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And it seems I now have to make my own mod, since I've changed entropy calculation (inside this mod) for devices to account if they are placed inside closed rooms (i.e. furnace and some other devices do not cool down by radiation in a chambers, because they really shouldn't and definitely not at such speed, otherwise such radiation alone could burn anything in the vicinity to a crisp in a second).
I've tried implementing both of these features, limiting the power by 200w, but currently in testing. So, basically, when trying to push low pressure or near vacuum into high pressure, pumps becoming even less effective. Probably, would also want to limit air conditioner power draw.
Ideally, what we'd want is either pressure setting in pumps, or active pressure regulator (i.e. with a pump) and passive pressure regulator altogether. Either way, this mod needs an option with pump and pressure regulator. In some cases where back pressure is almost always going to be higher, the currently modded pressure regulator is ok, but that's not very frequent scenario.
www dropbox com /s/xs1x9hitsdnz7nh/AtmosphericRealismOverhaul.dll
(or dm them for now)
Rough instructions from a guy who is near clueless.
1. Download and install Visual Studio Community edition. Leave out the mobile and web stuff but install Unity game dev components.
2. Download plugin source and extract to %user%/source/repos/
3. Edit AtmosphericRealismOverhaul.cspro and change lines starting with <HintPath> to point to your game dll's. Probably a way to do this in VS but I don't know how.
4. Open AtmosphericRealismOverhaul.sln in VS and do a build.
5. plugin dll file will be dropped in bin folder along with lots of other stuff. Copy plugin dll to your BepinEx plugin folder.
6. Enjoy.
Volume pump power scale with the work applied to the gas, to be very specific. When you do from 10MPa to 40MPa it's a big pressure difference, but you're also moving a lot more moles than if the imput pressure where lower.
My recomendation for airlocks is to not chase perfect vacuum. give up on the cycle at ~1kPa and accept some loss/contamination.
The notes state "Volume Pumps & Advanced Furnace Pump power draw scales with compression work done to the gas".
Today I noticed a very high power draw when pulling from a ~10 MPa network into a ~40 MPa one, with the power draw decreasing as the "from" network pressure dropped. So does it scale with compression work (aka pressure differential) or with amount of gas moved per tick? I would have expected a lower power draw when the networks were similar pressure, with it increasing as the "from" network approached 0, or to have it be based purely on the output side pressure. I didn't make this a bug report because I think I'm just misunderstanding the intention :)
Also what is your reccomendation for making a reasonably fast airlock with the changes to active vents? Just more of them or is there a better method you've come up with?
1. Open Steam console (win+R: steam://open/console).
2. Run command to download previous release:
download_depot 544550 544551 5085088832022169075
3. Once the download is over (it will print where files were downloaded), disable the game auto-update and copy downloaded files over the game files.
See detailed guide here: https://www.makeuseof.com/how-to-downgrade-steam-games/
Others are:
- [M98BW] Creative Freedom Project
- Network Painter
I was using wall coolers because i find them less magical than AC in the game.
I wish you happy holidays :)
First i want to say i find it's a great mod.
Second, what do you think of introducing the real efficiency of cooling devices for Air Conditioner and wall cooler ?
In thermodynamic the efficiency is giving by T1/(T2-T1) where T1 is the temperature of the cooling source and T2 is the temperature of the heat source.
I am really annoyed by the game dropping the efficiency to 0 for a difference of 200°K for the wall cooler and air conditionner.
In reality for an example of 20°C for the cool source and 220°C for the heat source, effiency = 293/ (293+200) = 0.59. It's about 33 times less efficient than when it's a 1°C difference, so it's clearly not near 0.
Reducing/extending a pipe network:
1. Removes/adds moles of contained gasses (I don't know if this is a vanilla bug)
2. Doesn't affect the temperature despite changing the pressure
Note: the pressure changes correctly (like in vanilla) despite the aforementioned inversely proportional mole changes.
Example:
I had a pipe network at 794.9 kPa with 266 mols CO2, 47 mols N2, 8 mols O2, 230 mols X, 7 mols NOS and 550.6 temperature.
After I deconstructed one pipe, the pipe network ended up with 802.3 kPa, 262 mols CO2, 46 mols N2, 8 mols O2, 228 mols X, 6 mols NOS and the same temperature. This happens consistently when I remove pipes, while adding pipes does the opposite (affects pressure and moles, doesn't affect temperature).
because the speed at wich your lungs can replace the Co2 for oxygen comes into play now. with pure atmosphere, every breath will replace maximum amount of oxygen.
connecting pumps and things directly to tanks is just not doable as a mod, it would require a major redesign of how the game core treats connected atmospheres.