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[1.1.2] Orbital Utility Vehicle v1.2.4


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  On 6/13/2019 at 2:19 AM, zer0Kerbal said:

Comment on Engines: After our discussion I started thinking and distinctly remember a note somewhere about these specific engines being higher than normal thrust/ISP due to being 'dirty' aka running hot like a WWII diesel being fed napalm or whisky. 'Dirty' as in very little radioactivity shielding.

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If radioactivity was a real thing it might make sense, but as it is, I dont want these engines being used instead of regular atomic engines

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v0.18 now on github. should have all the nodes done end of day Sunday. *knocking on space*

 

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tested the helperDrone - it decouples like it should

CONTROLPOINT working in all except grapplerJR.

lots more in the changelog. :)

am wondering out loud if the built in cameras in the two pods could be tied into hullcam or another mod... stretch goal.

images from testing (mods include Breaking Ground, IR-Next, Tracking Lights, and Interkosmos)

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Edited by zer0Kerbal
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@linuxgurugamer PR done for:

  • v0.16
  • v0.17
  • v0.18
  • v0.19

nodes and B9 node switcher should be 99% done. Someone try to break them, and still am soliciting comments and suggestions. Broke the nodes up for each part into one or more B9 switches. Nodes, glorious nodes!


there seems to be an issue with DronePod texture switcher - white only.
my eyes are bleeding OT-Yellow.

 

Edited by zer0Kerbal
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  On 6/18/2019 at 1:09 AM, zer0Kerbal said:

my plan for this week is after @linuxgurugamer pushes the next release is to start merging my patches into the part.cfg's. Want to wait until then - then will use -'-mm-dump' to capture the nicely formated parts and upload those. (stripped of unnecessary things). KAS and so on.

 

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Well, if you are going to be doing, that, then I won't, that was one of the things I was going to do.  

Be sure that you don't have any of the optional features in the files.

  On 6/17/2019 at 4:05 AM, zer0Kerbal said:

nodes and B9 node switcher should be 99% done.

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Should I be waiting for that final 1%?

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  On 6/18/2019 at 7:06 PM, linuxgurugamer said:

Well, if you are going to be doing, that, then I won't, that was one of the things I was going to do.  

Be sure that you don't have any of the optional features in the files.

Should I be waiting for that final 1%?

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agree. will not include B9 and AYA et al.

no - the 1% is for bugs and suggested changes etc.

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  Really miss the storage area my self.  I used the heck out of that thing.  And the O.U.V. needs a bit more power.  I got caught in a gravity well and could not break free.  This of course happen after it had become stand alone.  <Burned up on reentry>  IDEA :  Make all parts tweakable.  Had a design in mind to try but need the pusher to be tweaked. 

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  On 6/18/2019 at 10:43 PM, linuxgurugamer said:

Question for all you tuggies...

Regarding the atomic engines, how long do you think that full throttle should be allowed before it overheats?

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If it's a solid core engine it shouldn't overheat while it's in operation as the propellant cools the core. After it's finished is when it would need cooling, but KSP thermal mechanics don't work that way. I think Squad made the Nerv overheat only so that they could give players another reason to use radiators. So really the question is whether you want players to have to use radiators to run the tug's nuclear engines or not. In which case you should decide what radiator type you want to require and how many of them. And then make the engine put out enough heat to be hazardous without the radiators.

 

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  On 6/19/2019 at 1:38 PM, BaelRathLian said:

  Going by real world or sci-fi world, and are you talking about in space or in atmosphere?  You will have different verbalizes in each case or each combination.  Also depends on how much mass you are trying to move or slow down.  

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  On 6/19/2019 at 1:48 PM, BaelRathLian said:

  Really miss the storage area my self.  I used the heck out of that thing.  And the O.U.V. needs a bit more power.  I got caught in a gravity well and could not break free.  This of course happen after it had become stand alone.  <Burned up on reentry>  IDEA :  Make all parts tweakable.  Had a design in mind to try but need the pusher to be tweaked. 

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Ummm, it's a tug, like a tugboat.  It doesn't need more power, just like a real tugboat doesn't need to be able to cross the ocean.  I don't think it needs to be tweakable.

The engines are reasonably powered for their size.  If you want to move more, add more engines

and, my thought is that the tug is only meant to be used for short periods of time, not for long burns, especially not long burns at full power.

  On 6/19/2019 at 2:01 PM, Starwaster said:

If it's a solid core engine it shouldn't overheat while it's in operation as the propellant cools the core. After it's finished is when it would need cooling, but KSP thermal mechanics don't work that way. I think Squad made the Nerv overheat only so that they could give players another reason to use radiators. So really the question is whether you want players to have to use radiators to run the tug's nuclear engines or not. In which case you should decide what radiator type you want to require and how many of them. And then make the engine put out enough heat to be hazardous without the radiators.

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I would assume they are solid core, and yes, the propellant would cool the core, but what if the core is  hotter than the propellant can cool?

 

Edited by linuxgurugamer
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  On 6/19/2019 at 4:14 PM, DStaal said:

Then the engine's poorly designed.  ;) 

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So. You think that a nuclear engine will need to be cooled after it is shut down.  Interesting. Any ideas or suggestions ad to how much cooling will be needed after shutdown?

And yes, I'm thinking of writing a small mod for this

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  On 6/19/2019 at 4:14 PM, DStaal said:

Then the engine's poorly designed.  ;) 

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At the very least over-engineered. Who would design a nuclear engine that runs hotter than is necessary for the amount of thrust it's going to provide?

  On 6/19/2019 at 4:21 PM, linuxgurugamer said:

So. You think that a nuclear engine will need to be cooled after it is shut down.  Interesting. Any ideas or suggestions ad to how much cooling will be needed after shutdown?

And yes, I'm thinking of writing a small mod for this

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If you really want to get serious about making it realistic then what would actually happen is that the throttledown period would be gradual so that the LH2 could cool down the engine. IIRC that's according to the documentation for proposed procedures for NERVA but the procedures were not finalized as funding was withdrawn before a flight capable engine was produced. A long throttledown period is possible with the stock module without the need for an additional mod but it would make it harder to successfully perform maneuver burns. I'm not even sure MechJeb can deal with prolonged throttledown periods. Another proposed solution has been to plug the throat, continue to flush the core with LH2 which would most likely be vented non-propulsively. And it will still require cooling afterwards though not as much

I don't know the answer to how much cooling would actually be required but it can be determined  through standard heat transfer equations based on the core temperature immediately post-burn and the goal temperature of its idle temperature which would - realistically - also require cooling.  The Mars mission proposals can also yield some useful info.

 

 

Edited by Starwaster
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Wouldn't the cooling effect be a function of how much propellant is left? As the propellant gets used up, it will reach a level where an external device is needed to assist the cooling. Further depletion of the propellant places more burden on the external device. Or the engine's max throttle can adjust to compensate as the propellant gets used up and the cooling effect drops.

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  On 6/19/2019 at 1:48 PM, BaelRathLian said:

  Really miss the storage area my self.  I used the heck out of that thing.  And the O.U.V. needs a bit more power.  I got caught in a gravity well and could not break free.  This of course happen after it had become stand alone.  <Burned up on reentry>  IDEA :  Make all parts tweakable.  Had a design in mind to try but need the pusher to be tweaked. 

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storage area? maybe turn off the MM_KIS.cfg - and the bays will show back up.

tweakable in what way? now's the time to suggest things - while we are still neck deep in code and patches. :) You want moar nodes? :P:o:o:o

moar power? moar engines!!! (although in RL tugs often are all engine - with massive torque and sheer, raw, overwhelming horsepower)

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Edited by zer0Kerbal
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  On 6/19/2019 at 4:45 PM, bcqJC said:

Wouldn't the cooling effect be a function of how much propellant is left? As the propellant gets used up, it will reach a level where an external device is needed to assist the cooling. Further depletion of the propellant places more burden on the external device. Or the engine's max throttle can adjust to compensate as the propellant gets used up and the cooling effect drops.

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As long as there is propellant, the engine can be cooled because the propellant takes the heat with it.  There would be problems if you ran out of propellant before the engine is cooled down

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I did create two optional nodes on the engineonArm - one above, one below the attachment node - was thinking about radiators - but would need a smaller, curved radiator to fix flush. on the other hand, the model does have things that looks like radiators on the actual engines - plus on another note the model shows fuel tanks, so was thinking of putting 50 units of switchable space there (LF/Mono or if KSPi installed - some LH2).

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  On 6/19/2019 at 4:21 PM, linuxgurugamer said:

So. You think that a nuclear engine will need to be cooled after it is shut down.  Interesting. Any ideas or suggestions ad to how much cooling will be needed after shutdown?

And yes, I'm thinking of writing a small mod for this

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How much cooling would depend on the size of the nuclear core, and it's temperature.  Those would have direct relationships to the max thrust of the engine (the reason for my flippant comment - if max thrust isn't keeping your core at a stable temp, your core is to large for the rest of your engine), and to the ISP of the engine, respectively.  Ideal shutdown would be to damp the core and reduce flow as Starwaster commented of course - but especially for a tug you might want the ability to crash-shutdown the engine or to keep it warm and ready to thrust on a moment's notice.  (And on a full dirty engine you might just dump the core on shutdown - leaving you to only have to deal with cooling the housing.)

All that said - take a look at how NFE handles this, as it (and Kerbal Atomics) have an implementation of it already - though it's notoriously prone to issues with the KSP heat system.

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