RuBisCO Posted July 19, 2013 Share Posted July 19, 2013 Xenon is stored as a supercritical fluid, like ~2.4 g/ml or 2.4 kg/L Link to comment Share on other sites More sharing options...
Designer225 Posted July 19, 2013 Share Posted July 19, 2013 (edited) Okay, I'm working on the configuration for Cepheus's Component Space Shuttle. Not sure how this goes, though. Might end up badly.EDIT: I was planning for the RCS to use both MonoPropellant and Oxidizer, but how? Edited July 20, 2013 by Designer225 Link to comment Share on other sites More sharing options...
ialdabaoth Posted July 20, 2013 Author Share Posted July 20, 2013 Okay, I'm working on the configuration for Cepheus's Component Space Shuttle. Not sure how this goes, though. Might end up badly.EDIT: I was planning for the RCS to use both MonoPropellant and Oxidizer, but how?You don't. RCS can only use one propellant at a time. Unless you mean set it up so you can choose in the VAB which to use, in which case... wait for 0.21 to come out. Link to comment Share on other sites More sharing options...
Designer225 Posted July 20, 2013 Share Posted July 20, 2013 Okay then.Anyway done with the CSS (Component Space Shuttle, made by Rocket2Gun, maintained by Cepheus) Modular Fuel System configuration! Took some trials and fixed them. I'm planning to use Oxidizer for the OME, but then again no fuel for RCS... maybe in 0.21. Files will be uploaded soon.Speaking of which, I've actually freaked out in some trials of that configuration. I planned to make my own propellant, but then the game won't use them... Link to comment Share on other sites More sharing options...
SchroedingersHat Posted July 20, 2013 Share Posted July 20, 2013 @iadabaoth I've been fiddling with adding some life support resources and I figured out that a utilization > 1 can be used for things such as Oxygen which I want uncompressed in habitable pods and compressed in tanks (without adding extra resources and converters).Might I request that this behavior either remain and not wind up being fixed or be formalized with some kind of compressionratio parameter in the event that it is removed? Link to comment Share on other sites More sharing options...
RuBisCO Posted July 20, 2013 Share Posted July 20, 2013 (edited) Still trying to make a cryocooler: tried attaching this code to a part, does nothing. In its own cfg file it globally deactivates all boil off, but I want a part that attached to a ship only stop boil off on that ship, and consumes electricity in exchange. Edited July 20, 2013 by RuBisCO Link to comment Share on other sites More sharing options...
SchroedingersHat Posted July 20, 2013 Share Posted July 20, 2013 (edited) Ah I just noticed this : // all density units are in kg per Kerbo (1 Kerbo = 6.25 cubic meters)Source I can't seem to reconcile this with anythingEdit: Never mind, you were talking about modularfueltanks not stock Edited July 20, 2013 by SchroedingersHat Link to comment Share on other sites More sharing options...
Chimer4 Posted July 20, 2013 Share Posted July 20, 2013 I've got to say, I was a bit skeptical of this when I first heard of it a few weeks back, but having just installed it I am in love with it already Having the ability to configure the upper stages of your rocket to use a cryogenic mixture like real rockets gives such a big advantage over the standard mixtures. It's something I would really like to see make it into the gameA couple of questions though.Does being in space affect the boil off rates of the cryogenic fuels?How would I go about making a config so that my Atlas could be configured with this mod?And finallyWould it possible to add something akin to a solar panel module and a temperature module to the tanks that can detect when it is in sun or not, then tie this to the boil off rates of the fuels. That way, you could build a shield to protect the tanks from the sun in space if, for example, you were planning on making on orbital fuel station. In orbit around Kerbin, a thermometer in the sun reads -40 and out of the sun reads -200. Now its not quite -253 (boiling point of hydrogen) but a shielded tank would be cold enough to prevent major boil off.Not sure if it is possible to implement something like this, just thought I would throw it out there Link to comment Share on other sites More sharing options...
AngelLestat Posted July 21, 2013 Share Posted July 21, 2013 (edited) This is compatible with nova punch?In the first page it does not said nothing about nova punch, but scott matley mentioned and some guy from the 25 page also did..So the question remains.. Is this compatible with nova punch?And one more question, how real are the values of nova punch mod? becoz some engines has an isp of 430. Edited July 21, 2013 by AngelLestat Link to comment Share on other sites More sharing options...
Chestburster Posted July 21, 2013 Share Posted July 21, 2013 *points at his signature*Use this until the next release ;-) Link to comment Share on other sites More sharing options...
Chimer4 Posted July 21, 2013 Share Posted July 21, 2013 Something I've just noticed, not sure if it's something wrong with my install, but I can't configure the LV-T30 to use any of the modular fuel types. Nothing comes up when I select it Link to comment Share on other sites More sharing options...
Chestburster Posted July 21, 2013 Share Posted July 21, 2013 Because the T30 doesn't have a config. Must be an oversight. Will be added with the next version. Link to comment Share on other sites More sharing options...
ialdabaoth Posted July 22, 2013 Author Share Posted July 22, 2013 That isn't an oversight; the T30 is the "dead simple" model, and thus doesn't have any switchable configurations.In the next version, it will have a ModuleEngineConfigs, but it won't have any alternate configurations. (Also, in the next version, ModuleEngineConfigs and ModuleHybridEngines will also fix the Isp bug, where atmospheric Isp causes increased fuel flow instead of decreased thrust.) Link to comment Share on other sites More sharing options...
regex Posted July 22, 2013 Share Posted July 22, 2013 That isn't an oversight; the T30 is the "dead simple" model, and thus doesn't have any switchable configurations.In the next version, it will have a ModuleEngineConfigs, but it won't have any alternate configurations. (Also, in the next version, ModuleEngineConfigs and ModuleHybridEngines will also fix the Isp bug, where atmospheric Isp causes increased fuel flow instead of decreased thrust.)Will you be writing your own/incorporating/expanding upon the Project Arcturus Thrust Corrector? I love that mod, and it goes so well with yours. Link to comment Share on other sites More sharing options...
ialdabaoth Posted July 22, 2013 Author Share Posted July 22, 2013 Will you be writing your own/incorporating/expanding upon the Project Arcturus Thrust Corrector? I love that mod, and it goes so well with yours.Yep! His implementation was beautifully straightforward, so I'm just going to translate it over and make a few simplifications in the places where my mod has already done half the work. Link to comment Share on other sites More sharing options...
regex Posted July 22, 2013 Share Posted July 22, 2013 Yep! His implementation was beautifully straightforward, so I'm just going to translate it over and make a few simplifications in the places where my mod has already done half the work.That's great news! I recall CaptainArbitrary talking about not wanting to mod or worry about supporting his code* so i'm happy you've taken that on.* which I completely understand. I spent three years doing open source work and it is just as stressful as professional development. Link to comment Share on other sites More sharing options...
Chestburster Posted July 22, 2013 Share Posted July 22, 2013 That isn't an oversight; the T30 is the "dead simple" model, and thus doesn't have any switchable configurations.In the next version, it will have a ModuleEngineConfigs, but it won't have any alternate configurations. (Also, in the next version, ModuleEngineConfigs and ModuleHybridEngines will also fix the Isp bug, where atmospheric Isp causes increased fuel flow instead of decreased thrust.)Well, then no config for it^^And could we get a "sneak-peak" for the planned features of the next version? Link to comment Share on other sites More sharing options...
ialdabaoth Posted July 22, 2013 Author Share Posted July 22, 2013 Well, then no config for it^^And could we get a "sneak-peak" for the planned features of the next version?- Isp will affect thrust instead of fuel consumption- RCS thrusters will have configurable fuel types- Radially mounted heat sinks to keep cryogenic tanks cold(er) Link to comment Share on other sites More sharing options...
Chestburster Posted July 22, 2013 Share Posted July 22, 2013 - Isp will affect thrust instead of fuel consumption- RCS thrusters will have configurable fuel types- Radially mounted heat sinks to keep cryogenic tanks cold(er)Ah, you got the RCS-stuff working? thats nice :-DAll i need now is a way to add or substract mass from an engine to get the hypergolic engine config (H2N4+N2O4, will replace the current LF+OX combo) running. Link to comment Share on other sites More sharing options...
m4ti140 Posted July 22, 2013 Share Posted July 22, 2013 Are you going to add UDMH to the mod in future? Link to comment Share on other sites More sharing options...
ialdabaoth Posted July 22, 2013 Author Share Posted July 22, 2013 Are you going to add UDMH to the mod in future?Possibly - I'd actually kind of like to pare back specifics, and just concentrate on the codebase; and let other modders like ChestBurster et.al. actually create new fuel types and cross-mod support. Link to comment Share on other sites More sharing options...
Chestburster Posted July 22, 2013 Share Posted July 22, 2013 Well guys..im planning to modify the engine configs with .21/1.4 and i need some opinions about adding hypergolic fuels. I currently considering the addition of either pure Hydrazine H2N4, MMH, UDMH or Aerozine-50 + Dinitrogene tetroxide (N2O4, NTO) as LF+OX replacement. But i dont know which i should add (kinda would like MMH since the shuttle used it^^).How the new system could look like:RP-1 = plane fuelLH2 = SABRE JetRP-1+LOX = ascent stagesLH2+LOX = lighter upper stages, SABRE rocket, STS main enginesLH2 + Nuclear fuel = NERVAsHydrazine+NTO = interstellar travels, probe fuel, STS OMS systems Link to comment Share on other sites More sharing options...
The Lone Wolfling Posted July 22, 2013 Share Posted July 22, 2013 Yep! His implementation was beautifully straightforward, so I'm just going to translate it over and make a few simplifications in the places where my mod has already done half the work.If/when you do this, please make sure you've fixed both the jet issue (jets producing way more thrust than they should at sea level) and the SABRE issue (SABREs produce a wonky amount of thrust when they switch modes). It would also be nice to be able to toggle between atmospheric mode and vacumn mode for the amount of thrust produced i the ModuleEngines for use with MechJeb / KE Redux for thrust-to-weight ratios. Link to comment Share on other sites More sharing options...
somnambulist Posted July 23, 2013 Share Posted July 23, 2013 - Isp will affect thrust instead of fuel consumptionWill this break the TWR calculations in MechJeb and Kerbal Engineer? Link to comment Share on other sites More sharing options...
cardajowol Posted July 23, 2013 Share Posted July 23, 2013 Well guys..im planning to modify the engine configs with .21/1.4 and i need some opinions about adding hypergolic fuels. I currently considering the addition of either pure Hydrazine H2N4, MMH, UDMH or Aerozine-50 + Dinitrogene tetroxide (N2O4, NTO) as LF+OX replacement. But i dont know which i should add (kinda would like MMH since the shuttle used it^^).How the new system could look like:RP-1 = plane fuelLH2 = SABRE JetRP-1+LOX = ascent stagesLH2+LOX = lighter upper stages, SABRE rocket, STS main enginesLH2 + Nuclear fuel = NERVAsHydrazine+NTO = interstellar travels, probe fuel, STS OMS systemsUH25 and Aerozine 50 are both different mixtures of Hydrazine and UDMH, ones 25 to 75 mix and other is 50/50, dunno if its even possible make a 3rd mixture set so you can mix hypergolic fuels to get different types of ISP/Trust types.. Link to comment Share on other sites More sharing options...
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