linuxgurugamer Posted February 10, 2018 Author Share Posted February 10, 2018 On 2/7/2018 at 5:44 PM, Nittany Tiger said: Anyone ever suggested an option that enables and disables ullage requirements? Like it could be in the difficulty options. Not something I'd need, but maybe something others might like if they want a bit of flexibility with this mod. An interesting idea, and not too hard to implement. Of course, I. An already see some interesting issues. Ill be pulling your PR this weekend, will see if I can add the Ulage option as well Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 10, 2018 Author Share Posted February 10, 2018 New release, 1.3.3: Added option to disable Ullage simulation for all engines Thanks to forum user @Nittany Tiger for the following: Add configs for OPT's OPT-E J Linear Aerospike and OPT-E SCOOP Rocket "ARI-75b". Update MM_Bluedog.cfg, Now includes configs for Agena A, Agena D, Atlas "Bossart" engines, Titan LR-87 single chamber vacuum, Saturn F-1A, J-2S, J-2A-2, J-2 sea level, and J-2T-250K. Quote Link to comment Share on other sites More sharing options...
dlrk Posted February 11, 2018 Share Posted February 11, 2018 Are SpaceY Configs in? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 11, 2018 Author Share Posted February 11, 2018 9 hours ago, dlrk said: Are SpaceY Configs in? No one has submitted a patch for SpaceY, you are welcome to do so Quote Link to comment Share on other sites More sharing options...
dlrk Posted February 11, 2018 Share Posted February 11, 2018 Will do. How do the different ignitor types work? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 11, 2018 Author Share Posted February 11, 2018 17 minutes ago, dlrk said: Will do. How do the different ignitor types work? @Errol can you help here? Quote Link to comment Share on other sites More sharing options...
Errol Posted February 11, 2018 Share Posted February 11, 2018 (edited) There are two modules to use: ModuleExternalIgnitor is for launch clamps, to provide ignitiors. and ModuleEngineIgnitor is for engines, to consume ignitors and make use of the ullage simulation. Then: The IgnitorType field does not actually affect anything; it just prints a line to the part description in game. (To help players with designing their vessels) IgnitionsAvailable is really where the action is. Setting this value to 0 means the engine will rely on external ignitors. Setting it to anything else will give that number of ignitors to that engine. Don't forget to also define these: ECforIgnition ChanceWhenUnstable (a decimal value between 0 and 1) UseUllageSimulation (true or false) AutoIgnitionTemperature (most engines are set to 800) Which are all pretty self explanatory. Take a look at the existing configs to see examples. @linuxgurugamer Did you ever get a chance to mess with ullage sensitivity? Edited February 11, 2018 by Errol Quote Link to comment Share on other sites More sharing options...
dlrk Posted February 11, 2018 Share Posted February 11, 2018 I'm working on the configs for SpaceY and then probably a couple other parts packs. Any tips on doing this realistically? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 11, 2018 Author Share Posted February 11, 2018 51 minutes ago, Errol said: @linuxgurugamer Did you ever get a chance to mess with ullage sensitivity? No, but I did add an option to disable the ullage entirely Quote Link to comment Share on other sites More sharing options...
dlrk Posted February 11, 2018 Share Posted February 11, 2018 Two ignitor modules are showing in KSP with the new configs I made, looks like this:https://www.dropbox.com/s/zcw0ba1v8aylwcd/Capture.PNG?dl=0 And this is the config: @PART[SYengine2mR1] { MODULE { name = ModuleEngineIgnitor IgnitionsAvailable = 8 AutoIgnitionTemperature = 800 IgnitorType = SY-2 UseUllageSimulation = True ChanceWhenUnstable = 0.2 ECforIgnition = 100 } } Quote Link to comment Share on other sites More sharing options...
Errol Posted February 11, 2018 Share Posted February 11, 2018 @dlrk Some notes on balance, 100 EC seems a little high, compared to where other engines are balanced. I generally make it around 20 - 50 EC. Also, I usually just write "Internal" or "External" for the IgnitorType, though even this is a little redundant as the plugin adds a floating reminder over the part itself in VAB. Quote Link to comment Share on other sites More sharing options...
eberkain Posted February 11, 2018 Share Posted February 11, 2018 22 minutes ago, Errol said: @dlrk Some notes on balance, 100 EC seems a little high, compared to where other engines are balanced. I generally make it around 20 - 50 EC. Also, I usually just write "Internal" or "External" for the IgnitorType, though even this is a little redundant as the plugin adds a floating reminder over the part itself in VAB. I think I put a .pdf in there that has all the stock engine stats to use as a guide. Quote Link to comment Share on other sites More sharing options...
Nittany Tiger Posted February 18, 2018 Share Posted February 18, 2018 (edited) Yeah, I go off of the stock engines along with other engines in a parts pack with Ignitor configs when I think about what values to set for the configs I've written. I've never set EC required to anything more than 30, and that was for one of the Kerbal Atomics engines. Also thanks @linuxgurugamer for implementing my disabling ullage idea. Hopefully that makes some peeps happy. I might make configs for SXT since I don't see any configs for those. May also make configs for other packs upon request. I just happened to make ones for mods I was using but were missing configs. Edited February 18, 2018 by Nittany Tiger Quote Link to comment Share on other sites More sharing options...
Errol Posted February 27, 2018 Share Posted February 27, 2018 (edited) Ping @DennyTX, @HoneyFox Can you offer any insight about the ullage simulation code? It is not working properly in it's current implementation, and @linuxgurugamer has expressed that it does not seem like an easy fix. The issue is that acceleration does not seem to affect fuel stability properly. It almost seems like the ullage simulation is only looking at gravity, trajectory and orientation, and not acceleration at all. While ascending in a gravity turn fuel stability in upper stages will cycle between stable and unstable, without any control input sometimes. Often it will simply be unstable if you are not pointed perfectly prograde, and even then, it will still often be unstable. Edited February 27, 2018 by Errol Quote Link to comment Share on other sites More sharing options...
BlueTiger12 Posted May 12, 2018 Share Posted May 12, 2018 (edited) On 2/10/2018 at 6:36 PM, linuxgurugamer said: New release, 1.3.3: Added option to disable Ullage simulation for all engines Thanks to forum user @Nittany Tiger for the following: Add configs for OPT's OPT-E J Linear Aerospike and OPT-E SCOOP Rocket "ARI-75b". Update MM_Bluedog.cfg, Now includes configs for Agena A, Agena D, Atlas "Bossart" engines, Titan LR-87 single chamber vacuum, Saturn F-1A, J-2S, J-2A-2, J-2 sea level, and J-2T-250K. @linuxgurugamer : I am using a KSP 1.3.1 install with EngineIgnitor 1.3.3. Because of the ullage simulation not working correctly for me i tried to disable the ullage simulation in the persistent.sfs file. I also changed the ChanceWhenUnstable to 100 as the deactivation of the ullage simulation did not work on a first try in a Krash simulation. EI { ChanceWhenUnstable = 100 allowTestMode = False useBlizzy = False useUllage = False } This did not work in a KRASH simulation either (chance was still 20%, fuel flow was unstable and ignition failed often) I then started a new sandbox game with the same settings configured in the settings options when creating the save. There it was also not working and showing the same symptoms as in the KRASH simulation. Am i missing something? Is this a confirmed bug? EDIT: 5 years of playing KSP and i just found out, that i can look at the settings of the current save game ingame..... nevertheless ullage simulation is shown to be turned off there, too. Edited May 13, 2018 by BlueTiger12 Quote Link to comment Share on other sites More sharing options...
VaPaL Posted May 14, 2018 Share Posted May 14, 2018 @linuxgurugamer I downloaded the latest version from DennyTX (1.2.1) since I'm still playing with KSP 1.2.2, but I want to add the changes that you made and the mod support that you added to it. For the mod support, I believe that I just need to replace the old MM_Configs folder for the new one wright? This will change the need to use hypergolic fuel as well? Thanks in advance! Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 14, 2018 Author Share Posted May 14, 2018 Sorry, I can't help you with that period I made a lot of changes which would probably totally invalidate anything where my configs working with his version. Quote Link to comment Share on other sites More sharing options...
VaPaL Posted May 14, 2018 Share Posted May 14, 2018 Ok, I imagine that... I'll just try to install your version on the 1.2.2 and see what I get. Thanks Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 14, 2018 Author Share Posted May 14, 2018 27 minutes ago, VaPaL said: Ok, I imagine that... I'll just try to install your version on the 1.2.2 and see what I get. Thanks It wont work Quote Link to comment Share on other sites More sharing options...
VaPaL Posted May 14, 2018 Share Posted May 14, 2018 6 minutes ago, linuxgurugamer said: It wont work It didn't Quote Link to comment Share on other sites More sharing options...
Boersgard Posted May 18, 2018 Share Posted May 18, 2018 On 2/27/2018 at 7:03 AM, Errol said: Ping @DennyTX, @HoneyFox Can you offer any insight about the ullage simulation code? It is not working properly in it's current implementation, and @linuxgurugamer has expressed that it does not seem like an easy fix. The issue is that acceleration does not seem to affect fuel stability properly. It almost seems like the ullage simulation is only looking at gravity, trajectory and orientation, and not acceleration at all. While ascending in a gravity turn fuel stability in upper stages will cycle between stable and unstable, without any control input sometimes. Often it will simply be unstable if you are not pointed perfectly prograde, and even then, it will still often be unstable. That's a shame. First thing I thought of when reading about this mod was desperate kerbals spinning a rocket to use centrifugal force to push fuel into the motor. Quote Link to comment Share on other sites More sharing options...
tonimark Posted May 27, 2018 Share Posted May 27, 2018 HELP! i installed engine ingitor but it doesn't show in rasterprop monitor raster prop monitor shows engine ignitor not installed Quote Link to comment Share on other sites More sharing options...
BlueTiger12 Posted May 27, 2018 Share Posted May 27, 2018 On 5/13/2018 at 12:31 AM, BlueTiger12 said: @linuxgurugamer : I am using a KSP 1.3.1 install with EngineIgnitor 1.3.3. Because of the ullage simulation not working correctly for me i tried to disable the ullage simulation in the persistent.sfs file. I also changed the ChanceWhenUnstable to 100 as the deactivation of the ullage simulation did not work on a first try in a Krash simulation. EI { ChanceWhenUnstable = 100 allowTestMode = False useBlizzy = False useUllage = False } This did not work in a KRASH simulation either (chance was still 20%, fuel flow was unstable and ignition failed often) I then started a new sandbox game with the same settings configured in the settings options when creating the save. There it was also not working and showing the same symptoms as in the KRASH simulation. Am i missing something? Is this a confirmed bug? EDIT: 5 years of playing KSP and i just found out, that i can look at the settings of the current save game ingame..... nevertheless ullage simulation is shown to be turned off there, too. @linuxgurugamer: I just had the time to try this again on a clean 1.3.1 game. Only Engine Ignitor (standalone) 1.3.3, Toolbar controller and ModuleManager are installed. I started a new game and disabled Ullage simulation and set the ignition chance to 100%. Still the ullage simulation is activated when in flight. Log entries are: (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) EngineIgnitor: minPotential: 0.2, chance: 0.4549751 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) EngineIgnitor: minPotential: 0.2, chance: 0.9290937 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) EngineIgnitor: minPotential: 0.2, chance: 0.1608593 Here i staged until the engine fired while in flight. Still in the settings menu ullage simulation is disabled and ignition chance is set to 100%. Also in the VAB when selecting an engine it sais "Ullage simulation disabled". Am i missing something or does the settings have no effect? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 27, 2018 Author Share Posted May 27, 2018 (edited) @BlueTiger12 Read the 2 posts right above yours Edited May 27, 2018 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
BlueTiger12 Posted May 27, 2018 Share Posted May 27, 2018 @linuxgurugamer I am sorry, i don't understand where you point me to. I understand, that the ullage simulation is not working correctly, but i thought therefore you implemented the option to disable it. Or does this also mean, that the option to disable the simulation, that you implemented in 1.3.3 is also known to be not working? Quote Link to comment Share on other sites More sharing options...
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