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realisru's Issues

Hydrate drills run too cold

Hydrate drills must be warm in order to melt hydrates>water effectively. They run cold, so they're very slow.

Picture

In addition: The hydrate>water melter is effected by engineers. When I made it standard efficiency at all temps for a temporary fix, a level 2 engineer will boost efficiency from 5% to 65%, but nothing else will be boosted (maybe the hydrate output, at 7% I don't think so though), rendering it fairly useless.

DumpExcess = False

Setting DumpExcess = False is fine on a generator with a solitary output and you don't want it running unnecessarily but it's not really appropriate for ISRU where you have a lot of interlinked resource inputs/outputs and some might be necessary for another ISRU process or it might not be. Case in point: trying to run a Sabatier for methane production but there's no room for the water that I don't really need so the process will fail outright. And it HAS to fail everytime unless you have a consumer that is using the water as fast or faster than it can be produced.

I've been doing some work on it and will likely do a pull request though I have to wonder if this is even being used? Did it ever see any serious player usage? Is there no point to me doing a pull request?

Empty Ceres-Dres.cfg causes PartTools to malfunction.

Well, the trouble is completely covered in title.
It's quite hard to work on new parts for RISRU while having RISRU installed cause PartTools to crash and Unity to hang.
Either delete that file or add something to it. (Deletion helps for sure - I cheked.)

Mars ISRU issues (For future work organization)

  • With these new mixes of rocket fuels coming available, I expect to need a number of new engines to support using them. Both higher and lower thrust engines than these, as well as with different mixing ratios (ie. Raptor reports 3.8) and even different fuels (Mars ISRU will support Ethylene, Methanol, and possibly Acetylene fuels)
  • In reality, you would probably use the tanks you bring liquid hydrogen in to later hold your output fuels. This would save on mass, since you don't waste any tank volume. In practice, ProcTanks don't currently support this, but would be the ideal mod to be expanded to support this functionality.
  • Boil-off will be tricky, but I hope that is easier to balance in 1.0.5. I currently just set boil-off to zero manually in my GameData\RealFuels\Resources\RealTankTypes.cfg for testing and prototype purposes.
  • Resource production while away from the craft looked promising, other than the flow issues.
  • Flow seems to be one of the simplest, but most problematic issues at the moment. If someone knows how to get fuels to flow past a decoupler (from lander ISRU portion up to ascender ISRU tanks) I would be forever grateful.
  • This is a specialized prototype part. In practice, I will likely peal off a part that produces fuel and oxidizer in the natural 2:1 ratio that Electrolysis and Sabatier together are locked to. I will then have a separate part for using RWGS & Electrolysis (https://en.wikipedia.org/wiki/Water-gas_shift_reaction) to produce the additionally desired oxidizer. That will (without any new code functionality) allow more flexible mixing ratio production, which may also be used to provide LOX for manned surface operation.
  • A very similar part to RWGS could produce water for surface ops using hydrogen brought from Earth as well. This would mean LOX & Water could be produced to support a manned mission using very similar hardware to that used to create Earth return fuels.
  • Having a timer (a la TACLS) that estimates how long it will take to fill the tanks at current production rates would be excellent. This is a desirable growth feature.

Tweakscale support?

As of right now on the 1.6.1 builds of RO/RP1, to produce any usable amount of fuel in a meaningful amount of time, a large number of parts are necessary. Whether with Tweakscale itself, or through preset scaled sizes like Infernal Robotics Next does it these days, it would be a big QoL feature for users and in-game performance to, say, only need 1 or 2 electrolysis units rather than spam huge arrays of them, connect different landed modules using KIS/KAS and massively increasing part count and resultant game lag because of it. Or, conversely, having a toggleable option to dump more power into a unit to increase its productivity (up to a certain point, providing you can radiate the heat away), but I'm not sure if that's based in any level of realism with the actual IRL processes this mod is based from.

Ice Drill & Liquefaction Array CFG Fixes

The Ice Drill is not drilling for ice/water; a change in it's config file is needed:

RealISRU\Parts\scienceDrill\part.cfg -> Ore to Water

The Licquefaction Array is not licquefying resources; a change in it's config file is needed:

RealISRU\Parts\MMparts\Refrigerator.cfg -> lqdHydrogen to LqdHydrogen (and same for all resources, i.e. LqdMethane)

The Licquefaction Array is not consuming EC - not fixed in the below updated CFG's.

I have attached the updated CFG files here.

Best regards :)

Question about Sabatier unit

https://github.com/KSP-RO/RealISRU/blob/master/GameData/RealISRU/Parts/HexAssembly/sabatier.cfg

Currently Sabatier unit produces not only methane and water but also incredible amount of electrical power: 300 kilowatts. With that powerful device you don't need any reactors for your fuel production facility because sabatier unit does all of that for you.

Is sabatier reactor really supposed to generate any electricity? According to wikipedia it rather require energy to work: "An optimized system of this design massing 50 kg "is projected to produce 1 kg/day of O2:CH4 propellant ... with a methane purity of 98+% while consuming 700 Watts of electrical power."

Liquefaction array doesn't work

Click on "Start liquefying Oxygen/Hydrogen/Ammonia/Methane", appropriate indication says "Operational " and nothing happens. Proper resources and storage space are provided (otherwise I'd get proper message in the indicator).
When operational the debug consol is spammed with:
[Exception]: NullReferenceException: Object reference not set to an instance of an object

My Install
KSP 1.0.5 Linux 64bit
Realism overhaul installed through CKAN (can provide full mod list upon request)

Let me know what else can I provide to help.

BTW. Love the mod idea mod and keep my fingers crossed!

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