Talisar Posted June 7, 2013 Author Share Posted June 7, 2013 Making monoprop tanks in the largest size would be very easy, just a matter of editing the cfg. It's capacity would be 28,688 units of monoprop. The only reason I hadn't was because I figured no one would need that much in one spot As for a larger tank with 3.75m caps, I could make one, but wouldn't one that size be prohibitively huge? It can be a pretty daunting task to get one of the current large tanks in orbit as it is... Link to comment Share on other sites More sharing options...
Sarda Posted June 7, 2013 Share Posted June 7, 2013 Why are the node connections on the large tanks so small/weak? There set at 1m connections instead of 3m connections. o.O Link to comment Share on other sites More sharing options...
Sarda Posted June 7, 2013 Share Posted June 7, 2013 All 3 sizes of the radial attachments are set to probe level connections as well. Link to comment Share on other sites More sharing options...
leopardenthusiast Posted June 7, 2013 Share Posted June 7, 2013 Making monoprop tanks in the largest size would be very easy, just a matter of editing the cfg. It's capacity would be 28,688 units of monoprop. The only reason I hadn't was because I figured no one would need that much in one spot As for a larger tank with 3.75m caps, I could make one, but wouldn't one that size be prohibitively huge? It can be a pretty daunting task to get one of the current large tanks in orbit as it is...Well, I'm not about to try to launch it while it's full, even with the already absurd 2.5m-ended parts. That would just be silly. I intend to refill it using kethane from Minmus. Link to comment Share on other sites More sharing options...
Greys Posted June 7, 2013 Share Posted June 7, 2013 Talisar, perhaps make a variant of the current large tank with bigger end bits for 3.75 Link to comment Share on other sites More sharing options...
taniwha Posted June 8, 2013 Share Posted June 8, 2013 As for the 3.75m endcapped spheres: keeping everything else in proportion, an LFO tank would be 11.25m across, have a dry mass of 45.5625t, hold 58320u of LF, 71280u of O (total of 129600u (324000u for a kethane tank)), and have a wet mass of 693.5625t (LFO or kethane (0.4.4)).Jebadiah would be most amused if one were to land on Bill's toe.It would take a cluster of five mainsails to get one off the ground (TWR of 1.1). Mind you, you'd probably be able to SSTMFRO: I did last night with the large tank, sufficient tri-hex trusses and five mainsails, with just enough delta-v left over to get into a stable orbit after aerobraking, but the difference in gravity drag might get you. (NOTE: I use FAR). Link to comment Share on other sites More sharing options...
leopardenthusiast Posted June 8, 2013 Share Posted June 8, 2013 That's... that's incredible. I must have them. Link to comment Share on other sites More sharing options...
Talisar Posted June 8, 2013 Author Share Posted June 8, 2013 (edited) Talisar, perhaps make a variant of the current large tank with bigger end bits for 3.75That would be pretty easy. I'll take a swing at it tomorrowAnd since taniwha did all the math for it already, I'll throw together one with 3.75m ends and 11.25m diameter too, just for all you masochists out there (Looking at you, XenonBlade ) Edited June 8, 2013 by Talisar Link to comment Share on other sites More sharing options...
erisiah Posted June 9, 2013 Share Posted June 9, 2013 For those of you who are using Modular Fuels, here's a quick-and-dirty config for the half & full tanks:Spherical_modularFuelTanks.cfgI didn't do the Kethane tanks, just the fuel & mono tanks. All values were pulled from the part.cfg files. Also, the empty tanks are untouched.@PART[HalfSphericalTankMedium]{ MODULE { name = ModuleFuelTanks volume = 2400 type = Default }}@PART[HalfSphericalTankSmall]{ MODULE { name = ModuleFuelTanks volume = 711 type = Default }}@PART[SphericalRingedTankLarge]{ MODULE { name = ModuleFuelTanks volume = 38400 type = Default }}@PART[SphericalTankLarge]{ MODULE { name = ModuleFuelTanks volume = 38400 type = Default }}@PART[SphericalTankMedium]{ MODULE { name = ModuleFuelTanks volume = 4800 type = Default }}@PART[SphericalTankSmall]{ MODULE { name = ModuleFuelTanks volume = 1422 type = Default }}@PART[SphericalMonoTankMedium]{ MODULE { name = ModuleFuelTanks volume = 3580 type = Default }}@PART[SphericalMonoTankSmall]{ MODULE { name = ModuleFuelTanks volume = 1065 type = Default }}@PART[HalfSphericalMonoTankMedium]{ MODULE { name = ModuleFuelTanks volume = 1790 type = Default }}@PART[HalfSphericalMonoTankSmall]{ MODULE { name = ModuleFuelTanks volume = 530 type = Default }}Save it in the ModularFuelTanks folder. Link to comment Share on other sites More sharing options...
killerkevinn Posted June 10, 2013 Share Posted June 10, 2013 Have you thought about making micro tanks with .625 endcaps? Link to comment Share on other sites More sharing options...
Talisar Posted June 10, 2013 Author Share Posted June 10, 2013 The smallest tanks have .625m endcaps Link to comment Share on other sites More sharing options...
EnterElysium Posted June 10, 2013 Share Posted June 10, 2013 Does the mod use shared model and textures for performance increase? If so then I am so grabbing the new release, love it so far, very retro sci-fi in feel, otherwise I might wait until I can chop some of my other mods out of rotation. Link to comment Share on other sites More sharing options...
Talisar Posted June 10, 2013 Author Share Posted June 10, 2013 It does for the empty and full versions of each tank. I'm going to look in optimizing it further. Link to comment Share on other sites More sharing options...
EnterElysium Posted June 10, 2013 Share Posted June 10, 2013 It does for the empty and full versions of each tank. I'm going to look in optimizing it further.Thank you kind sir, you are a gentleman and a scholar! Link to comment Share on other sites More sharing options...
Talisar Posted June 11, 2013 Author Share Posted June 11, 2013 So, I've done the work and optimized my tanks so that all tanks of each size share the same model and just change out the textures. Doing this reduced the size of the total mod by over half. The problem is that the updated mod will break currently built craft due to node rescaling issues... Link to comment Share on other sites More sharing options...
killerkevinn Posted June 11, 2013 Share Posted June 11, 2013 The smallest tanks have .625m endcapsI mean a tank smaller than the smallest tank, it could just be a radially attached tank for probes or small ships. And i just realized that there are no large half tanks are the any plans on adding them in. Link to comment Share on other sites More sharing options...
loppnessmonsta Posted June 11, 2013 Share Posted June 11, 2013 Post it and keep the old one up elsewhere as a legacy option? that way people can still get the old version, if they want it.Between b9, KW, and LLL, any bit of optimization helps, for me. Worth rebuilding my crafts. Link to comment Share on other sites More sharing options...
[email protected] Posted June 11, 2013 Share Posted June 11, 2013 Talisar: I had made a huge rover centered around your largest LFO tank and put a number of them on various planetary bodies. Since the 1.6 update, if I load the rovers and move them at all, they crumble apart on me. Luckly I keep backup persistence files. Can I please know what you had for Breaking Force and Breaking Torque values before this past 1.6 update so I can edit the cfg files. I wanted to keep the values you have before instead of just upping them to some unknown possibly absurd guess on my part. Link to comment Share on other sites More sharing options...
Talisar Posted June 11, 2013 Author Share Posted June 11, 2013 Talisar: I had made a huge rover centered around your largest LFO tank and put a number of them on various planetary bodies. Since the 1.6 update, if I load the rovers and move them at all, they crumble apart on me. Luckly I keep backup persistence files. Can I please know what you had for Breaking Force and Breaking Torque values before this past 1.6 update so I can edit the cfg files. I wanted to keep the values you have before instead of just upping them to some unknown possibly absurd guess on my part.The breakingForce and breakingForque haven't changed at all. I had them at the (absurd level ) of 10000. I did change the crash tolerance from 40 to 10, however. Link to comment Share on other sites More sharing options...
[email protected] Posted June 11, 2013 Share Posted June 11, 2013 The breakingForce and breakingForque haven't changed at all. I had them at the (absurd level ) of 10000. I did change the crash tolerance from 40 to 10, however.Putting that back to 40 fixed my crumbling rover issue oddly enough.. thank you very much Link to comment Share on other sites More sharing options...
Klajan Posted June 11, 2013 Share Posted June 11, 2013 Just one quick question:Is the absurd stability of the large LFO normal? I had it crash on the mun with 250 m/s and all it did was bounce of. Mutiple times. Also It survived every crash on the Surface of Kerbin, regardingless what.Everything else is fine. Great work. Link to comment Share on other sites More sharing options...
Talisar Posted June 11, 2013 Author Share Posted June 11, 2013 Just one quick question:Is the absurd stability of the large LFO normal? I had it crash on the mun with 250 m/s and all it did was bounce of. Mutiple times. Also It survived every crash on the Surface of Kerbin, regardingless what.Everything else is fine. Great work.They are extremely durable. I did lower the crash tolerance in the last update to make them easier to explode, but possibly not enough... Unless I'm making a bad assumption about what the crash tolerance variable does (which is quite likely) Link to comment Share on other sites More sharing options...
taniwha Posted June 11, 2013 Share Posted June 11, 2013 Will ships and stations held together by docking ports attached to the ends of the tanks be fine with the update? Rebuilding my stuff is not just a matter of detach/attach in the VAB, but a lot of orbital construction (much of it around 2-3FPS). Link to comment Share on other sites More sharing options...
willow Posted June 11, 2013 Share Posted June 11, 2013 They are extremely durable. I did lower the crash tolerance in the last update to make them easier to explode, but possibly not enough... Unless I'm making a bad assumption about what the crash tolerance variable does (which is quite likely)As a side note: It's a welcoming change that something in KSP doesn't blow up when it hits something. Link to comment Share on other sites More sharing options...
entaran Posted June 11, 2013 Share Posted June 11, 2013 If you think about it, spheres are strongest object as they have no inherent specific weakpoints.It stands to reason that they will bounce clear off the surface at 200ms.The half spheres however are way too strong especially when you land on corners. Link to comment Share on other sites More sharing options...
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