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[1.8+] Real Fuels


NathanKell

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I made a config for spaceplane plus if you guys want it.


@PART[mk2_1m_Bicoupler]
{
!MODULE[ModuleFuelTanks] {}

MODULE
{
name = ModuleFuelTanks
volume = 300
type = Default
}
}

@PART[mk2_1m_AdapterLong]
{
!MODULE[ModuleFuelTanks] {}

MODULE
{
name = ModuleFuelTanks
volume = 500
type = Default
}
}

@PART[mk2_1m_Adapter]
{
!MODULE[ModuleFuelTanks] {}

MODULE
{
name = ModuleFuelTanks
volume = 300
type = Default
}
}

@PART[mk2Cockpit_Standard]
{
!MODULE[ModuleFuelTanks] {}

MODULE
{
name = ModuleFuelTanks
volume = 15
type = RCSHighEfficiency
}
}

@PART[mk2Cockpit_Inline]
{
!MODULE[ModuleFuelTanks] {}

MODULE
{
name = ModuleFuelTanks
volume = 25
type = RCSHighEfficiency
}
}

@PART[mk2DockingPort]
{
!MODULE[ModuleFuelTanks] {}

MODULE
{
name = ModuleFuelTanks
volume = 150
type = RCSHighEfficiency
}
}

@PART[mk2Fuselage_LFO]
{
!MODULE[ModuleFuelTanks] {}

MODULE
{
name = ModuleFuelTanks
volume = 15
type = Default
}
}

@PART[mk2Fuselage_LFO]
{
!MODULE[ModuleFuelTanks] {}

MODULE
{
name = ModuleFuelTanks
volume = 600
type = Default
}
}

@PART[mk2Fuselage_L]
{
!MODULE[ModuleFuelTanks] {}

MODULE
{
name = ModuleFuelTanks
volume = 600
type = Fuselage
}
}

@PART[mk2Fuselage_Short_LFO]
{
!MODULE[ModuleFuelTanks] {}

MODULE
{
name = ModuleFuelTanks
volume = 300
type = Default
}
}

@PART[mk2Fuselage_Short_L]
{
!MODULE[ModuleFuelTanks] {}

MODULE
{
name = ModuleFuelTanks
volume = 300
type = Fuselage
}
}

Let me know if I got anything wrong, this is my first time messing with this.

Edited by WorldOfHurt
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I made a config for spaceplane plus if you guys want it.


@PART[mk2_1m_Bicoupler]
{
!MODULE[ModuleFuelTanks] {}

MODULE
{
name = ModuleFuelTanks
volume = 300
type = Default
}
}

@PART[mk2_1m_AdapterLong]
{
!MODULE[ModuleFuelTanks] {}

MODULE
{
name = ModuleFuelTanks
volume = 500
type = Default
}
}

@PART[mk2_1m_Adapter]
{
!MODULE[ModuleFuelTanks] {}

MODULE
{
name = ModuleFuelTanks
volume = 300
type = Default
}
}

@PART[mk2Cockpit_Standard]
{
!MODULE[ModuleFuelTanks] {}

MODULE
{
name = ModuleFuelTanks
volume = 15
type = RCSHighEfficiency
}
}

@PART[mk2Cockpit_Inline]
{
!MODULE[ModuleFuelTanks] {}

MODULE
{
name = ModuleFuelTanks
volume = 25
type = RCSHighEfficiency
}
}

@PART[mk2DockingPort]
{
!MODULE[ModuleFuelTanks] {}

MODULE
{
name = ModuleFuelTanks
volume = 150
type = RCSHighEfficiency
}
}

@PART[mk2Fuselage_LFO]
{
!MODULE[ModuleFuelTanks] {}

MODULE
{
name = ModuleFuelTanks
volume = 15
type = Default
}
}

@PART[mk2Fuselage_LFO]
{
!MODULE[ModuleFuelTanks] {}

MODULE
{
name = ModuleFuelTanks
volume = 600
type = Default
}
}

@PART[mk2Fuselage_L]
{
!MODULE[ModuleFuelTanks] {}

MODULE
{
name = ModuleFuelTanks
volume = 600
type = Fuselage
}
}

@PART[mk2Fuselage_Short_LFO]
{
!MODULE[ModuleFuelTanks] {}

MODULE
{
name = ModuleFuelTanks
volume = 300
type = Default
}
}

@PART[mk2Fuselage_Short_L]
{
!MODULE[ModuleFuelTanks] {}

MODULE
{
name = ModuleFuelTanks
volume = 300
type = Fuselage
}
}

Let me know if I got anything wrong, this is my first time messing with this.

A few gripes:

This is something I'm seeing too often among new users of ModuleManager in the past month or so: Deleting a key or node and then replacing it with the same thing. I'm assuming the reason was to avoid accidentally ending up with two sets of the same PartModule. What you should do instead is add a conditional check to make sure that module does not exist on the part. (there have been times in the past where it might have been desirable to do this sort of deletion, when multiple replacements were necessary and proper indexing not available. This is no longer true with recent ModuleManager developments)

Second: This is Real Fuels, not Modular Fuels and uses liters instead of KSP's arbitrary volume unit. The values you provided are appropriate for Modular Fuels but not Real Fuels so multiply by 5.

Third, you have at least one duplicate part referenced... mk2Fuselage_LFO. Better check and make sure there are no others.

The example below shows the short LFO Mk2 section fixed accordingly.


@PART[mk2Fuselage_Short_LFO]:HAS[!MODULE[ModuleFuelTanks]]
{
MODULE
{
name = ModuleFuelTanks
volume = 1500
type = Default
}
}

Edited by Starwaster
Oops forgot to delete the deleting section
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This is something I'm seeing too often among new users of ModuleManager in the past month or so: Deleting a key or node and then replacing it with the same thing. I'm assuming the reason was to avoid accidentally ending up with two sets of the same PartModule.

Use the % - replace operator.

This is exactly what it's designed for - edit it if it exists or replace it if it doesn't.

Also, use NEEDS or AFTER, that way if RealFuels isn't present you don't end up adding something that doesn't exist.

You don't want to delete and re-add, you'll change the order of the module which will mean that the right-click menu ends up in disarray.


@PART[mk2Fuselage_Short_LFO]:AFTER[RealFuels]
{
%MODULE[ModuleFuelTanks]
{
%volume = 1500
%type = Default
}
}

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CoffeeIndustries Jetliner and Cargo Planes parts pack wetwings config:

@PART[planeWingS*]:AFTER[FERRAMAEROSPACERESEARCH]:NEEDS[REALFUELS]
{
!RESOURCE[LiquidFuel] {}
!RESOURCE[Oxidizer] {}
MODULE
{
name = ModuleFuelTanks
volume = 600
type = Structural
}
}

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Hi, I have started making a forum download backup website and i was wondering if you would mind if i put your mod on it so that the next time the forums go down i will (most likely) have it ready. All i need is the download URL. this website is not very explicit and detailed.

From

KerbCo

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CoffeeIndustries Jetliner and Cargo Planes parts pack wetwings config:

@PART[planeWingS*]:AFTER[FERRAMAEROSPACERESEARCH]:NEEDS[REALFUELS]
{
!RESOURCE[LiquidFuel] {}
!RESOURCE[Oxidizer] {}
MODULE
{
name = ModuleFuelTanks
volume = 600
type = Structural
}
}

600 seems low for Real Fuels. What was it in the original part?

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MNorman: will check. That seems strange.

Also, I'll check N2O. My calcs sheet doesn't appear to have that issue; maybe something got introduced along the way.

A note on spaceplane parts. Starting with RF v6, RF will no longer kowtow to the Squad convention of "spaceplane parts magically don't contain much fuel" and will use B9-style math for how much volume these parts actually contain. For example, the Mk1 fuselage will have a volume of 1900. I would ask that anyone making air/spaceplane part configs do likewise.

KerbCo: since RF is hosted on GitHub, I'm not sure I see the point (are you just going to include a link to https://github.com/NathanKell/ModularFuelSystem/releases ?) But sure.

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600 seems low for Real Fuels. What was it in the original part?

On mobile right now, don't know off the top of my head but I based it off the value I got from the SquadMFT cfg file in the RealFuels folder for the MK1 fuselage which held 700.

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On mobile right now, don't know off the top of my head but I based it off the value I got from the SquadMFT cfg file in the RealFuels folder for the MK1 fuselage which held 700.

Just keep in mind, as I posted a few posts back, for Real Fuels you're going to want 5x the tank volume of stock (or made for stock) parts. No choice really, density values are about 1/5th. Volume is in liters.

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I'm a little confused... I installed this mod with hopes that stock engines would now use real world fuels BUT the game still asks for liquid fuel and oxidizer (whatever those compounds are). Whenever I try to use other fuels, the game won't let me.

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Ok, so is this closer to what I want?


@PART[mk2_1m_Bicoupler]:AFTER[RealFuels]
{
%MODULE[ModuleFuelTanks]
{
%volume = 1500
%type = Default
}
}

@PART[mk2_1m_AdapterLong]:AFTER[RealFuels]
{
%MODULE[ModuleFuelTanks]
{
%volume = 2500
%type = Default
}
}

@PART[mk2_1m_Adapter]:AFTER[RealFuels]
{
%MODULE[ModuleFuelTanks]
{
%volume = 1500
%type = Default
}
}

@PART[mk2Cockpit_Standard]:AFTER[RealFuels]
{
%MODULE[ModuleFuelTanks]
{
%volume = 75
%type = RCSHighEfficiency
}
}

@PART[mk2Cockpit_Inline]:AFTER[RealFuels]
{
%MODULE[ModuleFuelTanks]
{
%volume = 125
%type = RCSHighEfficiency
}
}

@PART[mk2DockingPort]:AFTER[RealFuels]
{
%MODULE[ModuleFuelTanks]
{
%volume = 750
%type = RCSHighEfficiency
}
}

@PART[mk2Fuselage_LFO]:AFTER[RealFuels]
{
%MODULE[ModuleFuelTanks]
{
%volume = 3000
%type = Default
}
}

@PART[mk2Fuselage_L]:AFTER[RealFuels]
{
%MODULE[ModuleFuelTanks]
{
%volume = 3000
%type = Fuselage
}
}

@PART[mk2Fuselage_Short_LFO]:AFTER[RealFuels]
{
%MODULE[ModuleFuelTanks]
{
%volume = 1500
%type = Default
}
}

@PART[mk2Fuselage_Short_L]:AFTER[RealFuels]
{
%MODULE[ModuleFuelTanks]
{
%volume = 1500
%type = Fuselage
}
}

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I'm a little confused... I installed this mod with hopes that stock engines would now use real world fuels BUT the game still asks for liquid fuel and oxidizer (whatever those compounds are). Whenever I try to use other fuels, the game won't let me.

The engines are not set up initially, you have to pick an engine config and install it to make them work. If you're looking to use the stock engines (and mod-pack engines) as-is you'll need the stockalike config linked in the 2nd post, as Padishar noted.

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The engines are not set up initially, you have to pick an engine config and install it to make them work. If you're looking to use the stock engines (and mod-pack engines) as-is you'll need the stockalike config linked in the 2nd post, as Padishar noted.

I tried to before and it said, webpage not available.

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WOW what a difference! I was suckered into using liquid H2/o2 because of the higher ISP BUT it requires HUGE tanks! Also, when I reached MECO to drift towards apoapsis, I tried to reignite my engines but couldn't do it. I DO have engine ignitor installed but no matter what I tried, the candles wouldn't light again. Can liquid H2/02 rockets launch in space again?

I hate hypergolic ignitors but it didn't work. The fuel flow was also very stable, ignition shouldn't have been a problem..

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WorldOfHurt: I'd suggest doubling those values.

Here are the RF v6.0 values: https://github.com/NathanKell/ModularFuelSystem/blob/master/RealFuels/Squad_modularFuelTanks.cfg#L117

(Mk1 fuselage first, other parts follow)

TeeGee: Thanks for the tipoff, link fixed. It seems every time I update the post, the links get borked...

You need to check and see what kind of, and how many, ignitions your engine has. Not all engines have more than 1. Also, you will need to settle your fuel ullage before ignition. You can use RCS or one-off solid ullage rockets to provide some positive acceleration to settle the fuels.

Right-click the engine in flight; if it says fuel isn't Very Stable, you need to provide some ullage force.

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Using the version released on 26th May, the functionality of the useRealisticMass option in RealSettings.cfg seems to be reversed for tank dry masses. Setting it to true results in normal KSP massess, while setting if to false results in the reduced, realistic masses. The engine masses, on the other hand are the other way around, with a values of false reulting in KSP masses and true resulting in realistic masses. The behaviour of the engine masses is the same as previous versions, while the tank masses are changed.

I can confirm that the tank masses are lower when useRealisticMass = false when using the latest update version with PP. Didn't check the engine masses specifically.

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Well now I'm having trouble with the SRB's. Whenever I put an SRB on a craft:

1) The activate engine icon doesn't show on the side tab

2) The engine appears at the bottom of the screen and is turned on IN the VAB

3) When I revert to VAB after a launch (after right click and activate engine), the game can't ID my previous craft and has "vessel name" in top, wrong flag, AND most of my parts have disappeared. This ONLY happens with the SRB's.

I'll post a pic to show.

7rJsBnP.png

PvJlUyL.png

EsuO2TV.png

oNZv35r.png

dtdezGP.png

n2vp27i.png

Edited by TeeGee
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Need log.

Upload your output log (NOT ksp.log) to dropbox or something.

Windows: KSP_win\KSP_Data\output_log.txt

Mac OSX: Open Console, on the left side of the window there is a menu that says 'files'. Scroll down the list and find the Unity drop down, under Unity there will be Player.log Aka Files>~/Library/Logs>Unity>Player.log

Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log

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