Jump to content

Search the Community

Showing results for tags 'fuel lines'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • Welcome Aboard
  • Kerbal Space Program 2
    • KSP2 Dev Updates
    • KSP2 Discussion
    • KSP2 Suggestions and Development Discussion
    • Challenges & Mission Ideas
    • The KSP2 Spacecraft Exchange
    • Mission Reports
    • KSP2 Prelaunch Archive
  • Kerbal Space Program 2 Gameplay & Technical Support
    • KSP2 Gameplay Questions and Tutorials
    • KSP2 Technical Support (PC, unmodded installs)
    • KSP2 Technical Support (PC, modded installs)
  • Kerbal Space Program 2 Mods
    • KSP2 Mod Discussions
    • KSP2 Mod Releases
    • KSP2 Mod Development
  • Kerbal Space Program 1
    • KSP1 The Daily Kerbal
    • KSP1 Discussion
    • KSP1 Suggestions & Development Discussion
    • KSP1 Challenges & Mission ideas
    • KSP1 The Spacecraft Exchange
    • KSP1 Mission Reports
    • KSP1 Gameplay and Technical Support
    • KSP1 Mods
    • KSP1 Expansions
  • Community
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
    • KSP Fan Works
  • International
    • International
  • KerbalEDU
    • KerbalEDU
    • KerbalEDU Website

Categories

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


About me


Location


Interests

Found 6 results

  1. ColorFuel Lines (aka Colorful Fuel Lines) This is a very simple mod pack, simply adding more color choices for fuel lines., as a tweakable option. WARNING: Upgrading to 0.2 from 0.1 can be save-breaking for vessels using the 0.1 fuel lines. To edit your save manually, change all references to "CFLfuelLine(color)" to "fuelLine" (note the capitalization). Part of the NecroBones suite of mods, that work nicely together: Modular Rocket Systems (stock-alike parts pack, NASA-like alternatives, and filling the gaps) SpaceY Heavy Lifters Parts Pack (stock-balanced large rocket parts, 5m parts, large SRBs) Color Coded Canisters (replacement models/textures for stock fuel tanks: prettier, cleaner, and diameter color-coding for the tank end-caps) Fuel Tanks Plus (collection of large stock-like tanks with Color Coded Canister style) ColorFuel Lines (color-selctable fuel lines) Lithobrake Exploration Technologies (lander parts, large chutes/legs/ladders/etc) Required Dependencies: ModuleManager Firespitter "Core" or InterstellarFuelSwitch "core" (only the DLL is needed from either) DOWNLOAD: SpaceDock or necrobones.com License: This mod's custom components (except the textures) are being shared under the CC-NC-SA license: http://creativecommons.org/licenses/by-nc-sa/4.0/ The textures are modified versions of Squad's fuel line texture. Therefore they should be considered Squad derivatives. Revision History: 0.3.3 (2018-03-12) - Tweaks. - Updated download link in readme to Spacedock instead of *. - Removed included copies of MM and IFS. 0.3.2 (2015-11-09) - Small fix. - Changed MM config to work with InterstellarFuelSwitch as well as Firespitter. 0.3.1 (2015-07-13) - Small bug fix. - Corrected the White/Grey naming displayed in the context menu. 0.3 (2015-07-09) - Color tweaks, etc. - Changed "orange" to more closely resemble the orange tanks. - Brighted the arrows on the "black" fuel line to be a lighter grey. - Added README. 0.2 (2015-07-07) - Rebuilt Alpha - Added two new colors, Grey & Purple. - Converted textures to DDS format. - Changed to a tweakable on the stock fuel line, rather than separate parts. - Now requires ModuleManager and FirespitterCore to function. - WARNING: Save-breaking when upgrading from version 0.1. 0.1 (2015-07-07) - Initial Alpha - First release.
  2. I've managed to land on Eve using Matt lownes recent eve tutorial as a guide. My lander has a 2 stage core along with 6 external tanks designed to drain sequentially, jettisoning in pairs from the central core, each feeding into the next tank and then to the core. However, for some reason once the 1st pair have drained it skips to the core tank whilst all the other tanks remain full. I've reloaded the save several times and the only way I can get it to drain in sequence is by shutting off the core whilst enabling crossfeed on the decouplers. Fuel flow priority has no effect Any ideas?
  3. In the most recent version that I am playing, 1.4.1, I can't seem to figure out how to set fuel flow priority. I had in 1.3.1, but now something is scrambled. Fuel lined don't seem to be working correctly either. They have a mind of their own, only pumping fuel in some configurations, which is a real pain. Is this a bug or am I doing something wrong?
  4. Please revert the change from 1.2 to radial decouplers (TT-38K, TT-70, Hydraulic Detachment Manifold) that prevents the 'toggle crossfeed' from showing/working on radial decouplers until one has researched the Fuel Systems node. I actually thought this was a bug because it used to work before, and all other decouplers/separators/docking ports have the 'toggle crossfeed' option at all times, including the TR18-A stack decoupler which is available even before the TT-38K. Only after searching the forum I discovered this was introduced on purpose during the 1.2 update - the rationale we got for adding this weird exception was as follows: I do not understand why adding this strange exception was considered necessary in the first place: fuel lines have their own use cases that do not depend on decouplers being able to crossfeed or not (for example, 'proper' asparagus staging requires the one-way fuel lines if you want radial stack engines to cut off when they've expended their 'own' fuel, instead of continuing to feed off the other stacks due to crossfeed across decouplers being bidirectional). But disregarding any possible explanation that I can't think of, the way it's implemented now it completely fails to achieve the intended goal, since the FTX-2 fuel ducts whose 'relevancy' is supposed to be protected by this exception are not unlocked until that exact same R&D node! In other words: the fuel lines do not even become available at all to be or stay 'relevant' in any way... until the exact moment when the 'toggle crossfeed' option on radial decouplers is unlocked; which according to the logic used to introduce this change, makes them immediately 'irrelevant' as soon as they are available. So, hereby a heartfelt plea to please undo this weird exception that obviously does not actually do what it was intended to do (while adding limitations to the possible uses of the early radial decouplers). Alternatively, if reverting this change is absolutely out of the question... at least move the FTX-2 fuel ducts to a much earlier node (I suggest the same node as the radial decouplers, since them not allowing crossfeed yet would be the main use case for the ducts), so they actually have a chance at 'being relevant' during some time until the radial decouplers are deemed worthy of 'toggle crossfeed'.
  5. So I have a couple of questions about fuel lines in 1.2. Its my understanding that with the new fuel flow system, you dont really need fuel lines at all anymore? Or whats the purpose of them now that apparently, you can just set up asparagus staging without actually running lines? Or what am I missing? Discuss.
  6. hey I'm currently working on a interplanetary ship, to fly to Jool. My plan is to have multiple launches and dock the ship together in Kerbin Orbit. I have send up a Fuel Tank with docking ports so far. Now I'm gonna send up my engines and dock them. My question is: Does fuel transfer threw docking ports or do i have to connect it in some other way in order to have the fuel reach teh engine? Thanks in advance
×
×
  • Create New...