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Found 29 results

  1. I love putting the RE-M3 "Mainsail" Liquid Engine in my rockets, but since it's the heaviest are there any best liquid fuel engines for first stages out there? (no mods please) I use the 'Skipper' Liquid fuel engine for my second stage.
  2. A continuation of a continuation Previous thread, Original thread. Thanks to Gaius and Geordiepigeonowner. This mod lets you assign "pump levels" to fuel tanks (and more!). Higher-level fuel tanks will flow automatically to lower-level tanks. Equal-level tanks can be set to balance automatically. Compare and contrast with TAC Fuel Balancer and PWB Fuel Balancer. The stock fuel priority system in KSP 1.2 controls how fuel is drained by engines. It never moves fuel from one tank to another, which is what this mod does. Download for KSP 1.2: Curse, SpaceDock, Github Download for KSP 1.2.2: old version at Github Download for KSP 1.1.3: old version at Github Sources: Github License: GPLv3
  3. Ever wonder why you can't use the hydrogen you can harvest with Nils277's Kerbal Planetary Base Systems to power Nertea's Cryogenic Engines? Wound up with excess LH2 and yet somehow you can't power your TAC Life Support Sabatier reactions so now your kerbals are dying of thirst? Hydrogen Compression is a simple way to work across these, and other related mods. Now, your 1.25m and 2.5m Convert-O-Trons can compress hydrogen into liquid hydrogen, evaporate liquid hydrogen into a gas again, or even choose to refine ore into gaseous hydrogen instead of liquid. As of version 2, it now also handles oxygen (liquid/gas, ore processing), and flags. If you're inclined, feel free to pick it up. Hosted on Curse, Spacedock, and theoretically on CKAN.
  4. I thought of a great concept for a mod, but realized everything i had to do to make it and realized "Damn, this takes too much work", and need a lil' bit of help with making it a reality. My Idea is to make a fuel tank that can hold more than its share of fuel. "One day, While Daquan Kerman was working on his new Experimental Engine, The Black Hole Drive, accidentally failed miserably, instead making a fuel tank. He soon realized that this fuel tank was holding way more fuel than should be possible. He took this new tank, and hoping that it would return the fuel put into it, Succeeded in creating the BH001 Black Hole Tank. Unfortunately, Due to its shape, it happens to be an aerodynamic nightmare. The other difficulty's with the tank, it retains all of its mass, and requires power to keep its fuel accessible. he soon realize it would work well for Planetary bases and refueling stations, and began marketing immediately." Its About 3.5 meters wide, and in the shape of a D20, and requires 20 EC/s. I think it should, at max hold about 10,000 fuel (LF with the correct proportion of Oxidizer). I want it to retain its mass so people don't launch it as a main engine and give it a base mass of 15-20 Tons. I also want to make one for ore. BTW I really like my stories (the Part Desc.) and would like to keep them if at all possible. The other two stories follow "After have made more than a usable amount of money off the BH001 Drive, his assistant questioned why Daquan had put the 001 after BH. Daquan also wondering this, headed out to the back of his office to the original BH Tank, Decided to throw a rock into it and see what happened. Surprisingly, it went in. Daquan, borrowing a truck from one of his employees, decided to see how much would fit, and again found it held way more than an object its size should. He quickly patented the BH002 Ore Tank, bought that employee 3 brand new trucks, and began selling again." I think the LF/O tank should be a 550 science, and the Ore a 1000. comment if your either interested in coding, or just want to see this come into existence.
  5. I was wondering if someone figured out a formula that would predict fuel consumption in a flight around the world. I already have the required numbers needed (0.30/s fuel, ~200/ms, Altitude of 2,000 m). Is there any available formula or technique for finding the required fuel?
  6. The title says it all. (Seriously though, my mission to TRAPPIST-1 is doomed if I can't find it)
  7. Following up from a thread in gameplay, my suggestion for the next release is a revision of the fuel transfer mechanism. Instead of the rather rudimentary ALT+click to fill a tank, you should be able to specify how much fuel/ox/monoprop you would like to transfer. This could be acheived (I'm guessing) by making the fuel/ox/monoprop sliders manually adjustable, as they are in the VAB. It would also be helpful to be able to lock liquid fuel and oxidiser together so you could transfer in the right ratio. Another option might be to be able to specify how much fuel you would like to transfer from tank A to tank B (eg manually enter a value - say 30 monoprop - to be transferred. There may already be a mod that does this, but as someone who tends to play stock, it would be nice if it was included in the main release. KSP is a stupendous game, good work devs!
  8. I've built a vessel to mine fuel on Minmus and return it to a tanker in LKO. I did my mining, flew back to LKO and transferred all my fuel into a big orange tank - all fine so far. I now want to transfer a small amount back to my mining vessel, equally distributed between some radial fuel tanks (with equal amounts of fuel and oxidiser) but this seems very difficult to do. I only want to transfer enough back to get back to the surface of Minmus, but it seems fiddly to get an exact balance of fuel between tanks so that weight distribution is equal. Any tips? I'm using stock and career mode. Ideally, I'd like to able to predetermine the amount of fuel/ox to be transferred into a specific tank... Thanks!
  9. This is the first real mod I would like to build: something to really take advantage of any and all oceans. I normally spend my KSP time making sci-fi ships and overblown stations or bases and try to harness resources in unconventional ways--and spend more of that time testing things than doing missions with them. I love the concepts of producing fuel from [resources; situations] other than [Landed; Ore] and you'll be seeing the fruits of this knowledge in the mod that I'm helping to develop: Galileo's Planet Pack. But before that mod is finished (at least, it reaches release 1.0), I want to expand on or complete this exact knowledge and develop my own little thing to gift to everyone. I've tried to build boats and in my experience it's bothersome that feature-filled sea vessels or simply any that can go far need to be super-massive or have a support craft deliver fuel to them [such as amphibious crafts taking the Elcano challenge], and I've tried to build things that can refuel themselves in ocean, especially Kerbin's ocean. The Karbonite mod has parts for this but Kerbin itself is very scarce in karbonite and I don't want to hack that and theoretically poison the planet with karbonite. Then again, kerbal oceans might as well overflow with that instead of typical salts. They can get the salt for their non-sweet snacks from some other place. Outline and Progress The method/intention is this: I want to utilize the IntakeLqd and Water resources, add these capacities to all intakes and stock LF tanks, augment air-breathing engines (especially the low-altitude turbofan type) to use IntakeLqd and Electricity, and I would like to have LF, LFO, LH2 options facilitated via Electrolysis in the Convert-O-Trons. I've already taken a few shots at it but I'm not seeing any hint of progress yet. I've produced 5 config files so far but they're little more than scraps with the tweaks I hope for and attempted clones of the Whiplash engine and short Mk2 LF tank, and attempt to add modules to all intake and ISRU parts. The mods that have inspired me are @5thHorseman's MM patch collection (namely the ISRU Ablator patch), @MatterBeam's SimpleConstruction mod (stockifies EL), and @Nertea's Near Future Propulsion: I've lovingly made ships that run on only ArgonGas and with atmo scoops they can refuel while landed--no drills, no worries about landing where the resource is scarce. Goals The purpose of this mod is to provide a stockified or stock-based means to make Kerbin's ....(and yeah, Laythe's oceans!) very useful: to provide a whole new mining experience, and make it easier for boats and amphibious vessels to run much longer--run as long as their batteries are charged, and to refuel while splashed down while keeping the Vanilla rating high: if this mod goes absent, no ships get crippled, no kerbals go MIA.
  10. Hello, this is my first post, so please be nice to a noob I am on my first career in KPS (well actually my first anything at KPS in general) and I've been able to get to both the Mun and Minmus. Next planned step is a round trip to Duna, but the next transfer window is 230 Kerbal days from present time. So I decided to try and build some orbital stations in the meantime, to fully explore the two Kerbin moons and maximize midgame science. The question is: what is the most efficient way to bring fuel to the orbital stations? I read somewhere that is better to send big empty tanks and make multiple flights with small tanks to fill the big ones. I made some calcuations, though, and noticed that in many cases (i.e. same brand) there is no difference in the full/empty ratio for liquid fuel tanks. So what's the point of sending many small filled tanks in different flights instead of a minor number of flights with big filled tanks? Consider I can only send FL-T and Rockomax with my present science level... Second question: since I planned to build orbital stations orbiting both moons, either for the fun of it and to help with ground exploration, is it worth to build an additional 'starting' orbital station over Kerbin? Thanks
  11. I'm trying to work my way up the tech tree towards space planes, because my designs tend to require a fuel stop in Kerbin orbit. But until I get there, I have to make do with wasteful trips to my station at 250km. I've considered building an ore refinery on Minmus, but it sounds like a lot of work. I have a design that delivers about 1,700 units of Liquid Fuel (and matching Oxidiser) at a price of 47.9 per unit. I tried experimenting with recoverable rockets, e.g. by adding 12 parachutes to my design, but the recovery cost didn't make any sense when return costs were factored in (500 liquid fuel left in for deceleration, plus apoapsis/mass losses on the way up due to the parachutes). I was getting about 10,000 - 15,000 recovery. I challenge you to do better, my refuel ship is attached! (has an Engineer Redux) This translates into 75.85 / unit at 100km orbit of the Mun (I can send 6480, with 4092 arriving).
  12. Is there any mod out there that allows the storage of any kind of liquid/gas-based fuel in all types of containers that previously were only capable of holding a single type? For instance that mod would allow the storage of monopropellant in fuel tanks that are strictly for liquid fuel and the other way around. Using the search engine looking for "fuel" yielded over 120 pages worth of mentions of that particular word and I couldn't come up with any better search term. I am asking for this because I am playing science mode and I lack certain container sizes for certain fuel types. I could probably easily satisfy that requirement would I be playing regular sandbox which in turn leads me to question the soundness of my request in the first place.
  13. I currently can't afford to get Kerbal space Program, so I'm messing around with the demo. Is there a way to have infinite fuel on the Demo version? I know there is a debug menu but I'm pretty sure it's only on the full game.
  14. Hello! In short, recently I created a heavy rover and a tanker ship in the career mode. When I landed the both on Minmus and docked them together, I suddenly discovered that I cannot transfer fuel+oxidizer from the rover (any of its 2 tanks) to the tanker ship (any of its 2 tanks) or vice versa. I still can transfer monopropellant between those, and I can transfer fuel+oxidizer between tanks of the same vessel, but when I try to do that between the vessels, no "In" and "Out" buttons appear. I've restarted the application, have docked and undocked the vehicles - and apparently nothing helps, which brings my Kerbol system exploration to a halt. I am attaching an archive with relevant screnshots, the save file, the vehicles and some technical data. My game version is a 64-bit Windows one from Steam. Thanks for help.
  15. I'm about to send up my first refuelable vessel in 1.2. I know the fuel transfer rules have been changed (I got bit by that at one point trying to transfer between tanks), but I wasn't sure exactly how. I experimented with the fuel overlay and found things marked in green that I didn't think should be. Okay, I figured, maybe the overlay doesn't mean what I think it means. So I built something I was pretty sure wouldn't fly but that looked OK in the overlay, and rolled it out on the launchpad. And got this: pretty sure that didn't work before, and I'm not sure if it's supposed to now. It's certainly ridiculous. Is this a bug? Or intended behavior?
  16. There is something I'm not getting about fuel flow priorities; check my Munar Flyby Mk I vessel: Fuel priority values are, from top to bottom: 17, 18, 19 and 20. The same for every stack. Looking at the arrows of the fuel flow, it seems like the bottom tanks get drained first, and then two of three immediately on top of them, and then repeat all the way until the leftmost stack is drained the last, from top to bottom. But in reality, what happens is that all three stacks are drained simetrically, from bottom to top. So; looks like fuel priority numbers are showing the real flow, but arrows are not. Am I right? Anyone out there as confused as me?
  17. Hi ! I browsed a bit about different liquid fuels when I searched about the methane-lox propelled Raptor engine after IAC 2016. I wondered what kind of propellants will fuel the future rockets and found many interesting things, like this weird Hydroxylammonium nitrate developed by Nasa as a mono-propellant. There is also this rocket fuel, called DMAZ, which stands for 2-Dimethylaminoethylazide and is studied to replace the very toxic UDMH. The DMAZ is hypergolic with NTO, denser than UDMH (933 vs 791), have a little bit less Isp at sea level (283 vs 285, theoretically) and a good ignition time of 64ms with NTO (although higher than UDMH and MMH). Against UDMH, the most important point is that DMAZ isn't carcinogenic. It can also works well with H2O2, with a high density impulse of 360.2s and a correct Isp of 280.8s, but the mix is not hypergolic. Source :, and
  18. Hello everyone. I was playing KSP and then I had this bug : my third stage engine doesn't work even if the fuel tank is full. I tried to restart my game and my computer, but it's still not working. The bug starts when I get out of the athmosphere. It says that the engine is on but the fuel doesn't flow. I can't play anymore with that bug! If you know how to fix this, please reply. Thank you very much.
  19. i have recently updated KSP and some available mods to 1.1.3. I have the interstellar fuel switch mod downloaded which i am thinking is the problem. this is because during startup of KSP, windows popped up saying that the mod needs to be updated. the annoying thing was i had already updated it from spaceport. So i decided to delete interstellar fuel switch by search it in the Squad game data folder. i deleted the file and then about three other items that were white. i don't know if it even relates or the whole thing is just a minor bug. Any help is extremely appreciated as i love the game.
  20. It's been bugging me for awhile that, while larger, the Mk2 short liquid fuel fuselage has the same amount of fuel than the Mk1 one. Shouldn't it have a little bit more than that? If it doesn't, there's really no big advantage in using it instead of a Mk1.
  21. Simple mod that adds config files to enable changing of the fuel types for stock fuel tanks. Download SpaceDock Disclaimers Requires: Module Manager Re-distributes: Interstellar Fuel Switch by FreeThinker Re-distributes: Community Resource Pack by RoverDude
  22. The past few weeks I've been trying to make spaceplanes for other users on Kerbal X. As such I've been restricting myself to designs that require no mods whatsoever to fly, but the problem I'm hitting time and time again is fuel balance. As you may be aware , all jet engines in game drain fuel evenly , from every tank in the vessel. If your plane is down to 50% internal fuel, every tank onboard will have 50% of it's full capacity, regardless of size. Eg. your FAT-455 airplane wing will now have 300 LF out of 600 max capacity, whilst your mark 0 fuselage will now have 25 out of 50. Adjust your airplane so that there's as many tanks ahead of CG as there are aft of it, then everything balances perfectly, full to empty with no handling problems. FULL TANKS EMPTY TANKS *this plane was modified off a design Bewing sent to me, original here Now the problem is, when you fire up the NERV or any rocket engine at all , for that matter. Rocket engines only take fuel from the stack of tanks immediately ahead of them, radially attached wings or tanks on other stacks are ignored. Well , if that was the only problem you could run fuel ducts, though given how bugged the drag from these are, it's not great. But I've made some designs that kept ducts to an absolute minimum. But the real show stopper is that the rocket engine drains the tanks sequentially. It looks for the furthest away tank that's on the same stack as it, and empties it completely before taking so much as a drop from the others, then moves on to the next one down. So, by emptying tanks at the front first, the plane's CG moves aft, behind the CoL and suddenly it wants to do backflips. Other than using mods, what can you do about it? use a single large tank per engine. I suppose for LF/O engines you have options. You could mate one FT800 per Terrier engine and that'd be about the right compromise between fuel endurance and thrust for a spaceplane. If LF only however, the biggest we have is the 400 capacity mk1 fuselage tank. The mk2 has an 800 LF fuselage tank but it's the wrong diameter and much draggier. fuel ducts. Draggy ! Also, the tanks have to be the same size, because unlike the jet engines, ducts don't take account of how big the tank is that they're pulling from. It will pull (for example) 3 fuel per second from each tank whether it's a little Oscar B or a Kerbodyne. locking tanks and manual transfer. TBH, this arrangement works pretty well if you're keeping Rick Wakeman, Tony Banks, Geoff Downes or other legendary keyboardists chained up in your basement, they can work all that for you while you operate the flight controls. Unfortunately the food costs were breaking me and i had to let them go. So devs, how about a nice little toggle on each engine so we can set fuel drain mode between sequential and balanced? I can sort of see why sequential mode exists for rockets.. gravity feed and all that, it assumes you're combining three FT400s into a single large tank, but it's not the same if the tanks are lying horizontally in an airplane. Even in a rocket, do the tanks not have internal baffles, multiple pick up points etc? Seems to just be an artificial way of increasing difficulty in the VAB on early career mode. Make us want to spend science points to unlock larger tanks even though they're exactly the same in terms of dry/wet mass ratio, diameter, heat tolerance and fuels carried.
  23. 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 License: This mod's custom components (except the textures) are being shared under the CC-NC-SA license: The textures are modified versions of Squad's fuel line texture. Therefore they should be considered Squad derivatives. Revision History: 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.
  24. I'm tired of having to use another piece or waste time on the bars to put the amount of fuel I want. If there is already this functionality in stock in some game or Mod would be happy to know. PS .: sorry for bad English