MaxL_1023 Posted August 15, 2016 Share Posted August 15, 2016 Alright, thanks. Time to get rid of realfuels! Quote Link to comment Share on other sites More sharing options...
Putnam Posted August 23, 2016 Share Posted August 23, 2016 The Procedural Parts patch doesn't work without Modular Fuel Tanks installed due to this: @PART[procedural*Liquid]:NEEDS[ModularFuelTanks&!RealFuels]:FOR[CryoTanks] Fix: @PART[procedural*Liquid]:NEEDS[ProceduralParts&!RealFuels]:FOR[CryoTanks] Quote Link to comment Share on other sites More sharing options...
blowfish Posted August 23, 2016 Share Posted August 23, 2016 53 minutes ago, Putnam said: The Procedural Parts patch doesn't work without Modular Fuel Tanks installed due to this: @PART[procedural*Liquid]:NEEDS[ModularFuelTanks&!RealFuels]:FOR[CryoTanks] Fix: @PART[procedural*Liquid]:NEEDS[ProceduralParts&!RealFuels]:FOR[CryoTanks] I don't think this would work. Procedural Parts uses a completely different mechanism for switching fuels when MFT isn't present (additionally, you would break the patch for people who have MFT but not PP). Quote Link to comment Share on other sites More sharing options...
Putnam Posted August 23, 2016 Share Posted August 23, 2016 (edited) No, procedural parts seems to use TankContentSwitcher in its own content files exactly the same way the CryoTanks patch patches it... unless I'm misunderstanding something real subtle. EDIT: Just tested, the fix I posted above seems to work. If it does break compatibility with those who have MFT but not PP... I don't see how, since it only seems to patch PP parts, unless MFT uses parts with the same name. Edited August 23, 2016 by Putnam tested Quote Link to comment Share on other sites More sharing options...
blowfish Posted August 24, 2016 Share Posted August 24, 2016 1 hour ago, Putnam said: No, procedural parts seems to use TankContentSwitcher in its own content files exactly the same way the CryoTanks patch patches it... unless I'm misunderstanding something real subtle. EDIT: Just tested, the fix I posted above seems to work. If it does break compatibility with those who have MFT but not PP... I don't see how, since it only seems to patch PP parts, unless MFT uses parts with the same name. Oh, you're right. I thought that was a patch for the MFT tanks, but it's not. Context might have helped. Quote Link to comment Share on other sites More sharing options...
Stratickus Posted August 28, 2016 Share Posted August 28, 2016 (edited) Not sure if its a bug, but the Volcano does not have a description for me other than "Plume configured by RealPlume." All of the rest of the cryo/NFT engines have descriptions. Some with the real plume comment, some without. Could be other mods I have, but the only part that I have found that is affected is the Volcano. https://www.dropbox.com/s/v2qtjmch8erlevd/20160827211132_1.jpg?dl=0 Edited August 28, 2016 by Stratickus Quote Link to comment Share on other sites More sharing options...
Nertea Posted August 29, 2016 Author Share Posted August 29, 2016 On 8/27/2016 at 7:16 PM, Stratickus said: Not sure if its a bug, but the Volcano does not have a description for me other than "Plume configured by RealPlume." All of the rest of the cryo/NFT engines have descriptions. Some with the real plume comment, some without. Could be other mods I have, but the only part that I have found that is affected is the Volcano. https://www.dropbox.com/s/v2qtjmch8erlevd/20160827211132_1.jpg?dl=0 Bug in RealPlume, evidently. Someone probably put @description = blabla instead of @description += blabla Quote Link to comment Share on other sites More sharing options...
Nertea Posted September 1, 2016 Author Share Posted September 1, 2016 Small update: Fixed bug that caused propellant to keep boiling off even if power was restored Quote Link to comment Share on other sites More sharing options...
PickledTripod Posted September 2, 2016 Share Posted September 2, 2016 Thaks for the update. Do you think you could give the unmounted vesrsion of the engines a more fitting collider? The invisible but still physically existant support ring causes all sorts of issues, like getting stuck in Procedural Fairings when separating stages or generating extra drag in FAR when it extends from the fuselage. Quote Link to comment Share on other sites More sharing options...
Nertea Posted September 2, 2016 Author Share Posted September 2, 2016 15 hours ago, PickledTripod said: Thaks for the update. Do you think you could give the unmounted vesrsion of the engines a more fitting collider? The invisible but still physically existant support ring causes all sorts of issues, like getting stuck in Procedural Fairings when separating stages or generating extra drag in FAR when it extends from the fuselage. Yes that's something I've been meaning to do for a while, ever since I switch to a part switch module that allowed that without causing some problems. Quote Link to comment Share on other sites More sharing options...
DanilloRaptor-SVK Posted September 10, 2016 Share Posted September 10, 2016 HI pls. This mod is good but pls ...I have still not have enought el. power. I used lot of solar panels so I had lot of power, BUT when I speed up time for max ...hydrogen is boil off again and very quckly. Do you have any tips for this situation ? Quote Link to comment Share on other sites More sharing options...
Rory Yammomoto Posted September 15, 2016 Share Posted September 15, 2016 (edited) 1.2? EDIT: in all seriousness, @Nertea, there is an issue with this in 1.2 (I know it is unsupported, but I still play) where there is no resources in the tanks, only a module for hydrogen boil off. I am pretty sure this is probably a problem with the fuel switcher and out of your power, but if it is in your power, please try to get it resolved someday. Edited September 26, 2016 by Rory Yammomoto Quote Link to comment Share on other sites More sharing options...
Wahgineer Posted September 16, 2016 Share Posted September 16, 2016 Actually, regarding mesh switching, it looks like Squad is planning to make a stock one! (Look in the download for the overhauled parts for 1.2) Quote Link to comment Share on other sites More sharing options...
Nertea Posted September 26, 2016 Author Share Posted September 26, 2016 On 9/15/2016 at 7:29 AM, Rory Yammomoto said: 1.2? EDIT: in all seriousness, @Nertea, there is an issue with this in 1.2 (I know it is unsupported, but I still play) where there is no resources in the tanks, only a module for hydrogen boil off. I am pretty sure this is probably a problem with the fuel switcher and out of your power, but if it is in your power, please try to get it resolved someday. In all seriousness, using anything of mine that is marked for an earlier version of KSP in a later version of KSP is super unsupported, and any complaining about this, particularly in the prerelease time (which is specifically designed to find bugs with the stock game, not play around with mods), will be summarily ignored. Being passive aggressive in other threads is not helpful either. Quote Link to comment Share on other sites More sharing options...
blowfish Posted September 26, 2016 Share Posted September 26, 2016 (edited) On 9/15/2016 at 7:29 AM, Rory Yammomoto said: EDIT: in all seriousness, @Nertea, there is an issue with this in 1.2 (I know it is unsupported, but I still play) where there is no resources in the tanks, only a module for hydrogen boil off. I am pretty sure this is probably a problem with the fuel switcher and out of your power, but if it is in your power, please try to get it resolved someday. As the author of B9PartSwitch, you can blame me for this, and you can continue to blame me until 1.2 official is out as I have no intention of releasing anything while the KSP API is unstable (even though I've fixed all the current issues). Edited September 26, 2016 by blowfish Quote Link to comment Share on other sites More sharing options...
Rory Yammomoto Posted September 26, 2016 Share Posted September 26, 2016 (edited) 2 hours ago, Nertea said: In all seriousness, using anything of mine that is marked for an earlier version of KSP in a later version of KSP is super unsupported, and any complaining about this, particularly in the prerelease time (which is specifically designed to find bugs with the stock game, not play around with mods), will be summarily ignored. Being passive aggressive in other threads is not helpful either. (Crap, I sounded passive agressive? I'm terribly sorry, I never meant for it to sound that way) 1 hour ago, blowfish said: As the author of B9PartSwitch, you can blame me for this, and you can continue to blame me until 1.2 official is out as I have no intention of releasing anything while the KSP API is unstable (even though I've fixed all the current issues). I am terribly sorry for pestering you. (I guess 1.1pre taught a good lesson...don't mod until it was stable) Edited September 26, 2016 by Rory Yammomoto Quote Link to comment Share on other sites More sharing options...
DanilloRaptor-SVK Posted October 1, 2016 Share Posted October 1, 2016 Hi... why is fuel boil off just when you speed-up time x10000 and more? having lot of power (using reactors) Quote Link to comment Share on other sites More sharing options...
Nertea Posted October 1, 2016 Author Share Posted October 1, 2016 2 hours ago, DanilloRaptor-SVK said: Hi... why is fuel boil off just when you speed-up time x10000 and more? having lot of power (using reactors) You've run into one of the edge cases the plugin does not handle well. Screenshots of the problem occurring and the ship are helpful (or a craft file if it doesn't have too many other mods). Quote Link to comment Share on other sites More sharing options...
Nertea Posted October 5, 2016 Author Share Posted October 5, 2016 Anyone who uses CryoEngines or KerbalAtomics - a favour please. I'm in the process of writing an analytics mode for the boiloff simulator that should solve many of the problems experienced at high timewarp. However, I need test cases. If you have a ship that encountered random boiloff at high warps in the past, I'd really like the craft file, or screenshots so I can replicate the relevant parts. This will be very helpful and will hopefully decrease the amount of time that the post-1.2 update will take. Quote Link to comment Share on other sites More sharing options...
Temeter Posted October 15, 2016 Share Posted October 15, 2016 Sorry, I don't think i've ever had issues with timewarp and boiloff using your mod. And currently I'm already on 1.2. Quote Link to comment Share on other sites More sharing options...
Nertea Posted October 21, 2016 Author Share Posted October 21, 2016 Update 0.4.0 is available on Spacedock and Dropbox. Curse will follow eventually. Please do not ask me about CKAN. KSP 1.2 Updated bundled MM Updated bundled CRP Updated bundled B9PartSwitch Updated DeployableEngines Reexported engine FX to fix interaction with atmospheric/highlight FX Changed naming of engine variants New colliders for engine variants to more accurately represent their structures CryoTanks: General functionality improvements Tank real power usage is now shown in the info box Right clicking on a tank in the VAB now displays its power usage New analytics mode that runs at 1000x time warp and up which should do a much better job of calculating boiloff Lifting and ZBO tanks now have the same mass ratio ZBO tanks have a new alternate model that can be selected Quote Link to comment Share on other sites More sharing options...
Jim Meillente Posted October 21, 2016 Share Posted October 21, 2016 29 minutes ago, Nertea said: Update 0.4.0 is available on Spacedock and Dropbox. Curse will follow eventually. Please do not ask me about CKAN. KSP 1.2 Updated bundled MM Updated bundled CRP Updated bundled B9PartSwitch Updated DeployableEngines Reexported engine FX to fix interaction with atmospheric/highlight FX Changed naming of engine variants New colliders for engine variants to more accurately represent their structures CryoTanks: General functionality improvements Tank real power usage is now shown in the info box Right clicking on a tank in the VAB now displays its power usage New analytics mode that runs at 1000x time warp and up which should do a much better job of calculating boiloff Lifting and ZBO tanks now have the same mass ratio ZBO tanks have a new alternate model that can be selected Thank you for the update(s) and all your hard work! Quote Link to comment Share on other sites More sharing options...
sdfghdfgjd Posted October 21, 2016 Share Posted October 21, 2016 When I loaded a game with Cryo Engines and Tanks, it removed all active contracts, my contract history, prevented new exploration contracts from appearing, and duplicated the Advanced and CommNet difficulty options. Thankfully it wasn't an important save, just a temporary one while 1.2 mods are updated. Removing the mods and reloading fixed it. Quote Link to comment Share on other sites More sharing options...
LeLeon Posted October 21, 2016 Share Posted October 21, 2016 (edited) meep, wrong thread. Edited October 21, 2016 by LeLeon Quote Link to comment Share on other sites More sharing options...
Nertea Posted October 21, 2016 Author Share Posted October 21, 2016 46 minutes ago, sdfghdfgjd said: When I loaded a game with Cryo Engines and Tanks, it removed all active contracts, my contract history, prevented new exploration contracts from appearing, and duplicated the Advanced and CommNet difficulty options. Thankfully it wasn't an important save, just a temporary one while 1.2 mods are updated. Removing the mods and reloading fixed it. Fiddlesticks. I could have sworn I checked that one. Please download 0.4.1 to fix this (Dropbox or SpaceDock). 9 minutes ago, LeLeon said: Pack Version 0.4.1 is bundled with module manager 2.6.25, not as the other packs with 2.7.1 (last version is 2.7.2) Do you mean some other mod? There is no 4.1 here. Quote Link to comment Share on other sites More sharing options...
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