Zorg Posted July 27, 2019 Share Posted July 27, 2019 (edited) 8 minutes ago, Wyzard said: After updating, I get a bunch of MM errors in CryoEngines/Patches/RealPlume/CryoEngines1875Lower.cfg, CryoEngines375LowerRed_Prefab.cfg, and CryoEnginesUpperBlue.cfg. They all generally look like this one: [LOG 2019-07-27 02:11:37.162] :AFTER[ZREALPLUME] pass [LOG 2019-07-27 02:11:37.162] Looping on CryoEngines/Patches/RealPlume/CryoEngines1875Lower/@PART[*]:HAS[@PLUME[CryoEngines1875Lower]:HAS[~processed[*]]]:AFTER[zRealPlume]:NEEDS[SmokeScreen] to CryoEngines/Parts/Engine/0625/cryoengine-stromboli-1.cfg/PART [LOG 2019-07-27 02:11:37.162] Applying update CryoEngines/Patches/RealPlume/CryoEngines1875Lower/@PART[*]:HAS[@PLUME[CryoEngines1875Lower]:HAS[~processed[*]]]:AFTER[zRealPlume]:NEEDS[SmokeScreen] to CryoEngines/Parts/Engine/0625/cryoengine-stromboli-1.cfg/PART [WRN 2019-07-27 02:11:37.162] Cannot find key plumeIdentifier in PLUME [ERR 2019-07-27 02:11:37.162] Error - Cannot parse variable search when inserting new key plumeIdentifier = #$/PLUME[CryoEngines1875Lower]:HAS[~processed[*]]/plumeIdentifier$ [WRN 2019-07-27 02:11:37.162] Cannot find key plumeIdentifier in PLUME [ERR 2019-07-27 02:11:37.162] Error - Cannot parse variable search when inserting new key name = #$/PLUME[CryoEngines1875Lower]:HAS[~processed[*]]/plumeIdentifier$-plume [WRN 2019-07-27 02:11:37.162] Cannot find key plumeIdentifier in PLUME [ERR 2019-07-27 02:11:37.162] Error - Cannot parse variable search when inserting new key name = #$/PLUME[CryoEngines1875Lower]:HAS[~processed[*]]/plumeIdentifier$-plume2 [WRN 2019-07-27 02:11:37.162] Cannot find key plumeIdentifier in PLUME [ERR 2019-07-27 02:11:37.162] Error - Cannot parse variable search when inserting new key name = #$/PLUME[CryoEngines1875Lower]:HAS[~processed[*]]/plumeIdentifier$-audio The PLUME nodes are added by EngineConfigs.cfg in the same directory, and indeed, they don't have plumeIdentifier keys. No mods installed except CryoEngines and RealPlume-Stock (and the dependencies bundled with each). This should be solved, if you install the latest version (v11.2.0) of RealPlume core: https://github.com/KSP-RO/RealPlume/releases The new cryoengines realplumes are custom ones I made just for this mod (using the new FX Nertea made for stock plumes) but it uses some syntax from the new version of RealPlume. Unfortunately RealPlume stock configs hasnt updated its bundled version of the core realplume (although CKAN installs will grab the updated one). I will be submitting a backwards compatibility fix but just grabbing the new release from the link above will actually fix the problem. Edited July 27, 2019 by Zorg Quote Link to comment Share on other sites More sharing options...
jmannNG Posted July 27, 2019 Share Posted July 27, 2019 14 hours ago, Nertea said: Soft-deprecated entire old set of CryoEngines parts; they are replaced but invisible so people have time to adapt First time poster, long time fan! I was a bit confused by this invisibility and worried all of my spacecraft on missions using old CryoEngines would break. In case anybody else was confused too, I decided to give it a shot and update. All my old engines in space still work and the new ones in the VAB look great! Thanks Nertea for another great update Quote Link to comment Share on other sites More sharing options...
Brigadier Posted July 27, 2019 Share Posted July 27, 2019 8 hours ago, jmannNG said: First time poster, long time fan! I was a bit confused by this invisibility and worried all of my spacecraft on missions using old CryoEngines would break. In case anybody else was confused too, I decided to give it a shot and update. All my old engines in space still work and the new ones in the VAB look great! Thanks Nertea for another great update Welcome to the forums. That's what soft-deprecating means. Just a word of advice, though: The sooner you remove the old parts from your craft (by replacing the parts in-game or recovering/destroying the craft that use them), the less surprised you'll be if/when the parts get hard-deprecated, i.e. removed, in the future. Quote Link to comment Share on other sites More sharing options...
jmannNG Posted July 28, 2019 Share Posted July 28, 2019 16 hours ago, Brigadier said: Welcome to the forums. That's what soft-deprecating means. Just a word of advice, though: The sooner you remove the old parts from your craft (by replacing the parts in-game or recovering/destroying the craft that use them), the less surprised you'll be if/when the parts get hard-deprecated, i.e. removed, in the future. Thanks for the heads up. Currently the engines are just being used to set up my comsat network in my new save. Maybe I'll give them a viking funeral and use them for seismic science! Quote Link to comment Share on other sites More sharing options...
Spagoose Posted July 28, 2019 Share Posted July 28, 2019 (edited) How exactly does boil-off work? I have a ship that has standard tanks with no cooling and there is absolutely no boil-off for the first 90 days or so of a journey. After that point boil-off starts. What is triggering the boil-off and why doesn't it start as soon as a ship launches? Edit: It seems like it has something to do with the temperature of the LH2 in the fuel tanks, but I can't figure out what affects the temperature. It takes roughly 115 days in Kerbin for the LH2 temp in a Rockomax X200-32 tank to drop to about 248 degrees, at which point boiloff will then start. What affects the temperature of the LH2? 115 days seems a long time to store LH2 without any boiloff. Edited July 28, 2019 by Spagoose Quote Link to comment Share on other sites More sharing options...
Tabris Posted July 28, 2019 Share Posted July 28, 2019 6 hours ago, Spagoose said: How exactly does boil-off work? I have a ship that has standard tanks with no cooling and there is absolutely no boil-off for the first 90 days or so of a journey. After that point boil-off starts. What is triggering the boil-off and why doesn't it start as soon as a ship launches? Edit: It seems like it has something to do with the temperature of the LH2 in the fuel tanks, but I can't figure out what affects the temperature. It takes roughly 115 days in Kerbin for the LH2 temp in a Rockomax X200-32 tank to drop to about 248 degrees, at which point boiloff will then start. What affects the temperature of the LH2? 115 days seems a long time to store LH2 without any boiloff. it might be that what your seeing is that up to that point the cooling is enough to stall boiloff. after that point the tank temp is greater than what cooling can cool. Quote Link to comment Share on other sites More sharing options...
Nertea Posted July 29, 2019 Author Share Posted July 29, 2019 11 hours ago, Spagoose said: How exactly does boil-off work? I have a ship that has standard tanks with no cooling and there is absolutely no boil-off for the first 90 days or so of a journey. After that point boil-off starts. What is triggering the boil-off and why doesn't it start as soon as a ship launches? Edit: It seems like it has something to do with the temperature of the LH2 in the fuel tanks, but I can't figure out what affects the temperature. It takes roughly 115 days in Kerbin for the LH2 temp in a Rockomax X200-32 tank to drop to about 248 degrees, at which point boiloff will then start. What affects the temperature of the LH2? 115 days seems a long time to store LH2 without any boiloff. If you're seeing this, you might be looking at a different mods boiloff implementation somehow. To check, put a tank on the launch pad and timewarp. You should immediately see resources removed - just did a test and this works fine. Quote Link to comment Share on other sites More sharing options...
Spagoose Posted July 29, 2019 Share Posted July 29, 2019 (edited) 2 hours ago, Nertea said: If you're seeing this, you might be looking at a different mods boiloff implementation somehow. To check, put a tank on the launch pad and timewarp. You should immediately see resources removed - just did a test and this works fine. Thats how I was testing it after I realised something was up, ~115 days on the launchpad then suddenly boiloff begins. The curious thing is that none of the other mods I use have their own boiloff implementation, at most they rely on your CryoTanks like USI mods, and I'm not using anything like realism overhaul, kerbalism, real fuels etc. Narrowing down what mod is causing this is likely going to be a nightmare, but I guess the fact that boiloff does happen after fuel reaches a certain temperature is probably a clue that something else is playing with boiloff or there is some weird incompatibility. I'm guessing SimpleBoiloff.dll does not display the temperature of the LH2 in the right click context menu on the tanks if that is irrelevant in your mods, so if I can figure out what mod is adding that, then I may find what is causing it. Heres my modlist excluding graphical mods incase anyone happens to know what could be the cause: Real Chutes USI mods Near Future Mods Cryo Engines Kerbal Atomics KIS KAS SCANSAT Universal storage Global Construction Restock Restock+ Remotetech Deadly Reentry Joint Reinforcement Bon Voyage Real Plumes EVA fuel KER Dmagic orbital science Edited July 29, 2019 by Spagoose Quote Link to comment Share on other sites More sharing options...
Nertea Posted July 29, 2019 Author Share Posted July 29, 2019 1 hour ago, Spagoose said: I'm guessing SimpleBoiloff.dll does not display the temperature of the LH2 in the right click context menu on the tanks if that is irrelevant in your mods, so if I can figure out what mod is adding that, then I may find what is causing it. That's correct, it does not. You could toss a log of your loading sequence up here, that's probably pretty comprehensive in terms of what is installed or not. Quote Link to comment Share on other sites More sharing options...
Spagoose Posted July 29, 2019 Share Posted July 29, 2019 2 minutes ago, Nertea said: That's correct, it does not. You could toss a log of your loading sequence up here, that's probably pretty comprehensive in terms of what is installed or not. I will do that when I finish work, in the meantime after looking through some of the mods I have found that Global Construction contains Configurable Containers as a dependency, which happens to have its own cryogenics.cfg: CRYOGENICS { // used when no VaporizationHeat is provided for a resource SpecificHeat2VaporizationHeat = 100 // limits energy transfer between the resource volume and the rest of the part InsulationConductivity = 3.2e-9 // kW/m/K; this looks like Dewar bottle, as normal insulators are five orders of magnitude less efficient // the fraction of the tank's volume that is used for insulation InsulationVolumeFraction = 0.06 // how much kJs does 1 electric charge contain? ElectricCharge2kJ = 10 // maximum total power consumption of any cooler (Ec/s) MaxAbsoluteCoolerPower = 500 // maximum power consumption of a cooler (Ec/s) per unit thermal mass MaxSpecificCoolerPower = 1 // if the power supply drops below this fraction, the cooler is automatically disabled ShutdownThreshold = 0.99 RESOURCE { name = LqdHydrogen BoiloffTemperature = 25 // ~boiling point + 5 VaporizationHeat = 447000 // kJ/t http://www.engineeringtoolbox.com/hydrogen-d_1419.html CoolingEfficiency = 0.1 // how far the cooler is from the Carnot cycle } RESOURCE { name = LqdDeuterium BoiloffTemperature = 27 // ~boiling point + 5 VaporizationHeat = 322215 // kJ/t http://encyclopedia.airliquide.com/Encyclopedia.asp?GasID=20 CoolingEfficiency = 0.1 // how far the cooler is from the Carnot cycle } RESOURCE { name = LqdTritium BoiloffTemperature = 27 // ~boiling point + 5 VaporizationHeat = 322215 // kJ/t stub; same as deuterium CoolingEfficiency = 0.1 // how far the cooler is from the Carnot cycle } RESOURCE { name = LqdMethane BoiloffTemperature = 120 // ~boiling point + 10 VaporizationHeat = 510000 // kJ/t http://www.engineeringtoolbox.com/methane-d_1420.html CoolingEfficiency = 0.3 // how far the cooler is from the Carnot cycle } RESOURCE { name = LqdCO2 BoiloffTemperature = 220 // ~boiling point + 3, at 5atm VaporizationHeat = 574000 // kJ/t http://www.engineeringtoolbox.com/fluids-evaporation-latent-heat-d_147.html CoolingEfficiency = 0.6 // how far the cooler is from the Carnot cycle } RESOURCE { name = LqdCO BoiloffTemperature = 90 // ~boiling point + 10 VaporizationHeat = 214680 // kJ/t http://encyclopedia.airliquide.com/Encyclopedia.asp?GasID=45#LiquidGasConversion CoolingEfficiency = 0.3 // how far the cooler is from the Carnot cycle } RESOURCE { name = LqdHe3 BoiloffTemperature = 5 // ~boiling point + 1 VaporizationHeat = 20754 // kJ/t stub; same as He4 CoolingEfficiency = 0.07 // how far the cooler is from the Carnot cycle } RESOURCE { name = LqdHelium BoiloffTemperature = 5 // ~boiling point + 1 VaporizationHeat = 20754 // kJ/t http://www.engineeringtoolbox.com/methane-d_1420.html CoolingEfficiency = 0.07 // how far the cooler is from the Carnot cycle } RESOURCE { name = LqdNitrogen BoiloffTemperature = 80 // ~boiling point + 10 VaporizationHeat = 199180 // kJ/t http://encyclopedia.airliquide.com/Encyclopedia.asp?LanguageID=11&CountryID=19&Formula=&GasID=5&UNNumber=&EquivGasID=32&VolLiquideBox=&MasseLiquideBox=&VolGasBox=&MasseGasBox=&RD20=29&RD9=8&RD6=64&RD4=2&RD3=22&RD8=27&RD2=20&RD18=41&RD7=18&RD13=71&RD16=35&RD12=31&RD19=34&RD24=62&RD25=77&RD26=78&RD28=81&RD29=82 CoolingEfficiency = 0.2 // how far the cooler is from the Carnot cycle } RESOURCE { name = LqdOxygen BoiloffTemperature = 100 // ~boiling point + 10 VaporizationHeat = 213050 // kJ/t http://www.engineeringtoolbox.com/methane-d_1420.html CoolingEfficiency = 0.3 // how far the cooler is from the Carnot cycle } } //:mode=c#: Needless to say I wasn't expecting a fuel switcher type mod to have it's own cryogenics, so currently I suspect this could be what is causing the issue, I'll run a clean instance of ksp with just cryo engines with and without this mod later this evening to see if it is the culprit. Quote Link to comment Share on other sites More sharing options...
Nertea Posted July 29, 2019 Author Share Posted July 29, 2019 9 hours ago, Spagoose said: I will do that when I finish work, in the meantime after looking through some of the mods I have found that Global Construction contains Configurable Containers as a dependency, which happens to have its own cryogenics.cfg: Needless to say I wasn't expecting a fuel switcher type mod to have it's own cryogenics, so currently I suspect this could be what is causing the issue, I'll run a clean instance of ksp with just cryo engines with and without this mod later this evening to see if it is the culprit. Yeah that would be unexpected! Looking at that mod's source yeah, it's the culprit. Quote Link to comment Share on other sites More sharing options...
Spagoose Posted July 29, 2019 Share Posted July 29, 2019 (edited) 1 hour ago, Nertea said: Yeah that would be unexpected! Looking at that mod's source yeah, it's the culprit. Yeah I just tested, removing it has given me the cooling toggle and normal boiloff. The annoying thing is that this is a dependency of global construction which itself is a dependency of USI MKS. So if you want MKS, it will install this without letting you know. Just deleting the cryo config alone stops any boiloff at all which is obviously not ideal, while deleting the whole mod could potentially break MKS. Again I need to play around with it and find a way to disable the boiloff without disabling the whole mod. Configurable containers also disables b9 part switch, so this mod definitely has its fingers in a lot of honey jars. But here is the cause for anybody trying to figure out this issue in the future. Edited July 29, 2019 by Spagoose Quote Link to comment Share on other sites More sharing options...
Nertea Posted July 29, 2019 Author Share Posted July 29, 2019 (edited) 1 hour ago, Spagoose said: Yeah I just tested, removing it has given me the cooling toggle and normal boiloff. The annoying thing is that this is a dependency of global construction which itself is a dependency of USI MKS. So if you want MKS, it will install this without letting you know. Just deleting the cryo config alone stops any boiloff at all which is obviously not ideal, while deleting the whole mod could potentially break MKS. Again I need to play around with it and find a way to disable the boiloff without disabling the whole mod. Configurable containers also disables b9 part switch, so this mod definitely has its fingers in a lot of honey jars. But here is the cause for anybody trying to figure out this issue in the future. That is pretty confusing, thanks for the detective work. I would rather it not be like that... but it's other people's mods, what can ya do. Edited July 29, 2019 by Nertea Quote Link to comment Share on other sites More sharing options...
Nertea Posted July 29, 2019 Author Share Posted July 29, 2019 Updated to 1.0.1 Updated DynamicBatteryStorage to 2.0.3 Updated CryoTanks to 1.2.1 Changed RealPlume compatibility patch to use old syntax (Zorg) Changed method used to render inner engine glows to be less visible in the editor Quote Link to comment Share on other sites More sharing options...
Wyzard Posted July 30, 2019 Share Posted July 30, 2019 7 hours ago, Spagoose said: The annoying thing is that this is a dependency of global construction which itself is a dependency of USI MKS. So if you want MKS, it will install this without letting you know. That shouldn't be the case. MKS only depends on "GC-Core", which doesn't include Configurable Containers. The copy of GC that's bundled in the MKS download does not include CC (but it's also an old version of GC). There doesn't seem to be a standalone download of GC-Core, but you can download the latest version of GC and then delete the ConfigurableContainers folder and the 000_AT_Utils/ConfigurableContainers.dll file. The rest of GC should still work. (That's assuming you're installing mods manually. I don't know about CKAN, since I don't use it. But I was under the impression that GC-Core had been split out from the GC+CC combination in CKAN too, specifically so that MKS could avoid depending on CC.) It'd be nice if the GC download didn't have CC bundled with it, though, since it's not actually needed and people often don't want to use it. Quote Link to comment Share on other sites More sharing options...
Sufficient Anonymity Posted July 31, 2019 Share Posted July 31, 2019 On 7/26/2019 at 6:16 PM, Nertea said: Holy enormous update batman! *snip* Well, I guess this is the signal for me to start a new career save. This all looks beautiful. Quote Link to comment Share on other sites More sharing options...
Cochies Posted July 31, 2019 Share Posted July 31, 2019 I spend weeks of week, writing configs for all my stock, RE and other engines to advertise them to cryo fuel, and then Chris comes with models 100 times better, convenient configs and makes all my work meaningless ... Very, very, very bad man! (Just a joke, bro. Good Job!) Quote Link to comment Share on other sites More sharing options...
Nertea Posted July 31, 2019 Author Share Posted July 31, 2019 More bugs fixed, and minor new features thanks to B9PS 2.9! CryoEngines 1.0.2 Updated B9PartSwitch to 2.9.0 Updated DynamicBatteryStorage to 2.0.4 Updated CryoTanks to 1.2.2 Made use of B9PartSwitch 2.9.0 features in several parts (UI colours, tooltips) Fixed an issue where the 1.875m engines were not correctly scaled (~12.5% too small) Made use of B9PartSwitch 2.9.0 features in several parts (UI colours, tooltips) Fixed smokePoint transform rotation in sustainer type engines Fixed plume offset in Etna RealPlume config (Zorg) Quote Link to comment Share on other sites More sharing options...
Wyzard Posted August 1, 2019 Share Posted August 1, 2019 10 hours ago, Nertea said: CryoEngines 1.0.2 SpaceDock still only has 1.0.1, btw. (But CurseForge and GitHub both have 1.0.2.) Quote Link to comment Share on other sites More sharing options...
Frostiken Posted August 3, 2019 Share Posted August 3, 2019 (edited) It think it would be interesting to have the community tech tree have a fork between chemical rockets and cryogenic rockets. Edited August 3, 2019 by Frostiken Quote Link to comment Share on other sites More sharing options...
Wyzard Posted August 3, 2019 Share Posted August 3, 2019 1 hour ago, Frostiken said: It think it would be interesting to have the community tech tree have a fork between chemical rockets and cryogenic rockets. Cryogenic rockets are chemical rockets. It's just that the fuel has to be kept cold in the tank, so it doesn't evaporate and leak out before the engine gets a chance to burn it. Separate tech nodes for cryo tanks would make more sense IMO. But it'd be a little at odds with the current setup where any tank (even stock ones) can be cooled for cryo fuel, and the special tanks in this mod just do it more efficiently. Maybe there could be a mod which removes the cooling feature from generic tanks, and moves the special cryo tanks into a separate branch of the tech tree. On a related note: the latest release of CryoTanks includes a balance change that I recently submitted. It used to be that the placement of the special cryo tanks in the tech tree was a little haphazard, with nearly half of them in "nuclear propulsion" though they're not nuke-specific, and the others starting at a similarly high tech level and grouped together in just a few nodes. With the change, each cryo tank is one tech tier above the corresponding generic tank, which makes the small ones available earlier and pushes a few of the big ones up to higher tiers. So now they have the same size progression as the stock tanks, but shifted upward one tier to represent the engineering challenge of putting cryo insulation on a tank of a given size. Quote Link to comment Share on other sites More sharing options...
TBenz Posted August 3, 2019 Share Posted August 3, 2019 (edited) 3 hours ago, Wyzard said: Separate tech nodes for cryo tanks would make more sense IMO. But it'd be a little at odds with the current setup where any tank (even stock ones) can be cooled for cryo fuel, and the special tanks in this mod just do it more efficiently. I wonder if it would be possible to make the cryo cooling for the stock tanks a part upgrade that has to be unlocked with a cryo tech node? I haven't really taken a good look at how the part upgrade system works, so I don't know if that is feasible or not. Edited August 3, 2019 by TBenz Quote Link to comment Share on other sites More sharing options...
Vados462 Posted August 3, 2019 Share Posted August 3, 2019 Hi Nertea, can i need to delete realplume config from realplume? Quote Link to comment Share on other sites More sharing options...
Zorg Posted August 3, 2019 Share Posted August 3, 2019 1 hour ago, Vados462 said: Hi Nertea, can i need to delete realplume config from realplume? There is no need to do this. The updated engines are all new parts with new names. The old configs in the "realplume stock configs" mod do not apply to the new engines. The new configs for the new engines are inside of the CryoEngines folder itself. Quote Link to comment Share on other sites More sharing options...
chateaudav Posted August 3, 2019 Share Posted August 3, 2019 On 8/1/2019 at 7:44 AM, Wyzard said: SpaceDock still only has 1.0.1, btw. (But CurseForge and GitHub both have 1.0.2.) Maybe that's because it is not possible to update it with ckan yet ? Quote Link to comment Share on other sites More sharing options...
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