NecroBones

[1.4.1] Fuel Tanks Plus 2.0.2 (2018-03-14)

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On 1/7/2016 at 11:47 AM, Alpha188 said:

The mod is amazing but I think I have founded a small bug: when using the FL-T1200-FTP Fuel Tank with the Redstone texture, it doesn't work very well. Other textures are fine.

 

On 1/7/2016 at 2:29 PM, NecroBones said:

Did you set the texture resolution to a lower setting in the game settings, or are you running ActiveTextureManagement? Those come to mind as possible causes. The difference with this tank is that rather than physically separating out the color areas like some of the other tanks, this relies on them being more "painted on" like stock textures. I could probably adjust it, but at the time it seemed more of a stock-alike way to do it, to just rely on the texture resolution for its sharpness (or lack thereof).

 

BTW, this tank will be sharpened up in the next release. That may help you out.

 

KSP%202016-01-08%2018-35-45-98.jpg

 

1 hour ago, Psycho_zs said:

Is there a way to set tank shouds off by default? Not the model hack included in configs, but flipping the switch.

In my experience shouds are needed very rarely, in most cases they are just a bunch of polygons in the scene that you never see.

The mechanism I included to do this is to rename "FuelTanksPlus_RemoveShrouds.txt" to end in "cfg" instead of "txt". It just sets the shrouds to an unusable attachment node. Otherwise we don't have a way to shut them off. I keep hoping KSP will add a config entry that allows listing mesh objects to disable, but we have to resort to these hacky methods for now.

 

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19 minutes ago, NecroBones said:

The mechanism I included to do this is to rename "FuelTanksPlus_RemoveShrouds.txt" to end in "cfg" instead of "txt". It just sets the shrouds to an unusable attachment node. Otherwise we don't have a way to shut them off. I keep hoping KSP will add a config entry that allows listing mesh objects to disable, but we have to resort to these hacky methods for now.

So, the default value of the shroud switch in VAB part context menu is not configurable?

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2 hours ago, Psycho_zs said:

So, the default value of the shroud switch in VAB part context menu is not configurable?

As far as I know, sadly not.

 

But I know what you mean. When I added those a while back, it seemed like such a cool feature, but most of the time they're hidden from view anyway. Worse, they're not always reliable and sometimes disappear even when you want to keep them. I don't think there's much I can do short of just removing them at some point, unless KSP gets better at handling them.

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On 7 gennaio 2016 at 8:29 PM, NecroBones said:

 

Did you set the texture resolution to a lower setting in the game settings, or are you running ActiveTextureManagement? Those come to mind as possible causes. The difference with this tank is that rather than physically separating out the color areas like some of the other tanks, this relies on them being more "painted on" like stock textures. I could probably adjust it, but at the time it seemed more of a stock-alike way to do it, to just rely on the texture resolution for its sharpness (or lack thereof).

 

The texture are at quarter res due to some memory problems. The only mods I have that interact with the textures are Dynamic Texture Loader and Texture Replacer.

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28 minutes ago, Alpha188 said:

The texture are at quarter res due to some memory problems.

 

OK cool, it's definitely that. I don't bother to test anything at quarter res since, by definition, it's sacrificing looks for memory. It's a shame it's an "all or nothing" deal, since I make my mods to be very texture-efficient right from the start. If you could choose which ones to reduce and which ones not, that would be awesome, but sadly we can't do that.

 

But like I said, I cleaned that tank up a little and will get a new release out soon. It'll look better, though it may still have some softness to the edges.

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Update posted:

 

1.6 (2016-01-11) - Tweaks.
 - Increased propellant and thrust for 2.5m and 3.75m decouplers.
 - Sharpened the appearance of the checkered 1.25m long tank (Mercury setting).

 

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What should I do to have certain parts not load during the startup (or at least not show up in the VAB?). I tried deleting but then the rest of the parts wouldn't have textures or would show z-fighting.

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9 minutes ago, Ixenzo said:

What should I do to have certain parts not load during the startup (or at least not show up in the VAB?). I tried deleting but then the rest of the parts wouldn't have textures or would show z-fighting.

You can either edit the files, or create a separate MM config in the GameData folder so that it doesn't get overwritten when updating mods.

 

For instance, you could create a file called "my-patches.cfg" (it has to end in ',cfg'). As an example, if you wanted to hide all of the cube tanks from the menus, you could do this:

 

@PART[TPtankCube*]
{
	TechRequired = -1
	category = -1
	manufacturer = -1
}

 

You probably only need to set the category to '-1', but this covers all the bases. There used to be a bug that the manufacturer's tabs would still show them, etc, which is why I usually set all three.

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I'm trying to make a weldment using FTP tanks and the new version of the UbioZur welding mod. I have been trying to figure out how to set the part to reference just one texture/mesh to avoid the z-fighting on welded parts. Resource selection works as expected, its just the texture/mesh that is causing problems with the welded part. Thanks for your hard work NecroBones!

Here is my part cfg if someone would be able to help:

PART
{
	name = IO3Fuelnew
	module = Part
	author = UbioZurWeldingLtd
	rescaleFactor = 1
	PhysicsSignificance = -1
	node_stack_bottomSize3SASBatt8 = -3.395, -9.898, -2.707, 0, -1, 0, 3
	node_stack_bottomSize3SASBatt11 = -4.233, -9.898, 0.966, 0, -1, 0, 3
	node_stack_bottomSize3SASBatt14 = -1.884, -9.898, 3.912, 0, -1, 0, 3
	node_stack_bottomSize3SASBatt17 = 1.884, -9.898, 3.912, 0, -1, 0, 3
	node_stack_bottomSize3SASBatt20 = 4.233, -9.898, 0.966, 0, -1, 0, 3
	node_stack_bottomSize3SASBatt23 = 3.395, -9.898, -2.707, 0, -1, 0, 3
	node_stack_bottomSYprobe5m24 = 0, -9.858, 0, 0, -1, 0, 4
	node_stack_topSYprobe7m0 = 0, 13.642, 0, 0, 1, 0, 5
	node_stack_bottomSize3SASBatt5 = 0, -9.898, -4.342, 0, -1, 0, 3
	node_attach = 0, 0, 0, 0, 0, 0, 0
	CrewCapacity = 0
	stackSymmetry = 6
	TechRequired = largeUnmanned
	entryCost = 631800
	cost = 338800
	category = FuelTank
	subcategory = 0
	title = IO3 Fuel CoreX
	manufacturer = UbioZur Welding Ltd
	description = Warranty void during re-entry.
	attachRules = 1,1,1,1,0,0,0
	mass = 203.53
	vesselType = Probe
	dragModelType = default
	maximum_drag = 0
	minimum_drag = 0
	angularDrag = 0
	crashTolerance = 6.349
	breakingForce = 4015.021
	breakingTorque = 4015.021
	maxTemp = 2000
	fuelCrossFeed = True
	explosionPotential = 0.500001
	thermalMassModifier = 1
	heatConductivity = 0.12
	emissiveConstant = 0.4
	radiatorHeadroom = 0.25
	bulkheadProfiles = size4
	MODEL
	{
		model = SpaceY-Expanded/Parts/Command/SYprobe7m
		texture = SYprobe-Specular, SpaceY-Lifters/Parts/Command/SYprobe-Specular
		texture = SYtank7m-Specular, SpaceY-Lifters/Parts/FuelTanks/SYtank7m-Specular
		position = 0, 13.392, 0
		scale = 1, 1, 1
	}
	MODEL
	{
		model = FuelTanksPlus/Size3/TPtank3m2mA
		texture = orange-jumbo-0, Squad/Parts/FuelTank/fuelTankJumbo-64/model000
		texture = orange-jumbo-1, Squad/Parts/FuelTank/fuelTankJumbo-64/model001
		texture = TPtank2m-Specular, FuelTanksPlus/Size2/TPtank2m-Specular
		position = 0, 9.392, 0
		scale = 2, 2, 2
		rotation = 0, 180, 180
	}
	MODEL
	{
		model = FuelTanksPlus/Size3/TPtank3mL11250
		texture = orange-jumbo-0, Squad/Parts/FuelTank/fuelTankJumbo-64/model000
		texture = orange-jumbo-1, Squad/Parts/FuelTank/fuelTankJumbo-64/model001
		position = 0, -1.858, 0
		scale = 1.333, 1.333, 1.333
	}
	MODEL
	{
		model = FuelTanksPlus/Size3/TPtank3mL15000
		texture = orange-jumbo-0, Squad/Parts/FuelTank/fuelTankJumbo-64/model000
		texture = orange-jumbo-1, Squad/Parts/FuelTank/fuelTankJumbo-64/model001
		position = 0, -1.899, -4.342
		scale = 1, 1, 1
		rotation = 0, 180, 0
	}
	MODEL
	{
		model = FuelTanksPlus/Size3/TPcone3m
		texture = orange-jumbo-0, Squad/Parts/FuelTank/fuelTankJumbo-64/model000
		texture = orange-jumbo-1, Squad/Parts/FuelTank/fuelTankJumbo-64/model001
		position = 0, 6.351, -4.342
		scale = 1, 1, 1
	}
	MODEL
	{
		model = RSCapsuledyne/Parts/SASBatt/model
		position = 0, -9.649, -4.342
		scale = 1, 1, 1
	}
	MODEL
	{
		model = FuelTanksPlus/Size3/TPtank3mL15000
		texture = orange-jumbo-0, Squad/Parts/FuelTank/fuelTankJumbo-64/model000
		texture = orange-jumbo-1, Squad/Parts/FuelTank/fuelTankJumbo-64/model001
		position = -3.395, -1.899, -2.707
		scale = 1, 1, 1
		rotation = 0, 231.429, 0
	}
	MODEL
	{
		model = FuelTanksPlus/Size3/TPcone3m
		texture = orange-jumbo-0, Squad/Parts/FuelTank/fuelTankJumbo-64/model000
		texture = orange-jumbo-1, Squad/Parts/FuelTank/fuelTankJumbo-64/model001
		position = -3.395, 6.351, -2.707
		scale = 1, 1, 1
		rotation = 0, 51.429, 0
	}
	MODEL
	{
		model = RSCapsuledyne/Parts/SASBatt/model
		position = -3.395, -9.649, -2.707
		scale = 1, 1, 1
		rotation = 0, 51.429, 0
	}
	MODEL
	{
		model = FuelTanksPlus/Size3/TPtank3mL15000
		texture = orange-jumbo-0, Squad/Parts/FuelTank/fuelTankJumbo-64/model000
		texture = orange-jumbo-1, Squad/Parts/FuelTank/fuelTankJumbo-64/model001
		position = -4.233, -1.899, 0.966
		scale = 1, 1, 1
		rotation = 0, 282.857, 0
	}
	MODEL
	{
		model = FuelTanksPlus/Size3/TPcone3m
		texture = orange-jumbo-0, Squad/Parts/FuelTank/fuelTankJumbo-64/model000
		texture = orange-jumbo-1, Squad/Parts/FuelTank/fuelTankJumbo-64/model001
		position = -4.233, 6.351, 0.966
		scale = 1, 1, 1
		rotation = 0, 102.857, 0
	}
	MODEL
	{
		model = RSCapsuledyne/Parts/SASBatt/model
		position = -4.233, -9.649, 0.966
		scale = 1, 1, 1
		rotation = 0, 102.857, 0
	}
	MODEL
	{
		model = FuelTanksPlus/Size3/TPtank3mL15000
		texture = orange-jumbo-0, Squad/Parts/FuelTank/fuelTankJumbo-64/model000
		texture = orange-jumbo-1, Squad/Parts/FuelTank/fuelTankJumbo-64/model001
		position = -1.884, -1.899, 3.912
		scale = 1, 1, 1
		rotation = 0, 334.286, 0
	}
	MODEL
	{
		model = FuelTanksPlus/Size3/TPcone3m
		texture = orange-jumbo-0, Squad/Parts/FuelTank/fuelTankJumbo-64/model000
		texture = orange-jumbo-1, Squad/Parts/FuelTank/fuelTankJumbo-64/model001
		position = -1.884, 6.351, 3.912
		scale = 1, 1, 1
		rotation = 0, 154.286, 0
	}
	MODEL
	{
		model = RSCapsuledyne/Parts/SASBatt/model
		position = -1.884, -9.649, 3.912
		scale = 1, 1, 1
		rotation = 0, 154.286, 0
	}
	MODEL
	{
		model = FuelTanksPlus/Size3/TPtank3mL15000
		texture = orange-jumbo-0, Squad/Parts/FuelTank/fuelTankJumbo-64/model000
		texture = orange-jumbo-1, Squad/Parts/FuelTank/fuelTankJumbo-64/model001
		position = 1.884, -1.899, 3.912
		scale = 1, 1, 1
		rotation = 0, 25.714, 0
	}
	MODEL
	{
		model = FuelTanksPlus/Size3/TPcone3m
		texture = orange-jumbo-0, Squad/Parts/FuelTank/fuelTankJumbo-64/model000
		texture = orange-jumbo-1, Squad/Parts/FuelTank/fuelTankJumbo-64/model001
		position = 1.884, 6.351, 3.912
		scale = 1, 1, 1
		rotation = 0, 205.714, 0
	}
	MODEL
	{
		model = RSCapsuledyne/Parts/SASBatt/model
		position = 1.884, -9.649, 3.912
		scale = 1, 1, 1
		rotation = 0, 205.714, 0
	}
	MODEL
	{
		model = FuelTanksPlus/Size3/TPtank3mL15000
		texture = orange-jumbo-0, Squad/Parts/FuelTank/fuelTankJumbo-64/model000
		texture = orange-jumbo-1, Squad/Parts/FuelTank/fuelTankJumbo-64/model001
		position = 4.233, -1.899, 0.966
		scale = 1, 1, 1
		rotation = 0, 77.143, 0
	}
	MODEL
	{
		model = FuelTanksPlus/Size3/TPcone3m
		texture = orange-jumbo-0, Squad/Parts/FuelTank/fuelTankJumbo-64/model000
		texture = orange-jumbo-1, Squad/Parts/FuelTank/fuelTankJumbo-64/model001
		position = 4.233, 6.351, 0.966
		scale = 1, 1, 1
		rotation = 0, 257.143, 0
	}
	MODEL
	{
		model = RSCapsuledyne/Parts/SASBatt/model
		position = 4.233, -9.649, 0.966
		scale = 1, 1, 1
		rotation = 0, 257.143, 0
	}
	MODEL
	{
		model = FuelTanksPlus/Size3/TPtank3mL15000
		texture = orange-jumbo-0, Squad/Parts/FuelTank/fuelTankJumbo-64/model000
		texture = orange-jumbo-1, Squad/Parts/FuelTank/fuelTankJumbo-64/model001
		position = 3.395, -1.899, -2.707
		scale = 1, 1, 1
		rotation = 0, 128.571, 0
	}
	MODEL
	{
		model = FuelTanksPlus/Size3/TPcone3m
		texture = orange-jumbo-0, Squad/Parts/FuelTank/fuelTankJumbo-64/model000
		texture = orange-jumbo-1, Squad/Parts/FuelTank/fuelTankJumbo-64/model001
		position = 3.395, 6.351, -2.707
		scale = 1, 1, 1
		rotation = 0, 308.571, 0
	}
	MODEL
	{
		model = RSCapsuledyne/Parts/SASBatt/model
		position = 3.395, -9.649, -2.707
		scale = 1, 1, 1
		rotation = 0, 308.571, 0
	}
	MODEL
	{
		model = SpaceY-Lifters/Parts/Command/SYprobe5m
		position = 0, -9.608, 0
		scale = 1, 1, 1
	}
	RESOURCE
	{
		name = ElectricCharge
		amount = 92000
		maxAmount = 92000
	}
	RESOURCE
	{
		name = LiquidFuel
		amount = 279187.2
		maxAmount = 279187.2
	}
	MODULE
	{
		name = ModuleCommand
		minimumCrew = 0
		RESOURCE
		{
			name = ElectricCharge
			rate = 0.2
		}
	}
	MODULE
	{
		name = ModuleReactionWheel
		PitchTorque = 610
		YawTorque = 610
		RollTorque = 610
		RESOURCE
		{
			name = ElectricCharge
			rate = 11.35
		}
	}
	MODULE
	{
		name = ModuleSAS
		SASServiceLevel = 3
	}
	MODULE
	{
		name = ModuleSPU
		IsRTCommandStation = True
		RTCommandMinCrew = 4
	}
	MODULE
	{
		name = ModuleRTAntennaPassive
		TechRequired = None
		OmniRange = 320000
		TRANSMITTER
		{
			PacketInterval = 0.3
			PacketSize = 2
			PacketResourceCost = 5.0
			name = ModuleRTDataTransmitter
		}
	}
	MODULE
	{
		name = CollisionFX
		scrapeSparks = True
		collisionSound = CollisionFX/Sounds/Bang1
		scrapeSound = CollisionFX/Sounds/GroundSkid
		sparkSound = CollisionFX/Sounds/SparkSqueal
	}
	MODULE
	{
		name = ModuleAGX
	}
	MODULE
	{
		name = ModuleScienceExperiment
		experimentID = telemetryReport
		experimentActionName = Telemetry Report
		resetActionName = Discard Telemetry
		reviewActionName = Review Telemetry
		useStaging = False
		useActionGroups = True
		hideUIwhenUnavailable = True
		rerunnable = True
		xmitDataScalar = 1
	}
	MODULE
	{
		name = USI_ModuleRecycleablePart
		Menu = Salvage Part
		ResourceName = SpecializedParts
		Efficiency = 30
	}
	MODULE
	{
		name = GeometryPartModule
	}
	MODULE
	{
		name = FARAeroPartModule
	}
	MODULE
	{
		name = FARPartModule
	}
	MODULE
	{
		name = MechJebCore
		MechJebLocalSettings
		{
			MechJebModuleCustomWindowEditor
			{
				unlockTechs = flightControl
			}
			MechJebModuleSmartASS
			{
				unlockTechs = flightControl
			}
			MechJebModuleManeuverPlanner
			{
				unlockTechs = advFlightControl
			}
			MechJebModuleNodeEditor
			{
				unlockTechs = advFlightControl
			}
			MechJebModuleTranslatron
			{
				unlockTechs = advFlightControl
			}
			MechJebModuleWarpHelper
			{
				unlockTechs = advFlightControl
			}
			MechJebModuleAttitudeAdjustment
			{
				unlockTechs = advFlightControl
			}
			MechJebModuleThrustWindow
			{
				unlockTechs = advFlightControl
			}
			MechJebModuleRCSBalancerWindow
			{
				unlockTechs = advFlightControl
			}
			MechJebModuleRoverWindow
			{
				unlockTechs = fieldScience
			}
			MechJebModuleAscentGuidance
			{
				unlockTechs = unmannedTech
			}
			MechJebModuleLandingGuidance
			{
				unlockTechs = unmannedTech
			}
			MechJebModuleSpaceplaneGuidance
			{
				unlockTechs = unmannedTech
			}
			MechJebModuleDockingGuidance
			{
				unlockTechs = advUnmanned
			}
			MechJebModuleRendezvousAutopilotWindow
			{
				unlockTechs = advUnmanned
			}
			MechJebModuleRendezvousGuidance
			{
				unlockTechs = advUnmanned
			}
		}
	}
	MODULE
	{
		name = BuildEngineer
	}
	MODULE
	{
		name = FlightEngineer
	}
	MODULE
	{
		name = ModuleJettison
		jettisonName = TPtankShroudBottom
		bottomNodeName = bottom
		isFairing = True
		jettisonedObjectMass = 1.8
		jettisonForce = 1.8
		jettisonDirection = 0 0 1
	}
	MODULE
	{
		name = FlagDecal
		textureQuadName = flagDecal
	}
	MODULE
	{
		name = WeldedMeshSwitch
		objectIndicies = 1; 2; 3; 4; 6; 7; 9; 10; 12; 13; 15; 16; 18; 19; 21; 22
		objects = collider,TPtank2m-Zcaps,TPtank3m-Orange,TPtank3m-Orange2,TPtank3m-Zcaps,TPtankShroudBottom,TPtankShroudTop; collider,flagDecal,TPtank3m-Orange,TPtank3m-Orange2,TPtank3m-Zcaps,TPtankShroudBottom,TPtankShroudTop; collider,flagDecal,TPtank3m-Orange,TPtank3m-Orange2,TPtank3m-Zcaps,TPtankShroudBottom,TPtankShroudTop; collider,TPtank3m-Orange,TPtank3m-Orange2,TPtank3m-Zcaps; collider,flagDecal,TPtank3m-Orange,TPtank3m-Orange2,TPtank3m-Zcaps,TPtankShroudBottom,TPtankShroudTop; collider,TPtank3m-Orange,TPtank3m-Orange2,TPtank3m-Zcaps; collider,flagDecal,TPtank3m-Orange,TPtank3m-Orange2,TPtank3m-Zcaps,TPtankShroudBottom,TPtankShroudTop; collider,TPtank3m-Orange,TPtank3m-Orange2,TPtank3m-Zcaps; collider,flagDecal,TPtank3m-Orange,TPtank3m-Orange2,TPtank3m-Zcaps,TPtankShroudBottom,TPtankShroudTop; collider,TPtank3m-Orange,TPtank3m-Orange2,TPtank3m-Zcaps; collider,flagDecal,TPtank3m-Orange,TPtank3m-Orange2,TPtank3m-Zcaps,TPtankShroudBottom,TPtankShroudTop; collider,TPtank3m-Orange,TPtank3m-Orange2,TPtank3m-Zcaps; collider,flagDecal,TPtank3m-Orange,TPtank3m-Orange2,TPtank3m-Zcaps,TPtankShroudBottom,TPtankShroudTop; collider,TPtank3m-Orange,TPtank3m-Orange2,TPtank3m-Zcaps; collider,flagDecal,TPtank3m-Orange,TPtank3m-Orange2,TPtank3m-Zcaps,TPtankShroudBottom,TPtankShroudTop; collider,TPtank3m-Orange,TPtank3m-Orange2,TPtank3m-Zcaps
		advancedDebug = True
		destroyUnusedParts = True
	}
}

 

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11 hours ago, FlyingFalap said:

I'm trying to make a weldment using FTP tanks and the new version of the UbioZur welding mod. I have been trying to figure out how to set the part to reference just one texture/mesh to avoid the z-fighting on welded parts. Resource selection works as expected, its just the texture/mesh that is causing problems with the welded part. Thanks for your hard work NecroBones!

Here is my part cfg if someone would be able to help:

 

 

Wow, I'm not sure. I've never worked with that welding mod or the associated WeldedMeshSwitch. I'm not sure if it works exactly like FSMeshSwitch or InterstellarMeshSwitch. Those two will basically look at the entire list of mesh names you gave it, and anything you don't specify will be turned ON for all of the configurations in the list.The ones you specify will show up for only whichever choices are selected.

 

So usually if the meshes are something you just want turned off, you need something to soak them up, so to speak. In this case, since you're using the orange variants, all the other color variants probably need to be specified somewhere so they don't get drawn.

 

For those parts, when you're using a stock game without a mesh switcher, my MM configs will assign all of of the unused meshes to an attachment node that's a kilometer away, as if they were engine shrouds, so that they'll never activate. With a mesh switcher, I suppose they could be assigned to a menu selection that no one is intended to use. Those are really the only ways I know how to turn off unused meshes at this time.

 

So my question is does the WeldedMeshSwitch behave differently and disable unspecified meshes by default (and that's not working)? Or does it also need to specify meshes to ignore, or use some other method? This might be a question for that mod's thread.

 

 

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@NecroBones

I'm having a problem with FTP because it uses Intersteller Fuel Switch-core, which seems to interfere with Modular Fuel tanks.  What happens is that I try changing a tank to only monoprop (MFT can do that), but then Intersteller seems to refil the tank with fuel & oxidizer without removing the monoprop.

I tried disabling Intersteller, and thinkgs worked ok, but the textures on the tanks were gone.

any suggestions?

 

thanks

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14 minutes ago, linuxgurugamer said:

@NecroBones

I'm having a problem with FTP because it uses Intersteller Fuel Switch-core, which seems to interfere with Modular Fuel tanks.  What happens is that I try changing a tank to only monoprop (MFT can do that), but then Intersteller seems to refil the tank with fuel & oxidizer without removing the monoprop.

I tried disabling Intersteller, and thinkgs worked ok, but the textures on the tanks were gone.

any suggestions?

 

Huh, I'm not really sure. The patches that add the fuel switching for IFS shouldn't activate if MFT is installed. Basically if MFT, RealFuels, or CryoEngines are installed, it should skip the FTP fuel configs for IFS (wow that's a lot of abbreviations! :)). So unless IFS is doing something even without the configs, then I'm not sure what would cause the conflict.

If you can post a copy of your KSP.log file somewhere, I can look and see if it's running those patches.

Another possibility is to try the Firespitter core instead of IFS. FTP will use either.

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8 hours ago, NecroBones said:

 

Huh, I'm not really sure. The patches that add the fuel switching for IFS shouldn't activate if MFT is installed. Basically if MFT, RealFuels, or CryoEngines are installed, it should skip the FTP fuel configs for IFS (wow that's a lot of abbreviations! :)). So unless IFS is doing something even without the configs, then I'm not sure what would cause the conflict.

If you can post a copy of your KSP.log file somewhere, I can look and see if it's running those patches.

Another possibility is to try the Firespitter core instead of IFS. FTP will use either.

 

Here is the log, and a short sequence of screenshots showing the tank when first loaded, going through the steps to remove the tanks and put in the mono, to the pad where all tanks are again magically there, and back to the VAB

https://drive.google.com/file/d/0Bzid7e3pW1k7Z0sxSDBSaVllX2M/view?usp=sharing

I also looked in the IFS directory, and there aren't any patches there at all, just the dlls.  It appears that the DLL responsible for this is the InterStellarFuelSwitch.dll, I tried disabling it and the problem went away, but so did all the textures.

I also looked at the FuelTanksPlus directory, and saw that there are two cfg fiels there, one for MFT and one for ISS.  

I may have found the problem.  In the file FuelTanksPlus_FuelSwitch.cfg, I see the following line:

@PART[TPtankTri]:HAS[@RESOURCE[LiquidFuel],@RESOURCE[Oxidizer],!MODULE[InterstellarFuelSwitch],!MODULE[FSfuelSwitch],!MODULE[ModuleEnginesFX],!MODULE[ModuleEngines]]:NEEDS[Firespitter|InterstellarFuelSwitch]:NEEDS[!CryoEngines&!modularFuelTanks&!RealFuels]:FOR[FuelTanksPlus

Notice that the spelling for the ModularFuelTanks is lowercase instead of upper case:  modularFuelTanks

This is in 4 different places

Edit:  Nope.  I fixed it and tried again, no luck, same problem.  I did try doing the "next tank", whic appears to come from that IFS dll, and while the behaviour changed (different types were shown), the issue is still there.

Edited by linuxgurugamer

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So I did some more digging, and it appears that part of the problem is that Monoprop isn't specified in the first entry in the file FuelTanksPlus_FuelSwitch.cfg.

I added the following to the first entry, and it seems to fix the problem (Look for the lines referencing Monoprop):

@PART[TPtankL*|TPtank?mL*|TPdome*|TPcone*|TPtank?m?mA]:HAS[@RESOURCE[LiquidFuel],@RESOURCE[Oxidizer],!MODULE[InterstellarFuelSwitch],!MODULE[FSfuelSwitch],!MODULE[ModuleEnginesFX],!MODULE[ModuleEngines]]:NEEDS[Firespitter|InterstellarFuelSwitch]:NEEDS[!CryoEngines&!modularFuelTanks&!RealFuels]:FOR[FuelTanksPlus]
{
    %LF = #$RESOURCE[LiquidFuel]/maxAmount$
    %OX = #$RESOURCE[Oxidizer]/maxAmount$

    %LF2 = #$LF$
    @LF2 *= 2
    %OX2 = #$OX$
    @OX2 *= 2

    %Monoprop = #$mass$
    @Monoprop *= 1880

    MODULE
    {
        name:NEEDS[!InterstellarFuelSwitch] = FSfuelSwitch
        name:NEEDS[InterstellarFuelSwitch] = InterstellarFuelSwitch
        volumeMultiplier:NEEDS[InterstellarFuelSwitch] = 1
        massMultiplier:NEEDS[InterstellarFuelSwitch] = 1
        resourceGui:NEEDS[InterstellarFuelSwitch] = LiquidFuel+Oxidizer;LiquidFuel;Oxidizer;MonoPropellant
        resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer;MonoPropellant
        resourceAmounts = #$../LF$,$../OX$;$../LF2$;$../OX2$;$../Monoprop$
        basePartMass = #$../mass$
    }
    !RESOURCE[LiquidFuel] {}
    !RESOURCE[Oxidizer] {}
    !LF
    !OX
    !LF2
    !OX2
    !Monoprop
}


I do see that you do have the same ratios for the fuel amount:mass as the standard tanks, that is very good.  ModularFuelTanks, doesn't seem to do that, I'll be contacting the author about that

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Ah OK. Yes, I had set FTP up to use the LFO tanks for just combinations of fuel and oxidizer. The "nuke" tanks are the single-propellant tanks, so those have the options for xenon and monoprop. But really there isn't much need to keep people from using monoprop in the regular tanks, so I can probably add that. So this basically fixed your problem? I'll look into adding that on my side.

 

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1 hour ago, NecroBones said:

Ah OK. Yes, I had set FTP up to use the LFO tanks for just combinations of fuel and oxidizer. The "nuke" tanks are the single-propellant tanks, so those have the options for xenon and monoprop. But really there isn't much need to keep people from using monoprop in the regular tanks, so I can probably add that. So this basically fixed your problem? I'll look into adding that on my side.

 

Yes it does.  I'm using an Arcjet along with the Oscar for my remote probes (at least for now), it's pretty efficient and looks nice as well.

Thanks

There is still a conflict, in that MFT uses different ratios/amounts, so where using your values, I can put about 89u of volume in, but MFT only puts in a total of 80.  But at least I can work around this.  I've posted a message in the MFT forum asking that he contact you to see if both mods can agree on this.

Edited by linuxgurugamer

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On 2016-01-19 at 7:50 AM, NecroBones said:

Wow, I'm not sure. I've never worked with that welding mod or the associated WeldedMeshSwitch. I'm not sure if it works exactly like FSMeshSwitch or InterstellarMeshSwitch. Those two will basically look at the entire list of mesh names you gave it, and anything you don't specify will be turned ON for all of the configurations in the list.The ones you specify will show up for only whichever choices are selected.

 

So usually if the meshes are something you just want turned off, you need something to soak them up, so to speak. In this case, since you're using the orange variants, all the other color variants probably need to be specified somewhere so they don't get drawn.

 

For those parts, when you're using a stock game without a mesh switcher, my MM configs will assign all of of the unused meshes to an attachment node that's a kilometer away, as if they were engine shrouds, so that they'll never activate. With a mesh switcher, I suppose they could be assigned to a menu selection that no one is intended to use. Those are really the only ways I know how to turn off unused meshes at this time.

 

So my question is does the WeldedMeshSwitch behave differently and disable unspecified meshes by default (and that's not working)? Or does it also need to specify meshes to ignore, or use some other method? This might be a question for that mod's thread.

 



 

How might I go about specifying the meshes to not be used?

I can delete the entire WeldedMeshSwitch section because I don't need to be able to switch meshes on the part after it's welded. I still experience the visuals after doing this however.

 

 

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17 hours ago, FlyingFalap said:

How might I go about specifying the meshes to not be used?

I can delete the entire WeldedMeshSwitch section because I don't need to be able to switch meshes on the part after it's welded. I still experience the visuals after doing this however.

Like I said, the only ways I know is to assign them to other mesh-switcher choices, or assign them as engine shrouds to a node you can't use. What you'd probably want to do is set up mesh switching and assign all of the mesh combinations the way they are in FTP. For instance, if you look in "Size3/000_TPtank3m_MM.cfg" you can see the size3 mesh switching config.

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Just a heads up, the Oscar variants of the tanks seem to have the wrong ratios.  Unless I'm missing something here.

e370244d48832e002e4bbeab6704e632.png

 

41505546821a5aadcfa1ac868da0ee44.png

The C looks twice the size of the B but should have 36 Fuel and 44 Oxidizer.  This inconsistency continues throughout all the larger variants (The half size one is fine however).

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14 minutes ago, Tankman101 said:

Just a heads up, the Oscar variants of the tanks seem to have the wrong ratios.  Unless I'm missing something here.

e370244d48832e002e4bbeab6704e632.png

 

41505546821a5aadcfa1ac868da0ee44.png

The C looks twice the size of the B but should have 36 Fuel and 44 Oxidizer.  This inconsistency continues throughout all the larger variants (The half size one is fine however).

No, that's by design. The capacities are on a sliding scale so that by the time you get to the longest one, the fuel capacity per volume matches the larger diameter tanks. The Oscar-B is the one stock tank that doesn't match the rest in that regard, so this made the most sense (to me). What is wrong however, and this brought it to my attention, is that the dry mass was a little off on a few of the tanks as compared to those capacities (because the capacities changed a while back to compensate for changes to the Oscar-B). I'll correct those for the next update.

 

 

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So I was missing something.  Thanks for explaining that!

EDIT: I should probably take this time to say how much I enjoy the new tank sizes/textures.  Really adds some personality to the rockets.

Edited by Tankman101

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18 hours ago, Tankman101 said:

So I was missing something.  Thanks for explaining that!

EDIT: I should probably take this time to say how much I enjoy the new tank sizes/textures.  Really adds some personality to the rockets.

Awesome, glad you're enjoying it! Yeah, the tank sizes help a lot, for sure.

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1 hour ago, DerekL1963 said:

How well do these play with Modular Fuel Tanks?

Yep, they should work fine.

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