raxo2222 Posted April 8, 2018 Share Posted April 8, 2018 (edited) There are four graphical/description bugs. I play on sandbox 1.4.2 with latest KSPI and dozen of mods. 1. Interstellar Thermal Mechanic Helper shows, that Plasma Jet Magneto Inertial Fusion reactor produces 5 MW of power. But reactors tooltip show max power of 5000 MW. 2. Magnetohydrodynamic electric generator has wrong description. Are energy conversion efficiencies (65% - 80%) right? 3. Magnetic Nozzle looks much differently than its icon. 4. TORY nuclear ramjet engine connection point has different size in GUI than its true size. That is its listed as 2.5m but its 1.25m actually. I have suggestion: Can beam transmitters have their beam wavelength sorted from longest wave to shortest wave? Currently wavelengths are placed randomly in descriptions. Reactors could show reaction products too. Solid Fuel reactor doesn't produce electricity as if internal generator was broken. What is difference between two fuel modes for this reactor? Also it has power control twice. When cold batch temperature of thermal generators rise above reactors temperature (can happen with solid fuel and molten salt reactors) reactor starts to flicker. Edited April 8, 2018 by raxo2222 Quote Link to comment Share on other sites More sharing options...
ss8913 Posted April 8, 2018 Share Posted April 8, 2018 1 hour ago, FreeThinker said: Except for a spawing of exception, I'm Not sure what was going wrong, but to help you I will improve the Kerbstein Gui in the VAB in the next release As you can see, it will list all upgrade tech and show if you have actually unlock it or not. If you have any suggestions on how to improve the display further I would like to hear it hm. did something change from the previous release (the one where my kerbsteins were giving me 4G accel) though? ie, is the thrust lower or the weight perhaps higher? a 30m tweakscaled kerbstein weighs something like 1100t just by itself, I don't remember what it was before.. all I know is the TWR is far, far lower now, even on the same exact craft. I haven't tried with the one you JUST released; will do that and report back. Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted April 8, 2018 Author Share Posted April 8, 2018 (edited) 36 minutes ago, ss8913 said: hm. did something change from the previous release (the one where my kerbsteins were giving me 4G accel) though? ie, is the thrust lower or the weight perhaps higher? a 30m tweakscaled kerbstein weighs something like 1100t just by itself, I don't remember what it was before.. all I know is the TWR is far, far lower now, even on the same exact craft. I haven't tried with the one you JUST released; will do that and report back. Not sure how you calculate the Acceleration but 787000 kN at a mass of 4409 ton sound quit good Notice that during flight I disable G-force effects to allow it to accelerate durring time warp while under acceleration. Edited April 8, 2018 by FreeThinker Quote Link to comment Share on other sites More sharing options...
raxo2222 Posted April 8, 2018 Share Posted April 8, 2018 @FreeThinker you missed my bug reports on previous page. Quote Link to comment Share on other sites More sharing options...
Arivald Ha'gel Posted April 8, 2018 Share Posted April 8, 2018 4 hours ago, raxo2222 said: @FreeThinker you missed my bug reports on previous page. Please report an issue in bug tracker: https://github.com/sswelm/KSP-Interstellar-Extended/issues It's easier to synchronize our work, and as you yourself see, it easy to miss bug reports on forum Quote Link to comment Share on other sites More sharing options...
ss8913 Posted April 9, 2018 Share Posted April 9, 2018 12 hours ago, FreeThinker said: Not sure how you calculate the Acceleration but 787000 kN at a mass of 4409 ton sound quit good Notice that during flight I disable G-force effects to allow it to accelerate durring time warp while under acceleration. possibly quite good, but not nearly as good as it *was* ... 5500t pushing at 4G would be, what, around 220000kN of force. If the nerf is intentional, that's fine, I'll figure out a new design, I'm just thinking that from what you said, the nerf wasn't intentional and may be a bug somewhere. Please advise Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted April 9, 2018 Author Share Posted April 9, 2018 (edited) 3 hours ago, ss8913 said: possibly quite good, but not nearly as good as it *was* ... 5500t pushing at 4G would be, what, around 220000kN of force. If the nerf is intentional, that's fine, I'll figure out a new design, I'm just thinking that from what you said, the nerf wasn't intentional and may be a bug somewhere. Please advise Well there was a bug where the 8th and 9th tech level were effectively the same, but I don't think that was it. Exactly what included in the 5500t. If it include power generators, it might be an explanation as they become heavier in some cases. Edited April 9, 2018 by FreeThinker Quote Link to comment Share on other sites More sharing options...
ss8913 Posted April 9, 2018 Share Posted April 9, 2018 (edited) Another problem is the Kerbstein wasteheat generation. Almost any amount of throttle is enough to go from 0 to full wasteheat near-instantaneously and that's with 4 extremely large folding radiators on it... I don't think the KSP physics engine will even allow me to build a craft that has room for enough radiators to drive a single Kerbstein at 30m much less the 20 of them that's required for sufficient acceleration... I don't know what to say, this engine is no longer usable for me... this test craft is basically an enormous 30m kerbstein, the fuel for it, a command pod, and little else.. it weighs like 8000t now (I only had a 20m on there before, the 30m scales up in weight in a serious way!)... EDIT: Since the positron antimatter reactor doesn't generate power with a charged particle generator, and since I need a charged particle generator to power the warp drive, I have a plasma beam core reactor with a charged particle generator powering this ship... 7.50m radius on both. I use detachable positron-antimatter boosters to get it to space. Once in space, the hyperdrive is usable, but the sublight kerbstein engine has a max thrust of < 1.0 m/s/s and overheats as soon as I put power to it, even though this thing is covered with enormous radiators. EDIT: So I tried going back to Plasma Nozzles, which is what I used before the kerbstein was released. These have the same wasteheat problem... in order to get enough thrust, it's physically impossible to put enough radiators on the craft to keep them cool enough to operate. EDIT: If I use a fusion reactor instead of the plasma beam core, the heating problem isn't really an issue... maybe something's just wrong with the plasma beam core heat generation(?) ... Kerbstein thrust is still an issue, though.. Even with a fusion (tri-alpha) reactor, if I can get theoretical max accel over 1G, the reactors aren't powerful enough to drive it at that speed. Increasing the reactor size would of course increase the mass, and... yeah. They just don't seem to make the thrust that they used to, for one reason or another. Edited April 9, 2018 by ss8913 Quote Link to comment Share on other sites More sharing options...
mr. engino Posted April 9, 2018 Share Posted April 9, 2018 Is anyone else having an issue where the game hangs up when loading, specifically when it gets to "loading partrecipe for KSPIE-VASIMIR2"? Quote Link to comment Share on other sites More sharing options...
Lordmaddog Posted April 9, 2018 Share Posted April 9, 2018 (edited) I used EL and simple construction to build a rocket on a mun but I can't seem to make the uranium nitrite to power my reactor. I am quit sure I have the resources I need but cant seem to figure out the IRSU process Ok I figured out I am mission flourite witch I found only a bit away from me now however I have every thing for uranium tetrafluoride ammonolysis but I can't find the process on any of my IRUS's where is it at and what tech tree is it in? -edit After messing with every thing for over an hour I finally got it all to work. Dang is it complicated though. Edited April 10, 2018 by Lordmaddog Quote Link to comment Share on other sites More sharing options...
ss8913 Posted April 10, 2018 Share Posted April 10, 2018 @FreeThinker I just noticed something else... I have a craft with a 10m kerbstein and enough power to drive it at X m/s/s of acceleration. If I replace the 10m kerbstein with a 7.5m kerbstein, and making no other changes, I get acceleration greater than X. This leads me to believe that something is wrong with how this part scales, ie, the mass goes up too much for the increase in thrust when the engine is scaled up. Quote Link to comment Share on other sites More sharing options...
enewmen Posted April 10, 2018 Share Posted April 10, 2018 Hi all. Is the KSPIE 1.18.5 compatible with KSP 1.4.2.2 ? When I Filter (Compatible) KSPIE is not available. I found it on CKAN, but it looks not compatible. I know you don't give support for CKAN, but is there something else I can check? Or just ignore and just install manual version? Same problem with KSP 1.4.1 Quote Link to comment Share on other sites More sharing options...
ss8913 Posted April 10, 2018 Share Posted April 10, 2018 1 hour ago, enewmen said: Hi all. Is the KSPIE 1.18.5 compatible with KSP 1.4.2.2 ? When I Filter (Compatible) KSPIE is not available. I found it on CKAN, but it looks not compatible. I know you don't give support for CKAN, but is there something else I can check? Or just ignore and just install manual version? Same problem with KSP 1.4.1 this means that your CKAN thinks that one of the dependencies is not updated for 1.4.2. Quote Link to comment Share on other sites More sharing options...
enewmen Posted April 10, 2018 Share Posted April 10, 2018 (edited) 1 hour ago, ss8913 said: this means that your CKAN thinks that one of the dependencies is not updated for 1.4.2. thanks. Let me check. EDIT:That did the trick! After checking dependencies, I needed to update the community tech tree Edited April 10, 2018 by enewmen Quote Link to comment Share on other sites More sharing options...
Lordmaddog Posted April 10, 2018 Share Posted April 10, 2018 @ FreeThinker could you make expanding resource containers that can hold all of the resources at one time and can be scaled to massive? The reason I ask is because I like a to make planetary bases but having almost 150+ different resource containers on screen at one time causes my cpu to die! If you don't want to mix resource types maybe make four and name them some thing like 'Radio active silo' 'Gasses silo' 'Liquid silo' 'Solid storage'. Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted April 10, 2018 Author Share Posted April 10, 2018 (edited) 5 hours ago, ss8913 said: @FreeThinker I just noticed something else... I have a craft with a 10m kerbstein and enough power to drive it at X m/s/s of acceleration. If I replace the 10m kerbstein with a 7.5m kerbstein, and making no other changes, I get acceleration greater than X. This leads me to believe that something is wrong with how this part scales, ie, the mass goes up too much for the increase in thrust when the engine is scaled up. sounds almost as if the mass decreased faster than thrust, while the opposite should be true. In the next release, scaling will be handled slightly differently, perhaps that solves it. But Exactly how do you measure acceleration? Edited April 10, 2018 by FreeThinker Quote Link to comment Share on other sites More sharing options...
ss8913 Posted April 10, 2018 Share Posted April 10, 2018 3 minutes ago, FreeThinker said: sounds almost as if the mass decreased faster than thrust, while the opposite should be true. In the next release, scaling will be handled slightly differently, perhaps that solves it. But Exactly how do you measure acceleration? I use MJ2, it tells you the current/max acceleration to %4.2f precision. Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted April 10, 2018 Author Share Posted April 10, 2018 3 hours ago, Lordmaddog said: @ FreeThinker could you make expanding resource containers that can hold all of the resources at one time and can be scaled to massive? Please define "all resources" Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted April 10, 2018 Author Share Posted April 10, 2018 14 hours ago, Lordmaddog said: Ok I figured out I am mission flourite witch I found only a bit away from me now however I have every thing for uranium tetrafluoride ammonolysis but I can't find the process on any of my IRUS's where is it at and what tech tree is it in? 6 If your goal is to simple refuel an existing molten salt reactor, all you need is a source of enriched uranium and an upgraded KSPI science lab in fuel reprocessing mode and it will replace the actinides by fresh uranium tetrafluoride Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted April 10, 2018 Author Share Posted April 10, 2018 (edited) On 4/9/2018 at 8:58 AM, ss8913 said: Another problem is the Kerbstein wasteheat generation. Almost any amount of throttle is enough to go from 0 to full wasteheat near-instantaneously and that's with 4 extremely large folding radiators on it... I don't think the KSP physics engine will even allow me to build a craft that has room for enough radiators to drive a single Kerbstein at 30m much less the 20 of them that's required for sufficient acceleration... I don't know what to say, this engine is no longer usable for me... this test craft is basically an enormous 30m kerbstein, the fuel for it, a command pod, and little else.. it weighs like 8000t now (I only had a 20m on there before, the 30m scales up in weight in a serious way!)... 5 A fundamental problem with scaling is that power and wasteheat scales with exponent 3 while radiator surface area only scales with exponent 2. This means the bigger and therefore more powerful your fusion engine, the more wasteheat is produced and comparatively more radiators are required. Although I cannot solve the problem, what I can do it reduce the problem by reducing the growth factor of the wasteheat, making it grow as fast as it the engine mass which is exponent 2.5. The justification is that bigger fusion engines can be made more efficiently and therefore produce less waste heat. For consistency, I can do something similar to both power consumption and isp, which should reduce waste heat production as well Edit: this how a fully upgraded 30 m Kerbstein will perform Edited April 10, 2018 by FreeThinker Quote Link to comment Share on other sites More sharing options...
Lordmaddog Posted April 10, 2018 Share Posted April 10, 2018 (edited) 11 hours ago, FreeThinker said: Please define "all resources" My bad interstellar fuel switch's (the ones your refinery use) some thing like this // KSPI-E // InflateableStorageTank Large (IST2501) PART { // General parameters name = Gas Silo module = Part author = Eleusis La Arwall // artist // Asset parameters MODEL { // rotation = 0,90,0 model = InterstellarFuelSwitch/Parts/TankRevamp/modelIST2501 texture = InflateableStorageTank, InterstellarFuelSwitch/Parts/TankRevamp/InflateableStorageTankGasL texture = InflateableStorageTank_NRM, InterstellarFuelSwitch/Parts/TankRevamp/InflateableStorageTankGas_NRM } scale = 1 rescaleFactor = 5 // Node definitions - Position X, Position Y, Position Z, Up X, Up Y, Up Z // node_stack_top = 0.0, 1.2, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.1, 0.0, 0.0, -1.0, 0.0, 2 node_attach = 0.0, -0.1, 0.0, 0.0, -1.0, 0.0, 1 // CoMOffset = 0.0, -0.47, 0.0 // Editor parameters TechRequired = specializedFuelStorage entryCost = 1000 cost = 10000 category = FuelTank subcategory = 0 title = IFS Supreme inflatable Storage Tank system for gases manufacturer = #LOC_IFS_IST2501gas_manuf // #LOC_IFS_IST2501gas_manuf = Storagetainements description = The honeycomb insides of this inflatable Storage silo enables it to hold all form's of gaseous resources at once. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 // Standard part parameters mass = 5 fuelCrossFeed = True bulkheadProfiles = srf // Drag dragModelType = default maximum_drag = 2 minimum_drag = 2 angularDrag = 20 // Damage and Temperature crashTolerance = 7 maxTemp = 2000 // Effects fx_gasBurst_white = 0.0, -0.1, 0.0, 0.0, -1.0, 0.0, decouple sound_vent_large = decouple RESOURCE { name = Air amount = 400000 maxAmount = 400000 } RESOURCE { name = Ammonia amount = 400000 maxAmount = 400000 } RESOURCE { name = ArgonGas amount = 400000 maxAmount = 400000 } RESOURCE { name = Deuterium amount = 400000 maxAmount = 400000 } RESOURCE { name = CarbonDioxide amount = 400000 maxAmount = 400000 } RESOURCE { name = CarbonMonoxide amount = 400000 maxAmount = 400000 } RESOURCE { name = Fluorine amount = 400000 maxAmount = 400000 } RESOURCE { name = Helium3 amount = 400000 maxAmount = 400000 } RESOURCE { name = Helium amount = 400000 maxAmount = 400000 } RESOURCE { name = Hydrogen amount = 400000 maxAmount = 400000 } RESOURCE { name = KryptonGas amount = 400000 maxAmount = 400000 } RESOURCE { name = Methane amount = 400000 maxAmount = 400000 } RESOURCE { name = NeonGas amount = 400000 maxAmount = 400000 } RESOURCE { name = Nitrogen amount = 400000 maxAmount = 400000 } RESOURCE { name = NitrousOxide amount = 400000 maxAmount = 400000 } RESOURCE { name = Oxygen amount = 400000 maxAmount = 400000 } RESOURCE { name = SolarWind amount = 400000 maxAmount = 400000 } RESOURCE { name = XenonGas amount = 200000 maxAmount = 200000 } MODULE { name = InflatableStorageTank animationName = ISTgrow // resourceName = Ore animationExponent = 1 maximumRatio = 0.1 } MODULE { name = InflatableStorageTank animationName = ISTbar // resourceName = Ore animationExponent = 1 maximumRatio = 1 } MODULE { name = TweakScale type = stack defaultScale = 2.5 scaleFactors = 0.625, 1.25, 1.875, 2.5, 3.75, 5, 7.5, 10, 15 scaleNames = 0.625m, 1.25m, 1.875m, 2.5m, 3.75m, 5m, 7.5m, 10m, 15m } } Except stats fixed. One for each type, solid, liquid, gas, radio active. And at master tech one that can hold them all at same time. Edited April 10, 2018 by Lordmaddog Quote Link to comment Share on other sites More sharing options...
Lordmaddog Posted April 11, 2018 Share Posted April 11, 2018 (edited) So after thinking about it I decided to do it my self I think I done it right. // KSPI-E // Radioactive Fuel Container (RFC2502) PART { // General parameters name = Radioactive Silo module = Part author = Eleusis La Arwall // Asset parameters MODEL { rotation = 0,90,0 model = InterstellarFuelSwitch/Parts/TankRevamp/modelRFC2502 } // mesh = model.mu scale = 1 rescaleFactor = 1 // Node definitions - Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_top = 0.0, 2.4, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -2.4, 0.0, 0.0, -1.0, 0.0, 2 node_attach = 1.32, 0.0, 0.0, 1.0, 0.0, 0.0, 1 // CoMOffset = 0.0, -0.47, 0.0 // Editor parameters TechRequired = nuclearFuelSystems entryCost = 1000 cost = 10000 category = FuelTank subcategory = 0 title = IFS Supreme Radioactive Fuel Container (Radioactive Silo) manufacturer = #LOC_IFS_RFC2500_manuf // #LOC_IFS_RFC2500_manuf = Radiant Future Enterprises description = A technological marvel for radioactive materials that allows multiple radioactive resources to be stored in one container. The thick walls protect the precious surrounding from hazardous radiation. Also protects Kerbals. The legal department forced use to state latter. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 // Standard part parameters mass = 6.0 fuelCrossFeed = True bulkheadProfiles = size2,srf // Drag dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 // Damage and Temperature crashTolerance = 100 maxTemp = 2000 // Effects fx_gasBurst_white = 1.32, 0.0, 0.0, 1.0, 0.0, 0.0, decouple sound_vent_large = decouple DRAG_CUBE { cube = Default, 6.112,0.7784,1.395, 6.112,0.7784,1.395, 5.248,0.9528,1.183, 5.248,0.9528,1.183, 6.068,0.769,1.395, 6.068,0.769,1.395, 0,0,0, 2.6,2.4,2.6 } RESOURCE { name = EnrichedUranium amount = 1000 maxAmount = 1000 } RESOURCE { name = UF4 amount = 1000 maxAmount = 1000 } RESOURCE { name = UraniumNitride amount = 1000 maxAmount = 1000 } RESOURCE { name = ThF4 amount = 1000 maxAmount = 1000 } RESOURCE { name = DepletedFuel amount = 1000 maxAmount = 1000 } RESOURCE { name = DepletedUranium amount = 1000 maxAmount = 1000 } RESOURCE { name = Plutonium-238 amount = 1000 maxAmount = 1000 } RESOURCE { name = Thorium amount = 1000 maxAmount = 1000 } RESOURCE { name = Uraninite amount = 1000 maxAmount = 1000 } MODULE { name = TweakScale type = stack defaultScale = 2.5 scaleFactors = 0.625, 1.25, 1.875, 2.5, 3.75, 5, 7.5, 10, 15 scaleNames = 0.625m, 1.25m, 1.875m, 2.5m, 3.75m, 5m, 7.5m, 10m, 15m } // Modules MODULE { name = InflatableStorageTank animationName = RFC2502bar // resourceName = Ore animationExponent = 1 maximumRatio = 1 } } There is 9 distinct radio active resources and they are all put into the one container that originally held 10k of just one resource witch would be 1111.111111111111 for each but because of the added walls such a container needs I reduced each resource by 111, thus getting an even 1k each the second // KSPI-E // CargoContainer (CC2503) PART { // General parameters name = Solid Silo module = Part author = Eleusis La Arwall // artist // Asset parameters MODEL { rotation = 0,90,0 model = InterstellarFuelSwitch/Parts/TankRevamp/modelCC2503 } scale = 1 rescaleFactor = 1 // Node definitions - Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_top = 0.0, 4.8, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -4.8, 0.0, 0.0, -1.0, 0.0, 2 node_attach = 1.29, 0.0, 0.0, 1.0, 0.0, 0.0, 1 // CoMOffset = 0.0, -0.47, 0.0 // Editor parameters TechRequired = specializedFuelStorage entryCost = 1000 cost = 10000 category = FuelTank subcategory = 0 title = IFS Supreme Cargo Container (Solid Silo) manufacturer = #LOC_IFS_CC2500_manuf // #LOC_IFS_CC2500_manuf = Storagetainements description = Multi layered tank to store all of your solid resources in one handy bin. Really nothing special here. It's actually that simple, it might work just out of the box. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 // Standard part parameters mass = 2 fuelCrossFeed = True bulkheadProfiles = size2,srf // Drag dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 // Damage and Temperature crashTolerance = 7 maxTemp = 2000 // Effects fx_gasBurst_white = 1.29, 0.0, 0.0, 1.0, 0.0, 0.0, decouple sound_vent_large = decouple DRAG_CUBE { cube = Default, 6.105,0.7497,1.395, 6.105,0.7497,1.395, 5.248,0.9834,0.1325, 5.248,0.9834,0.1325, 6.105,0.7456,1.395, 6.105,0.7465,1.395, 0,0,0, 2.6,2.4,2.6 } RESOURCE { name = Alumina amount = 1500 maxAmount = 1500 } RESOURCE { name = Aluminium amount = 1500 maxAmount = 1500 } RESOURCE { name = Borate amount = 1500 maxAmount = 1500 } RESOURCE { name = Boron amount = 1500 maxAmount = 1500 } RESOURCE { name = Caesium amount = 1500 maxAmount = 1500 } RESOURCE { name = Carbon amount = 1500 maxAmount = 1500 } RESOURCE { name = Decaborane amount = 1500 maxAmount = 1500 } RESOURCE { name = Fluorite amount = 1500 maxAmount = 1500 } RESOURCE { name = Hydrates amount = 1500 maxAmount = 1500 } RESOURCE { name = Lithium6 amount = 1500 maxAmount = 1500 } RESOURCE { name = Lithium amount = 1500 maxAmount = 1500 } RESOURCE { name = LithiumHydride amount = 1500 maxAmount = 1500 } RESOURCE { name = LithiumDeuteride amount = 1500 maxAmount = 1500 } RESOURCE { name = Minerals amount = 1500 maxAmount = 1500 } RESOURCE { name = Mopedantte amount = 1500 maxAmount = 1500 } RESOURCE { name = Nitratine amount = 1500 maxAmount = 1500 } RESOURCE { name = PolyvinylChloride amount = 1500 maxAmount = 1500 } RESOURCE { name = Regolith amount = 1500 maxAmount = 1500 } RESOURCE { name = Salt amount = 1500 maxAmount = 1500 } RESOURCE { name = Silicates amount = 1500 maxAmount = 1500 } RESOURCE { name = sodium amount = 1500 maxAmount = 1500 } RESOURCE { name = Spodumene amount = 1500 maxAmount = 1500 } MODULE { name = TweakScale type = stack defaultScale = 2.5 scaleFactors = 0.625, 1.25, 1.875, 2.5, 3.75, 5, 7.5, 10, 15 scaleNames = 0.625m, 1.25m, 1.875m, 2.5m, 3.75m, 5m, 7.5m, 10m, 15m } // Modules MODULE { name = AnimatedContainerContent animationName = CC2503bar // resourceName = Ore animationExponent = 1 maximumRatio = 1 } } 22 resources default held 40k so 1818.181818181818 for each rounded down to 1500 to account for walls. 3rd // KSPI-E // Cryogenic Tank (CT2504) PART { // General parameters name = Cryo Silo module = Part author = Eleusis La Arwall // artist // Asset parameters MODEL { rotation = 0,90,0 model = InterstellarFuelSwitch/Parts/TankRevamp/modelCT2504 } scale = 1 rescaleFactor = 1 // Node definitions - Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_top = 0.0, 4.9, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -4.9, 0.0, 0.0, -1.0, 0.0, 2 node_attach = 1.25, 0.0, 0.0, 1.0, 0.0, 0.0, 1 // CoMOffset = 0.0, -0.47, 0.0 // Editor parameters TechRequired = highPerformanceFuelSystems entryCost = 1000 cost = 10000 category = FuelTank subcategory = 0 title = IFS Supreme Cryogenic Tank (Cryo Silo) manufacturer = #LOC_IFS_CT2501_manuf // #LOC_IFS_CT2501_manuf = Gibson Industries description = A multi stacked well isolated tank to store all your various liquids at once. Continous power is required to maintain optimal thermal conditions. The extended manual states "Initiate crash override in case of acid burn!" in big red letters but we're not sure what this could reference to. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 // Standard part parameters mass = 4.8 fuelCrossFeed = True bulkheadProfiles = size2,srf // Drag dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 // Damage and Temperature crashTolerance = 100 maxTemp = 1500 // Effects fx_gasBurst_white = 1.25, 0.0, 0.0, 1.0, 0.0, 0.0, decouple sound_vent_large = decouple DRAG_CUBE { cube = Default, 8.281,0.7718,1.395, 8.281,0.7715,1.395, 4.972,0.9365,1.507, 4.972,0.9392,1.893, 8.238,0.7597,1.454, 8.238,0.7609,1.454, 0,0,0, 2.6,3.2,2.72 } RESOURCE { name = LqdAmmonia amount = 1200 maxAmount = 1200 } RESOURCE { name = LqdArgon amount = 1200 maxAmount = 1200 } RESOURCE { name = LqdCO2 amount = 1200 maxAmount = 1200 } RESOURCE { name = LqdCO amount = 1200 maxAmount = 1200 } RESOURCE { name = LqdDeuterium amount = 1200 maxAmount = 1200 } RESOURCE { name = Diborane amount = 1200 maxAmount = 1200 } RESOURCE { name = LqdFluorine amount = 1200 maxAmount = 1200 } RESOURCE { name = FusionPellets amount = 1200 maxAmount = 1200 } RESOURCE { name = LqdHelium amount = 1200 maxAmount = 1200 } RESOURCE { name = LqdHe3 amount = 1200 maxAmount = 1200 } RESOURCE { name = Hexaborane amount = 1200 maxAmount = 1200 } RESOURCE { name = Hydrazine amount = 1200 maxAmount = 1200 } RESOURCE { name = LqdHydrogen amount = 1200 maxAmount = 1200 } RESOURCE { name = SolidHydrogen amount = 1200 maxAmount = 1200 } RESOURCE { name = HTP amount = 1200 maxAmount = 1200 } RESOURCE { name = Kerosene amount = 1200 maxAmount = 1200 } RESOURCE { name = LqdKrypton amount = 1200 maxAmount = 1200 } RESOURCE { name = LqdNeon amount = 1200 maxAmount = 1200 } RESOURCE { name = LqdMethane amount = 1200 maxAmount = 1200 } RESOURCE { name = LqdNitrogen15 amount = 1200 maxAmount = 1200 } RESOURCE { name = LqdNitrogen amount = 1200 maxAmount = 1200 } RESOURCE { name = LqdOxygen amount = 1200 maxAmount = 1200 } RESOURCE { name = LqdOxygen18 amount = 1200 maxAmount = 1200 } RESOURCE { name = LqdTritium amount = 1200 maxAmount = 1200 } RESOURCE { name = Water amount = 1200 maxAmount = 1200 } RESOURCE { name = HeavyWater amount = 1200 maxAmount = 1200 } RESOURCE { name = LqdXenon amount = 1200 maxAmount = 1200 } MODULE { name = TweakScale type = stack defaultScale = 2.5 scaleFactors = 0.625, 1.25, 1.875, 2.5, 3.75, 5, 7.5, 10, 15 scaleNames = 0.625m, 1.25m, 1.875m, 2.5m, 3.75m, 5m, 7.5m, 10m, 15m } // Modules MODULE { name = AnimatedContainerContent animationName = CT2504bar // resourceName = Ore animationExponent = 1 maximumRatio = 1 } } 27R default 40k so 1481.481481481481, so with walls around 1200 per each resource. 4th // KSPI-E // Pressurized Gas Tank (PGT2501) PART { // General parameters name = Gas Silo module = Part author = Eleusis La Arwall // artist // Asset parameters MODEL { rotation = 0,90,0 model = InterstellarFuelSwitch/Parts/TankRevamp/modelPGT2501 } scale = 1 rescaleFactor = 1 // Node definitions - Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_top = 0.0, 1.25, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -1.25, 0.0, 0.0, -1.0, 0.0, 2 node_attach = 1.24, 0.0, 0.0, 1.0, 0.0, 0.0, 1 // CoMOffset = 0.0, -0.47, 0.0 // Editor parameters TechRequired = specializedFuelStorage entryCost = 1000 cost = 10000 category = FuelTank subcategory = 0 title = IFS Supreme Pressurized Gas Tank (Gas Silo) manufacturer = #LOC_IFS_PGT2501_manuf // #LOC_IFS_PGT2501_manuf = High Pressures Incorporated description = Lung like tank to store all of your gaseous resources. Do not store snacks! // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,0,0 // Standard part parameters mass = 1 fuelCrossFeed = True bulkheadProfiles = size2,srf // Drag dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 // Damage and Temperature crashTolerance = 7 maxTemp = 2000 // Effects fx_gasBurst_white = 1.24, 0.0, 0.0, 1.0, 0.0, 0.0, decouple sound_vent_large = decouple RESOURCE { name = Air amount = 1000000 maxAmount = 1000000 } RESOURCE { name = Ammonia amount = 1000000 maxAmount = 1000000 } RESOURCE { name = ArgonGas amount = 1000000 maxAmount = 1000000 } RESOURCE { name = Deuterium amount = 1000000 maxAmount = 1000000 } RESOURCE { name = CarbonDioxide amount = 1000000 maxAmount = 1000000 } RESOURCE { name = CarbonMonoxide amount = 1000000 maxAmount = 1000000 } RESOURCE { name = Fluorine amount = 1000000 maxAmount = 1000000 } RESOURCE { name = Helium3 amount = 1000000 maxAmount = 1000000 } RESOURCE { name = Helium amount = 1000000 maxAmount = 1000000 } RESOURCE { name = Hydrogen amount = 1000000 maxAmount = 1000000 } RESOURCE { name = KryptonGas amount = 1000000 maxAmount = 1000000 } RESOURCE { name = Methane amount = 1000000 maxAmount = 1000000 } RESOURCE { name = NeonGas amount = 1000000 maxAmount = 1000000 } RESOURCE { name = Nitrogen amount = 1000000 maxAmount = 1000000 } RESOURCE { name = NitrousOxide amount = 1000000 maxAmount = 1000000 } RESOURCE { name = Oxygen amount = 1000000 maxAmount = 1000000 } RESOURCE { name = SolarWind amount = 1000000 maxAmount = 1000000 } RESOURCE { name = XenonGas amount = 500000 maxAmount = 500000 } MODULE { name = TweakScale type = stack defaultScale = 2.5 scaleFactors = 0.625, 1.25, 1.875, 2.5, 3.75, 5, 7.5, 10, 15 scaleNames = 0.625m, 1.25m, 1.875m, 2.5m, 3.75m, 5m, 7.5m, 10m, 15m } // Modules MODULE { name = InflatableStorageTank animationName = PGTbar // resourceName = Ore animationExponent = 1 maximumRatio = 1 } } this one a bit hard cause there is 17 resources but they range any where from 1.6 mill to 400k so I compromised and just went with 100k each. AND the ultimate // KSPI-E // InflateableStorageTank (IST2501) PART { // General parameters name = TORA module = Part author = Eleusis La Arwall // artist // Asset parameters MODEL { // rotation = 0,90,0 model = InterstellarFuelSwitch/Parts/TankRevamp/modelIST2501 texture = InflateableStorageTank, InterstellarFuelSwitch/Parts/TankRevamp/InflateableStorageTankGasL texture = InflateableStorageTank_NRM, InterstellarFuelSwitch/Parts/TankRevamp/InflateableStorageTankGas_NRM } scale = 1 rescaleFactor = 2 // Node definitions - Position X, Position Y, Position Z, Up X, Up Y, Up Z // node_stack_top = 0.0, 1.2, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.1, 0.0, 0.0, -1.0, 0.0, 2 node_attach = 0.0, -0.1, 0.0, 0.0, -1.0, 0.0, 1 // CoMOffset = 0.0, -0.47, 0.0 // Editor parameters TechRequired = specializedFuelStorage entryCost = 300 cost = 3000 category = FuelTank subcategory = 0 title = IFS Ultimate Inflatable storage (The one to rule them all) manufacturer = #LOC_IFS_IST2501gas_manuf // #LOC_IFS_IST2501gas_manuf = Storagetainements description = We here at IFS are proud to present to you are crowning achievement the TORA or, the one rule all, storage device. This astounding inflatable container holds all the resources you will ever need. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 // Standard part parameters mass = 0.5 fuelCrossFeed = True bulkheadProfiles = srf // Drag dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 // Damage and Temperature crashTolerance = 7 maxTemp = 2000 // Effects fx_gasBurst_white = 0.0, -0.1, 0.0, 0.0, -1.0, 0.0, decouple sound_vent_large = decouple RESOURCE { name = Alumina amount = 500 maxAmount = 500 } RESOURCE { name = Aluminium amount = 500 maxAmount = 500 } RESOURCE { name = Borate amount = 500 maxAmount = 500 } RESOURCE { name = Boron amount = 500 maxAmount = 500 } RESOURCE { name = Caesium amount = 500 maxAmount = 500 } RESOURCE { name = Carbon amount = 500 maxAmount = 500 } RESOURCE { name = Decaborane amount = 500 maxAmount = 500 } RESOURCE { name = Fluorite amount = 500 maxAmount = 500 } RESOURCE { name = Hydrates amount = 500 maxAmount = 500 } RESOURCE { name = Lithium6 amount = 500 maxAmount = 500 } RESOURCE { name = Lithium amount = 500 maxAmount = 500 } RESOURCE { name = LithiumHydride amount = 500 maxAmount = 500 } RESOURCE { name = LithiumDeuteride amount = 500 maxAmount = 500 } RESOURCE { name = Minerals amount = 500 maxAmount = 500 } RESOURCE { name = Mopedantte amount = 500 maxAmount = 500 } RESOURCE { name = Nitratine amount = 500 maxAmount = 500 } RESOURCE { name = PolyvinylChloride amount = 500 maxAmount = 500 } RESOURCE { name = Regolith amount = 500 maxAmount = 500 } RESOURCE { name = Salt amount = 500 maxAmount = 500 } RESOURCE { name = Silicates amount = 500 maxAmount = 500 } RESOURCE { name = sodium amount = 500 maxAmount = 500 } RESOURCE { name = Spodumene amount = 500 maxAmount = 500 } RESOURCE { name = LqdAmmonia amount = 350 maxAmount = 350 } RESOURCE { name = LqdArgon amount = 350 maxAmount = 350 } RESOURCE { name = LqdCO2 amount = 350 maxAmount = 350 } RESOURCE { name = LqdCO amount = 350 maxAmount = 350 } RESOURCE { name = LqdDeuterium amount = 350 maxAmount = 350 } RESOURCE { name = Diborane amount = 350 maxAmount = 350 } RESOURCE { name = LqdFluorine amount = 350 maxAmount = 350 } RESOURCE { name = FusionPellets amount = 350 maxAmount = 350 } RESOURCE { name = LqdHelium amount = 350 maxAmount = 350 } RESOURCE { name = LqdHe3 amount = 350 maxAmount = 350 } RESOURCE { name = Hexaborane amount = 350 maxAmount = 350 } RESOURCE { name = Hydrazine amount = 350 maxAmount = 350 } RESOURCE { name = LqdHydrogen amount = 350 maxAmount = 350 } RESOURCE { name = SolidHydrogen amount = 350 maxAmount = 350 } RESOURCE { name = HTP amount = 350 maxAmount = 350 } RESOURCE { name = Kerosene amount = 350 maxAmount = 350 } RESOURCE { name = LqdKrypton amount = 350 maxAmount = 350 } RESOURCE { name = LqdNeon amount = 350 maxAmount = 350 } RESOURCE { name = LqdMethane amount = 350 maxAmount = 350 } RESOURCE { name = LqdNitrogen15 amount = 350 maxAmount = 350 } RESOURCE { name = LqdNitrogen amount = 350 maxAmount = 350 } RESOURCE { name = LqdOxygen amount = 350 maxAmount = 350 } RESOURCE { name = LqdOxygen18 amount = 350 maxAmount = 350 } RESOURCE { name = LqdTritium amount = 350 maxAmount = 350 } RESOURCE { name = Water amount = 350 maxAmount = 350 } RESOURCE { name = HeavyWater amount = 350 maxAmount = 350 } RESOURCE { name = LqdXenon amount = 350 maxAmount = 350 } RESOURCE { name = EnrichedUranium amount = 300 maxAmount = 300 } RESOURCE { name = UF4 amount = 300 maxAmount = 300 } RESOURCE { name = UraniumNitride amount = 300 maxAmount = 300 } RESOURCE { name = ThF4 amount = 300 maxAmount = 300 } RESOURCE { name = DepletedFuel amount = 300 maxAmount = 300 } RESOURCE { name = DepletedUranium amount = 300 maxAmount = 300 } RESOURCE { name = Plutonium-238 amount = 300 maxAmount = 300 } RESOURCE { name = Thorium amount = 300 maxAmount = 300 } RESOURCE { name = Uraninite amount = 300 maxAmount = 300 } RESOURCE { name = Air amount = 25000 maxAmount = 25000 } RESOURCE { name = Ammonia amount = 25000 maxAmount = 25000 } RESOURCE { name = ArgonGas amount = 25000 maxAmount = 25000 } RESOURCE { name = Deuterium amount = 25000 maxAmount = 25000 } RESOURCE { name = CarbonDioxide amount = 25000 maxAmount = 25000 } RESOURCE { name = CarbonMonoxide amount = 25000 maxAmount = 25000 } RESOURCE { name = Fluorine amount = 25000 maxAmount = 25000 } RESOURCE { name = Helium3 amount = 25000 maxAmount = 25000 } RESOURCE { name = Helium amount = 25000 maxAmount = 25000 } RESOURCE { name = Hydrogen amount = 25000 maxAmount = 25000 } RESOURCE { name = KryptonGas amount = 25000 maxAmount = 25000 } RESOURCE { name = Methane amount = 25000 maxAmount = 25000 } RESOURCE { name = NeonGas amount = 25000 maxAmount = 25000 } RESOURCE { name = Nitrogen amount = 25000 maxAmount = 25000 } RESOURCE { name = NitrousOxide amount = 25000 maxAmount = 25000 } RESOURCE { name = Oxygen amount = 25000 maxAmount = 25000 } RESOURCE { name = SolarWind amount = 25000 maxAmount = 25000 } RESOURCE { name = XenonGas amount = 12500 maxAmount = 12500 } MODULE { name = TweakScale type = stack defaultScale = 2.5 scaleFactors = 0.625, 1.25, 1.875, 2.5, 3.75, 5, 7.5, 10, 15 scaleNames = 0.625m, 1.25m, 1.875m, 2.5m, 3.75m, 5m, 7.5m, 10m, 15m } // Modules MODULE { name = InflatableStorageTank animationName = ISTgrow // resourceName = Ore animationExponent = 1 maximumRatio = 0.1 } MODULE { name = InflatableStorageTank animationName = ISTbar // resourceName = Ore animationExponent = 1 maximumRatio = 1 } } The results Link to my files if you wish to add them to interstellar fuel switch https://www.dropbox.com/s/ix8302va3snon9t/Silos.zip?dl=0 Edited April 11, 2018 by Lordmaddog Update Quote Link to comment Share on other sites More sharing options...
ss8913 Posted April 11, 2018 Share Posted April 11, 2018 @FreeThinker - that looks better. What are you powering it with? picture is a bit dark.. I see a tri-alpha reactor, what else is on that thing? Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted April 11, 2018 Author Share Posted April 11, 2018 (edited) 2 hours ago, ss8913 said: @FreeThinker - that looks better. What are you powering it with? picture is a bit dark.. I see a tri-alpha reactor, what else is on that thing? iHall + 2 x Graphene Folding Radiator Large (x10 size) + Tri Alpha (30m) + Kerkstein (30m) Edited April 11, 2018 by FreeThinker Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted April 11, 2018 Author Share Posted April 11, 2018 (edited) @Lordmaddog Understand that people that want to have multiple resources in their vessels, either use mods that allow them to customize their tank with multiple of resources or they can use KSPIE Universal Hex storage tanks or KSPIE Universal Storage Tanks which were specifically added to allow you to handle along a multitude of resources. But perhaps there are some that don't want to bother and simply want a single tank containing everything. Edited April 11, 2018 by FreeThinker Quote Link to comment Share on other sites More sharing options...
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