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Back in the days you could gather from the wiki that 1 mass = 1kg. People started trying to figure out fuel/water weight/density using that information, which caused the info to be removed, to stop further discussion on that topic. Go figure.
Just take a look at the snarky ticket made by the head developer himself which resulted in the wiki kg entry to be removed:
http://mcro.org/issues/view_issue/21635
There's also plenty of other elaborate and valid tickets concerning the electrical system amongst others, which have been shut down in a similar manner, with the canon of "it's a game first" as explanation as to why there's not more correlation to known physical terms and units.
And out of the blue we're getting modular engines where you have to control air/fuel ratio to reach desired stoichiometric at certain temperatures while electricity is still a simple value between 0 and 1.
Make of that what you will.
About the wiki, not sure if it's still maintained, since the last excellent fellow has left the community.
Now to your fluid issues:
These things tend to change without any mention in the changelog, so take it with a grain of salt.
My last findings were that all fluid ports can reach 150l/s transfer rate maximum, except fluid hose anchor and fluid connector. I didn't test valves or filters but they surely will affect the maximum transfer rate.
To increase that past 150l/s your best bet is to use fluid exhausts for fluid in/outlets and use a single pipe for transfer, since branching off limits the flow.
Parallel circuits are necessary to go past that.
For filling tanks with ocean water you can also use huge custom doors on the bottom to fill the tanks in excess of 10kl/s. Those custom doors are also disproportionately heavy compared to other doors, which also helps to gain more ballast.
You can always test limitations yourself, using a microcontroller, delta block and multiply the delta of the fluid level by 60 to get liters per second rate of change.
Sounds like I'll still need to do some port testing for pumping out. I really didn't want to have to make a test rig... but if wiki's are discouraged that much, then I guess I have no other choice. I'll be sure to test the fluid exhaust too based on your tip. Also multiple pumps.. I heard there's diminishing returns, but I also heard water pressure from depth hits a point where a single pump can't handle it. Or I could think of a workaround.. like a belly thruster to lift me to the surface so the pumps can empty again maybe.
You can use multiple dedicated circuits like this:
Fluid port on bottom of tank -> pump -> fluid port above sealevel
Should provide the fastest way to empty ballast tanks.
Unless you lift your sub above sealevel and open the flood gates, heh.
Gravity works on fluids, you can have a full tank at 10m height, with multiple empty tanks below, connected only with pipes and fluid ports, no pumps, fluid will accumulate on the bottommost tanks.
Also provides resistance when emptying and filling a tank, you want to use fluid ports on the bottom of a tank to drain it, and ports on the top to fill it, so pumps don't have to fight against pressure.
Multiple pumps might work better against pressure, never tested it thoroughly, since a depth of 20m already puts quite a strain on the pumps.
You can also add some kind of snorkel using winches, with fluid ports on the snorkel and just pump the ballast water out using the snorkel, can also be used to provide air for diesel engines.
If you need to pump out at depth, well you will find that you can get stuck at the bottom at some point and pumping will not help you.
The trick then is to use an exploit and put a couple of fluid nozzles around the inside of your boat (Hidden compartment) and pump the ballast water into those, as they turn it into a spray that effectively deletes the water, and will allow you to raise to the surface, although slowly.
With a large pump, I tested a regular small fluid port for both pulling water at surface level and output into a tank, and got numbers varying between 108-115 units a second. This is with about 11 length of pipes going to the ocean, and 1 length of pipe going to the tank. Changing the fluid port to a fluid exhaust, had about the same speed. Flow rate seems to change a little between each test, locking itself at a specific rate, and I'm not certain why, as each test is with the same rig in the same spot. Changing the fluid port to a large fluid port was about the same too.
I also tested the small/regular fluid pump. 75 to 81 units a second, and surprisingly used the same amount of power as the large pump, 0.343 swatts a second. Switching back to the large pump, resulted in a glitch where the next couple tests reported small pump numbers until I deleted a port then re-added it, which seemed to update the system to use large pump numbers. Very odd.
Continuing, I tested a small impeller pump with electric motor at 1:1 ratio, 53 u/s at 7.3585 sw/s, which was terrible. 2:1 ratio lowered both performance and power used, so I don't think the motor has enough torque for an impeller. Switching to large impeller at 1:1 ratio, the port glitch happened again and gave me small impeller results 'till I deleted the port and re-added it. After fixing it, I got 63 u/s at 3.7 sw/s to 4 sw/s, which still sucks but was at least better than the small impeller.
Summary: Large Pump spam seems to be the only real option, with dedicated pipes/ports resulting in 108-115 units a second per closed system, regardless of ports used.
Lastly, after reading @CMDR Sweeper's mention of using fluid nozzles to delete water, I tested that. It seems to work, but only at about 5 units a second per nozzle, regardless of nozzle location (tested the nozzle inside the same tank and tested outside spraying into the air). You weren't kidding about that "slowly" part.
Daisy chaining large pumps will let you get water overboard at greater depths, but at some point you will meet diminishing returns...
The nozzle trick will let you get away with it regardless of the depth, but you may have to put a lot of them to get the rate you want.
To this end, there is no convincing evidence of legitimate cooling with modular engines.. to me at least.
The good news is the old engines have survived mostly intact and they can at least survive the heat .