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Why does my edited fuel tank not have the right amount of fuel?


Tank Buddy

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I have edited the fuel tank but it will not have the amount of fuel I put in, but is shows in the VAB. Any thing I'm doing wrong and how to fix it? Also, the mass keeps on adding the "0." in front of the 1.028

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Edited by Tank Buddy
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I am guessing you have created a new part with the models and an edited part file of the original but still have the original there

At the top of the part file, under general parameters. change the name from fuelTank_long to something unique.

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Your empty mass is 0.1.028 which is interpreted as 1.028... edit: wait ksp edits your part file and adds "0." ?? im not sure if i understand :D.

Assuming empty mass of 1.018 everything adds up nicely...

Edited by Nao
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First of all, the double-decimal point WILL cause a problem, so I suggest fixing that. At this point, given that I've been in your position before, I suspect that you may want to at least download fresh copies of your files if not installing from them entirely, just so you always have a reference for your modding hijinks.

Anyway, I've been on a part-modding binge recently, as I'm trying to find a way to sort my parts in the editor partlists. (I have numerous screens under each tab due to having downloaded several parts-heavy modlists, including B9 and KW.) Why this is important to your issue: I find that it helps to take an existing partfile and adjust the tab alignments so that all the nested arguments are easier to follow. Also, I personally appended the "manufacturer" value so that I could always see, in-game in the VAB / SPH partlist editos, what mod a particular part came from. I modified the "description" value to always indicate the exact folder and filename of any part listed, especially useful since there are some partfiles that come with multiple parts described in them. (Hypothetically it's possible to consolidate ALL parts in the entire game into a single partfile, though this gets complicated and problematic quickly.)

What I've done is taken all parts that contain LFO, jetfuel, and monopropellant and self-duplicated them in order to make empty versions. I assemble my payloads with the empty tanks, thereby saving on launch weight, since I launch everything to a fueling station in LKO anyway before they head anywhere. I duplicate those empty tanks into the same .cfg file, and I modify the "manufacturer" to read "Selfmod" so I can prevent accidentally choosing the wrong one while designing a craft. I pasted an example below from the Squad folder. Hopefully, this forum will not truncate it.

PART
{
// Kerbal Space Program - Part Config
// FL-T500 Fuel Tank

// --- general parameters ---
name = fuelTank
module = Part
author = NovaSilisko

// --- asset parameters ---
mesh = model.mu
scale = 0.1

// --- node definitions ---
node_stack_top = 0.0, 7.72552, 0.0, 0.0, 1.0, 0.0
node_stack_bottom = 0.0, -7.3, 0.0, 0.0, 1.0, 0.0
node_attach = 5.01, 0.0, 0.0, 1.0, 0.0, 0.0, 1

// --- editor parameters ---
TechRequired = basicRocketry
entryCost = 1600
cost = 850
category = Propulsion
subcategory = 0
title = FL-T400 Fuel Tank
manufacturer = Squad (Jebediah Kerman's Junkyard and Spaceship Parts Co.)
description = GameData\Squad\Parts\FuelTank\fuelTank\part.cfg. The FL series was received as a substantial upgrade over previous fuel containers used in the Space Program, generally due to its ability to keep the fuel unexploded more often than not. Fuel tanks are useless if there isn't a Liquid Engine attached under it. They can also be stacked with other fuel tanks to increase the amount of fuel for the engine below.

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,1,1,1,0

// --- standard part parameters ---
mass = 0.25
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.3
angularDrag = 2
crashTolerance = 6
breakingForce = 50
breakingTorque = 50
maxTemp = 2900

RESOURCE
{
name = LiquidFuel
amount = 180
maxAmount = 180
}

RESOURCE
{
name = Oxidizer
amount = 220
maxAmount = 220
}
}

PART
{
// Kerbal Space Program - Part Config
// FL-T500 Fuel Tank

// --- general parameters ---
name = fuelTank_mt
module = Part
author = NovaSilisko

// --- asset parameters ---
mesh = model.mu
scale = 0.1

// --- node definitions ---
node_stack_top = 0.0, 7.72552, 0.0, 0.0, 1.0, 0.0
node_stack_bottom = 0.0, -7.3, 0.0, 0.0, 1.0, 0.0
node_attach = 5.01, 0.0, 0.0, 1.0, 0.0, 0.0, 1

// --- editor parameters ---
TechRequired = basicRocketry
entryCost = 1600
cost = 850
category = Propulsion
subcategory = 0
title = FL-T400 Fuel Tank
manufacturer = Selfmod (Squad)
description = GameData\Squad\Parts\FuelTank\fuelTank\part.cfg. This is an empty FL-T500. Just remember, if *we* mix it up with the fueled version, it's a "clerical error." If *you* mix it up... *shrug* not so much.

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,1,1,1,0

// --- standard part parameters ---
mass = 0.25
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.3
angularDrag = 2
crashTolerance = 6
breakingForce = 50
breakingTorque = 50
maxTemp = 2900

RESOURCE
{
name = LiquidFuel
amount = 0
maxAmount = 180
}

RESOURCE
{
name = Oxidizer
amount = 0
maxAmount = 220
}

}

Hope that helps!

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Oh, and speaking of downloading fresh files -- .23 ships today. If you run the Steam version, the update will happen automatically, and depending on what files get changed, you may lose your modded versions. This is another good reason to backup your files before modding.

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Here's my version of the same tank you're playing with. Feel free to copy it wholesale, if you like. And FYI, the way you do this is by using the CODE /CODE [in brackets].

PART
{

// Kerbal Space Program - Part Config
// FL-T500 Fuel Tank

// --- general parameters ---
name = fuelTank_long
module = Part
author = NovaSilisko

// --- asset parameters ---
mesh = model.mu
scale = 0.1

// --- node definitions ---
node_stack_top = 0.0, 15, 0.0, 0.0, 1.0, 0.0
node_stack_bottom = 0.0, -15.1, 0.0, 0.0, 1.0, 0.0
node_attach = 5.01, 0.0, 0.0, 1.0, 0.0, 0.0, 1

// --- editor parameters ---
TechRequired = advRocketry
entryCost = 4800
cost = 1600
category = Propulsion
subcategory = 0
title = FL-T800 Fuel Tank
manufacturer = Squad (Jebediah Kerman's Junkyard and Spaceship Parts Co.)
description = GameData\Squad\Parts\FuelTank\fuelTank_long\part.cfg. A stretched variant of the FL-T400, the FL-T800 holds twice the fuel in a slightly stronger container. The black stripes along the side make the rocket go faster, our engineers tell us.

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,1,1,1,0

// --- standard part parameters ---
mass = 0.5
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.3
angularDrag = 2
crashTolerance = 6
breakingForce = 50
breakingTorque = 50
maxTemp = 2900

RESOURCE
{
name = LiquidFuel
amount = 360
maxAmount = 360
}

RESOURCE
{
name = Oxidizer
amount = 440
maxAmount = 440
}

}

PART
{
// Kerbal Space Program - Part Config
// FL-T500 Fuel Tank

// --- general parameters ---
name = fuelTank_long_mt
module = Part
author = NovaSilisko

// --- asset parameters ---
mesh = model.mu
scale = 0.1

// --- node definitions ---
node_stack_top = 0.0, 15, 0.0, 0.0, 1.0, 0.0
node_stack_bottom = 0.0, -15.1, 0.0, 0.0, 1.0, 0.0
node_attach = 5.01, 0.0, 0.0, 1.0, 0.0, 0.0, 1

// --- editor parameters ---
TechRequired = advRocketry
entryCost = 4800
cost = 1600
category = Propulsion
subcategory = 0
title = FL-T800 Fuel Tank
manufacturer = Selfmod (Squad)
description = GameData\Squad\Parts\FuelTank\fuelTank_long\part.cfg. While this tank is indeed empty, we still don't suggest huffing the fumes from within. At least, not where anyone can see you, that is.

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,1,1,1,0

// --- standard part parameters ---
mass = 0.5
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.3
angularDrag = 2
crashTolerance = 6
breakingForce = 50
breakingTorque = 50
maxTemp = 2900

RESOURCE
{
name = LiquidFuel
amount = 0
maxAmount = 360
}

RESOURCE
{
name = Oxidizer
amount = 0
maxAmount = 440
}

}

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I assemble my payloads with the empty tanks, thereby saving on launch weight, since I launch everything to a fueling station in LKO anyway before they head anywhere.

Empty tanks increase the minimum launch weight rather than decreasing it. Using full fuel tanks with fuel lines attached to drain them as part of the launch stage will get you a lighter overall rocket.

If you run the Steam version, the update will happen automatically, and depending on what files get changed, you may lose your modded versions. This is another good reason to backup your files before modding.

Yeah, if you want to mod it's usually best to avoid anything that modifies things on your private computer without any involvement from you.

Edited by EndlessWaves
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Empty tanks increase the minimum launch weight rather than decreasing it. Using full fuel tanks with fuel lines attached to drain them as part of the launch stage will get you a lighter overall rocket.

While true, this does have the problem of leaving fuel lines stuck to your empty tanks after you decouple the lower stages. You could probably solve this problem with creative use of docking ports and fuel crossfeed, however.

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