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Found 11 results

  1. 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 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 August 23, 2017 Changelog: v3.2.6 * Various improvements, fixes. v3.2.4 * Various improvements, fixes. See commits. v3.2.3 * Fix RCS persistent effects in release (thanks Alexical) * Ion and NTR effects updates (thanks Blowfish) v3.2.2 * Various community fixes. See commits for details. v3.2.1 * Add Cormorant Aeronology * Add SpaceX Launchers Pack * Bugfix to resourceFlowMode (Starwaster) * Add Sounding Rockets (Canis Dirus Leidy) * Pull RealPlume configs out of that mod's folder v3.2.0 * I goofed, not a real release. v3.1.0 * New Plumes from Svm420 * New Squad engines config * Tantares bug fix from nwtest * SDHI/TAC/Stockalike conflict resolved v3.0.1 * Works with KSP 1.1.2 and RF v11 * Updates by bfrobin446 and blowfish v3.0.0 Lots of stuff, installation changes. See commit log on GitHub for details. v2.1.8 [LIST] [*]Various bug fixes for RF v10 [*]Added Cryo Engines [/LIST] v2.1.7 [LIST] [*]Update ModuleRCSFX to v4.1 [*]SpaceY updates (Frimi_2) [/LIST] v2.1.6 Hotfix for RF 10+/CRP v4+ v2.1.4 [LIST] [*]Final update before KSP v1.0 and CRP v1.0. As long as RF keeps working for 1.0, this should work as well. [/LIST] v2.1.3 [LIST] [*]New engines, various fixes [*]Catch-all file to try and make sure all tanks and engines at minimum use the proper fuels [/LIST] v2.1.0 [LIST] [*]Switched to a new config generator [*]Updated various mods with new engines [*]Configs for Atomic Age and Stock Revamp (lurkaholic) [*]Config for SpaceY OMS/RCS combo (Tellion) [*]Tantares help from Niemand303 [*]Updated Mono_to_Hydrazine.cfg to be a more generic fuel tank catch-all (sippyfrog) [*]Updated ModuleRCSFX to v3.5 [/LIST] v2.0.6 [LIST] [*]Added new engines from SpaceY 0.2.1 [*]Updated ModuleRCSFX to v3.3 [/LIST] v2.0.5 [LIST] [*]Added SpaceY engines [*]Fixed a conflict with HotRockets [/LIST] Installation Install everything inside /GameData/ to your <KSPRoot>/GameData/. *NOTE*: You must have Module Manager installed for this to work, but you should have that already if you are running Real Fuels (which is obviously required). Description This is a stockalike setup for you engines to work with Real Fuels. All of the stock (or part-pack's "stock") numbers for thrust remain the same. Meaning, the Mainsail still pushes the same kN as before. But, the masses are reduced to be in-line with realistic numbers (according to the calculations anyway). There is also an RCS config to make the RCS thrusters work with the appropriate fuels. These have followed the original thrusts but will change given the fuel used. So, a hydrazine RCS will have better thrust than an HTP one, but an MMH/N2O4 bipropellant RCS will have greater thrust still. And yes, bipropellants are set up. This was originally done with the help of Chestburster's XLS that I found in the Real Fuels thread (link here). Since then, I've added mod parts I've either used in the past or use currently. I've also added some variations in the fuel mixture used for each manufacturer (i.e mod). So if you swap out a KW engine for a NovaPunch one, be sure you've got the right mix in the tanks. This adds to the variation in my opinion, as it gives you a reason to switch things up. This is also a continual work in progress. Any suggestions or help is encouraged. I don't have every mod in this file, so if you feel so inclined to add your favorite that's missing, please do. Let me know of the edits and I'll continue to compile a running config. Also, if you'd like to add your thoughts on balancing, please do that as well. I've not rigorously tested every engine, since I don't play with all of these installed and I'd rather simply play than test. So, I may have missed something or goofed some numbers. Current Mods Working KW Rocketry NovaPunch2 FASA KOSMOS Aerojet Kerbodyne AIES B9 Aerospace Klockheed Martian (i.e. Space Shuttle Engines Mod) RLA Stockalike SXT (by Lack) aWolf's Escape Towers and sepratrons KSPX launch towers kommit's Nuclear pack (formerly FTmN) Home Grown Rockets (beta version) SDHI (LV909 Fairingless) LazTek SpaceX Launch Pack v3 Kerbal Stock Launcher Overhaul KSP Interstellar Modular Rocket System SpaceY NearFuture Propulsion Tantares BahaSP Atomic Age Stock Revamp Cryogenic Engines Vanguard Cormorant Aeronology Launchers Pack - SpaceX Known Issues RCS thrusters show an "Unknown Thrust" in the VAB/SPH part list. They work properly on the pad, and do show correct thrust for the initial fuel config (which is hydrazine). Configs released under the CC Attribution-ShareAlike 4.0 International License.
  2. 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. The flat rate is capped at ten times the flat rate value by default. The heat pumps also attempt to remove any heat that leaked into the part's interior (from the skin and adjacent parts) Resource cost per kilowatt of heat removed. The amount of heat moved into the radiator is split up among any symmetrically added radiators. This mod comes with a radiator part created by zzz (licensed by GingerCorp) and Heat Pump versions of all stock radiators are also included. Another feature is that the conductivity of protected parts is lowered. This represents the addition of multi layered insulation to the outside of the part. (generally cryogenic fuel tanks). In real life applications, this would be an important part of thermal management. This feature will require balancing against the loss rates of Real Fuels tanks which assume that insulation was builtin but don't take into consideration ZBO applications. The radiator will drain heat from whatever it is connected to. It drains a flat rate of 50kw + a amount equal to whatever heat is leaking through the insulation. (this because the goal is zero boiloff) KNOWN ISSUES Time warp faster than 100x (technically this starts at 1000x which is one step up from 100 in stock) will cause problems because KSP's thermodynamics switches into analytical mode which doesn't simulate heat transfer in a time based manner. If you must warp faster I recommend doing it from the space center until a solution can be found. Download Latest Github (source) If you find this mod helpful and want to throw some money away, feel free to click the donate button below! License for the plugin is CC-SA-BY as it was in Real Fuels. (with the provision that derivative works must proclaim that ialdabaoth is awesome) License for the zzz radiator is public domain as all of zzz's released parts are public domain. (the part is renamed to avoid conflict with any other mods that may be using it)
  3. 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 had found all the instances within its configuration so I elected to play without it. Deleted my configcache so it would generate a new one and I'm still experiencing Liquid oxygen boil off and I can't find the variable responsible for it, so I've come here for help. Here's a combined pic of my mod list. Appreciate everyones time. -
  4. NFunky

    Pressure-fed RCS?

    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 pressurized tanks of their own. This is not the case for pressure-fed engines, which won't work without a highly pressurized tank attached. I'd like to make the RCS behave the same way, but I think they use the stock ModuleRCS which doesn't care about RF tank type. Is there a Real Fuels RCS mod I should download? Or is there a way for me to write or modify a config to implement this? I'm not a programmer, so I don't think I'm really in a place to write my own whole mod, but minor Notepad editing I can do.
  5. 5ardaukar

    boil off problem solved

    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 "weight" (insulation, radiator, electricity...), i suggest you alter the basemass to stay in a realistic scenario.... I´m not the author of the mentioned mods, i just edited the cfgs. Here is how.: \gamedata\realfuels\resources\RealTankTypes.cfg add.. //Ultra TANK_DEFINITION { name = Ultra highlyPressurized = False basemass = 0.000039 * volume outerInsulationFactor = 0.0005 TANK { name = LqdOxygen mass = 0.0000112 utilization = 1 fillable = True amount = 0.0 maxAmount = 0.0 wallThickness = 0.0025 wallConduction = 16 insulationThickness = 0.0381 insulationConduction = 0.014 temperature = 400.15 note = (has insulation) } TANK { name = LqdHydrogen mass = 0.0000016 utilization = 1 fillable = True amount = 0.0 maxAmount = 0.0 temperature = 400.15 wallThickness = 0.0025 wallConduction = 205 insulationThickness = 0.0381 insulationConduction = 0.014 note = (has insulation) } TANK { name = LqdAmmonia mass = 0.0000096 utilization = 1 fillable = True amount = 0.0 maxAmount = 0.0 temperature = 400.65 wallThickness = 0.0025 wallConduction = 205 insulationThickness = 0.0381 insulationConduction = 0.014 note = (has insulation) } TANK { name = LqdMethane mass = 0.0000096 utilization = 1 fillable = True amount = 0.0 maxAmount = 0.0 temperature = 400.45 wallThickness = 0.0025 wallConduction = 205 insulationThickness = 0.0381 insulationConduction = 0.014 note = (has insulation) } } \GameData\ProceduralParts\Parts\ZOtherMods\RFTank.cfg add the bold line.. { name = ModuleFuelTanks volume = 1060 utilizationTweakable = true type = Default typeAvailable = Default typeAvailable = Cryogenic typeAvailable = ServiceModule typeAvailable = Fuselage typeAvailable = Balloon typeAvailable = BalloonCryo typeAvailable = Structural typeAvailable = ElectricPropulsion typeAvailable = Ultra } } The temperature in the first cfg is the key... What it does....: Now it is possible to choose "ultra" as a procedural tank type which is capable to store the configured fuels up to the given temperature in K. Many thanx to all the modders out there who do a great job... P.S. please excuse the fact that i´m not a native speaker/writer
  6. LordOfMinecraft99

    Real Fuels does not work with SRBs?

    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
  7. 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 campaign using, among other mods, Interstellar Extended. KSPI-E lets you use real fuels in top tier engines and provides ISRU solutions for extracting them, but you have to start your carreer with stock engines, fuel and oxydizer. It somewhat feels cheap until you do the transition, and requires having double the number of ISRU facilities in order to provide both kind of fuel (Which is in no way a criticism of KSPI-E).
  8. 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 choice. It also means new fuels could be unlocked in career mode, giving a reason to spend tech points in this area of the tree. On the other hand, the sheer number of fuel choices would make the game hard to maintain and balance between patches. Also unless the number of engines was vastly increased you'd frequently find yourself in situations without an engine to match to your tank of choice, or vice versa. Semi Realism (compromise) Increase to four liquids. Two oxidizers, one storable, one cryo, and two fuels, one storable, one cryo. If one half of the propellant mix is cryogenic (eg. storable fuel with cryo ox or vice versa) you get a 15% boost to ISP. If both are cryo, 30% more ISP. However cryo tanks suffer boiloff. This would at least force some choice on the player, depending on mission type. Unlocking cryogenics could be something to put points in the tech tree.
  9. 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:
  10. 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 why this is happening? Thanks.
  11. 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: