StoryMusgrave Posted October 6, 2015 Share Posted October 6, 2015 The cause of the issue I believe IS RealismOverhaul. While it doesn't touch the engine per say. RO does touch ALL engines by changing them from ModuleEngines/FX to ModuleEnginesRF, and I'm betting this is the cause of the issue. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted October 6, 2015 Share Posted October 6, 2015 The cause of the issue I believe IS RealismOverhaul. While it doesn't touch the engine per say. RO does touch ALL engines by changing them from ModuleEngines/FX to ModuleEnginesRF, and I'm betting this is the cause of the issue.Does RO recognize any overrides (as Deadly Reentry does with its leaveTemp setting)? Quote Link to comment Share on other sites More sharing options...
miyuruasuka Posted October 6, 2015 Share Posted October 6, 2015 (edited) Screenshot of the affected part please? (In the VAB I mean, showing the text you're referring to)The "4.0 kN" thrust value is essentially pulled out of some @$$. It also doesn't scale with different fuels. It's also wrong in asserting that the engine consumes LiquidFuel only: it consumes all sorts of fuels, and they all work properly, with the correct Isp even, but the thrust is always stuck at the totally wrong 4 kN value. Removing RealismOverhaul/RealFuels makes the bug disappear.Clearly something is forcing the engine to ignore KSPI when calculating its own thrust; however, scouring the whole GameData directory I couldn't find any ModuleManager patch patching over this engine specifically. KSPI also does set the thrust correctly *somewhere*: MechJeb thinks the thrust is the value given in the KSPI documentation, and thus is also massively confused. Edited October 6, 2015 by miyuruasuka Quote Link to comment Share on other sites More sharing options...
StoryMusgrave Posted October 6, 2015 Share Posted October 6, 2015 Does RO recognize any overrides (as Deadly Reentry does with its leaveTemp setting)?Not that I can see right now. What wouldn't be a bad idea is having the 'RSSROConfig = False' flag prevent the change from ModuleEngines/FX to ModuleEnginesRF to avoid a conflict such as this.- - - Updated - - -Clearly something is forcing the engine to ignore KSPI when calculating its own thrust; however, scouring the whole GameData directory I couldn't find any ModuleManager patch patching over this engine specifically. KSPI also does set the thrust correctly *somewhere*: MechJeb thinks the thrust is the value given in the KSPI documentation, and thus is also massively confused.Yeah, pretty apparent the change to ModuleEnginesRF is causing the issue. Quote Link to comment Share on other sites More sharing options...
miyuruasuka Posted October 7, 2015 Share Posted October 7, 2015 So if I understand correctly, there is no way of working around this issue unless ModuleEngineRF fixes its steamrolling over non-RO engines? Quote Link to comment Share on other sites More sharing options...
Starwaster Posted October 7, 2015 Share Posted October 7, 2015 So if I understand correctly, there is no way of working around this issue unless ModuleEngineRF fixes its steamrolling over non-RO engines?No, you aren't understanding correctly. This is what I said it was from the very beginning.That would likely be caused by whichever engine pack they installed. Real Fuels itself no longer alters engines. You need engine configs for that.ModuleEnginesRF isn't 'steamrollering' over anything. A set of configs is being applied to that engine and changing it to something that is not KSPI compatible. My original assessment stands. This isn't a Real Fuels issue. Quote Link to comment Share on other sites More sharing options...
miyuruasuka Posted October 7, 2015 Share Posted October 7, 2015 I'm not claiming it's a Real Fuels issue. As the other user said, it's probably because RealismOverhaul is "steamrollering" over everything. I was just asking whether there was a workaround (say, by config file) or not; I have no intention to blame RF.RO is weird in that it touches *every* engine whether there's a config for it for not, and somehow this touching breaks KSPI but not most other "non RO" mods. I'll post about this in the RO thread. Quote Link to comment Share on other sites More sharing options...
Guest Posted October 7, 2015 Share Posted October 7, 2015 A ModuleManager fix using :AFTER[RealismOverhaul] could correct it. Alternatively, edit the Realism Overhaul config file that sets the engine. Quote Link to comment Share on other sites More sharing options...
StoryMusgrave Posted October 7, 2015 Share Posted October 7, 2015 I think the best course of action is simply not having RO convert ModuleEngines/FX to RF to things otherwise not touched by RealismOverhaul.A permanent setting of RSSROConfig = False applied to KSPI engines along with the above should cure it. Quote Link to comment Share on other sites More sharing options...
miyuruasuka Posted October 7, 2015 Share Posted October 7, 2015 A ModuleManager fix using :AFTER[RealismOverhaul] could correct it. Alternatively, edit the Realism Overhaul config file that sets the engine.As I said, there's no specific config file that mentions the engine. StoryMusgrave's suggested hack (in the RO thread) of removing "RealismOverhaul/RealPlume_Configs/000_Generic_Plumes_Catchall/000_ModuleEnginesFixer.cfg" works perfectly for me.(By the way, why do I have to keep repeating that this is not due to RO having a broken config that changes the engine? This is a problem with RO attempting to convert everything to Real Fuels even for engines that already support RF fuel names using the stock fuel system, and has *nothing* to do with there being a config changing the engine.) Quote Link to comment Share on other sites More sharing options...
Guest Posted October 7, 2015 Share Posted October 7, 2015 As I said, there's no specific config file that mentions the engine.I am aware of that. Note that I suggested a config for :AFTER[RealismOverhaul] Quote Link to comment Share on other sites More sharing options...
StoryMusgrave Posted October 7, 2015 Share Posted October 7, 2015 (edited) (By the way, why do I have to keep repeating that this is not due to RO having a broken config that changes the engine? This is a problem with RO attempting to convert everything to Real Fuels even for engines that already support RF fuel names using the stock fuel system, and has *nothing* to do with there being a config changing the engine.)No, no, no. It is changing the MODULE which controls the engine. From the stock ModuleEngines or ModuleEnginesFX to a new ModuleEnginesRF that has additional goodies added by NathanKell, which is apparently is breaking KSPI. RO is in the wrong, it will be corrected. Let's just drop this. Edited October 7, 2015 by StoryMusgrave Quote Link to comment Share on other sites More sharing options...
Guest Posted October 7, 2015 Share Posted October 7, 2015 No, no, no. It is changing the MODULE which controls the engine.Yes, I'm aware of that. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted October 7, 2015 Share Posted October 7, 2015 As I said, there's no specific config file that mentions the engine. StoryMusgrave's suggested hack (in the RO thread) of removing "RealismOverhaul/RealPlume_Configs/000_Generic_Plumes_Catchall/000_ModuleEnginesFixer.cfg" works perfectly for me.(By the way, why do I have to keep repeating that this is not due to RO having a broken config that changes the engine? This is a problem with RO attempting to convert everything to Real Fuels even for engines that already support RF fuel names using the stock fuel system, and has *nothing* to do with there being a config changing the engine.)Except that it is a config changing the engine. What difference does it make whether it's being done specifically and explicitly to that engine or a config blanketing multiple parts.Think about it, you could have arrived at a fix hours ago if not for various arguments against what I said it was from the very beginning. Quote Link to comment Share on other sites More sharing options...
StoryMusgrave Posted October 7, 2015 Share Posted October 7, 2015 Sorry regex, not pointed at you. More to the user that found the issue. Quote Link to comment Share on other sites More sharing options...
ebigunso Posted October 7, 2015 Share Posted October 7, 2015 OK to end this conversation, I'll bring up a different problem.I seem to be having the fuel unstable issue too, that somebody previously reported. I remember that guy had the issue on launchers, but in my case this happened in orbit.I had a KW 2.5m service propulsion system on my craft with the dev version of Stockalike configs.The other engines I had on the craft (that was on a different stage) functioned properly, but this one in particular didn't work in this case. The fuel flow state for this engine rapidly changes to "Unstable" and never moves from there. Applying thrust from RCS doesn't make it go towards a stable state at all, and the suspicious part is that it never even goes to being "Very Unstable" but just stays unstable the whole time.This is not due to the RCS not having enough thrust, as my previous missions using the same craft design worked as I intended.Quicksave and Quickload didn't solve the issue.This phenomenon leads me to think there is some phantom force being applied by a bug, that holds the fuel in the unstable state. I will give a link to my output_log.https://kie.nu/2Ldg Quote Link to comment Share on other sites More sharing options...
Arte Posted October 8, 2015 Share Posted October 8, 2015 My game keeps freezing then crashing after this NRE spam:(Filename: Line: -1)NullReferenceException: Object reference not set to an instance of an object at RealFuels.ModuleEngineConfigs.StopFX () [0x00000] in <filename unknown>:0 at RealFuels.ModuleEngineConfigs.FixedUpdate () [0x00000] in <filename unknown>:0 Quote Link to comment Share on other sites More sharing options...
Starwaster Posted October 9, 2015 Share Posted October 9, 2015 My game keeps freezing then crashing after this NRE spam:(Filename: Line: -1)NullReferenceException: Object reference not set to an instance of an object at RealFuels.ModuleEngineConfigs.StopFX () [0x00000] in <filename unknown>:0 at RealFuels.ModuleEngineConfigs.FixedUpdate () [0x00000] in <filename unknown>:0 Think we need to see the entire log (output_log.txt or player.log if Linux/Mac). Your ModuleManager.ConfigCache file wouldn't hurt either.To Anyone interested in trying out new Real Fuels boiloff before it officially arrives:(this requires manually overwriting and you should only do this if you are comfortable with your file system and installing KSP mods by hand)https://www.dropbox.com/s/25hzx1lrlcw72w1/RealFuels_Boiloff_Revamp.zip?dl=1How to install:Open the zip file and copy the contents into your RealFuels folder. Overwrite when asked.What it does:It's updated to properly use latent heat of vaporization instead of an emperically determined loss rate. Tanks will also be properly cooled down by evaporative processes. Tank insulation is an actual thing now and uses a combination of modified part conductivity and an internally calculated method using Fourier conduction formula.The tank configs still need a tweaking pass; some tanks may boil off approximately twice as much as they should or half as much as they should. Only LqdOxygen, LqdHydrogen, LqdMethane and LqdAmmonia use the new boiloff process. There are still some resources that don't have vaporization values assigned yet and use the old loss_rate system.Updated using the latest official code.(my github fork: https://github.com/Starwaster/ModularFuelSystem/tree/Dev/Source ) Quote Link to comment Share on other sites More sharing options...
ebigunso Posted October 9, 2015 Share Posted October 9, 2015 (edited) Update on my issue, restarting the game hasn't helped with the situation. The craft's engine still shows the Unstable state and won't budge at all.The fuel state shows Unstable at first when you load, then it goes to Very Stable then quickly to Unstable again all before physics kicks in, and once physics are in and I can control the craft it's stuck there. I may as well have to abandon this mission and return the crew if RF doesn't bring a fix for this soon... Edited October 9, 2015 by ebigunso Quote Link to comment Share on other sites More sharing options...
StoryMusgrave Posted October 9, 2015 Share Posted October 9, 2015 ebigunsosd. Please provide a detailed scenario of duplication steps. I'd also like to propose that this may not be an issue with RealFuels but with the stockalike config itself. If this were a giant bug within RealFuels, then essentially anything that used it would not work. Since that appears to not be the case, then I'd look further at the engine config itself. Quote Link to comment Share on other sites More sharing options...
Svm420 Posted October 9, 2015 Share Posted October 9, 2015 To Anyone interested in trying out new Real Fuels boiloff before it officially arrives:(my github fork: https://github.com/Starwaster/ModularFuelSystem/tree/Dev/Source )Question about the RealTankTypes.cfg you have with it.Under deafault type your lqdoxygen entry has no loss rate is that inteded?name = Default highlyPressurized = False basemass = 0.000016 * volume TANK { name = LqdOxygen mass = 0.000014 utilization = 1 fillable = True amount = 0.0 maxAmount = 0.0 temperature = 90.15 note = (lacks insulation) }Then your crygen entry has no insulation parameter for lqdOxygen//CryogenicTANK_DEFINITION{ name = Cryogenic highlyPressurized = False basemass = 0.000019 * volume outerInsulationFactor = 0.025 TANK { name = LqdOxygen mass = 0.0000112 utilization = 1 fillable = True amount = 0.0 maxAmount = 0.0 temperature = 90.15 note = (has insulation) }Do you have something against lqdOxygen Starwaster??? Quote Link to comment Share on other sites More sharing options...
Starwaster Posted October 9, 2015 Share Posted October 9, 2015 Question about the RealTankTypes.cfg you have with it.Under deafault type your lqdoxygen entry has no loss rate is that inteded?name = Default highlyPressurized = False basemass = 0.000016 * volume TANK { name = LqdOxygen mass = 0.000014 utilization = 1 fillable = True amount = 0.0 maxAmount = 0.0 temperature = 90.15 note = (lacks insulation) }Yes, as I said, this replaces the old loss_rate determined boil-off. (though that might not have been as clear as I intended, but it's there in the first sentence.The reason for that, BTW, is that with the new KSP 1.0 thermodynamics, tanks and their resources can absorb heat at a rate that doesn't match the loss_rate determined rate. That being the case, even though we've had evaporative cooling for months now (pretty much ever since Real Fuels updated for KSP 1.0) it does no good because because the cooling didn't happen as fast as the heating. That's why I've been working on this, so that boiloff code will be up to snuff with our new thermodynamic system.Then your crygen entry has no insulation parameter for lqdOxygen//CryogenicTANK_DEFINITION{ name = Cryogenic highlyPressurized = False basemass = 0.000019 * volume outerInsulationFactor = 0.025 TANK { name = LqdOxygen mass = 0.0000112 utilization = 1 fillable = True amount = 0.0 maxAmount = 0.0 temperature = 90.15 note = (has insulation) }Do you have something against lqdOxygen Starwaster??? Uhm it DID have insulation.... HONEST! I'll have to go back and look for it. I think I see it sticking out of the sofa cushions.... I'll have it fixed soonish Quote Link to comment Share on other sites More sharing options...
ebigunso Posted October 9, 2015 Share Posted October 9, 2015 (edited) ebigunsosd. Please provide a detailed scenario of duplication steps. I'd also like to propose that this may not be an issue with RealFuels but with the stockalike config itself. If this were a giant bug within RealFuels, then essentially anything that used it would not work. Since that appears to not be the case, then I'd look further at the engine config itself.Right.Since I didn't have this issue for previous launches of the same craft, I can't say for sure what is the cause. But I'll instead post my save game so anyone who wants to test can take a look at it.The craft named "Lunar Mission Mother Ship" is the one in question.Also I'll put up my craft file so you can test that alone. For the craft you'll need KW Rocketry, HullcamVDS, BoxSat, COSMOS SSPP, Procedural tanks, Procedural Fairings, FASA Launch Towers, RealFuels and the Stockalike config for it.For the mods I have, there's a whole bunch so I'll put that inside a spoiler.1.0.4(Stock - Adjusted transmit science scaler for Accelorometer, Barometer, Gravitometer, Thermometer, Atmospheric Sensor. Increased average contract number to 20.)Active Texture Management (Agressive, w/ Naten's Configs & Original Configs)Advanced Jet EngineAlternate Resource PanelAstronomer's Visual PackAuto Pruner (pruned KW SRB,Stock Heat Shild, KOSMOS SSPP, RO Global Tank, RO Global Fairing) --Original Prune list: KOSMOS_SSPP, KW_SRB, RSCapsuledyne_Tank, Stock_Fairings, Stock_HeatShield, Renewed Stock Tanks list/RO Global Tanks list/Stock Wings list(incomplete)B9 Aerospace (Infodrive only/adjusted mass to 0.01)B9 Aerospace Procedural PartsBetter BuoyancyBoxSat (1.0.2 patched)ClampsBeGoneCloud Configuration for OPM (AST-Int)Community Tech TreeConnected Living Space (w/ Taurus HCV config)Contract Configurator (Field Research, Tourism Plus, Useful Space Stations)Contract Window+Crowd Sourced ScienceDeadly ReentryDefault ThrottleDistant Object EnhancementDocking Port Alignment IndicatorEditor ExtensionsEnhanced NavballEnvironmental Visual EnhancementsExtraplanetary LaunchpadsFASA Launch TowersFerram Aerospace ResarchFinal FrontierFlight Manager for Reusable Stages (1.0.2 ver)Heat Management (w/ Community Tech Tree patch)Hullcam VDSImpact!Infernal Robotics Rework (Core)K2 Command Pod (Ablator added)Kerbal Alarm ClockKerbal Attachment SystemKerbal Construction TimeKerbal Engineer ReduxKerbal Inventory SystemKerbal Joint ReinforcementKopernicusKopernicus ExpansionkOSKOSMOS SSPP (Fixed Node attachement direction)KSP TOTKW Rocketry (1.0.2 ver w/ community 1.0.4 patch) ==WAITING UPDATE==Near Future Technologies (Solar, Electric, Propultion, Decaying RTG, Low thurust Electric)Outer Planets ModPersistent RotationPlanet ShinePortrait StatsPrecise NodeProcedural FairingsProcedural PartsRaster Prop MonitorRCS Build AidReal Fuels (w/ stockalike config, realistic engine mass false)Real Chute (w/ Community Tech Tree Patch)Real Heat (WIP 2015/7/15)Real Plume (w/ Stock config)Remote TechSCANsatShip ManifestSimple Orbit CalculatorSmokeScreenStock Bug FixTAC Fuel BalancerTAC Life SupportTaurus HCV (w/ Community Tech Tree patch)Texture Replacer (w/ Rareden's Real 8k Skybox)Thermal MonitorToolbarTransfer Window PlannerTrajectories (1.0.2 ver)Tweak ScaleUSI Kolonization SystemsWaypoint ManagerHere's the files: Save Game, Craft FileI'll also post the Module manager cache for this specific engine if you want to take a look at that also.UrlConfig{ name = KW2mengineSPS type = PART parentUrl = KWRocketry/Parts/Engines/2mSPS/part url = KWRocketry/Parts/Engines/2mSPS/part/KW2mengineSPS PART { name = KW2mengineSPS module = Part author = KW Rocketry node_stack_top = 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 2 node_stack_top2 = 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.687, 0.0, 0.0, -1.0, 0.0, 2 TechRequired = heavyRocketry cost = 526 category = Engine subcategory = 0 title = KW Rocketry Hypergolic Service Propulsion System manufacturer = KW Rocketry description = A simple motor for small spacecraft that shares the same propellants as your reaction control system. Built for efficiency in a vacuum. Plume configured by RealPlume. attachRules = 1,0,1,1,0 mass = 0.59 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 breakingForce = 200 breakingTorque = 200 maxTemp = 1523.15 emissiveConstant = 0.8 stagingIcon = LIQUID_ENGINE entryCost = 2630 oldMaxTemp = 1531 tempMult = 0.994872632266493 MODEL { model = KWRocketry/Parts/Engines/2mSPS/KW_2mEngine_SPS_M scale = 1, 1, 1 } MODEL { model = KWRocketry/Parts/Fairings/UnifiedFairings/KW_Auto_2mSPSShroud scale = 1, 1, 1 } MODULE { name = ModuleEnginesRF thrustVectorTransformName = NozzleTransform engineID = KWSPSLE runningEffectName = running_closed exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 200 heatProduction = 95.5077726975833 atmosphereCurve { key = 0 330 key = 1 116 key = 3 0.001 } PROPELLANT { name = MMH ratio = 49.965541 DrawGauge = True ResourceFlowMode = STACK_PRIORITY_SEARCH } PROPELLANT { name = NTO ratio = 50.034459 ResourceFlowMode = STACK_PRIORITY_SEARCH } } MODULE { name = ModuleGimbal gimbalTransformName = NozzleTransform gimbalRange = 3 useGimbalResponseSpeed = true gimbalResponseSpeed = 15 } MODULE { name = ModuleAnimateEmissive ThermalAnim = GriffonEmissiveAnim useHeat = True lerpMin = 0 lerpMax = 750 lerpOffset = -150 lerpPow = 0.875 lerpOuterScalar = 1 lerpInnerScalar = 1 } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 4 } } MODULE { name = ModuleJettison jettisonName = 2mSPSShroud bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.4 maxDistance = 30 falloff = 1.5 thrustTransformName = NozzleTransform } RESOURCE { name = ElectricCharge amount = 2 maxAmount = 2 isTweakable = false hideFlow = true } MODULE { name = BBModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = MGFix plusEnabled = True } MODULE { name = ThermalMonitor } MODULE { name = TweakScale type = stack defaultScale = 2.5 TWEAKSCALEEXPONENTS { mass = 2.5 } } MODULE { name = USI_ModuleRecycleablePart Menu = Scrap Part ResourceName = Recyclables Efficiency = .8 } MODULE { name = USI_ModuleRecycleablePart Menu = Salvage Part ResourceName = SpecializedParts Efficiency = .4 } MODULE { name = GeometryPartModule } MODULE { name = FARAeroPartModule } MODULE { name = FARPartModule } MODULE { name = KOSNameTag } MODULE { name = ModuleEngineConfigs techLevel = 4 origTechLevel = 4 engineType = O origMass = 0.59 configuration = MMH+NTO modded = false type = ModuleEnginesRF CONFIG { name = MMH+NTO maxThrust = 200 heatProduction = 95.5077726975833 IspSL = 0.9600 IspV = 0.9500 throttle = 0 powerEffectName = Hypergolic-OMS-White PROPELLANT { name = MMH ratio = 49.96554100620262 DrawGauge = True ResourceFlowMode = STACK_PRIORITY_SEARCH } PROPELLANT { name = NTO ratio = 50.03445899379738 ResourceFlowMode = STACK_PRIORITY_SEARCH } ModuleEngineIgnitor { ignitionsAvailable = 24 useUllageSimulation = true autoIgnitionTemperature = 800 ignitorType = Electric IGNITOR_RESOURCE { name = ElectricCharge amount = 2 } } } CONFIG { name = UDMH+NTO maxThrust = 200 heatProduction = 95.5077726975833 IspSL = 0.9500 IspV = 0.9500 throttle = 0 powerEffectName = Hypergolic-OMS-White PROPELLANT { name = UDMH ratio = 47.82321899736148 DrawGauge = True ResourceFlowMode = STACK_PRIORITY_SEARCH } PROPELLANT { name = NTO ratio = 52.17678100263852 ResourceFlowMode = STACK_PRIORITY_SEARCH } ModuleEngineIgnitor { ignitionsAvailable = 24 useUllageSimulation = true autoIgnitionTemperature = 800 ignitorType = Electric IGNITOR_RESOURCE { name = ElectricCharge amount = 2 } } } } ModuleEngineIgnitor { ignitionsAvailable = 24 autoIgnitionTemperature = 800 useUllageSimulation = true } PLUME { name = Hypergolic-OMS-White transformName = NozzleTransform localRotation = 0,0,0 localPosition = 0,0,-0.84 fixedScale = 7 energy = 1 speed = 1 flareScale = 7 plumeScale = 7 flarePosition = 0,0,-0.84 plumePosition = 0,0,-0.84 } EFFECTS { Hypergolic-OMS-White { MODEL_MULTI_PARTICLE_PERSIST { transformName = NozzleTransform localRotation = 0,0,0 localPosition = 0,0,-0.84 fixedScale = 7 energy = 1 speed = 1 name = plume modelName = RealPlume/MP_Nazari_FX/ssmeflame2 fixedEmissions = false sizeClamp = 50 randomInitalVelocityOffsetMaxRadius = 0 randConeEmit { density = 1 0.2 density = 0.3 0.4 density = 0 0.7 } logGrow { density = 1.0 2 density = 0.1 2 density = 0.0 2 } logGrowScale { density = 1.0 0.0 density = 0.8 0 density = 0.46 0 density = 0.2 2 density = 0.1 3 density = 0.0 3 } linGrow { density = 1.0 0 density = 0.46 0.0 density = 0.2 5 density = 0.05 7 density = 0.0 8 } grow { density = 1 -0.99 density = 0.8 0 density = 0.0 0 } speed { density = 1.0 0.7 density = 0.46 1 density = 0.2 1.5 density = 0.05 1.8 density = 0.0 1.9 } emission { density = 1.0 1.5 density = 0.8 1.5 density = 0.2 1.7 density = 0.1 1.7 density = 0.05 2 density = 0.0 2.5 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 2 density = 0.3 1.7 density = 0.05 0.8 density = 0.0 0.7 } size { density = 1.0 0.85 density = 0.8 0.80 density = 0.2 0.65 density = 0.0 0.75 } } AUDIO { channel = Ship clip = RealPlume/KW_Sounds/sound_spsloop volume = 0.0 0.0 volume = 1.0 1.5 pitch = 0.0 1.0 pitch = 1.0 1.0 loop = true } } engage { AUDIO { channel = Ship clip = RealPlume/KW_Sounds/sound_sps volume = 1.5 pitch = 1.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } }} Edited October 9, 2015 by ebigunso Quote Link to comment Share on other sites More sharing options...
Starwaster Posted October 9, 2015 Share Posted October 9, 2015 Then your crygen entry has no insulation parameter for lqdOxygen//CryogenicTANK_DEFINITION{ name = Cryogenic highlyPressurized = False basemass = 0.000019 * volume outerInsulationFactor = 0.025 TANK { name = LqdOxygen mass = 0.0000112 utilization = 1 fillable = True amount = 0.0 maxAmount = 0.0 temperature = 90.15 note = (has insulation) }Do you have something against lqdOxygen Starwaster??? Actually I have to re-analyze that. It does have insulation, it's just in the TANK_DEFINITION. The O2 tank itself probably literally does not have its own separate insulation for that type of tank.The only one that probably really needs it is the H2 tank. In fact, you'll notice that the default H2 TANK originally said 'lacks insulation' but I added some in this revision. The reason for that is because in researching this I noticed that our space program has always insulated the hydrogen tanks while at the same time leaving the oxygen tanks uninsulated.Also, if you are trying this update, put a tank up with H2/O2 and you'll probably not see any O2 boiloff at all while the tank still has H2 in it. The reason for that is that it's getting chilled by the H2 tank's boiloff. (which I'm not sure is really even possible unless they're all common bulkheads, so just assume that they all are ) Quote Link to comment Share on other sites More sharing options...
Svm420 Posted October 9, 2015 Share Posted October 9, 2015 Yes, as I said, this replaces the old loss_rate determined boil-off. (though that might not have been as clear as I intended, but it's there in the first sentence.The reason for that, BTW, is that with the new KSP 1.0 thermodynamics, tanks and their resources can absorb heat at a rate that doesn't match the loss_rate determined rate. That being the case, even though we've had evaporative cooling for months now (pretty much ever since Real Fuels updated for KSP 1.0) it does no good because because the cooling didn't happen as fast as the heating. That's why I've been working on this, so that boiloff code will be up to snuff with our new thermodynamic system.Uhm it DID have insulation.... HONEST! I'll have to go back and look for it. I think I see it sticking out of the sofa cushions.... I'll have it fixed soonishSo would the entries for structural and ballon need the loss rate removed ?//StructuralTANK_DEFINITION{ name = Structural highlyPressurized = False basemass = 0.000039 * volume TANK { name = LqdOxygen mass = 0.000014 utilization = 1 fillable = True amount = 0.0 maxAmount = 0.0 temperature = 90.15 loss_rate = 0.000000005 note = (lacks insulation) }//BalloonTANK_DEFINITION{ name = Balloon highlyPressurized = False basemass = 0.000001 * volume TANK { name = LqdOxygen mass = 0.000014 utilization = 1 fillable = True amount = 0.0 maxAmount = 0.0 temperature = 90.15 loss_rate = 0.000000005 note = (lacks insulation) } Quote Link to comment Share on other sites More sharing options...
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