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Found 12 results

  1. About: RealFuels-Stock is a set of configs for the Real Fuels Mod intended for Stock or up to 3.2x scaled Systems. It provides real propellant types (all with their pros and cons), limited ignitions and ullage simulation to all engines. It was originally created by Raptor831, but he was last seen more than a year ago, so i decided to adopt RealFuels-Stock and update it to the newest version (Old Thread) Download: GitHub SpaceDock CKAN - Search for "RealFuels-Stock" Dependencies: RealFuels (Forum Thread, GitHub) (CPR, SolverEngines, ModuleManager included i
  2. Stockalike Real Fuels Engine Configs For Real Fuels v12.x After playing with Real Fuels, I got hooked. But, many of my part mods' engines were not included. I decided to fix that, and this is the result. Latest Release GitHub Repository Config generator found at http://bit.ly/rfstockalike NOTICE: Some engines have "lost" their effects. This is a known issue, and a result of moving fully to a new engine MODULE in RealFuels. As a result, Real Plume is highly recommended. Configs are included in the RF Stockalike download. Available on CKAN Updated on
  3. Heat Pump version 1.3.1! Heat Pump is derived from the heat pump code that originated in Modular Fuel Tanks / Real Fuels, originally created by ialdabaoth (who is awesome!) HeatPump from RealFuels Version 1.3.1 updated for Real Fuels (any version of RF that works with KSP 1.2.2) The purpose of Heat Pump is to intercept heat and cool down cryogenic tanks to prevent boiloff. Pumps can be configured with the following features. An amount of heat is removed from protected parts (active refrigeration) equal to a flat rate multiplied by a temperature delta.
  4. Hey all, Recently started another RSS career with about 90 some odd mods. The most important one obviously being real fuels. I dont think my issue with oxygen boil off is related to real fuels as I've made a config file with the FINAL designation to change all the tanks with the variable 'loss_rate' to '0' and have confirmed that it is working by checking modulemanager.configcache. So my only conclusion is that its a different mod. I had cryogenic engines and tanks installed and found variables called BoiloffRate and some other localization stuff related to that mod, but I wasnt sure I h
  5. Hey all, been messing with my RSS/Stockalike/Kerbalism install and I'm learning a lot about writing Module Manager configs. I've got everything set up pretty much how I want, except one thing that's really bugging me. Note that I am NOT using Realism Overhaul, but used RF Stockalike configs as a template to make my own for the stock engines. My problem is that my RCS works when there are no highly pressurized tanks for it to draw from. If I have a rocket with a hypergolic stage, I can just set my RCS ports to use the same type of fuel, and voila, they work as if they had pressuriz
  6. For all those passionate players of RO/RSS who struggle with the boil off problem... I tried many different ways to handle those liquid fuels, tried radiators, heat pumps etc... As far as i can see... when you pass the 100x time warp (switching to analytic physics calculations) boil off happens... I found a way. I tweaked the realtanktypes.cfg (realfuels) and the rftanks.cfg (procedural parts) to get a tank type which prevents boil off. First it feels (and looks like) cheating I know... but considering that in the end every "feature" you need in space has to be paid with "w
  7. Hi, I am using Real Fuels stockalike. Everything works, but the SRBS show SolidFuel instead of PBAN or some other solid fuel. I have seen Realism Overhaul players have SRB fuels, why do I not? P.S, there are no SRB thrust curves either
  8. Is there a mod that replaces stock engines with engines that use the kind of propellant you can find in mods like Real Fuels (liquid hydrogene, liquid oxygen in place of Fuel and Oxydizer, or hydrazine in place of Monopropellant) ? I thought Real Fuels would do that, but it provides only the fuel tanks, not different engines (or am i doing it wrong ?) Also, i heard mods like Kerbalism or Realism Overhaul can do this, but they come with many other functionalities I don't want. If possible, I want only the engines. The main reason is I am contemplating to start a new carreer campa
  9. Can't help thinking this is an area the game could use an overhaul. Switchable tank contents would greatly reduce the number of parts in game, as would being able to have engines run off different fuels. However, which fuels should be in game, what's the best compromise between realism and needless complexity? Stock As it is we have just 3 liquid resources - monopropellant, liquid fuel, and oxidizer. Due to it's lower ISP, there is no reason to ever use mono. Real Fuels This is a fun mod. With Boiloff and density to consider, cryogens are not always the best c
  10. Hello, I am not the only person in my playgroup experiencing this issue - I am trying to put RCS engines on a craft for orientation and stability, but am always running into an issue in that the game constantly says that there is no monopropellant getting to the RCS systems. I've configured both the tank (tried both procedural and stock monoprop tanks) and the engines for Hydrazine, but still won't show that they're getting fed. Here's a Steam screenshot - I've tried putting the RCS ports in different places, and tried a few hypergolic fuels, and nothing works: htt
  11. Hey everyone, I am playing KSP on 1.12 with about 100 mods and it runs great (only about 55 add parts, and most are slimmed down). However, I have a problem with procedural parts. Every part in the pack appears in the editor and performs as advertised with the exception of the Procedural RCS tank. The RCS tank will not even appear, in sandbox or career mode. I thought it might be because real fuels is blocking it? There is the file in Procedural Parts which gives the liquid fuel tank the parameters it needs for real fuels, but I didn't see anything for the RCS tank. Any ideas on w
  12. When I resize RT10"hammer" and RT5 solid fuel boosters using tweakscale with real fuels mod installed the only thing (apart from the size) that changes is the weight. Thrust and fuel amounts stay the same. I've testing uninstalling Real Fuels mod and then resizing those rockets and it seems to be working ok. Thanks for any help. List of installed mods:
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