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I use insulated pipes and polluted water as coolant. I only let it run above 10 degrees C. The radiator is used in space.
Am I doing something stupid? I think this is behaviour from the base game, not from you mod. But I can't figure out where I'm going wrong.
If it's the coolant just freezing in the pipes, how can I prevent this?
- added russian localisation by DarkEvil
and that takes a lot of time for making concepts and developing, something that is currently in short supply for me (that "in a few days" was written before I was fully aware of the scope)
additionally, that little time I have for modding is split between multiple larger projects already, namely porting the Duplicity dupe editor into the game in DSS, finishing Oni Retro Edition and the always looming space stations that still need hundreds of hours until completion
then I made this mod 2 years ago, I simply copied the "refined metals" recipe cost from skyrunners old (and disfunctional) radiator mod.
since then, it also used a flat (and pretty high) emissivity value for each built radiator, no dependent on the material
turns out - emissivity of metalls is fairly bad overall, with ceramics being much better, so simply turning on relistic emissivity values would severely nerf existing radiators.
- added chinese localisation by Chinchou
- fixed a crash issue with the temperature transfer
Anyways, Big Thanks for the mod !
And big thanks for carrying too !
- fixed a bug that led to a massive amount of unintentional heat deletion when using low shc materials
- added config option to revert to the old function for ^ for build compatibility
- added config option for radiation multiplier: this can be used to artifically increase/decrease the heat radiation efficiency
- radiators can now function at reduced efficiency if they are only partially exposed to space
- normal radiators can now be placed inside space stations from RE
it just so happens that the heat transfer method itself deletes a lot of heat based on (1-shc of the material) due to a missing multiplier
Your postet link explains it very well actually.
What he meant with the "SHC depending cooling" is a bit tricky.
He wrote that the "cooling time is longer, because of the energy stored inside"
But if you stay at the same temperatur, it is SHC independent.
(If you want to cool 1000kg of water from 70°C to 60°C, you have to:)
(Cool 1000kg of water from 70°C to 60°C and)
(Cool 800kg of aluminium from 70°C to 60°C !!!)
(In oni buildings have only 1/5 of the mass btw, so it is only 160kg alu)
If you want to make it roughly correct, it should be SHC TC independent, but!
This is oni ... There is so much magic heat generation/deletion happenig ....
Just changing the tooltip would be good enough, I think.
PS: The 'units' page from the oni wiki is really good, btw!
PS2: Your mod is really nice overall !
For the aluminium radiator it is correct.
(It cools ~0,1°C and displays ~4 kDTU cooling)
For the gold radiators it is not correct.
(It cools ~0,8°C and displays ~5 kDTU cooling)
Cooling water by ~0,8°C needs ~32 kDTU !
The tooltip is just wrong.
It would be nice for new mod users if you could change it.
You have a lot of different options:
1) Just disable the tooltip. (No wrong numbers will be displayed)
2) Change the kDTU to the right numbers.
(When gold radiates 32 kDTU away, it should display 32 kDTU)
3) Maybe rework the formular for cooling.
4) ?
But that is not the problem.
(And I should have explained it better, sorry)
The problem I had (and new mod users will have) is the display of the 'kDTU'
The tooltip from gold radiators display wrong kDTU numbers.
kDTU is a made up unit from oni for 'termal energy'
'termal energy' is a form of energy. So it should follow some rules.
If a system takes "4kDTU in" and gives "4kDTU out", it balances out.
The temperature will not change. Thats how it works.
(The 'units' page in oni wiki explains it better)
If you have temperature change, it gets a bit more complex.
Water has around 4 DTU/g/°C specific heat capacity (SHC)
That equals 4 kDTU/kg/°C. So for 1°C and 1kg you need 4kDTU.
For 10kg and 1°C it is 40 kDTU.
For 10kg and 0,1°C it is 4 kDTU.
(One full pipe has 10kg)
https://physics.stackexchange.com/questions/456738/how-does-the-heat-capacity-of-an-object-come-into-play-in-thermal-radiation
Due to the capacity being way higher, the temperature reduction with the same amount of kDtus radiated away is a lot smaller
thats atleast how the radiation is currently implemented.
A gold Radiator cools my saltwater by around 0.9 - 1°C
Why?
(Same loop right next to each other.)
(With a Liquid Tank right before)
Why does the golden one works around 10x better? Both should do around 4kDTU ...
Other had similar numbers. See other commends:
CuRaRe 16. Juli 2022 um 13:08
Kaedys 28. Juni 2023 um 23:36
space exposure inside rockets is a bit buggy if you construct it, it fixes itself on a reload
but thats just me thinking and knowing it would still freeze up if the radiator is -150 :/ so it might not be a good thing unless it can stop interacting or have some way of only allowing down to XYZ temp?
@mementh Why would you want to block the fluids from going it when it's off? That's easily one of the most annoying parts about an aquatuner, the need to run a bridge for when it's "off". In fact, there's a new mod on the workshop that fixes that silliness for the aquatuner. Now, the radiator does, I believe, continue to exchange heat with the fluid running through it even when turned off by automation, but it won't radiate heat anymore, so the only temperature difference you'd see is whatever difference there is between the fluid and the radiator when it is shut off. With the changes Sgt_Imalas just pushed, the output temperature of the fluid should be a very good proxy for the temperature of the radiator, so you can just slap a pipe thermal sensor on the output line and disable the radiator once it hits the temp you're looking for. The fluid will continue to flow, but it should not continue to cool down (assuming it's in a vacuum, of course).
- fixed thermal conductivity between liquid and radiator following insulated pipe logic
- fixed thermal mass not being taken into calculation
- improved performance of some internal methods
- replaced the thermal exchange formula with one that makes sense
I went back into the code to check a few things and found a few bugs with it - the whole heat transfer between liquid and radiator has been broken the whole time, making the whole buffer part not really functioning.
I will release an update soon that fixes that
Heat dispersion follows real life heat radiation physics, so the hotter the liquid (and with it the radiator), the more heat gets "radiated into space" (deleted)
the heat exchange between liquid and radiator is affected by the material and it equalizes over time, not instantly
if you want heat deletion for power, use a mod like https://gtm.you1.cn/sharedfiles/filedetails/?id=2713769536
I understand the logic behind the devs not implementing thermal radiation as a game mechanic since the asteroid would just freeze over, but it seems kind of silly having to spend so much time and effort designing your base just so your dupes don't get cooked.
I wanna play dammit
- Removed Medium Habitat with two radiators from rocket build menu (existing modules still work)
- added new radiator variant for rocket interiors that has to be placed next to a rocket interior wall