLANT[LiquidFuel] { @name = LqdHydrogen @ratio = 1.5 } @PROPELLANT[Oxidizer] { @ratio = 0.1 } !atmosphereCurve {} atmosphereCurve { key = 0 420 0 0 //Vacuum ISP// key = 1 365 0 0 //Sea Level ISP// key = 4 285 0 0 //Eve ISP// } } } That is for the Vector, to do this for a different engine go to the part's .cfg and find what it is called (example: "name = SSME") and put that in the first line. You usually only have to take this template and edit a few values, which I explain up there in the //Slashes// When you're done save your text file as "whatevernameyouwant.cfg" and put that anywhere in your GameData folder; it's nice to make a folder in there for custom patches you might make over time. Quote Link to comment Share on other sites More sharing options...
adriangm44 Posted December 1, 2021 Share Posted December 1, 2021 17 hours ago, lemon cup said: In the main download of CryoEngines, there is an optional patch that makes several engines use LH2. If you want to apply this to different engines of your choosing, you can use this as a template: That is for the Vector, to do this for a different engine go to the part's .cfg and find what it is called (example: "name = SSME") and put that in the first line. You usually only have to take this template and edit a few values, which I explain up there in the //Slashes// When you're done save your text file as "whatevernameyouwant.cfg" and put that anywhere in your GameData folder; it's nice to make a folder in there for custom patches you might make over time. This was great mate! Thank you! Quote Link to comment Share on other sites More sharing options...
EnderiumSmith Posted December 1, 2021 Share Posted December 1, 2021 For some reason the pavonis and tharsis render their light cone when in the VAB. It works fine in flight, its only bugged in the VAB. This is a fresh install. Quote Link to comment Share on other sites More sharing options...
Brigadier Posted December 2, 2021 Share Posted December 2, 2021 (edited) 7 hours ago, EnderiumSmith said: For some reason the pavonis and tharsis render their light cone when in the VAB. It works fine in flight, its only bugged in the VAB. I can confirm this on my heavily modded KSP 1.12.2 career save and a sandbox save with CryoTanks Core 1.6.3, CryoEngines 2.0.5 and CryoEngines - NFA 2.0.5. This occurs in both the VAB and SPH, and the effect disappears on the launchpad/runway. Still testing on a min install. Edit: Fresh install with only Cryo Tanks, Tanks Core, Engines and Engines - NFA behaves the same way. Edited December 2, 2021 by Brigadier Min install behavior Quote Link to comment Share on other sites More sharing options...
krone12 Posted December 12, 2021 Share Posted December 12, 2021 Hey @Nertea, do you have a plan to add Real Plume configs to methalox engines? Quote Link to comment Share on other sites More sharing options...
field_of_gazorpa Posted December 14, 2021 Share Posted December 14, 2021 I really love the mod, thanks for writing it! One thing though, does anybody else only have 3° gimbal range with the "420 deinonychus" engines" (the raptor replica)? I mean it should be way more, like way way more. On YT it seems that other people have a greater gimbal range with it though.... Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted December 15, 2021 Share Posted December 15, 2021 On 12/12/2021 at 8:23 AM, krone12 said: Hey @Nertea, do you have a plan to add Real Plume configs to methalox engines? Waterfall (Nertea's own mod) supercedes RealPlume. He's not going to add to any RealPlume support. Quote Link to comment Share on other sites More sharing options...
Snark Posted December 22, 2021 Share Posted December 22, 2021 Several posts have been removed, due to an off-topic digression that had nothing to do with this mod. Please try to remember that this thread is about this mod, and discussion unrelated to the mod itself would best go in another thread. Thank you for your understanding. Quote Link to comment Share on other sites More sharing options...
Starcluster101 Posted January 4, 2022 Share Posted January 4, 2022 It looks like game crashes when trying to return to Kerbin with engines from this mod. Most of the time, the game crashes when I timewarp to 70km altitude, however it also crashes at random moments. I tried using different engines and beginning a new career but the results remained the same. The last messages in the logs before the crash are a line of "Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "cryoengine-fuji-1/model/CryoEngines/Assets/Engine/cryoengine-fuji-1(Clone)/Fuji/B_FujiCommon/B_FujiGimbal/COL_F_1" " Quote Link to comment Share on other sites More sharing options...
Limedcraft Posted January 12, 2022 Share Posted January 12, 2022 sorry, but i cant find the engine. i can only find the tanks. i'm on 1.12.2 and what should i do? Quote Link to comment Share on other sites More sharing options...
Cheesecake Posted January 12, 2022 Share Posted January 12, 2022 1 hour ago, Limedcraft said: sorry, but i cant find the engine. i can only find the tanks. i'm on 1.12.2 and what should i do? Do you have the following folders in your GameData: CryEngines, CryoTanks? Or only CryTanks? Quote Link to comment Share on other sites More sharing options...
Nertea Posted January 22, 2022 Author Share Posted January 22, 2022 CryoEngines 2.0.6 Updated CryoTanks to 1.6.4 Fixed VAB on-ness of Tharsis/Pavonis glows Quote Link to comment Share on other sites More sharing options...
Fluticasone propionate Posted January 23, 2022 Share Posted January 23, 2022 Hey @Nertea is this a bug? Hovering over parts in editor and looking at the cryo-tank boil-off rate displays as the same as regular tanks. Right-clicking part after-the fact displays an intended lower boil off rate, consistent with that in-game. Quote Link to comment Share on other sites More sharing options...
Rakete Posted January 25, 2022 Share Posted January 25, 2022 On 1/22/2022 at 9:00 PM, Nertea said: CryoEngines 2.0.6 Updated CryoTanks to 1.6.4 Fixed VAB on-ness of Tharsis/Pavonis glows Is the bugged exhaustplume of the tharsis, which does not move with gimbal movements, also fixed? Quote Link to comment Share on other sites More sharing options...
Chilkoot Posted January 27, 2022 Share Posted January 27, 2022 (edited) Hi folks - I'm trying to find a way to get Nertea's methane resource to participate in Bob Palmer's "USI Warehouse" framework for local and global storage. I'd like to either have the methane resource show up in one of Bob's "Kontainer Tank" containers, or have one of Nertea's tanks participate in the USI warehousing. Can this be done with a patch file in my GameData dir? Or is this something that would require deep edits of the USI resource system to work? Apologies if this is like asking, "How do I build a car?". I'm not scared of editing configs, just not sure where to begin. Also, huge thanks to Nertea for maintaining this amazing mod over the years. It's always right at the top of my "must have" list Edited January 27, 2022 by Chilkoot Quote Link to comment Share on other sites More sharing options...
PocketBrotector Posted January 27, 2022 Share Posted January 27, 2022 2 hours ago, Chilkoot said: Hi folks - I'm trying to find a way to get Nertea's methane resource to participate in Bob Palmer's "USI Warehouse" framework for local and global storage. I'd like to either have the methane resource show up in one of Bob's "Kontainer Tank" containers, or have one of Nertea's tanks participate in the USI warehousing. Can this be done with a patch file in my GameData dir? Or is this something that would require deep edits of the USI resource system to work? Apologies if this is like asking, "How do I build a car?". I'm not scared of editing configs, just not sure where to begin. Also, huge thanks to Nertea for maintaining this amazing mod over the years. It's always right at the top of my "must have" list This sounds like it would be more suited to ask on a USI thread. CryoEngines and CryoTanks don’t add any resources themselves if I recall correctly - they instead make use of existing CRP resources. So your question is primarily concerned with USI mechanics. Quote Link to comment Share on other sites More sharing options...
Chilkoot Posted January 27, 2022 Share Posted January 27, 2022 24 minutes ago, PocketBrotector said: This sounds like it would be more suited to ask on a USI thread. CryoEngines and CryoTanks don’t add any resources themselves if I recall correctly - they instead make use of existing CRP resources. So your question is primarily concerned with USI mechanics. Understood, and thanks. I had it in my head the Methane fuel type was introduced by this mod, so I'll go digging around with the USI folks. Quote Link to comment Share on other sites More sharing options...
Rakete Posted January 29, 2022 Share Posted January 29, 2022 On 1/25/2022 at 8:28 PM, Rakete said: Is the bugged exhaustplume of the tharsis, which does not move with gimbal movements, also fixed? Tested with new CE version. Finally got fixed. Quote Link to comment Share on other sites More sharing options...
Zmeya Posted March 6, 2022 Share Posted March 6, 2022 On 4/29/2015 at 1:06 PM, Nertea said: Q: Will you add feature/part xxx?A: I am now retired from KSP1 modding and will only be providing bugfixes. I was going to ask if jet engines that use the cryogenic fuels were planned, but then I checked the FAQ. Guess I'll just have to use whatever I can figure out how to make instead. Quote Link to comment Share on other sites More sharing options...
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