Starfire70 Posted September 28, 2016 Share Posted September 28, 2016 Once I figured out how to properly tank up the Liberator to maximize d-v, I'm having fun with Liberator tugs opening up the Kerbol system to more frequent expeditions and transportation. Feels like a serious step forward in propulsion tech. Kerbals are going multi-planetary, baby! Quote Link to comment Share on other sites More sharing options...
Nertea Posted September 29, 2016 Author Share Posted September 29, 2016 For the 1.2-era update. Quote Link to comment Share on other sites More sharing options...
AmpCat Posted September 29, 2016 Share Posted September 29, 2016 Beautiful! Playing through the 1.2 prerelease; it's so annoying to be limiting myself to pure stock parts. Can't wait to throw NFT into the game again. Quote Link to comment Share on other sites More sharing options...
TheSaint Posted September 29, 2016 Share Posted September 29, 2016 1 hour ago, Nertea said: For the 1.2-era update. That looks...potent. Hyman G. Rickerman would be pleased. Are you going to go in the same direction as the stock engines as far as mounting options (i.e. switchable between inline and radial)? Quote Link to comment Share on other sites More sharing options...
Nertea Posted September 29, 2016 Author Share Posted September 29, 2016 1 hour ago, TheSaint said: That looks...potent. Hyman G. Rickerman would be pleased. Are you going to go in the same direction as the stock engines as far as mounting options (i.e. switchable between inline and radial)? I don't think so. The main direction of the stock engines is to make the footprint no larger than the largest component of the actual engine. Most of the engines in KA are already engine-bell limited, ie, they're already the "compact" model of the stock rework (and really, the trimodals are even more limited. There's not much value in trimming the attach structure down further, I might be able to get a few a teeny bit smaller, but.... i don't think it's worth the effort. Quote Link to comment Share on other sites More sharing options...
Nertea Posted October 2, 2016 Author Share Posted October 2, 2016 New renders for the album. I rather like how the emissives turned out. The turbopump exhausts are fully operational, they give you 15 kN of roll control, which is cool. Totally OP engine... Quote Link to comment Share on other sites More sharing options...
AmpCat Posted October 3, 2016 Share Posted October 3, 2016 I really like the one on the far right. Which is that again? I usually use the center one. The emissives on the far right look especially nice. I really need to get in to modding KSP. Any good tutorials out there? Quote Link to comment Share on other sites More sharing options...
Starbuckminsterfullerton Posted October 4, 2016 Share Posted October 4, 2016 On 10/2/2016 at 3:38 PM, Nertea said: New renders for the album. I rather like how the emissives turned out. The turbopump exhausts are fully operational, they give you 15 kN of roll control, which is cool. Totally OP engine... Well that's cool. Can't wait to dig through the .cfg and see how you did that, although I have a guess... Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted October 4, 2016 Share Posted October 4, 2016 I'm playing a new career on SSRSS and am at the techlevels where nukes are available. I noticed that when you run them on LH2 they are obsolete in the face of Hydrolox engines, giving only around 10% more dV for the same weight of the tank/engine combination. Anyone else notice this? Hydrolox tanks are a bit heavier and a lot smaller than the equivalent LH2 only tanks for similar dV with a nuclear engine. Quote Link to comment Share on other sites More sharing options...
AmpCat Posted October 4, 2016 Share Posted October 4, 2016 (edited) I'm curious, where are the Hydrolox engine from? Forgive my ignorance, but is SSRSS a mod or something? Since there's no real rules about what ISP engines should have, other than trying to match them to real historical engines or new engines being developed, I would suspect other mods could arbitrarily perform better (or worse) than technologies in NFT, even if realistically they shouldn't. Also, in 1.2, KSP seems to be adding the concept of upgrading engine performance as you gain higher tech levels in engines. I'm not sure if this is unique to 1.2, Porkjet's new stock engines mod, or both, but it would also affect ISP values in mods. Some of those 'stock' LFO engines get pretty high ISPs when maxed out tech. Edit: okay, looked up SSRSS. Guess I hadn't seen the acronym for it yet. Is Hydrolox just liquid hydrogen / oxygen? I feel especially ignorant today. Edited October 4, 2016 by AmpCat Quote Link to comment Share on other sites More sharing options...
blowfish Posted October 4, 2016 Share Posted October 4, 2016 @Jimbodiah What sort of delta-v are we talking about? Nukes will probably only provide an advantage for very large delta-v. Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted October 4, 2016 Share Posted October 4, 2016 Around 5000m/s (stock system) Quote Link to comment Share on other sites More sharing options...
AmpCat Posted October 4, 2016 Share Posted October 4, 2016 Okay, I think my brain is back in gear. I was thinking about ISP, rather than dV. As @blowfish points out, dV is based on several factors. Nukes typically perform better outside of an atmosphere, and when the fuel weight gets pretty high. LFO and LHO will be better in atmospheres and with rockets with less fuel. This is mostly because the engines are proportionally lighter, they tend to provide higher thrust, and the relatively lower fuel weight hasn't made the higher ISP of nukes win out. Quote Link to comment Share on other sites More sharing options...
Nertea Posted October 5, 2016 Author Share Posted October 5, 2016 On 10/4/2016 at 0:55 PM, Jimbodiah said: Around 5000m/s (stock system) That's probably a bit too low for the benefits to really show up. Might end up equalizing the lifter and orbital tank dry masses next update though, so it should get better. Figure there's already a mass penalty for needing power equipment. I posted this in CryoEngines, it applies here too Anyone who uses CryoEngines or KerbalAtomics - a favour please. I'm in the process of writing an analytics mode for the boiloff simulator that should solve many of the problems experienced at high timewarp. However, I need test cases. If you have a ship that encountered random boiloff at high warps in the past, I'd really like the craft file, or screenshots so I can replicate the relevant parts. This will be very helpful and will hopefully decrease the amount of time that the post-1.2 update will take. Quote Link to comment Share on other sites More sharing options...
Nertea Posted October 7, 2016 Author Share Posted October 7, 2016 Do I need to bribe with pictures? Quote Link to comment Share on other sites More sharing options...
AmpCat Posted October 7, 2016 Share Posted October 7, 2016 I wish I experienced the problem, so I could help. Sorry, but everything has worked fine for me. Quote Link to comment Share on other sites More sharing options...
blowfish Posted October 7, 2016 Share Posted October 7, 2016 An open (propellant) cycle nuclear engine. That's an interesting concept. Is the tradeoff higher thrust for lower specific impulse? Quote Link to comment Share on other sites More sharing options...
Nertea Posted October 7, 2016 Author Share Posted October 7, 2016 39 minutes ago, AmpCat said: I wish I experienced the problem, so I could help. Sorry, but everything has worked fine for me. Telling me that you've never experienced it is helpful too! 19 minutes ago, blowfish said: An open (propellant) cycle nuclear engine. That's an interesting concept. Is the tradeoff higher thrust for lower specific impulse? It's open cycle propellant AND open cycle fuel (vapourized uranium circulating in the core). The open-cycle-ness is a tech tradeoff - you get a stupidly high thrust and specific impulse with an open-cycle-fuel model, at the cost of a really nasty operating environment. I chose to represent this in the model by a simpler open-cycle turbopump model. Ingame, this is tentatively going to mean that you can't refuel the nuclear fuel in the reactor (it'll have a very nice amount to start though). With Glowing Reputation it'll also damage reputation if run in a "sensitive environment". With NFE, you will be able to refuel the core. Quote Link to comment Share on other sites More sharing options...
AmpCat Posted October 7, 2016 Share Posted October 7, 2016 (edited) Any thoughts on shielding for harsh radiation and engines like this? I realize it's probably close to implementing an entirely new mechanic into the game to deal with radiation, but there might be a clever way to simplify it. Perhaps an effect on communications? Not sure how what sort of radiation you're getting out of the reactors and what affect it would have on electronics, but that might be another way to add an effect in, for those who aren't worried about rep or Kerbal health. Then of course, methods to shield communications from the radiation could be interesting, or having to shut down engines in order to get an uplink back to Kerbal. With the comms stuff in 1.2, could be an interesting effect. Edited October 7, 2016 by AmpCat Quote Link to comment Share on other sites More sharing options...
Nertea Posted October 11, 2016 Author Share Posted October 11, 2016 On 10/7/2016 at 2:50 PM, AmpCat said: Any thoughts on shielding for harsh radiation and engines like this? I realize it's probably close to implementing an entirely new mechanic into the game to deal with radiation, but there might be a clever way to simplify it. Perhaps an effect on communications? Not sure how what sort of radiation you're getting out of the reactors and what affect it would have on electronics, but that might be another way to add an effect in, for those who aren't worried about rep or Kerbal health. Then of course, methods to shield communications from the radiation could be interesting, or having to shut down engines in order to get an uplink back to Kerbal. With the comms stuff in 1.2, could be an interesting effect. Quote Link to comment Share on other sites More sharing options...
AmpCat Posted October 12, 2016 Share Posted October 12, 2016 7 hours ago, Nertea said: I thought I remember you mentioning something about that, but I wasn't sure. Looks like it fits the bill! Quote Link to comment Share on other sites More sharing options...
Temeter Posted October 16, 2016 Share Posted October 16, 2016 On 7.10.2016 at 5:29 PM, Nertea said: Do I need to bribe with pictures? Ooooooh, is that zubrins thermo-nuclear nightmare you talked about a while ago? Quote Link to comment Share on other sites More sharing options...
Vrana Posted October 18, 2016 Share Posted October 18, 2016 (edited) On 07.10.2016. at 9:06 PM, Nertea said: Telling me that you've never experienced it is helpful too! Played with Cryo and Atomic engines quite a bit in 1.1.x. Even added the boil off module to tanks from other mods with mm patches. Really heavy modded install. Never had this issue. EDIT: and i checked out the old install. Got some ships with cryo tanks in flight. Didn't notice any boil off unless i cut power. Also noticed cryo tanks mod added boil off to various tanks and not me :). I did modify said patches to extend the number of cryo tanks (prevent boil off with EC). Edited October 18, 2016 by Vrana Quote Link to comment Share on other sites More sharing options...
Vrana Posted October 18, 2016 Share Posted October 18, 2016 (edited) With more messing around i have been able to replicate the boil off issue after all. Using KSP 1.1.2 along with CryoEngines version: Spoiler { "NAME":"CryoEngines", "URL":"https://github.com/ChrisAdderley/CryoEngines/blob/master/GameData/CryoEngines/Versioning/CryoEngines.version", "DOWNLOAD":"http://forum.kerbalspaceprogram.com/threads/117766", "VERSION": { "MAJOR":0, "MINOR":3, "PATCH":2, "BUILD":0 }, "KSP_VERSION": { "MAJOR":1, "MINOR":1, "PATCH":2 } } Kerbal atomics version: Spoiler { "NAME":"KerbalAtomics", "URL":"https://github.com/ChrisAdderley/KerbalAtomics/blob/master/GameData/KerbalAtomics/Versioning/KerbalAtomics.version", "DOWNLOAD":"http://forum.kerbalspaceprogram.com/index.php?/topic/130503-105-kerbal-atomics-fancy-nuclear-engines-20022016-fixes-nfe-support/", "VERSION": { "MAJOR":0, "MINOR":2, "PATCH":2, "BUILD":0 }, "KSP_VERSION": { "MAJOR":1, "MINOR":1, "PATCH":2 } } Unsure anymore as to which one of them provided the "CryoTanks" folder. Also installed are many, many other mods: Spoiler Directory: C:\ksp\old_red_bckp\ksp1.1.2\gamedata Mode LastWriteTime Length Name ---- ------------- ------ ---- d----- 25.8.2016. 15:56 000_FilterExtensions d----- 25.8.2016. 15:56 000_FilterExtensions Configs d----- 25.8.2016. 15:56 000_Toolbar d----- 25.8.2016. 15:56 000_USITools d----- 25.8.2016. 15:56 Airbus d----- 25.8.2016. 15:56 AtomicAge d----- 25.8.2016. 15:56 AviationLights d----- 25.8.2016. 15:56 B9AnimationModules d----- 25.8.2016. 15:56 B9PartSwitch d----- 25.8.2016. 15:56 B9_Aerospace d----- 25.8.2016. 15:56 B9_Aerospace_HX d----- 25.8.2016. 15:56 B9_Aerospace_ProceduralWings d----- 25.8.2016. 15:56 BahaSP d----- 25.8.2016. 15:56 BetterBurnTime d----- 25.8.2016. 15:56 BoxSatAlpha d----- 25.8.2016. 15:56 CactEye d----- 25.8.2016. 15:56 CactEyeOptics d----- 25.8.2016. 15:56 Canadarm d----- 25.8.2016. 15:56 Chatterer d----- 25.8.2016. 15:56 Coatl Aerospace d----- 25.8.2016. 15:56 CommunityResourcePack d----- 25.8.2016. 15:56 ContractConfigurator d----- 25.8.2016. 15:56 ContractPacks d----- 25.8.2016. 15:56 Crowd Sourced Science d----- 25.8.2016. 15:56 CryoEngines d----- 25.8.2016. 15:56 CryoTanks d----- 25.8.2016. 15:56 CTTP d----- 25.8.2016. 15:56 CustomBarnKit d----- 25.8.2016. 15:56 CxAerospace d----- 25.8.2016. 15:56 DavonTCsystemsMod d----- 25.8.2016. 15:56 DeadlyReentry d----- 25.8.2016. 15:56 DeployableEngines d----- 25.8.2016. 15:56 Diazo d----- 25.8.2016. 15:56 DistantObject d----- 25.8.2016. 15:56 DMagicOrbitalScience d----- 25.8.2016. 15:56 DMagicScienceAnimate d----- 25.8.2016. 15:56 DMagicUtilities d----- 25.8.2016. 15:56 EVAStruts d----- 25.8.2016. 15:56 ExceptionDetector d----- 25.8.2016. 15:56 ExtraplanetaryLaunchpads d----- 25.8.2016. 15:56 FerramAerospaceResearch d----- 25.8.2016. 15:56 FieldExperience d----- 25.8.2016. 15:56 Firespitter d----- 25.8.2016. 15:56 HabTech d----- 25.8.2016. 15:56 HeatControl d----- 25.8.2016. 15:56 hraban d----- 25.8.2016. 15:56 InterstellarFuelSwitch d----- 25.8.2016. 15:56 JFJohnny5 d----- 25.8.2016. 15:56 JoolianDiscovery d----- 25.8.2016. 15:56 JSI d----- 25.8.2016. 15:56 KAS d----- 25.8.2016. 15:56 KAX d----- 25.8.2016. 15:56 KerbalAtomics d----- 18.10.2016. 11:39 KerbalEngineer d----- 25.8.2016. 15:56 KerbalHacks d----- 25.8.2016. 15:56 KerbalJointReinforcement d----- 25.8.2016. 15:56 KerbalKonstructs d----- 25.8.2016. 15:56 Kerbaltek d----- 25.8.2016. 15:56 KerbinSide d----- 25.8.2016. 15:56 Kerbonov d----- 25.8.2016. 15:56 KermangeddonIndustries d----- 25.8.2016. 15:56 KIS d----- 25.8.2016. 15:56 Kopernicus d----- 25.8.2016. 15:56 KWRocketry d----- 25.8.2016. 15:56 LETech d----- 25.8.2016. 15:56 LLL d----- 25.8.2016. 15:56 LLL-Extra d----- 25.8.2016. 15:56 MagicSmokeIndustries d----- 25.8.2016. 15:56 MainSailor d----- 25.8.2016. 15:56 MarkIVSystem d----- 25.8.2016. 15:56 McDonnell d----- 25.8.2016. 15:56 MemGraph d----- 25.8.2016. 15:56 MissionControllerEC d----- 25.8.2016. 15:56 Mk2Expansion d----- 25.8.2016. 15:56 MMS d----- 25.8.2016. 15:56 ModRocketSys d----- 25.8.2016. 15:56 ModularFlightIntegrator d----- 25.8.2016. 15:56 ModuleAnimateEmissive d----- 25.8.2016. 15:56 NearFutureConstruction d----- 25.8.2016. 15:57 NearFutureElectrical d----- 25.8.2016. 15:57 NearFutureProps d----- 25.8.2016. 15:57 NearFuturePropulsion d----- 25.8.2016. 15:57 NearFutureSolar d----- 25.8.2016. 15:57 NearFutureSpacecraft d----- 25.8.2016. 15:57 NEBULA d----- 25.8.2016. 15:57 Nereid d----- 25.8.2016. 15:57 NSS d----- 25.8.2016. 15:57 OPM d----- 25.8.2016. 15:57 OPT d----- 25.8.2016. 15:57 OrbitalTug d----- 25.8.2016. 15:57 PlanetaryBaseInc d----- 25.8.2016. 15:57 PoodsOPMVO d----- 25.8.2016. 15:57 PortraitStats d----- 25.8.2016. 15:57 PrakasaAeroworks d----- 25.8.2016. 15:57 PreciseNode d----- 25.8.2016. 15:57 ProceduralFairings d----- 25.8.2016. 15:57 ProceduralParts d----- 25.8.2016. 15:57 RCSBuildAid d----- 25.8.2016. 15:57 RealChute d----- 25.8.2016. 15:57 RealPlume d----- 25.8.2016. 15:57 RealPlume-Stock d----- 25.8.2016. 15:57 Regolith d----- 25.8.2016. 15:57 RemoteTech d----- 25.8.2016. 15:57 RibbonPacks d----- 25.8.2016. 15:57 S3 d----- 25.8.2016. 15:57 SCANsat d----- 25.8.2016. 15:57 SmokeScreen d----- 25.8.2016. 15:57 SPD d----- 25.8.2016. 15:57 Squad d----- 25.8.2016. 15:57 StationPartsExpansion d----- 25.8.2016. 15:57 STMRibbons d----- 25.8.2016. 15:57 StockVisualEnhancements d----- 25.8.2016. 15:57 Strategia d----- 25.8.2016. 15:57 SurfaceExperimentPackage d----- 25.8.2016. 15:57 SurfaceLights d----- 25.8.2016. 15:57 SXT d----- 25.8.2016. 15:57 Taerobee d----- 25.8.2016. 15:57 TakeCommand d----- 25.8.2016. 15:57 TalisarParts d----- 25.8.2016. 15:57 Tantares d----- 25.8.2016. 15:57 Trajectories d----- 25.8.2016. 15:57 TriggerTech d----- 25.8.2016. 15:57 TweakScale d----- 25.8.2016. 15:57 UAL002 d----- 25.8.2016. 15:57 UmbraSpaceIndustries d----- 25.8.2016. 15:57 UniversalStorage d----- 25.8.2016. 15:57 WaypointManager d----- 25.8.2016. 15:58 WildBlueIndustries d----- 25.8.2016. 15:58 Workshop -a---- 18.10.2016. 11:47 467 FinalFrontier.dat -a---- 27.5.2016. 20:55 62464 ModuleManager.2.6.25.dll -a---- 18.10.2016. 11:43 13591624 ModuleManager.ConfigCache -a---- 18.10.2016. 11:43 1156245 ModuleManager.ConfigSHA -a---- 18.10.2016. 11:43 6994 ModuleManager.Physics -a---- 18.10.2016. 11:43 29511 ModuleManager.TechTree -a---- 18.10.2016. 11:58 2445 toolbar-settings.dat Unwanted boil off happens on following ship: http://imgur.com/6xbvwKD The ship is an old RT2 Duna comms relay which pushed some other probes/sats with it when it came to Duna. The tanks are KW tanks which have been moded by me to act as Cryo tanks. Ship is in stable orbit around Duna as visible in KER window. Unintentional boil off happens only when: a) game is at max time warp; b) ship is focused. There is no loss of fuel if i time warp while focusing another ship or in the tracking station. Ship has enough battery power to survive a full Duna sun black out. Boil off doesn't seem to happen under less then max time warp (at x10,000 or less) but happens if ship is focused and at max time warp(x100,000). It is difficult to say with certainty whether the boil-off plugin fails during max time warp or KSP fails to calculate EC consumption and ship runs out of power. But the tank interface shows "ElectricCharge deprived!" during these (split second) periods. I can provide the craft file or even the whole save game file if you want to try to collect the needed mods(i could also transfer the whole ~3.3GB gamedata folder from my install). Offhand on the ship i can see: stock, KW, CryoEngines, RT2, Coatl Aerospace, DM orbital science. Edited October 18, 2016 by Vrana Quote Link to comment Share on other sites More sharing options...
Nertea Posted October 18, 2016 Author Share Posted October 18, 2016 6 hours ago, Vrana said: With more messing around i have been able to replicate the boil off issue after all. Using KSP 1.1.2 along with CryoEngines version: Reveal hidden contents { "NAME":"CryoEngines", "URL":"https://github.com/ChrisAdderley/CryoEngines/blob/master/GameData/CryoEngines/Versioning/CryoEngines.version", "DOWNLOAD":"http://forum.kerbalspaceprogram.com/threads/117766", "VERSION": { "MAJOR":0, "MINOR":3, "PATCH":2, "BUILD":0 }, "KSP_VERSION": { "MAJOR":1, "MINOR":1, "PATCH":2 } } Kerbal atomics version: Reveal hidden contents { "NAME":"KerbalAtomics", "URL":"https://github.com/ChrisAdderley/KerbalAtomics/blob/master/GameData/KerbalAtomics/Versioning/KerbalAtomics.version", "DOWNLOAD":"http://forum.kerbalspaceprogram.com/index.php?/topic/130503-105-kerbal-atomics-fancy-nuclear-engines-20022016-fixes-nfe-support/", "VERSION": { "MAJOR":0, "MINOR":2, "PATCH":2, "BUILD":0 }, "KSP_VERSION": { "MAJOR":1, "MINOR":1, "PATCH":2 } } Unsure anymore as to which one of them provided the "CryoTanks" folder. Also installed are many, many other mods: Reveal hidden contents Directory: C:\ksp\old_red_bckp\ksp1.1.2\gamedata Mode LastWriteTime Length Name ---- ------------- ------ ---- d----- 25.8.2016. 15:56 000_FilterExtensions d----- 25.8.2016. 15:56 000_FilterExtensions Configs d----- 25.8.2016. 15:56 000_Toolbar d----- 25.8.2016. 15:56 000_USITools d----- 25.8.2016. 15:56 Airbus d----- 25.8.2016. 15:56 AtomicAge d----- 25.8.2016. 15:56 AviationLights d----- 25.8.2016. 15:56 B9AnimationModules d----- 25.8.2016. 15:56 B9PartSwitch d----- 25.8.2016. 15:56 B9_Aerospace d----- 25.8.2016. 15:56 B9_Aerospace_HX d----- 25.8.2016. 15:56 B9_Aerospace_ProceduralWings d----- 25.8.2016. 15:56 BahaSP d----- 25.8.2016. 15:56 BetterBurnTime d----- 25.8.2016. 15:56 BoxSatAlpha d----- 25.8.2016. 15:56 CactEye d----- 25.8.2016. 15:56 CactEyeOptics d----- 25.8.2016. 15:56 Canadarm d----- 25.8.2016. 15:56 Chatterer d----- 25.8.2016. 15:56 Coatl Aerospace d----- 25.8.2016. 15:56 CommunityResourcePack d----- 25.8.2016. 15:56 ContractConfigurator d----- 25.8.2016. 15:56 ContractPacks d----- 25.8.2016. 15:56 Crowd Sourced Science d----- 25.8.2016. 15:56 CryoEngines d----- 25.8.2016. 15:56 CryoTanks d----- 25.8.2016. 15:56 CTTP d----- 25.8.2016. 15:56 CustomBarnKit d----- 25.8.2016. 15:56 CxAerospace d----- 25.8.2016. 15:56 DavonTCsystemsMod d----- 25.8.2016. 15:56 DeadlyReentry d----- 25.8.2016. 15:56 DeployableEngines d----- 25.8.2016. 15:56 Diazo d----- 25.8.2016. 15:56 DistantObject d----- 25.8.2016. 15:56 DMagicOrbitalScience d----- 25.8.2016. 15:56 DMagicScienceAnimate d----- 25.8.2016. 15:56 DMagicUtilities d----- 25.8.2016. 15:56 EVAStruts d----- 25.8.2016. 15:56 ExceptionDetector d----- 25.8.2016. 15:56 ExtraplanetaryLaunchpads d----- 25.8.2016. 15:56 FerramAerospaceResearch d----- 25.8.2016. 15:56 FieldExperience d----- 25.8.2016. 15:56 Firespitter d----- 25.8.2016. 15:56 HabTech d----- 25.8.2016. 15:56 HeatControl d----- 25.8.2016. 15:56 hraban d----- 25.8.2016. 15:56 InterstellarFuelSwitch d----- 25.8.2016. 15:56 JFJohnny5 d----- 25.8.2016. 15:56 JoolianDiscovery d----- 25.8.2016. 15:56 JSI d----- 25.8.2016. 15:56 KAS d----- 25.8.2016. 15:56 KAX d----- 25.8.2016. 15:56 KerbalAtomics d----- 18.10.2016. 11:39 KerbalEngineer d----- 25.8.2016. 15:56 KerbalHacks d----- 25.8.2016. 15:56 KerbalJointReinforcement d----- 25.8.2016. 15:56 KerbalKonstructs d----- 25.8.2016. 15:56 Kerbaltek d----- 25.8.2016. 15:56 KerbinSide d----- 25.8.2016. 15:56 Kerbonov d----- 25.8.2016. 15:56 KermangeddonIndustries d----- 25.8.2016. 15:56 KIS d----- 25.8.2016. 15:56 Kopernicus d----- 25.8.2016. 15:56 KWRocketry d----- 25.8.2016. 15:56 LETech d----- 25.8.2016. 15:56 LLL d----- 25.8.2016. 15:56 LLL-Extra d----- 25.8.2016. 15:56 MagicSmokeIndustries d----- 25.8.2016. 15:56 MainSailor d----- 25.8.2016. 15:56 MarkIVSystem d----- 25.8.2016. 15:56 McDonnell d----- 25.8.2016. 15:56 MemGraph d----- 25.8.2016. 15:56 MissionControllerEC d----- 25.8.2016. 15:56 Mk2Expansion d----- 25.8.2016. 15:56 MMS d----- 25.8.2016. 15:56 ModRocketSys d----- 25.8.2016. 15:56 ModularFlightIntegrator d----- 25.8.2016. 15:56 ModuleAnimateEmissive d----- 25.8.2016. 15:56 NearFutureConstruction d----- 25.8.2016. 15:57 NearFutureElectrical d----- 25.8.2016. 15:57 NearFutureProps d----- 25.8.2016. 15:57 NearFuturePropulsion d----- 25.8.2016. 15:57 NearFutureSolar d----- 25.8.2016. 15:57 NearFutureSpacecraft d----- 25.8.2016. 15:57 NEBULA d----- 25.8.2016. 15:57 Nereid d----- 25.8.2016. 15:57 NSS d----- 25.8.2016. 15:57 OPM d----- 25.8.2016. 15:57 OPT d----- 25.8.2016. 15:57 OrbitalTug d----- 25.8.2016. 15:57 PlanetaryBaseInc d----- 25.8.2016. 15:57 PoodsOPMVO d----- 25.8.2016. 15:57 PortraitStats d----- 25.8.2016. 15:57 PrakasaAeroworks d----- 25.8.2016. 15:57 PreciseNode d----- 25.8.2016. 15:57 ProceduralFairings d----- 25.8.2016. 15:57 ProceduralParts d----- 25.8.2016. 15:57 RCSBuildAid d----- 25.8.2016. 15:57 RealChute d----- 25.8.2016. 15:57 RealPlume d----- 25.8.2016. 15:57 RealPlume-Stock d----- 25.8.2016. 15:57 Regolith d----- 25.8.2016. 15:57 RemoteTech d----- 25.8.2016. 15:57 RibbonPacks d----- 25.8.2016. 15:57 S3 d----- 25.8.2016. 15:57 SCANsat d----- 25.8.2016. 15:57 SmokeScreen d----- 25.8.2016. 15:57 SPD d----- 25.8.2016. 15:57 Squad d----- 25.8.2016. 15:57 StationPartsExpansion d----- 25.8.2016. 15:57 STMRibbons d----- 25.8.2016. 15:57 StockVisualEnhancements d----- 25.8.2016. 15:57 Strategia d----- 25.8.2016. 15:57 SurfaceExperimentPackage d----- 25.8.2016. 15:57 SurfaceLights d----- 25.8.2016. 15:57 SXT d----- 25.8.2016. 15:57 Taerobee d----- 25.8.2016. 15:57 TakeCommand d----- 25.8.2016. 15:57 TalisarParts d----- 25.8.2016. 15:57 Tantares d----- 25.8.2016. 15:57 Trajectories d----- 25.8.2016. 15:57 TriggerTech d----- 25.8.2016. 15:57 TweakScale d----- 25.8.2016. 15:57 UAL002 d----- 25.8.2016. 15:57 UmbraSpaceIndustries d----- 25.8.2016. 15:57 UniversalStorage d----- 25.8.2016. 15:57 WaypointManager d----- 25.8.2016. 15:58 WildBlueIndustries d----- 25.8.2016. 15:58 Workshop -a---- 18.10.2016. 11:47 467 FinalFrontier.dat -a---- 27.5.2016. 20:55 62464 ModuleManager.2.6.25.dll -a---- 18.10.2016. 11:43 13591624 ModuleManager.ConfigCache -a---- 18.10.2016. 11:43 1156245 ModuleManager.ConfigSHA -a---- 18.10.2016. 11:43 6994 ModuleManager.Physics -a---- 18.10.2016. 11:43 29511 ModuleManager.TechTree -a---- 18.10.2016. 11:58 2445 toolbar-settings.dat Unwanted boil off happens on following ship: http://imgur.com/6xbvwKD The ship is an old RT2 Duna comms relay which pushed some other probes/sats with it when it came to Duna. The tanks are KW tanks which have been moded by me to act as Cryo tanks. Ship is in stable orbit around Duna as visible in KER window. Unintentional boil off happens only when: a) game is at max time warp; b) ship is focused. There is no loss of fuel if i time warp while focusing another ship or in the tracking station. Ship has enough battery power to survive a full Duna sun black out. Boil off doesn't seem to happen under less then max time warp (at x10,000 or less) but happens if ship is focused and at max time warp(x100,000). It is difficult to say with certainty whether the boil-off plugin fails during max time warp or KSP fails to calculate EC consumption and ship runs out of power. But the tank interface shows "ElectricCharge deprived!" during these (split second) periods. I can provide the craft file or even the whole save game file if you want to try to collect the needed mods(i could also transfer the whole ~3.3GB gamedata folder from my install). Offhand on the ship i can see: stock, KW, CryoEngines, RT2, Coatl Aerospace, DM orbital science. Great report :). That fits straight with the standard "not enough Ec storage for 100000x time warp" modality of the bug. I'm quite sure that this particular anomaly is resolved in my latest builds with the analytic boiloff mode running at 1000x+. For my peace of mind, could you tell me the total power consumption of the cryo tanks and the total Ec storage of the ship? Quote Link to comment Share on other sites More sharing options...
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