Nertea Posted June 16, 2017 Author Share Posted June 16, 2017 6 hours ago, canisin said: Hello @Nertea, thanks for the update! I just noticed in the op that there seems to be a typo that states that Cryogenic Engines are designed to work well with Cryogenic Engines. That should refer to KA, resolved. Quote Link to comment Share on other sites More sharing options...
Phantom63rus Posted June 18, 2017 Share Posted June 18, 2017 Very beautiful flame, but... where is the profit? Quote Link to comment Share on other sites More sharing options...
Nertea Posted June 20, 2017 Author Share Posted June 20, 2017 An important update if you use the large cryogenic tanks. CryoEngines 0.5.1 CryoTanks 0.4.1 Fixed volumes and descriptions of 5m hydrogen tanks Normalized specular exponents and normal map depths on all tanks Fixed a mesh duplication issue on 3.75m tanks Reduced instances of distorted tanget normal map seams on all tanks, where I couldn't fix it I've covered the worst instances with 'intentional' seams Restructured UV of 5m tanks to reduce tangent seam frequency Quote Link to comment Share on other sites More sharing options...
Maelstrom Vortex Posted June 20, 2017 Share Posted June 20, 2017 I guess engines is now included in the tanks? On ckan it still reports tanks from 1.2.2 as a dependency, can you fix or do I need to be asking someone else for that? Quote Link to comment Share on other sites More sharing options...
Nertea Posted June 20, 2017 Author Share Posted June 20, 2017 There's a great item in the OP FAQ about that. Quote Link to comment Share on other sites More sharing options...
blowfish Posted June 21, 2017 Share Posted June 21, 2017 20 hours ago, Maelstrom Vortex said: I guess engines is now included in the tanks? On ckan it still reports tanks from 1.2.2 as a dependency, can you fix or do I need to be asking someone else for that? There seems to be an issue with the latest version of CryoTanks not being indexed, and I've submitted a PR to fix it (just have to wait for it to get merged and then NetKAN to run, could be a few days). But like Nertea said all future inquiries should go to the CKAN thread. Quote Link to comment Share on other sites More sharing options...
Maelstrom Vortex Posted June 21, 2017 Share Posted June 21, 2017 (edited) 22 hours ago, Nertea said: There's a great item in the OP FAQ about that. Sorry @Nertea I needed to know if they had merged before I went to CKAN because if there was just another floating file out there I'd just go grab it as I did with the engines since CKAN's not grabbing it right. I figured it out though, engines are working marvelously and the tanks are all in one download now with the engines.. CKAN's just got its links confused and it sounds like blowfish is already on it. I was always under the impression that Cryo Engines and Cryo tanks were two separate downloads, but that apparently never was the case and CKAN has always had the engine/tank think messed up or the case has changed in the last update. You see, unfortunately, I could not figure out whether or not I was doing something wrong and missed something or if the ckan program is wrong so I have to ask the source to validate which case was correct. It didn't specify in the OP that the tanks were part of the engine pack though it did mention them. I do know CKAN is not supported, but that doesn't tell me whether there was one file or two, or another cryo tanks thread I could not locate, but experimenting helped me figure that out. Edited June 21, 2017 by Maelstrom Vortex Quote Link to comment Share on other sites More sharing options...
undercoveryankee Posted June 21, 2017 Share Posted June 21, 2017 5 hours ago, Maelstrom Vortex said: Sorry @Nertea I needed to know if they had merged before I went to CKAN because if there was just another floating file out there I'd just go grab it as I did with the engines since CKAN's not grabbing it right. I figured it out though, engines are working marvelously and the tanks are all in one download now with the engines.. CKAN's just got its links confused and it sounds like blowfish is already on it. I was always under the impression that Cryo Engines and Cryo tanks were two separate downloads, but that apparently never was the case and CKAN has always had the engine/tank think messed up or the case has changed in the last update. You see, unfortunately, I could not figure out whether or not I was doing something wrong and missed something or if the ckan program is wrong so I have to ask the source to validate which case was correct. It didn't specify in the OP that the tanks were part of the engine pack though it did mention them. I do know CKAN is not supported, but that doesn't tell me whether there was one file or two, or another cryo tanks thread I could not locate, but experimenting helped me figure that out. As far as I remember, the Cryo Tanks have always been included in the download for Cryo Engines, and also for Kerbal Atomics. Because CKAN doesn't allow files from one package to overwrite files from another package, it has to treat the shared components as a separate mod even if the package author has never distributed them that way. Quote Link to comment Share on other sites More sharing options...
Maelstrom Vortex Posted June 21, 2017 Share Posted June 21, 2017 (edited) 2 hours ago, undercoveryankee said: As far as I remember, the Cryo Tanks have always been included in the download for Cryo Engines, and also for Kerbal Atomics. Because CKAN doesn't allow files from one package to overwrite files from another package, it has to treat the shared components as a separate mod even if the package author has never distributed them that way. And now I know why Nertea gets so annoyed with CKAN. That must be a point of confusion for a lot of people. Edited June 21, 2017 by Maelstrom Vortex Quote Link to comment Share on other sites More sharing options...
mitko Posted June 23, 2017 Share Posted June 23, 2017 On 6/18/2017 at 4:47 PM, Phantom63rus said: Very beautiful flame, but... where is the profit? I have to agree, I don't know how the tank and engine masses have been rebalanced, but now there is no delta v gain from switching to cryogenic engines. Quote Link to comment Share on other sites More sharing options...
mikegarrison Posted June 23, 2017 Share Posted June 23, 2017 3 hours ago, mitko said: I have to agree, I don't know how the tank and engine masses have been rebalanced, but now there is no delta v gain from switching to cryogenic engines. There shouldn't necessarily be a delta-v gain on the cryo engines for themselves, but the cryo stage should be light enough that for the same delta-v, the overall vessel mass is less. That would lead to them being particularly useful as upper stages. It does seem like a balancing mistake if the kerolox engine has more delta-v, more thrust, and also better weight. Either the stock engine is way overpowered, or the cryo engine is overly nerfed. Quote Link to comment Share on other sites More sharing options...
Phantom63rus Posted June 23, 2017 Share Posted June 23, 2017 7 hours ago, mikegarrison said: the overall vessel mass is less Cryo: 4.487t, 1440m/s, 1.25twr Stock: 4.352t, 1430m/s, 1.41twr Is less?)) Quote Link to comment Share on other sites More sharing options...
blowfish Posted June 23, 2017 Share Posted June 23, 2017 1 hour ago, Phantom63rus said: Cryo: 4.487t, 1440m/s, 1.25twr Stock: 4.352t, 1430m/s, 1.41twr Is less?)) Part of the problem might be that this isn't very much delta-v Quote Link to comment Share on other sites More sharing options...
Phantom63rus Posted June 23, 2017 Share Posted June 23, 2017 44 minutes ago, blowfish said: Part of the problem might be that this isn't very much delta-v Quote Link to comment Share on other sites More sharing options...
blowfish Posted June 23, 2017 Share Posted June 23, 2017 Hmm, maybe you're right then. @Nertea, any thoughts? Quote Link to comment Share on other sites More sharing options...
Nertea Posted June 23, 2017 Author Share Posted June 23, 2017 (edited) Yeah that's not right. Looks like when I fixed the patch that determines the fuel capacity (it was filling some tanks 2x much) I neglected to adjust the unit mass of the tank patch, leading to probably halved mass ratios for the LH2Ox and LH2 tanks. I'll fix that early next week when I have some time. That example ship should get ~4220 m/s (vs 3700) with a mass of ~25.4t (vs 27.5). Also important to remember that the 2.5m cryo engine weighs ~ 1.75x the poodle's mass, so increasing the payload mass or using a smaller engine will have better results. Take the 1.25m cryo engine instead with that low payload mass, it'll add ~800 m/s and cut another 2t off the stage mass. For the best benefits of cryo, use it for larger payloads that need really high energies. It shouldn't compare well on the low end of the payload mass/energy spectrum. Edited June 23, 2017 by Nertea Quote Link to comment Share on other sites More sharing options...
mikegarrison Posted June 23, 2017 Share Posted June 23, 2017 7 hours ago, Phantom63rus said: Cryo: 4.487t, 1440m/s, 1.25twr Stock: 4.352t, 1430m/s, 1.41twr Is less?)) Dude, if you are going to quote me, don't leave out the part where I said "should be". Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted June 25, 2017 Share Posted June 25, 2017 I'm not sure if this was mentioned elsewhere. In flight mode the log is spammed with [Dynamic Battery Storage]: Refreshing data from Vessel event (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [Dynamic Battery Storage]: Trying to clear buffer storage (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Log:https://www.dropbox.com/s/e5pg83xh1aze78c/2017-06-25-2 KSP.log.zip?dl=1 Quote Link to comment Share on other sites More sharing options...
Nertea Posted June 25, 2017 Author Share Posted June 25, 2017 Deal with it. It's important information for me in case you run into some kind of issue with that fairly new plugin. Quote Link to comment Share on other sites More sharing options...
Nertea Posted June 26, 2017 Author Share Posted June 26, 2017 Fairly important update, which should see massive performance gains in all LH2-using engines due to the dry mass being fixed. CryoEngines 0.5.2 Updated B9PartSwitch to version 1.8.1 CryoTanks 0.4.2 Fix incorrectly exported model for small 2.5m hydrogen tank Fix doubled dry mass of all hydrogen-containing tanks Quote Link to comment Share on other sites More sharing options...
blowfish Posted June 26, 2017 Share Posted June 26, 2017 FYI, still waiting for my fix of CKAN's metadata for CryoTanks to get merged. It looks like a couple of the people on the CKAN team who usually handle this stuff might be away right now. Quote Link to comment Share on other sites More sharing options...
Apaseall Posted June 28, 2017 Share Posted June 28, 2017 Confirmed, output log spammed with Spoiler (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [Dynamic Battery Storage]: Trying to clear buffer storage (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [Dynamic Battery Storage]: Refreshing data from Vessel event Quote Link to comment Share on other sites More sharing options...
Nertea Posted June 28, 2017 Author Share Posted June 28, 2017 27 minutes ago, Apaseall said: Confirmed, output log spammed with Reveal hidden contents (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [Dynamic Battery Storage]: Trying to clear buffer storage (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [Dynamic Battery Storage]: Refreshing data from Vessel event Read up 3 posts? Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted June 28, 2017 Share Posted June 28, 2017 When is the deadline to get rid off it? Log spamming is always an fps killer. Some mods spam the logs because they're bugging. This mod spams the log on purpose. Quote Link to comment Share on other sites More sharing options...
Nertea Posted June 28, 2017 Author Share Posted June 28, 2017 You do know that it doesn't "spam" the log? It sends a bunch of data to the log when it detects an event that requires the plugin to refresh itself. There will be 1-2 log messages per vessel in the game. It does not send a million messages per second. But whatever, I guess you can tell me how to write a mod, right? Open source. Clone repo -> change what you want -> build -> have great fun! Quote Link to comment Share on other sites More sharing options...
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