Starwaster Posted May 21, 2016 Share Posted May 21, 2016 3 hours ago, Lilienthal said: Boiloff formulae? I was wondering whether there is a guide to how the boiloff is calculated. This would be very useful to see whether I still can run LqdHydrogen missions to the Moon. Is the shape important? The size of the tank? The temperature? (The type of the tank, and the fuel seem to be obvious ) Thx! Gustav Boiloff depends on stock thermodynamics to determine how much heat reaches the part's interior. From there it looks at certain parameters invisible to the player to find how conductive the actual tank is (tank and insulation thickness/conductivity) and then determines how much heat penetrates into the propellant itself and finally how much propellant is vaporized and boiled off. Boiled off propellant carries away the heat that was required to vaporize it which helps cool the tank. (vaporization is a cooling process) Radiators will help keep tank cool but the stock radiators are not configured for cryogenic cooling by default. The Heat Pump mod (which I maintain) was specifically designed for Real Fuels and was part of it originally but to my shame it is not yet updated for 1.1.2 - I didn't give it very high priority seeing as how it receives about 0.4% as many downloads as Real Fuels which is ironic seeing as how it exists to mitigate Real Fuels boiloff! Whatever. C'est la vie. Anyway, yes, some tank types are more resistant to boiloff. These are: ServiceModule (Try to exercise self control: Lift vehicle sized service modules are unrealistic. But that's not enforced and they do have low boiloff) Fuselage (level of insulation approaching service modules) Cryogenic (has both internal tank insulation and low part conductivity) BalloonCryo (has both internal tank insulation and low part conductivity) Quote Link to comment Share on other sites More sharing options...
Lilienthal Posted May 21, 2016 Share Posted May 21, 2016 Thanks @Starwaster and @Phineas Freak! Do you have an actual formula or do you know where to find it? Ta, G. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted May 21, 2016 Share Posted May 21, 2016 1 hour ago, Lilienthal said: Thanks @Starwaster and @Phineas Freak! Do you have an actual formula or do you know where to find it? Ta, G. Once the heat gets into the tank part internals then it uses standard multilayer conduction formula: http://www.engineeringtoolbox.com/conductive-heat-transfer-d_428.html to find out how much heat is getting through the tank wall. Quote Link to comment Share on other sites More sharing options...
Trigger1112 Posted May 27, 2016 Share Posted May 27, 2016 On 11 May 2016 at 2:00 AM, Dermeister said: I will check it out for now I reverted to 64k. You might want to check this out. It seems to be what we're looking for. Quote Link to comment Share on other sites More sharing options...
grant977 Posted May 28, 2016 Share Posted May 28, 2016 How do I add ignitions to engines or turn this option off? Quote Link to comment Share on other sites More sharing options...
SirusKing Posted May 28, 2016 Share Posted May 28, 2016 Is it just heat pump that can help cool tanks, or do mods like Heat Control do it as well? Also, when it comes to upper stage ullage, I typically spin my rocket laterally so that centripetal forces the fuel into the tank. Do they do this in real life? Does this not permanently mitigate the problem, or does your spin eventually stop? Quote Link to comment Share on other sites More sharing options...
Starwaster Posted May 29, 2016 Share Posted May 29, 2016 (edited) 6 hours ago, SirusKing said: Is it just heat pump that can help cool tanks, or do mods like Heat Control do it as well? Also, when it comes to upper stage ullage, I typically spin my rocket laterally so that centripetal forces the fuel into the tank. Do they do this in real life? Does this not permanently mitigate the problem, or does your spin eventually stop? Heat Pump was designed for that purpose and originally was part of Modular Fuel Tanks mod. A decision was made to remove it from Real Fuels because <reasons>. At which point I spun the heat pump code off into its own mod so that there would still be a means of active cooling available. If you have Realism Overhaul installed then the stock radiators can be used to cool tanks that contain cryogenic propellants. I have no idea bout Heat Control. (is it even still maintained?) Also, IRL, ullage control is provided either by solid fueled rockets or by smaller thrusters that are not themselves subject to ullage concerns. (i.e. RCS thrusters can be used for ullage control) Edited May 29, 2016 by Starwaster Quote Link to comment Share on other sites More sharing options...
Raptor831 Posted May 31, 2016 Share Posted May 31, 2016 I've got an SRB that seems to blow up simply from running. I'm not sure what's going on, but if I set it on the launchpad, ignite it, I can just watch the engine temp climb steadily toward its 3600K limit and just blow by it (and kaboom!). Other SRBs I've configured don't do that, so I gotta believe something's in my config that's breaking it. It's a SpaceY large SRB: @PART[SYSRB_25X23]:FOR[RealFuels_StockEngines] //SpaceY S223 Super Heavy Lift Solid Rocket Booster { @mass = 12.1 @cost = 7935 %entryCost = 39675 @maxTemp = 1800 @description = When Kerbodyne boosters just aren't enough, go with a wider design! This SRB is designed to balance lifting ability and burn time. @MODULE[ModuleEngine*] { @name = ModuleEnginesRF @maxThrust = 5000 @heatProduction = 100 @atmosphereCurve { @key,0 = 0 289 @key,1 = 1 265 } !PROPELLANT[LiquidFuel] {} !PROPELLANT[Oxidizer] {} !PROPELLANT[MonoPropellant] {} PROPELLANT { name = SolidFuel ratio = 100.000000 DrawGauge = True } } MODULE { name = ModuleEngineConfigs type = ModuleEnginesRF techLevel = 7 origTechLevel = 7 engineType = S origMass = 12.1 configuration = SolidFuel modded = false CONFIG { name = SolidFuel maxThrust = 5000 heatProduction = 100 PROPELLANT { name = SolidFuel ratio = 100 DrawGauge = True } IspSL = 1.0000 IspV = 0.9950 throttle = -1 ModuleEngineIgnitor { ignitionsAvailable = 1 autoIgnitionTemperature = 800 useUllageSimulation = false } } CONFIG { name = SolidFuelSteadyDip maxThrust = 5000 heatProduction = 100 PROPELLANT { name = SolidFuel ratio = 100 DrawGauge = True } IspSL = 1.0000 IspV = 0.9950 throttle = -1 ModuleEngineIgnitor { ignitionsAvailable = 1 autoIgnitionTemperature = 800 useUllageSimulation = false } curveResource = SolidFuel thrustCurve { key = 0.00 0.01 key = 0.01 0.01 key = 0.20 1.00 6 -0.2 key = 0.95 1.00 0 0.0 key = 1.00 0.50 } } CONFIG { name = SolidFuelDecreasingDip maxThrust = 5000 heatProduction = 100 PROPELLANT { name = SolidFuel ratio = 100 DrawGauge = True } IspSL = 1.0000 IspV = 0.9950 throttle = -1 ModuleEngineIgnitor { ignitionsAvailable = 1 autoIgnitionTemperature = 800 useUllageSimulation = false } curveResource = SolidFuel thrustCurve { key = 0.00 0.01 key = 0.01 0.01 key = 0.05 0.50 0 0 key = 0.95 1.00 0 0 key = 1.00 0.50 } } } !MODULE[ModuleEngineIgnitor] {} ModuleEngineIgnitor { ignitionsAvailable = 1 autoIgnitionTemperature = 800 useUllageSimulation = false } !RESOURCE[LiquidFuel] {} !RESOURCE[Oxidizer] {} !RESOURCE[MonoPropellant] {} !RESOURCE[SolidFuel] {} !RESOURCE[XenonGas] {} MODULE { name = ModuleFuelTanks basemass = -1 volume = 78751 type = Solid // dedicated = false TANK { name = SolidFuel amount = full maxAmount = 100.000000% } } } SRB that works that I've tested is a KW Thor II large variant, config here: @PART[KWsrbGlobeX10L]:FOR[RealFuels_StockEngines] //Globe X-10L “Thor II” SRB { @mass = 6.75 @cost = 4330 %entryCost = 21650 @maxTemp = 1800 @MODULE[ModuleEngine*] { @name = ModuleEnginesRF @maxThrust = 3015 @heatProduction = 176 @atmosphereCurve { @key,0 = 0 284 @key,1 = 1 260 } !PROPELLANT[LiquidFuel] {} !PROPELLANT[Oxidizer] {} !PROPELLANT[MonoPropellant] {} PROPELLANT { name = SolidFuel ratio = 100.000000 DrawGauge = True } } MODULE { name = ModuleEngineConfigs type = ModuleEnginesRF techLevel = 6 origTechLevel = 6 engineType = S origMass = 6.75 configuration = SolidFuel modded = false CONFIG { name = SolidFuel maxThrust = 3015 heatProduction = 176 PROPELLANT { name = SolidFuel ratio = 100 DrawGauge = True } IspSL = 1.0000 IspV = 1.0000 throttle = 0 ModuleEngineIgnitor { ignitionsAvailable = 1 useUllageSimulation = false autoIgnitionTemperature = 800 } } } !MODULE[ModuleEngineIgnitor] {} ModuleEngineIgnitor { ignitionsAvailable = 1 autoIgnitionTemperature = 800 useUllageSimulation = false } !RESOURCE[LiquidFuel] {} !RESOURCE[Oxidizer] {} !RESOURCE[MonoPropellant] {} !RESOURCE[SolidFuel] {} !RESOURCE[XenonGas] {} MODULE { name = ModuleFuelTanks basemass = -1 volume = 38000 type = Solid // dedicated = false TANK { name = SolidFuel amount = full maxAmount = 100.000000% } } } Nothing stands out to me that would cause insta-explosions on the first one, so I wanted to put this out there and ask the question: what did I do to make it explode? Quote Link to comment Share on other sites More sharing options...
Starwaster Posted May 31, 2016 Share Posted May 31, 2016 8 minutes ago, Raptor831 said: I've got an SRB that seems to blow up simply from running. I'm not sure what's going on, but if I set it on the launchpad, ignite it, I can just watch the engine temp climb steadily toward its 3600K limit and just blow by it (and kaboom!). Other SRBs I've configured don't do that, so I gotta believe something's in my config that's breaking it. It's a SpaceY large SRB: @PART[SYSRB_25X23]:FOR[RealFuels_StockEngines] //SpaceY S223 Super Heavy Lift Solid Rocket Booster { @mass = 12.1 @cost = 7935 %entryCost = 39675 @maxTemp = 1800 @description = When Kerbodyne boosters just aren't enough, go with a wider design! This SRB is designed to balance lifting ability and burn time. @MODULE[ModuleEngine*] { @name = ModuleEnginesRF @maxThrust = 5000 @heatProduction = 100 @atmosphereCurve { @key,0 = 0 289 @key,1 = 1 265 } !PROPELLANT[LiquidFuel] {} !PROPELLANT[Oxidizer] {} !PROPELLANT[MonoPropellant] {} PROPELLANT { name = SolidFuel ratio = 100.000000 DrawGauge = True } } MODULE { name = ModuleEngineConfigs type = ModuleEnginesRF techLevel = 7 origTechLevel = 7 engineType = S origMass = 12.1 configuration = SolidFuel modded = false CONFIG { name = SolidFuel maxThrust = 5000 heatProduction = 100 PROPELLANT { name = SolidFuel ratio = 100 DrawGauge = True } IspSL = 1.0000 IspV = 0.9950 throttle = -1 ModuleEngineIgnitor { ignitionsAvailable = 1 autoIgnitionTemperature = 800 useUllageSimulation = false } } CONFIG { name = SolidFuelSteadyDip maxThrust = 5000 heatProduction = 100 PROPELLANT { name = SolidFuel ratio = 100 DrawGauge = True } IspSL = 1.0000 IspV = 0.9950 throttle = -1 ModuleEngineIgnitor { ignitionsAvailable = 1 autoIgnitionTemperature = 800 useUllageSimulation = false } curveResource = SolidFuel thrustCurve { key = 0.00 0.01 key = 0.01 0.01 key = 0.20 1.00 6 -0.2 key = 0.95 1.00 0 0.0 key = 1.00 0.50 } } CONFIG { name = SolidFuelDecreasingDip maxThrust = 5000 heatProduction = 100 PROPELLANT { name = SolidFuel ratio = 100 DrawGauge = True } IspSL = 1.0000 IspV = 0.9950 throttle = -1 ModuleEngineIgnitor { ignitionsAvailable = 1 autoIgnitionTemperature = 800 useUllageSimulation = false } curveResource = SolidFuel thrustCurve { key = 0.00 0.01 key = 0.01 0.01 key = 0.05 0.50 0 0 key = 0.95 1.00 0 0 key = 1.00 0.50 } } } !MODULE[ModuleEngineIgnitor] {} ModuleEngineIgnitor { ignitionsAvailable = 1 autoIgnitionTemperature = 800 useUllageSimulation = false } !RESOURCE[LiquidFuel] {} !RESOURCE[Oxidizer] {} !RESOURCE[MonoPropellant] {} !RESOURCE[SolidFuel] {} !RESOURCE[XenonGas] {} MODULE { name = ModuleFuelTanks basemass = -1 volume = 78751 type = Solid // dedicated = false TANK { name = SolidFuel amount = full maxAmount = 100.000000% } } } Nothing stands out to me that would cause insta-explosions on the first one, so I wanted to put this out there and ask the question: what did I do to make it explode? I think we need to look at the final config after that patch is applied to it. Maybe there was something in the original that's not interacting well? Check and see if the original is normalizing heat production or what Quote Link to comment Share on other sites More sharing options...
Raptor831 Posted May 31, 2016 Share Posted May 31, 2016 Just now, Starwaster said: I think we need to look at the final config after that patch is applied to it. Maybe there was something in the original that's not interacting well? Check and see if the original is normalizing heat production or what Well, as an additional head scratcher, the only time it seems to want to blow up is when it's using a thrustCurve{}. Same part, same session of KSP, I could switch the config to one without a curve and no problem; as soon as I switched to one with a curve, it explodes. Funny, though, in the right-click menu the rated thrust label is reading above 100%. I haven't hit the highest thrust in the curve yet though. I'll get the MM cache or something with the finalized node, though, and post it here. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted May 31, 2016 Share Posted May 31, 2016 3 minutes ago, Raptor831 said: Well, as an additional head scratcher, the only time it seems to want to blow up is when it's using a thrustCurve{}. Same part, same session of KSP, I could switch the config to one without a curve and no problem; as soon as I switched to one with a curve, it explodes. Funny, though, in the right-click menu the rated thrust label is reading above 100%. I haven't hit the highest thrust in the curve yet though. I'll get the MM cache or something with the finalized node, though, and post it here. I thought about the thrust curve but discounted that possibility. Where did the curve come from and is it used in any other rocket? Quote Link to comment Share on other sites More sharing options...
Raptor831 Posted May 31, 2016 Share Posted May 31, 2016 1 minute ago, Starwaster said: I thought about the thrust curve but discounted that possibility. Where did the curve come from and is it used in any other rocket? Curve came from Felbourn a ways back in this thread, here: Also, here's the MM cache for the offending one: UrlConfig { name = SYSRB_25X23 type = PART parentUrl = SpaceY-Lifters/Parts/SRBs/SYSRB_25/SYSRB_25L23 url = SpaceY-Lifters/Parts/SRBs/SYSRB_25/SYSRB_25L23/SYSRB_25X23 PART { name = SYSRB_25X23 module = Part author = NecroBones scale = 1.0 rescaleFactor = 1.0 node_stack_top = 0.0, 11.5, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -11.5, 0.0, 0.0, -1.0, 0.0, 2 node_attach = 0.0, 0.0, 1.25, 0.0, 0.0, -1.0, 2 TechRequired = giganticRocketry cost = 7935 category = Engine subcategory = 0 title = SpaceY S223 Super Heavy Lift SRB manufacturer = SpaceY Technologies Corporation description = When Kerbodyne boosters just aren't enough, go with a wider design! This SRB is designed to balance lifting ability and burn time. tags = spacey moar (more motor rocket srb solid boost attachRules = 1,1,1,1,0 mass = 12.1 dragModelType = default maximum_drag = 0.3 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2200 bulkheadProfiles = size2, srf heatConductivity = 0.06 skinInternalConductionMult = 4.0 emissiveConstant = 0.5 breakingForce = 20000 breakingTorque = 20000 stagingIcon = SOLID_BOOSTER entryCost = 39675 MODEL { model = SpaceY-Lifters/Parts/SRBs/SYSRB_25/SYSRB_25L23 scale = 1.0, 1.0, 1.0 } EFFECTS { running_closed { AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 0.1 0.5 volume = 1.0 0.9 pitch = 0.0 0.5 pitch = 1.0 0.8 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_veryLarge transformName = smokeTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 } MODEL_MULTI_PARTICLE { modelName = Squad/FX/SRB_Large transformName = fxTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } MODEL_PARTICLE { modelName = Squad/FX/SRB_LargeSparks transformName = fxTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } } engage { AUDIO { channel = Ship clip = sound_vent_medium volume = 1.0 pitch = 1.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = fxTransform oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = ModuleEnginesRF thrustVectorTransformName = thrustTransform engineID = SYSRB25X runningEffectName = running_closed throttleLocked = True exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 5000 heatProduction = 100 useEngineResponseTime = True engineAccelerationSpeed = 3.0 allowShutdown = False fxOffset = 0, 0, 0.35 EngineType = SolidBooster PROPELLANT { name = SolidFuel ratio = 1.0 DrawGauge = True } atmosphereCurve { key = 0 289 key = 1 265 key = 7 0.001 } thrustCurve { key = 1.00 1.0 key = 0.05 1.0 key = 0.00 0.1 } PROPELLANT { name = SolidFuel ratio = 100.000000 DrawGauge = True } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 1 maxDistance = 80 falloff = 2 thrustTransformName = thrustTransform } MODULE { name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 0.75 useGimbalResponseSpeed = true gimbalResponseSpeed = 15 } MODULE { name = ModuleAnimateHeat animationName = SYSRB responseSpeed = 0.002 dependOnEngineState = True dependOnThrottle = True ThermalAnim = SYSRB useTemp = False } MODULE { name = FlagDecal textureQuadName = flagDecal } MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 60 CONSTRAINT { type = SITUATION value = 0 body = _NotHome prestige = Trivial } CONSTRAINT { type = SITUATION value = 0 body = _NotHome prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } CONSTRAINT { type = SPEED test = GT value = 0 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 600 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 0 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 900 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 300 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 1200 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } } MODULE { name = TweakScale type = stack defaultScale = 2.5 } MODULE { name = TestFlightInterop } MODULE { name = TestFlightCore maxData = 10000 } MODULE { flightDataEngineerModifier = 0.25 name = FlightDataRecorder_Resources flightDataMultiplier = 10 } MODULE { name = TestFlightReliability reliabilityCurve { key = 0 0.00015 key = 10000 0.00002 } } MODULE { name = TestFlightFailure_ResourceLeak weight = 32 resourceToLeak = random failureType = mechanical failureTitle = Tank is leaking initialAmount = 5 duRepair = 50 duFail = 25 perSecondAmount = 1 severity = failure } MODULE { failureTitle = Explosion! name = TestFlightFailure_Explode weight = 2 duFail = 400 failureType = mechanical severity = major } MODULE { name = USI_ModuleRecycleablePart Menu = Disassemble Part ResourceName = MaterialKits Efficiency = .5 } MODULE { name = tjs_EngineLight isDebug = true lightPower = 0.75 lightRange = 40.0 maxLightPower = 23.0 lightRed = 1 lightGreen = 0.88 lightBlue = 0.68 jitterMultiplier = 10.5 multiplierOnIva = 0.5 } MODULE { name = GeometryPartModule } MODULE { name = FARAeroPartModule } MODULE { name = FARPartModule } MODULE { name = Malfunction min_lifetime = 432000.0 max_lifetime = 43200000.0 malfunction_msg = On <b>$VESSEL</b>, an engine malfunctioned$NEWLINE<i>Overheating increased to $OVERHEATING</i> repair_msg = Engine repaired$NEWLINE<i>A powerkick did the trick</i> status_msg = $OVERHEATING Overheating } MODULE { name = KOSNameTag } MODULE { name = ModuleEngineConfigs type = ModuleEnginesRF techLevel = 7 origTechLevel = 7 engineType = S origMass = 12.1 configuration = SolidFuel modded = false CONFIG { name = SolidFuel maxThrust = 5000 heatProduction = 100 IspSL = 1.0000 IspV = 0.9950 throttle = -1 PROPELLANT { name = SolidFuel ratio = 100 DrawGauge = True } ModuleEngineIgnitor { ignitionsAvailable = 1 autoIgnitionTemperature = 800 useUllageSimulation = false } } CONFIG { name = SolidFuelSteadyDip maxThrust = 5000 heatProduction = 100 IspSL = 1.0000 IspV = 0.9950 throttle = -1 curveResource = SolidFuel PROPELLANT { name = SolidFuel ratio = 100 DrawGauge = True } ModuleEngineIgnitor { ignitionsAvailable = 1 autoIgnitionTemperature = 800 useUllageSimulation = false } thrustCurve { key = 0.00 0.01 key = 0.01 0.01 key = 0.20 1.00 6 -0.2 key = 0.95 1.00 0 0.0 key = 1.00 0.50 } } CONFIG { name = SolidFuelDecreasingDip maxThrust = 5000 heatProduction = 100 IspSL = 1.0000 IspV = 0.9950 throttle = -1 curveResource = SolidFuel PROPELLANT { name = SolidFuel ratio = 100 DrawGauge = True } ModuleEngineIgnitor { ignitionsAvailable = 1 autoIgnitionTemperature = 800 useUllageSimulation = false } thrustCurve { key = 0.00 0.01 key = 0.01 0.01 key = 0.05 0.50 0 0 key = 0.95 1.00 0 0 key = 1.00 0.50 } } } ModuleEngineIgnitor { ignitionsAvailable = 1 autoIgnitionTemperature = 800 useUllageSimulation = false } MODULE { name = ModuleFuelTanks basemass = -1 volume = 78751 type = Solid TANK { name = SolidFuel amount = full maxAmount = 100.000000% } } MODULE { name = FSmeshSwitch objects = SRB_Default;SRB_SLS;SRB_Titan;SRB_Black objectDisplayNames = Default;SLS-CDR;Striped;Black affectColliders = false buttonName = Next Paint Scheme previousButtonName = Prev Paint Scheme } } } Did some more testing, and it seems to definitely be something with the curves being bad/wrong/messed up. I hadn't noticed these until now, unfortunately. See screenshot below. Craft is probe core, antenna, clamp (behind) and SRB. SRB's thrust in the editor says 4591kN at sea-level. Obviously, the thrust is above that mark: So, yeah, it should explode with that thrust. I'm probably going to just have to roll my own curves or simply grab from RO what I can. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted May 31, 2016 Share Posted May 31, 2016 25 minutes ago, Raptor831 said: Curve came from Felbourn a ways back in this thread, here: Also, here's the MM cache for the offending one: Did some more testing, and it seems to definitely be something with the curves being bad/wrong/messed up. I hadn't noticed these until now, unfortunately. See screenshot below. Craft is probe core, antenna, clamp (behind) and SRB. SRB's thrust in the editor says 4591kN at sea-level. Obviously, the thrust is above that mark: So, yeah, it should explode with that thrust. I'm probably going to just have to roll my own curves or simply grab from RO what I can. I had a real nice curve editor for Unity editor 4 but it doesn't seem to work in the Unity 5 editor. (was a real nice, simple graphical editor where you could input the curve keys direct from ksp config files because they were in the same format) Quote Link to comment Share on other sites More sharing options...
Raptor831 Posted June 1, 2016 Share Posted June 1, 2016 On 5/31/2016 at 9:34 PM, Starwaster said: I had a real nice curve editor for Unity editor 4 but it doesn't seem to work in the Unity 5 editor. (was a real nice, simple graphical editor where you could input the curve keys direct from ksp config files because they were in the same format) This is what I'm working with now: It'll get the job done. It's a bit finicky, but at least I can get a visual on the curve. I did successfully try out one from this tool and it didn't blow up. Honestly, I'm not sure why my original curves don't work, since they should be leveled (key = 0.95 1 0 0), but apparently the curve is too steep at that point or something. Or Unity 5 changed the default tangents or interpolation. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted June 1, 2016 Share Posted June 1, 2016 58 minutes ago, Raptor831 said: This is what I'm working with now: It'll get the job done. It's a bit finicky, but at least I can get a visual on the curve. I did successfully try out one from this tool and it didn't blow up. Honestly, I'm not sure why my original curves don't work, since they should be leveled (key = 0.95 1 0 0), but apparently the curve is too steep at that point or something. Or Unity 5 changed the default tangents or interpolation. Oh gawd.... an in-game editor? And I guess you have to click the button to addd a key? You can't just paste in all your keys at once? That's how the editor plugin worked. And you could either manually enter tangents (or paste them in along with the entire curve list if it had them) or grab handles on the curve points and adjust them that way. (because it was really an extension of the editor's existing curve editor except that the plugin made it so you didn't have to actually be working with animations or anything) Quote Link to comment Share on other sites More sharing options...
Raptor831 Posted June 1, 2016 Share Posted June 1, 2016 13 hours ago, Starwaster said: Oh gawd.... an in-game editor? And I guess you have to click the button to addd a key? You can't just paste in all your keys at once? That's how the editor plugin worked. And you could either manually enter tangents (or paste them in along with the entire curve list if it had them) or grab handles on the curve points and adjust them that way. (because it was really an extension of the editor's existing curve editor except that the plugin made it so you didn't have to actually be working with animations or anything) Yeah, manual add/remove, edit each field manually. It also defaults to "0 0" tangents, so I can't see how KSP is interpolating the curve with no tangents defined, which is a bummer. But it's at least enough for me to see what the curves are doing and fix issues. Quote Link to comment Share on other sites More sharing options...
TrooperCooper Posted June 5, 2016 Share Posted June 5, 2016 My boil off is only happening when I am actualy focused on the related vessel. When I am not controling it / not in physics range it seems like I loose no fuel (or only super tiny ammounts - but I think those are lost upon loading the craft). Is that working as intended / as limited by the game? Or should I try re-installing? Right now I could easily pre-deploy a hydrolox Mars return stage at the red planet to get my Astronauts back home in the future... Another thing, @Starwaster, do you have any idea whether or not your heat pumps stuff is integrated / supported by RP-0? Quote Link to comment Share on other sites More sharing options...
Jmullin Posted June 5, 2016 Share Posted June 5, 2016 Not sure if I messed up installation or if it's a bug with other mods but my craft can seem to fire engines after they've docked with another craft. I get the vapor in feed lines issues even though I have a pressurized tank. I use RCS as ullage and I still can't fire the engine with plenty of ignitions left. Any ideas? Quote Link to comment Share on other sites More sharing options...
Starwaster Posted June 6, 2016 Share Posted June 6, 2016 (edited) 11 hours ago, TrooperCooper said: My boil off is only happening when I am actualy focused on the related vessel. When I am not controling it / not in physics range it seems like I loose no fuel (or only super tiny ammounts - but I think those are lost upon loading the craft). Is that working as intended / as limited by the game? Or should I try re-installing? Right now I could easily pre-deploy a hydrolox Mars return stage at the red planet to get my Astronauts back home in the future... Another thing, @Starwaster, do you have any idea whether or not your heat pumps stuff is integrated / supported by RP-0? Right now, boiloff is focus only. For awhile, there was code live that looked at how long a vessel was unloaded after you switched to it and did boiloff based on how much heat was leaking through and for how long. But I'm pretty sure that's disabled right now. Will go back at a later date and look at enabling it ... RP-0 is not referencing ModuleHeatPump at all. If you have Realism Overhaul installed then I think that stock radiators are configured to be able to keep things cool like cryo tanks but at a flat rate of electrical consumption. (which is fine I guess except that it doesn't take into account refrigeration requirements) 6 hours ago, Jmullin said: Not sure if I messed up installation or if it's a bug with other mods but my craft can seem to fire engines after they've docked with another craft. I get the vapor in feed lines issues even though I have a pressurized tank. I use RCS as ullage and I still can't fire the engine with plenty of ignitions left. Any ideas? Are you waiting until the engine icon is no longer red or yellow? (the staging icon should look just like any other icon without a red background to it) And, it doesn't matter that the tank is pressurized. If the propellants aren't properly settled then all the pressurization in the world won't help you. Edited June 6, 2016 by Starwaster Quote Link to comment Share on other sites More sharing options...
TrooperCooper Posted June 6, 2016 Share Posted June 6, 2016 4 minutes ago, Starwaster said: Right now, boiloff is focus only. For awhile, there was code live that looked at how long a vessel was unloaded after you switched to it and did boiloff based on how much heat was leaking through and for how long. But I'm pretty sure that's disabled right now. Will go back at a later date and look at enabling it ... RP-0 is not referencing ModuleHeatPump at all. If you have Realism Overhaul installed then I think that stock radiators are configured to be able to keep things cool like cryo tanks but at a flat rate of electrical consumption. (which is fine I guess except that it doesn't take into account refrigeration requirements) All right, guess I have to tie my hands to my back by myself. Thanks for the info. Quote Link to comment Share on other sites More sharing options...
Raptor831 Posted June 6, 2016 Share Posted June 6, 2016 @Starwaster or anyone else who knows: How does the RF boiloff play with the CryoEngines boiloff? Or should I just dump the CryoEngines code when playing with RF. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted June 6, 2016 Share Posted June 6, 2016 6 hours ago, Raptor831 said: @Starwaster or anyone else who knows: How does the RF boiloff play with the CryoEngines boiloff? Or should I just dump the CryoEngines code when playing with RF. If you have both installed then both are going to do apply boil off. (last time I checked anyway). RF certainly doesn't know about or care about CE and its behavior is unchanged. Quote Link to comment Share on other sites More sharing options...
Ant432 Posted June 10, 2016 Share Posted June 10, 2016 Help, for some reason this mod bugs Procedural parts and I can't edit tank shapes and set the diameter beyond 1.13m Quote Link to comment Share on other sites More sharing options...
blowfish Posted June 10, 2016 Share Posted June 10, 2016 (edited) 44 minutes ago, Antonio432 said: Help, for some reason this mod bugs Procedural parts and I can't edit tank shapes and set the diameter beyond 1.13m How do you know it's RF? Edited June 10, 2016 by blowfish Quote Link to comment Share on other sites More sharing options...
Starwaster Posted June 10, 2016 Share Posted June 10, 2016 1 hour ago, Antonio432 said: Help, for some reason this mod bugs Procedural parts and I can't edit tank shapes and set the diameter beyond 1.13m Post logs please. Consult the following thread if you don't know where your logs are. (and yes you have logs even if you're not experiencing crashes unless you disabled logging) Quote Link to comment Share on other sites More sharing options...
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