piggermortis Posted December 17, 2021 Share Posted December 17, 2021 Tanks not draining during flight in both sim and real flight from both proc tanks and ro tanks. My first rocket is going past 500km. Standard RP-1 install. Reverted to last version and problem is gone. Quote Link to comment Share on other sites More sharing options...
Al2Me6 Posted December 18, 2021 Share Posted December 18, 2021 11 hours ago, piggermortis said: Tanks not draining during flight in both sim and real flight from both proc tanks and ro tanks. My first rocket is going past 500km. Standard RP-1 install. Reverted to last version and problem is gone. This has been fixed in RF v13.5.3; apologies. Quote Link to comment Share on other sites More sharing options...
piggermortis Posted December 18, 2021 Share Posted December 18, 2021 Awesome. Updated and testing now. Quote Link to comment Share on other sites More sharing options...
BasileusButyn Posted January 2 Share Posted January 2 I stumbled upon a weird problem with this mod Engines work just fine with their default fuel setting, but when I switch to a different fuel (like switching Terrier to LH2/LOX) the enginecan be activated and throttled, but there's no thrust, no fuel usage, no visual effects. Anyone had this problem before? Quote Link to comment Share on other sites More sharing options...
siimav Posted January 2 Share Posted January 2 @BasileusButyn Remove the Persistent Thrust mod Quote Link to comment Share on other sites More sharing options...
BasileusButyn Posted January 2 Share Posted January 2 29 minutes ago, siimav said: @BasileusButyn Remove the Persistent Thrust mod Thanks man, everything works correctly now Quote Link to comment Share on other sites More sharing options...
AtomicTech Posted January 20 Share Posted January 20 What's the calculation I can use to convert a fuel tank from Stock KSP's Lqf+Ox to Kerolox? Quote Link to comment Share on other sites More sharing options...
Citizen247 Posted February 14 Share Posted February 14 I'm not sure if this stems from B9PartSwitch or Real fuels or is an inevitable interaction of both, but I thought I'd ask if there is a way around it: I'm trying to write some configs that apply realfuels to various mods, in this case Bluedog. Bluedog makes quite extensive use of B9PartSwitch to keep part count down. I've had great results working with engines, using B9PartSwitch's MODULE fields to switch engine configurations. So I tried a similar approach to change tank volume when B9 switches tank size in parts. Which appears to work, switch tank configurations increase or decrease tank volume as expected in the editor, and resources can be added. But, if the tank is set to anything but the default config when loaded in the flight scene all the resources are removed. I've tried some workarounds, like setting utilisation instead of volume, which still allows growing and shrinking the tanks in the editor, but resources are still deleted in the flight scene. I don't think this is a bug, it seems to be more intended behaviour. If you change tank volume in the editor the resources are removed, so I think what's happening is B9 is setting tank volume as the vessel is loaded in flight, and that's discarding the tank contents. My question is: Is there some way around this? Some field to target that will allow me to increase tank volume and preserve contents in flight? At the moment the only way I can see for getting around this would be to clone the part for each tank volume and remove the B9PartSwitch. Quote Link to comment Share on other sites More sharing options...
holyspacekraken Posted April 1 Share Posted April 1 Hello, was wondering if you're planning to add resistojet fuels to the RCS fuels list (water + electricity, argon + electricity, etc), also are other electrical engine fuels planned at this point or in future? Quote Link to comment Share on other sites More sharing options...
Cagz Posted April 23 Share Posted April 23 I noticed that it is possible to enable/disable ullage and number of ignitions in RealSettings config file for all engines. I am wonder if it is possible to change the actual settings for a specific engine ? Thanks a lot Quote Link to comment Share on other sites More sharing options...
Xt007 Posted April 23 Share Posted April 23 9 hours ago, Cagz said: I noticed that it is possible to enable/disable ullage and number of ignitions in RealSettings config file for all engines. I am wonder if it is possible to change the actual settings for a specific engine ? Thanks a lot Sure, just write an mm patch and edit the ignitions Example: @PART[engine] { @ignitions = how many } Quote Link to comment Share on other sites More sharing options...
Cagz Posted April 24 Share Posted April 24 (edited) 21 hours ago, Xt007 said: Sure, just write an mm patch and edit the ignitions Example: @PART[engine] { @ignitions = how many } Thanks a lot and I am really sorry for the lame questions that follow: 1 - Where do I find "engine" names ? They seem to be different from what I see on the UI. 2 - Where can I find full list of parameters that I can tweak for an engine? e.g. what would be the parameter for ullage, or what else I can change? EDIT: I tried this but it made no difference, I must be doing something silly. @PART[LiquidEngineRV-1] { @ignitions = 50 } Edited April 24 by Cagz Quote Link to comment Share on other sites More sharing options...
Xt007 Posted April 24 Share Posted April 24 Sorry, thought it would be that easy. Looks like you have to identify the module as well @PART[engine] { @Module[ModuleEngine*] { ignitions = how many } } Quote Link to comment Share on other sites More sharing options...
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