Jump to content

[1.12.x] Engine Ignitor Re-ignited Release - NEW DEPENDENCY ADDED


linuxgurugamer
 Share

Recommended Posts

  • 2 weeks later...
  • 1 month later...

Seems to be missing MM config for LV-303 Pug Engine from Restock Plus.

My patch for it...

Spoiler


@PART[restock-engine-125-pug]:NEEDS[ReStockPlus,EngineIgnitor]
{
    MODULE
    {
        name = ModuleEngineIgnitor
        IgnitionsAvailable = 12
        AutoIgnitionTemperature = 800
        IgnitorType = Internal
        UseUllageSimulation = true
        ChanceWhenUnstable = 0.3
        ECforIgnition = 10
    }
}


 

Totally made up numbers based on Terrier and Spark engines which for me come 1 tier lower (Spark) and 1 tier higher (Terrier) in the tech tree (Kiwi tech) so  set number of Ignitions and Unstable ignition chance to 1/2 way between the two.

Probably ppl smarter than me will set more appropriate values in an update? or is this only missing for me? have I done something I shouldn't have?

 

Link to comment
Share on other sites

  • 1 month later...
On 3/15/2021 at 10:02 PM, Coyote21 said:

Seems to be missing MM config for LV-303 Pug Engine from Restock Plus.

My patch for it...

  Reveal hidden contents

 


@PART[restock-engine-125-pug]:NEEDS[ReStockPlus,EngineIgnitor]
{
    MODULE
    {
        name = ModuleEngineIgnitor
        IgnitionsAvailable = 12
        AutoIgnitionTemperature = 800
        IgnitorType = Internal
        UseUllageSimulation = true
        ChanceWhenUnstable = 0.3
        ECforIgnition = 10
    }
}

 

 

 

 

Totally made up numbers based on Terrier and Spark engines which for me come 1 tier lower (Spark) and 1 tier higher (Terrier) in the tech tree (Kiwi tech) so  set number of Ignitions and Unstable ignition chance to 1/2 way between the two.

Probably ppl smarter than me will set more appropriate values in an update? or is this only missing for me? have I done something I shouldn't have?

 

How can I add this to my game? im also using restock+ with kiwi's tech tree and this config is also missing.

Link to comment
Share on other sites

Personally, I keep most of my MM Tweaks in a text file /GameData/zzzMyMMPatches/MyMMPatches.cfg.

But you can also just create a text file containing this patch alone, call it EIR_Patch.cfg or something (just make sure it has the .cfg extension) and make sure the file is in /GameData/ somewhere.

But be aware that if you put it inside a mod's folder than any update to that mod may remove the patch.

Link to comment
Share on other sites

On 3/15/2021 at 5:02 PM, Coyote21 said:

Seems to be missing MM config for LV-303 Pug Engine from Restock Plus.

My patch for it...

  Hide contents

 




@PART[restock-engine-125-pug]:NEEDS[ReStockPlus,EngineIgnitor]
{
    MODULE
    {
        name = ModuleEngineIgnitor
        IgnitionsAvailable = 12
        AutoIgnitionTemperature = 800
        IgnitorType = Internal
        UseUllageSimulation = true
        ChanceWhenUnstable = 0.3
        ECforIgnition = 10
    }
}

 

 

 

 

Totally made up numbers based on Terrier and Spark engines which for me come 1 tier lower (Spark) and 1 tier higher (Terrier) in the tech tree (Kiwi tech) so  set number of Ignitions and Unstable ignition chance to 1/2 way between the two.

Probably ppl smarter than me will set more appropriate values in an update? or is this only missing for me? have I done something I shouldn't have?

 

I'll add this, will be in the next release.  Would appreciate any comments regarding the values

I have another small fix already in my code on the settings page, so I'll try to get this out this weekend.  Would appreciate any feedback before then

Edited by linuxgurugamer
Link to comment
Share on other sites

OK Well here a some more for Near Future Launch Vehicles, the current patch appears to be outdated.

Spoiler
// Missing Engine Ignitor configs for NFLV
@PART[nflv-engine-rutherford-*]:NEEDS[NearFutureLaunchVehicles]
{
	MODULE
	{
		name = ModuleEngineIgnitor
		IgnitionsAvailable = 5
		AutoIgnitionTemperature = 800
		UseUllageSimulation = true
		ChanceWhenUnstable = 0.2
    	ECforIgnition = 50
		IgnitorType = Internal
	}
}
@PART[nflv-engine-ar1*]:NEEDS[NearFutureLaunchVehicles]
{
	MODULE
	{
		name = ModuleEngineIgnitor
		IgnitionsAvailable = 1
		AutoIgnitionTemperature = 800
		UseUllageSimulation = true
		ChanceWhenUnstable = 0.2
    	ECforIgnition = 50
		IgnitorType = Internal
	}
}
@PART[nflv-engine-m1d*]:NEEDS[NearFutureLaunchVehicles]
{
	MODULE
	{
		name = ModuleEngineIgnitor
		IgnitionsAvailable = 2
		AutoIgnitionTemperature = 800
		UseUllageSimulation = true
		ChanceWhenUnstable = 0.2
    	ECforIgnition = 50
		IgnitorType = Internal
	}
}
@PART[nflv-engine-rd70*]:NEEDS[NearFutureLaunchVehicles]
{
	MODULE
	{
		name = ModuleEngineIgnitor
		IgnitionsAvailable = 1
		AutoIgnitionTemperature = 800
		UseUllageSimulation = true
		ChanceWhenUnstable = 0.2
    	ECforIgnition = 50
		IgnitorType = Internal
	}
}
@PART[nflv-engine-rs84-1]:NEEDS[NearFutureLaunchVehicles]
{
	MODULE
	{
		name = ModuleEngineIgnitor
		IgnitionsAvailable = 1
		AutoIgnitionTemperature = 800
		UseUllageSimulation = true
		ChanceWhenUnstable = 0.2
    	ECforIgnition = 50
		IgnitorType = Internal
	}
}
@PART[nflv-engine-stbe-kero-1]:NEEDS[NearFutureLaunchVehicles]
{
	MODULE
	{
		name = ModuleEngineIgnitor
		IgnitionsAvailable = 1
		AutoIgnitionTemperature = 800
		UseUllageSimulation = true
		ChanceWhenUnstable = 0.2
    	ECforIgnition = 50
		IgnitorType = Internal
	}
}
@PART[nflv-engine-tr107-1]:NEEDS[NearFutureLaunchVehicles]
{
	MODULE
	{
		name = ModuleEngineIgnitor
		IgnitionsAvailable = 200
		AutoIgnitionTemperature = 800
		UseUllageSimulation = true
		ChanceWhenUnstable = 0.2
    	ECforIgnition = 50
		IgnitorType = Internal
	}
}

 

Values taken from same source as RO/RSS/RP-1 to reflect real world engines. (Sorry I can't find the link now).

Link to comment
Share on other sites

  • 1 month later...

I'd just like to report that this appears to work fine in 1.11.2, but the raster prop monitor integration seems broken. Not sure what those screens would have had, but rpm seems to think there is no engine ignitor installed.

Link to comment
Share on other sites

@linuxgurugamer I just discovered that the throttle limit extended mod does not play well with engine upgrades (engines that receive upgrades no longer have limited throttles), meaning the ignitions upgrade patch from this mod breaks throttle limit extended. For me at least, this is a big problem as imho these two mods are meant to be played together. I would recommend removing the upgrade patch from the download, or at least changing the file extension to .txt and mentioning that those patches are optional and/noting the conflict in the OP.

Link to comment
Share on other sites

  • 2 weeks later...

Sorry about the double post, but I have some significant additions to add to this discussion.

First, @linuxgurugamer, the making history patch had a bunch of the part names incorrectly capitalized, resulting in patches not being applied. Couple other small balance changes too (RV1 gets internal ignitors instead of external because that only makes sense and the gas-cycle engines (LV-TX87, LV-T91, KE-1, RE-I2 and RK-7) have ullage simulation turned on):

Spoiler

//Making history configs
// Based on IRL equivalents, using RO as reference
//by Zorg, Errol

@PART[LiquidEngineKE-1]
{
    MODULE
    {
        name = ModuleEngineIgnitor
        IgnitionsAvailable = 0
        AutoIgnitionTemperature = 800
        IgnitorType = External (launch Clamp)
          UseUllageSimulation = true
            ChanceWhenUnstable = 0.4  //0-1
        ECforIgnition = 50
    }
}

@PART[LiquidEngineLV-T91]//Based on LR91
{
    MODULE
    {
        name = ModuleEngineIgnitor
        IgnitionsAvailable = 1
        AutoIgnitionTemperature = 800
        IgnitorType = Internal
            UseUllageSimulation = true
            ChanceWhenUnstable = 0.4  //0-1
        ECforIgnition = 15
    }
}

@PART[LiquidEngineLV-TX87]//Based on LR87
{
    MODULE
    {
        name = ModuleEngineIgnitor
        IgnitionsAvailable = 1 //To allow for Titan III style air start
        AutoIgnitionTemperature = 800
        IgnitorType = Internal
            UseUllageSimulation = true
            ChanceWhenUnstable = 0.4  //0-1
        ECforIgnition = 15
    }
}

@PART[LiquidEngineRE-I2]//Based on J2
{
    MODULE
    {
        name = ModuleEngineIgnitor
        IgnitionsAvailable = 3
        AutoIgnitionTemperature = 800
        IgnitorType = Internal
            UseUllageSimulation = true
            ChanceWhenUnstable = 0.4  //0-1
        ECforIgnition = 20
    }
}

@PART[LiquidEngineRE-J10]//Based on Apollo SPS AJ10
{
    MODULE
    {
        name = ModuleEngineIgnitor
        IgnitionsAvailable = 50
        AutoIgnitionTemperature = 800
        IgnitorType = Internal
            UseUllageSimulation = false
            ChanceWhenUnstable = 0.4  //0-1
        ECforIgnition = 15
    }
}

@PART[LiquidEngineRK-7]//Based on Soyuz RD107
{
    MODULE
    {
        name = ModuleEngineIgnitor
        IgnitionsAvailable = 0
        AutoIgnitionTemperature = 800
        IgnitorType = External (launch Clamp)
          UseUllageSimulation = true
            ChanceWhenUnstable = 0.4  //0-1
        ECforIgnition = 30
    }
}

@PART[LiquidEngineRV-1]//Probably soyuz verniers? Who can tell? Giving it similar ignitions to stock radial.
{
    MODULE
    {
        name = ModuleEngineIgnitor
        IgnitionsAvailable = 18
        AutoIgnitionTemperature = 800
        IgnitorType = Internal
          UseUllageSimulation = false
            ChanceWhenUnstable = 0.4  //0-1
        ECforIgnition = 10
    }
}

 


When I went over the balance of the stock patch a few years ago there was one thing I left out due to lack of information. It was related to ullage motors; I couldn't find out if they ran on liquid fuel (by firing up just before staging, and then being shut down when the main engines start up a few seconds after separation) or solid fuel, as this situation has a one time need for ullage. As a result, I completely left out the vernier engines from the stock .cfg (come to think of it, not even sure how they would work with engine ignitor, being controlled by rcs and all...). Online I could only find photos of the aeroshell for the ullage motors, though I did eventually find a mention somewhere that they had an "independent fuel source." I have since found out the actual answer in the Haynes Owner's Workshop Manual for the Saturn V:

image-6483441-1.jpg

image-6483441-2.jpg

Edited by Errol
Link to comment
Share on other sites

20 minutes ago, Errol said:

First, @linuxgurugamer, the making history patch had a bunch of the part names incorrectly capitalized, resulting in patches not being applied. Couple other small balance changes too (RV1 gets internal ignitors instead of external because that only makes sense and the gas-cycle engines (LV-TX87, LV-T91, KE-1 RE-I2 and RK-7) have ullage simulation turned on):

Ok, I'll update the patch in the next release

Does this patch include whatever you need for Ulage?

Link to comment
Share on other sites

Just now, linuxgurugamer said:

Does this patch include whatever you need for Ulage?

From now on I think I will be using mostly seperatrons and rcs for ullage. I think those are the most common methods, besides using pressurized hypergolics that is; which is covered by the patches (high ignitor counts and no ullage simulation on some engines).

I've only double checked the making history patch, as I work through my career save I'll likely end up checking and updating some of the other ones, but I don't use very many part mods. Mainly just the restock+ and mk2 & mk3 expansions.

Link to comment
Share on other sites

1 hour ago, Errol said:

From now on I think I will be using mostly seperatrons and rcs for ullage. I think those are the most common methods, besides using pressurized hypergolics that is; which is covered by the patches (high ignitor counts and no ullage simulation on some engines).

I've only double checked the making history patch, as I work through my career save I'll likely end up checking and updating some of the other ones, but I don't use very many part mods. Mainly just the restock+ and mk2 & mk3 expansions.

Its worth noting that the majority of bipropellant pressure-fed hypergolic engines do in fact require ullage. There seems to be a common belief that pressure fed means no ullage needed. In fact the only hypergolic, bipropellant US made engine Im aware of that didn't require ullage were the Agena D engines which used a special sump tank to faciliatate this (and it wasnt even pressure fed). Even the Apollo engines including LM required ullage from RCS.

Typically the engines that dont require ullage are pressure fed mono propellant ones.

Of course up to you if you want to take this into consideration. 

Edited by Zorg
Link to comment
Share on other sites

2 hours ago, Zorg said:

...

Personally, I'm not going for RO/RSS...I'm just looking for extra things to have to design for. At the end of the day I am still playing a game that I want to have fun with, so having a couple options that aren't as strict allowing silly/kerbal things to still be done is in line with my play style.

Link to comment
Share on other sites

  • 1 month later...

New release, 1.3.7.1

  • Fixed typo in settings page (thanks @Atlessa)
  • Thanks for forum user @coyote21 for this:
    • Added missing config for the LV-303 Pub Engine from Restock Plus
    • Added missing configs for the Near Future Launch Vehicles
  • Renamed DLL for CKAN compatibility
  • Added AssemblyFileVersion
  • Updated version file for 1.12
     
Link to comment
Share on other sites

  • 1 month later...

Hello kerbonauts! I noticed, that T-1 Toroidal Aerospike "Dart" engine have 0 ignitions and external ignitor.

Make it sense to you? Because IMHO this make this engine almost unusable because of low thrust, even with quite nice Isp.

I used the same config as is for Swivel, which makes sense to me much more. But i take it just as hot fix. I was trying google something about igniting of aerospike engines, but

i didn't found anything usefull, so im asking there.

Have you some idea for realistic config? Because i like use this engine (in stock game it's only aerospike...), but don't want use setup far away from reality.

BTW: THX to Errol for making history engines modification.

Link to comment
Share on other sites

  • 4 weeks later...

Wondering what other users of this mod would think of this suggestion:  when I'm using proper ullage and my "chance of ignition" is 1, I find it distracting to have this 9-digit random number displayed on the screen for every engine. Igniting stage 2 of the Saturn V gives me this report for each of the 5 J2's. It's not useful to know what my chances of ignition would have been if I hadn't built the rocket correctly. Personally I would prefer no on-screen message at all when the chance of ignition is 1. Thoughts?

Link to comment
Share on other sites

  • 2 weeks later...

Hi linuxgurugamer.

Im afraid i found a bug in this mod.

To see this bug all this conditions must be met:

- rocket have boosters with liquid fuel engines WITH EXTERNAL IGNITOR

- boosters (it is not important if only one, or all) must have their own probe core

When this conditions are met, rocket at first normaly start all engines, but when staging (for example if you have asparagus fuel pipe connection), then all engines with external ignitor stops. Engines which have their own ignitor works normaly, even in case that engine have only 1 ignition.

 

BTW: If you will look at this problem, in last update 1.12.2 there were updated Swivel and Reliant engines, so in MM_stock is needed add this lines:

// LV-T30 Engine v2
@PART[liquidEngine_v2]:NEEDS[!PartOverhauls]
{
    MODULE
    {
        name = ModuleEngineIgnitor
        IgnitionsAvailable = 0
        AutoIgnitionTemperature = 800
        IgnitorType = External
    }
}

// LV-T45 Engine v2
@PART[liquidEngine2_v2]:NEEDS[!PartOverhauls]
{
    MODULE
    {
        name = ModuleEngineIgnitor
        IgnitionsAvailable = 4
        AutoIgnitionTemperature = 800
        IgnitorType = Internal
        UseUllageSimulation = true
        ChanceWhenUnstable = 0.2  //0-1
        ECforIgnition = 20
    }
}

So please add them to the fix too.

Thank you

 

Edited by JeromeHeretic
Link to comment
Share on other sites

  • 3 weeks later...

Is the "Simulation mode" toggle button actually functional?

I was just fiddling around with something else and teleported a stock lander craft to Munar orbit, when suddenly faced with the inability to activate the landing engines! :D (craft also doesn't have RCS thrusters)

I'm noticing that remaining ignitions and ullage requirements are still being enforced no matter which state the toolbar button is in.  Does this need to be set ahead of loading/launching a craft to have an impact, or should it literally be available whenever?

Link to comment
Share on other sites

  • 2 weeks later...
  • 2 weeks later...
On 10/22/2021 at 9:58 PM, JeromeHeretic said:

Hi linuxgurugamer.

Im afraid i found a bug in this mod.

To see this bug all this conditions must be met:

- rocket have boosters with liquid fuel engines WITH EXTERNAL IGNITOR

- boosters (it is not important if only one, or all) must have their own probe core

When this conditions are met, rocket at first normaly start all engines, but when staging (for example if you have asparagus fuel pipe connection), then all engines with external ignitor stops. Engines which have their own ignitor works normaly, even in case that engine have only 1 ignition.

 

BTW: If you will look at this problem, in last update 1.12.2 there were updated Swivel and Reliant engines, so in MM_stock is needed add this lines:

// LV-T30 Engine v2
@PART[liquidEngine_v2]:NEEDS[!PartOverhauls]
{
    MODULE
    {
        name = ModuleEngineIgnitor
        IgnitionsAvailable = 0
        AutoIgnitionTemperature = 800
        IgnitorType = External
    }
}

// LV-T45 Engine v2
@PART[liquidEngine2_v2]:NEEDS[!PartOverhauls]
{
    MODULE
    {
        name = ModuleEngineIgnitor
        IgnitionsAvailable = 4
        AutoIgnitionTemperature = 800
        IgnitorType = Internal
        UseUllageSimulation = true
        ChanceWhenUnstable = 0.2  //0-1
        ECforIgnition = 20
    }
}

So please add them to the fix too.

Thank you

 

I created a Pull Request with some of the engines affected by the latest patch:

  • the twin boar
  • reliant
  • swivel
  • skipper 
  • mainsail 

https://github.com/linuxgurugamer/EngineIgnitor/pull/15

Link to comment
Share on other sites

New release, 1.3.7.2

  • Thanks to github user @SiCaRiO31 for this:
    • Fixed names of engines which were changed in last patch:
      • liquidEngineMainsail_v2 aka Mailsail
      • engineLargeSkipper_v2 aka Skipper
      • liquidEngine_v2 aka LV-T30 "Reliant"
      • liquidEngine2_v2 aka LV-T45 "Swivel"
      • Size2LFB_v2 aka KR-1 x2 "Twin Boar" 
         
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...