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Found 13 results

  1. Hello there! I'm working at KSP mod that allows a player to upgrade parts. How to increase engine thrust by 15% or set a new value? Same with electricity generator. At the same time, also reduce fuel flow by 10% or set a new value. Here's an example: Basic engine Improved engine Thrust (kN) 200 230 Fuel flow (u/s) 16 14.4 EC generation (u/s) 10 12 Hope this information will be enough. Thanks in advance for your reply!
  2. Whats the difference of this and the huge "We want fuel hoses" campaign? Cant you place the external fuel duct outside on EVA using 1.11.1 construction mode?
  3. Hello everybody, So I spent a couple of hours yesterday building an asparagus-staged lifter for the Jeb's Junkyard challenge. When I launched it, I discovered to my dismay that all of the engines were able to reach all of the fuel equally and that each of my bundled stacks ran out of fuel at the same moment, no matter how I placed my fuel lines. Turning off crossfeed at the decouplers did not help. I then noted that there were now new right-click options for fuel management, and when I turned on the flow overlay I saw that fuel was flowing every which way, even though AFAICT the adjacent tanks were only connected via one-way fuel lines. So far, my fiddling blindly with these and my searches through this forum and the Wiki for an explanation of how all this works have been fruitless. Could somebody please point me to one if it exists?
  4. I've made plenty of stable and meta-stable rockets with stock fuel flow in my time, but while attempting a fully reusable career play-through I decided that this particular mechanic had to go. I'm aware of the workarounds using fuel pumps, tank locking, and even the TankLock mod being maintained by the illustrious linuxgurugamer: However, what I would really like is for rocket engines to just behave like jet engines, having the "resourceFlowMode = STAGE_STACK_FLOW_BALANCE" property which causes fuel to drain evenly from all of the tanks in the current stage. To that end I made a Module Manager patch with the following text: This should change the resource flow mode to the desired mode in all engines which use ModuleEngines or ModuleEnginesFX (every rocket and jet engine I've inspected the .cfg of), but it had no effect for me. I've only ever seen resourceFlowMode defined for jet engines (ModuleEnginesFX), and it's always defined as "STAGE_STACK_FLOW_BALANCE". Is this node simply not implemented for ModuleEngines, or have I made a silly mistake in my Module Manager syntax? Thank you.
  5. Hi, I'm trying to understand the fuel delivery overlay, and what the different number are telling me. I assume that the orange 'cubes' resent fuel tanks, green cubes engines, and the green wavy line represents the direction of fuel flow, but I don't understand what the effect is of changing the flow priority on different tanks, as changing them up or down does not seem to make much difference. Is there any documentation explaining what tweaking these settings is supposed to achieve? Thanks Paul
  6. Fuel flow seems to work differently in KSP 1.2 from prior releases - specifically, in prior releases if a rocket included two or more stacked fuel tanks, the fuel flow caused the tanks to drain from the top tank first to the bottom tank last. In 1.2 all tanks appear to drain at a rate that causes them to empty at the same time. Further, in prior releases, radially mounted fuel tanks that fed a central tank would drain to empty first, followed by the central tank. In 1.2, the central tank drains first, followed by the radially mounted tanks. Has anyone else noticed this? Is this an intended design change? If so, it has an adverse impact on asparagus staging.
  7. This is stupid. Rocket is mostly empty tanks so I thought I could use the tanks as part of first stage. Central tank, radial tanks for second stage engines, top drop stage and first stage, small SRB for twr at launch. My plan was simple let first stage use the upper drop stage, central tank and the 2.5 and 3.75m first stage tanks, second stage uses the 2.5 meter radial tanks who is not topped to finish gravity turn and circulate, then dock with fuel depot for more fuel for going to Minmus. Purpose of craft is to transport gold from an Minmus mining base to Kerbin, its heavy so I need the overpowered engines, drop tank is for Minmus accent and the return burn, its dropped before aerobrake. My problem is that the first stage will also drain the radial second stage tanks. Is it an way to avoid this? I have fuel lines from center tank to the radial tanks.
  8. Edit: Problem is solved. Hello all , I am not that new to KSP, but the last time I played was with version 0.90 (no mining resources, no new aerodynamics etc.) and I also still consider myself a noob with only ~170 flight hours, so I guess I could use some help and/or an explanaion of what is going on and what I am doing wrong, as it seems I don't understand the new fuel flow display/system somehow. I can't get the screenshots to be linked via the system here (probably because it's my first post and needs moderation), so I just put the links to them right into the text. FYI: I am playing vanilla KSP, no mods, advanced tweakables are on, and the decouplers in my screens are set to fuel crossfeed on. This is career mode on normal difficulty. Edit: also this is v1.2 So, I tried to design a simple Mun Lander with a bit more fuel for a Minmus Flyby after landing on the Mun. As you can see in this first picture, http://raventeam.de/resources/topsecret/ksp_fuelflow_withoutengines.png , the fuel flow is behaving wrong, at least that's what the display shows me. It goes from the right tank into the middle one and from there into the left one. That is without any engies underneath. With engines on the tanks (terrier for the outer tanks, Swivel for the core) the fuel flow still behaves this way, as can be seen here: http://raventeam.de/resources/topsecret/ksp_corelowprio_withengines.png I tried to fiddle around with the higher/lower priority settings, which doesn't seem to work, no matter if engines are under the tanks or not, also the staging doesn't seem to have to do with it. http://raventeam.de/resources/topsecret/ksp_corehighprio_withengines.png http://raventeam.de/resources/topsecret/ksp_corehighprio_withstaging.png I then put the fuel pipes onto the tanks, so it should flow from the outer tanks into the middle one. It seems to be ok and should work this way, but the display is still weird (to say at least). In these 2 pictures you can see the fuel flowing from the right tank into the middle one as if there were no pipes, and from the left one into the middle one it flows through the pipes. What's wrong with the pipes? http://raventeam.de/resources/topsecret/ksp_corehighprio_pipes.png http://raventeam.de/resources/topsecret/ksp_corehighprio_pipes_otherside.png Although this "pipe attempt" should work, I don't understand it, what am I doing wrong regarding those tanks, engines or whatever causes the fuel flowing from one outer tank into the middle and from the middle into the second outer tank, instead having the fuel flow from both outer tanks into the middle one? Or is this just a display error I should ignore (I don't think so)? Is it because of the tanks, are the tanks just wrong and not cappable of transferring fuel that way? If someone could please explain to me what is going on here and what's wrong with my setup, that would be nice.
  9. Couple of Questions about KSP 1.2 Fuel Flow & Satellite Designs I’m just wondering where do we access the new fuel flow in KSP 1.2, I tried to launch a rocket using the old standard Asparagus Booster Setup & the Rocket stalled short off launch. I know that I had plenty of fuel but it just stopped flowing. I’m not sure why except for the new fuel flow system is my only guess. Also I just need to know how antennas many per satellite in KSP do we need make a good communication system similar to NASA TDRS System (Tracking and Data Relay Satellites)? Plus is there a way to figure the Delta-Vee needed for an elliptical orbit so I can launch multiple satellites at once. Thanks,
  10. So I have downloaded 1.2... maybe I read something wrong somewhere so if I have please ignore my first question: 1, Fuel Flow display / overlay. I read on 'DevNote Tuesday' (and saw a dev picture) a few weeks back, maybe a month or more, that there would be a new fuel flow overlay in the build screens to show the direction & priority of fuel flow. I cannot find this option or see anything that looks like the screenshot I saw. Did this make it into v1.2 or have I misunderstood how this functionality works? 2, Low Res Textures (even when 'Fantastic' mode is set) My PC is good enough to max out the KSP settings so I run everything on the highest graphics settings. I noticed that some parts are worse than others but notably the large SAS module (the dark grey one) has some very poor texture quality even with the maximum texture quality mode enabled. I am aware that when you change this setting in the Graphics menu a restart is required but even then, yes they do improve but no where near what I would call 'fantastic'. I don't run 4K res or anything like that, just a standard 1920x1200. Is this normal or am I expecting too much? thanks,
  11. Forgive me sires if i still play in 1.1.3 but i want to reach Sarnus, Neidon and its friends (OPM) and 1.2 has not many mods updated, so im asking for 1.1.3. I have this "SSTO wannabe: But i got surprised when i noticed the Jets are taking part of it fuel from the center tanks. How can that be? How can i solve that without struts. Anyway, any advices of how to improve the craft?
  12. Alright, so before I make a support ticket outta this, does anyone know if the devs ever laid out clearly just how mono and xenon fuel flow is actually intended to work? I've recently learned a couple of recent of designs of mine don't work as intended, as it turns out the [STAGE_PRIORITY] fuel flow rule does not, as I thought, attempt to respect staging in order, working up the stage list as tanks empty or are ditched, but instead counts decouplers out from the root part and draws from every tank with the highest decoupler count, working down as tanks are dumped or empty out. Needless to say, this messes with my parallel-mount, pairwise staged fuel pod systems for needlessly-long-range vehicles. But the thing is, I don't actually know if it's a bug. If it's meant to work like that, I'll just have to redesign. If it's not supposed to do that, then I've a bug to report.
  13. So having done a bunch of work on a couple of puller-type ion craft designs featuring too many drop tanks, I've been reminded that neither major dv-calculating mod quite has a grip on dealing with drop tanks in STAGE_PRIORITY flow (xenon and mono) and will woefully underestimate a craft's delta-v, as seen here: Older screenshots, but I've confirmed it's not been fixed yet. I dug around the KER thread last week but couldn't find anything new regarding it since during the open beta, when I helped @Padishar isolate the issue -- so I must inquire: where precisely should I look or ask regarding the status of STAGE_PRIORITY fuel flow delta-v calculation? I sense it's probably an annoyingly complex problem with too many edge cases, and I don't want to just derp into the mod's thread asking for a progress update on a specific feature like a jerk. Are there defined channels for this sort of thing, or tracker I can follow?
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