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  1. Less simple ISRU So, you’ve been there. Just using the stock engines don’t cut it anymore for you. You have a bunch of hydrogen powered engines, be them from Cryo Engines, SSTU, BDB or some other mod I don’t know or remember. Or you’re using LH2 powered nuclear thermal rockets. Or you love Nertea’s lithium powered engines from NFP. Or the few methalox engines available (I think only from a patch of NFLV). And maybe you also like off planet building, with either Global Construction or EPL. So you set up a mining site well beyond Kerbin. Ok, maybe “well beyond” means the Mun. Bu
  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. Now with action group support! 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 do
  3. Been playing KSP for a few months now, and i was wondering how to transfer fuel multiple times. I don't know if im missing something, but after successfully transferring fuel between two tanks i cant transfer between them a second time. No, crossfeed has zero affect on it either. Im also playing on KSP 1.10, so no fuel transfer mods past KAS work either, and I'd prefer to not have too many non-stock parts.
  4. hi, hi have a problem with KSP version 1.10, with these mod installed: extraplanetary launchpad kas Kerbal engineer redux darkMultiplayer kerbalism KIS mechjeb2 planetary base and now when i exit to perform a EVA the kerbal has no monopropellant in the EVA tank. could it be a feature of one of these mod that i oversaw while i was installing them or is it a bug?
  5. Hello, I haven’t started the game for a long time, but already at the beginning of the game I’m studying the very first technologies for fuel and engines, for example, “rocket science fundamentals”, I’m buying (developing) all the details, and when I switch to the assembly shop, the fuel tank is as if not bought again, and a copy of the old tank appears in the scientific department, and the development must be paid again, and so on ad infinitum. As a result, I can’t fly on anything other than solid fuel engines Image for example under the spoiler
  6. So, I'm making a 2-stage to orbit craft. I got the launch stage down, and I'm currently making the second stage. So I've built the second stage and set things up, But I can't figure out how to get NCS adapters to have Oxidizer in them instead of just liquid fuel.. (I'm using them as the main fuel tank because A) They look cool and B) The payload is rather small, and they hold quite a bit of fuel for their size. I wouldn't be surprised if this is impossible to do in vanilla, but if that is the case does anybody have a mod that allows this to be done? (Doesn't need to be compatible wit
  7. FuelWings Fuel resources added to stock and B9 wings. This addon allows you to add and customize fuel types/quantities in stock wings, and automatically cross-feed between other parts! Also supports B9. The intention of this is to improve weight & balance, reduce craft size, and increase aesthetics. More info & Credits in info.txt file. Current Note: FuelWings is now available for KSP v1.5.1 Installation: ialdaboath - ModuleManager NathanKell - Crossfeed Enabler
  8. Ok, so I managed to rendezvous with a craft that had run out of fuel, and I planned to transfer enough fuel to it to deorbit (connected with a grabber claw), but I can't figure out how to transfer the fuel! I know I've done this before by holding Alt and right-clicking both tanks, but this doesn't seem to work now. Yes, I have upgraded my R&D to Level 2.
  9. so, i don't know how much fuel to pack till duna, because if you pack too low amount, then for circularizing and for all that, you'll not have enough fuel, and if you pack too much, then your weight will be too big, and you will consume a lot of fuel for a small amount of deltav
  10. [Moderator's note: Much of the content here, including this OP, was split off from another thread where it was off-topic. That thread is about the recent Rosatom rocket engine failure. This thread is about Cheif Operation Director's idea for a perpetual-momentum machine that violates the laws of physics.] Yes but it is inefficient and you are still restricted by fuel. If the ruskies could find a way to harness the air and create propulsion without actual expelling the gas they have a winning system,
  11. 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
  12. After some study of the history of rockets (and playing some RP0), I noticed that the most common storable oxidizer in the late 1950s through the early to mid 1960s seemed to be nitric acid. However, by the late 1960s and beyond, nitric acid had been supplanted in most applications by N2O4. Why did this switch occur? Was it motivated by ISP, corrosiveness, handling characteristics, density, boiling/freezing point, or something else entirely?
  13. Hello. I used to have my fuel setup to choose whatever fuel i wanted... i would see liq fuel + ox and click and it could change to liquid fuel. Now that i got Configurable Containers, i'm not a fan because you cannot fill the entire tank with 1 fuel source (liq fuel) ... you can remove the other fuel but the setup i used to have for a liqfuel+ox tank could swap to just liq fuel and the content would double, meaning all the tank was full of just liq fuel. with configurable containers, you 'cannot fill your tank with more than 1 fuel source' or something like that. can anyo
  14. Fuel and ISRU rebalance mod [FIR] Source: MIT AeroAstro presentation "Utilizing Molten Regolith Electrolysis Reactors to Produce Oxygen on the Moon", 2015. The Installation shown above is designed to make 10t of oxidizer per year. What is this mod about? Brief summary: FIR is a mod that rebalances prices of stock fuel (cheaper) and mixture mix used by stock engines/fuel cells (3:1 instead of 1.1:0.9). Additionally it makes behaviour of stock ISRUs a bit more realistic (can only produce oxidizer from ore + work much slower + other tweaks). The mod aims to appro
  15. I just installed planetary bases systems, Near Future Tech, cyro rockets, and all the other stuff that Nertea makes, which come bundled with a bunch of probably outdated config mods like b9 part switch, dynamic battery storage, etc. I am in 1.5.1. Have a feeling it's because of the b9 part switch thing that lets me modify the tanks' contents conflicting with something. I don't know how to make it stop. It stopped randomly once but it's happening again. It might be a hotkey that toggles this behavior. It's also freezing a lot, once every 0.25 seconds, staying frozen for a full second, as I hove
  16. So I have sent some probes to Jool and Duna, but I was wondering if anybody has some tips on getting Kerbals back from Duna, which I am going to try first. Whenever I get there, I never seem to have enough fuel to get back to Kerbin. I sent a probe Rover to Duna that I successfully landed, but there was no hope of getting back with the fuel and dV I had left. Any tips on making ships more efficient? Thanks!
  17. WetterWings is a small module manager patch I wrote for myself a while back to add fuel storage to all the stock wings. As a bit of an airplane enthusiast in real life, I found it very odd that only a few of the largest stock wings were capable of holding fuel. Most planes, of all sizes store fuel in the wings, it's just a great place for it! To that end, this adds a very reasonable amount of liquid fuel storage to all the stock wing pieces. Since they are so thin, I've kept the numbers on the low side. I think you'll find the values are quite balanced, as I calculated each wing's to
  18. Is my game bugged? What happened to kerbodyne fuel tanks? They don't seem to fit into anything anymore, I don't recall having this problem with older versions of the game. [snip] this is very upsetting to me. Even the biggest engine in the game is too small for kerbodyne fuel tanks right now. I'm so triggered right now that I went out of my way to creat a forum account just to report this.
  19. Hey, Just like the title suggests, I think a fuel toggle should be included with the engine plates. Side note, and most likely to my own stupidity, for some reason the engineer's log says that when I install the engine plate, that it is the wrong direction, but I seriously can't figure out how to get rid of the message! Use an engine plate and check the log... I'm not crazy! Man I hope not. Space Monkey
  20. The challenge is simple: fly as far as you can while using the least amount of fuel as possible To make this interesting, here's the rule: -stock only, no mods (FAR, technical readout and graphic mods are okay), no cheating -you can freely design your craft, but your craft must be powered by "engine assembly", which consisted of: Intake (allowed intake: circular, adjustable ramp and shock cone intake) - mk1 fuel tank - jet engine (allowed engines: panther, wheesley, whiplash, rapier (jet mode only)). You can attach at maximum of 3 engine assembly (1200 units of fuel), but you ar
  21. The title says it all. How do I get engines to use real fuel?
  22. I've noticed the fuel mass ratio on some of the new tanks seems off. The little R-4 has a terrible ratio (and is incredibly huge for it's 10 liquid fuel) of 1.33:1 The R-11 is much better, but a bit off at 8.18:1 The R-12 donut is a spectacular 31:1 The classic tanks are 9:1 still it seems (full mass:dry mass) The RCS values are also all over the place, although that's the way it's always been (the R-10 is 5:1, the R-25 is 7:1 and the FL-R1 is 8.5).... I only mention this as I recall something about them being updated with new consistent values. Much data entry.
  23. Friends, I have just published the long-awaited v2 upgrade to the venerable Minotaur Super Tanker at KerbalX [link]. The Minotaur v2: it chops, it dices, it slices, it mulches, it mows the lawn, it walks the dog -- and it boosts 39 kilo-kallons of LF to LKO. [It does not play the piano.] And now with nosecones!! (Ja, Werner was right all along...) It has the grunt and an ample top deck for heavy-lifting of additional payload. It can go inter-planetary. You can even build a super-ugly orbital gas station unpainted in a dull, orange, anti-knock safety
  24. The challenge is simple: fly as far as you can while using the least amount of fuel as possible To make this interesting, here's the rule: -stock only, no mods (FAR, technical readout and graphic mods are okay) -you can freely design your craft, but your craft must be powered by "engine assembly", which consisted of: [Intake - mk1 fuel tank - jet engine] (allowed engines: panther, wheesley, whiplash, rapier (jet mode only)). You can attach at maximum of 2 engine assembly (800 units of fuel), for those who needs extra power for their craft, but you are not allowed to attach other
  25. Good day, all. I am facing a challenge with the fuel feed system and am hoping to receive some expert advice! This link is to an unmodded .craft file for KSP 1.3.1. The craft is the B payload for Operation Beach Head loaded atop a standard Aquila launcher/transit vehicle. Problem Statement: The lowest 3 engines ignite during the lift-off stage and are intended to burn out together. To make this work in KSP versions 1.0.5 (which it did), fuel lines had to be run from the lower tanks to the next-level higher *engines*, rather than the tanks above. (This was due to o
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