dave1904 Posted January 9, 2021 Share Posted January 9, 2021 Anyone know how to get mechjeb to settle the fuel in autopilot? I would assume stable in realfuels and this mod are not the same for mechjeb. Quote Link to comment Share on other sites More sharing options...
Spaceman.Spiff Posted January 20, 2021 Share Posted January 20, 2021 Is there a way that the new repair kits could be used to add ignitions to engines? Quote Link to comment Share on other sites More sharing options...
Coyote21 Posted March 15, 2021 Share Posted March 15, 2021 Seems to be missing MM config for LV-303 Pug Engine from Restock Plus. My patch for it... Spoiler @PART[restock-engine-125-pug]:NEEDS[ReStockPlus,EngineIgnitor] { MODULE { name = ModuleEngineIgnitor IgnitionsAvailable = 12 AutoIgnitionTemperature = 800 IgnitorType = Internal UseUllageSimulation = true ChanceWhenUnstable = 0.3 ECforIgnition = 10 } } Totally made up numbers based on Terrier and Spark engines which for me come 1 tier lower (Spark) and 1 tier higher (Terrier) in the tech tree (Kiwi tech) so set number of Ignitions and Unstable ignition chance to 1/2 way between the two. Probably ppl smarter than me will set more appropriate values in an update? or is this only missing for me? have I done something I shouldn't have? Quote Link to comment Share on other sites More sharing options...
SiCaRiO31 Posted April 16, 2021 Share Posted April 16, 2021 On 3/15/2021 at 10:02 PM, Coyote21 said: Seems to be missing MM config for LV-303 Pug Engine from Restock Plus. My patch for it... Reveal hidden contents @PART[restock-engine-125-pug]:NEEDS[ReStockPlus,EngineIgnitor] { MODULE { name = ModuleEngineIgnitor IgnitionsAvailable = 12 AutoIgnitionTemperature = 800 IgnitorType = Internal UseUllageSimulation = true ChanceWhenUnstable = 0.3 ECforIgnition = 10 } } Totally made up numbers based on Terrier and Spark engines which for me come 1 tier lower (Spark) and 1 tier higher (Terrier) in the tech tree (Kiwi tech) so set number of Ignitions and Unstable ignition chance to 1/2 way between the two. Probably ppl smarter than me will set more appropriate values in an update? or is this only missing for me? have I done something I shouldn't have? How can I add this to my game? im also using restock+ with kiwi's tech tree and this config is also missing. Quote Link to comment Share on other sites More sharing options...
Coyote21 Posted April 16, 2021 Share Posted April 16, 2021 Personally, I keep most of my MM Tweaks in a text file /GameData/zzzMyMMPatches/MyMMPatches.cfg. But you can also just create a text file containing this patch alone, call it EIR_Patch.cfg or something (just make sure it has the .cfg extension) and make sure the file is in /GameData/ somewhere. But be aware that if you put it inside a mod's folder than any update to that mod may remove the patch. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 16, 2021 Author Share Posted April 16, 2021 (edited) On 3/15/2021 at 5:02 PM, Coyote21 said: Seems to be missing MM config for LV-303 Pug Engine from Restock Plus. My patch for it... Hide contents @PART[restock-engine-125-pug]:NEEDS[ReStockPlus,EngineIgnitor] { MODULE { name = ModuleEngineIgnitor IgnitionsAvailable = 12 AutoIgnitionTemperature = 800 IgnitorType = Internal UseUllageSimulation = true ChanceWhenUnstable = 0.3 ECforIgnition = 10 } } Totally made up numbers based on Terrier and Spark engines which for me come 1 tier lower (Spark) and 1 tier higher (Terrier) in the tech tree (Kiwi tech) so set number of Ignitions and Unstable ignition chance to 1/2 way between the two. Probably ppl smarter than me will set more appropriate values in an update? or is this only missing for me? have I done something I shouldn't have? I'll add this, will be in the next release. Would appreciate any comments regarding the values I have another small fix already in my code on the settings page, so I'll try to get this out this weekend. Would appreciate any feedback before then Edited April 16, 2021 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Coyote21 Posted April 17, 2021 Share Posted April 17, 2021 OK Well here a some more for Near Future Launch Vehicles, the current patch appears to be outdated. Spoiler // Missing Engine Ignitor configs for NFLV @PART[nflv-engine-rutherford-*]:NEEDS[NearFutureLaunchVehicles] { MODULE { name = ModuleEngineIgnitor IgnitionsAvailable = 5 AutoIgnitionTemperature = 800 UseUllageSimulation = true ChanceWhenUnstable = 0.2 ECforIgnition = 50 IgnitorType = Internal } } @PART[nflv-engine-ar1*]:NEEDS[NearFutureLaunchVehicles] { MODULE { name = ModuleEngineIgnitor IgnitionsAvailable = 1 AutoIgnitionTemperature = 800 UseUllageSimulation = true ChanceWhenUnstable = 0.2 ECforIgnition = 50 IgnitorType = Internal } } @PART[nflv-engine-m1d*]:NEEDS[NearFutureLaunchVehicles] { MODULE { name = ModuleEngineIgnitor IgnitionsAvailable = 2 AutoIgnitionTemperature = 800 UseUllageSimulation = true ChanceWhenUnstable = 0.2 ECforIgnition = 50 IgnitorType = Internal } } @PART[nflv-engine-rd70*]:NEEDS[NearFutureLaunchVehicles] { MODULE { name = ModuleEngineIgnitor IgnitionsAvailable = 1 AutoIgnitionTemperature = 800 UseUllageSimulation = true ChanceWhenUnstable = 0.2 ECforIgnition = 50 IgnitorType = Internal } } @PART[nflv-engine-rs84-1]:NEEDS[NearFutureLaunchVehicles] { MODULE { name = ModuleEngineIgnitor IgnitionsAvailable = 1 AutoIgnitionTemperature = 800 UseUllageSimulation = true ChanceWhenUnstable = 0.2 ECforIgnition = 50 IgnitorType = Internal } } @PART[nflv-engine-stbe-kero-1]:NEEDS[NearFutureLaunchVehicles] { MODULE { name = ModuleEngineIgnitor IgnitionsAvailable = 1 AutoIgnitionTemperature = 800 UseUllageSimulation = true ChanceWhenUnstable = 0.2 ECforIgnition = 50 IgnitorType = Internal } } @PART[nflv-engine-tr107-1]:NEEDS[NearFutureLaunchVehicles] { MODULE { name = ModuleEngineIgnitor IgnitionsAvailable = 200 AutoIgnitionTemperature = 800 UseUllageSimulation = true ChanceWhenUnstable = 0.2 ECforIgnition = 50 IgnitorType = Internal } } Values taken from same source as RO/RSS/RP-1 to reflect real world engines. (Sorry I can't find the link now). Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 17, 2021 Author Share Posted April 17, 2021 13 hours ago, Coyote21 said: OK Well here a some more for Near Future Launch Vehicles, the current patch appears to be outdated. Thanks, added. I'll probably release this on Monday, but if you find more, I have no problem with subsequent minor releases Quote Link to comment Share on other sites More sharing options...
Errol Posted May 23, 2021 Share Posted May 23, 2021 I'd just like to report that this appears to work fine in 1.11.2, but the raster prop monitor integration seems broken. Not sure what those screens would have had, but rpm seems to think there is no engine ignitor installed. Quote Link to comment Share on other sites More sharing options...
dave1904 Posted May 24, 2021 Share Posted May 24, 2021 (edited) nvm Edited May 29, 2021 by dave1904 Quote Link to comment Share on other sites More sharing options...
Errol Posted May 29, 2021 Share Posted May 29, 2021 @linuxgurugamer I just discovered that the throttle limit extended mod does not play well with engine upgrades (engines that receive upgrades no longer have limited throttles), meaning the ignitions upgrade patch from this mod breaks throttle limit extended. For me at least, this is a big problem as imho these two mods are meant to be played together. I would recommend removing the upgrade patch from the download, or at least changing the file extension to .txt and mentioning that those patches are optional and/noting the conflict in the OP. Quote Link to comment Share on other sites More sharing options...
Errol Posted June 9, 2021 Share Posted June 9, 2021 (edited) Sorry about the double post, but I have some significant additions to add to this discussion. First, @linuxgurugamer, the making history patch had a bunch of the part names incorrectly capitalized, resulting in patches not being applied. Couple other small balance changes too (RV1 gets internal ignitors instead of external because that only makes sense and the gas-cycle engines (LV-TX87, LV-T91, KE-1, RE-I2 and RK-7) have ullage simulation turned on): Spoiler //Making history configs // Based on IRL equivalents, using RO as reference //by Zorg, Errol @PART[LiquidEngineKE-1] { MODULE { name = ModuleEngineIgnitor IgnitionsAvailable = 0 AutoIgnitionTemperature = 800 IgnitorType = External (launch Clamp) UseUllageSimulation = true ChanceWhenUnstable = 0.4 //0-1 ECforIgnition = 50 } } @PART[LiquidEngineLV-T91]//Based on LR91 { MODULE { name = ModuleEngineIgnitor IgnitionsAvailable = 1 AutoIgnitionTemperature = 800 IgnitorType = Internal UseUllageSimulation = true ChanceWhenUnstable = 0.4 //0-1 ECforIgnition = 15 } } @PART[LiquidEngineLV-TX87]//Based on LR87 { MODULE { name = ModuleEngineIgnitor IgnitionsAvailable = 1 //To allow for Titan III style air start AutoIgnitionTemperature = 800 IgnitorType = Internal UseUllageSimulation = true ChanceWhenUnstable = 0.4 //0-1 ECforIgnition = 15 } } @PART[LiquidEngineRE-I2]//Based on J2 { MODULE { name = ModuleEngineIgnitor IgnitionsAvailable = 3 AutoIgnitionTemperature = 800 IgnitorType = Internal UseUllageSimulation = true ChanceWhenUnstable = 0.4 //0-1 ECforIgnition = 20 } } @PART[LiquidEngineRE-J10]//Based on Apollo SPS AJ10 { MODULE { name = ModuleEngineIgnitor IgnitionsAvailable = 50 AutoIgnitionTemperature = 800 IgnitorType = Internal UseUllageSimulation = false ChanceWhenUnstable = 0.4 //0-1 ECforIgnition = 15 } } @PART[LiquidEngineRK-7]//Based on Soyuz RD107 { MODULE { name = ModuleEngineIgnitor IgnitionsAvailable = 0 AutoIgnitionTemperature = 800 IgnitorType = External (launch Clamp) UseUllageSimulation = true ChanceWhenUnstable = 0.4 //0-1 ECforIgnition = 30 } } @PART[LiquidEngineRV-1]//Probably soyuz verniers? Who can tell? Giving it similar ignitions to stock radial. { MODULE { name = ModuleEngineIgnitor IgnitionsAvailable = 18 AutoIgnitionTemperature = 800 IgnitorType = Internal UseUllageSimulation = false ChanceWhenUnstable = 0.4 //0-1 ECforIgnition = 10 } } When I went over the balance of the stock patch a few years ago there was one thing I left out due to lack of information. It was related to ullage motors; I couldn't find out if they ran on liquid fuel (by firing up just before staging, and then being shut down when the main engines start up a few seconds after separation) or solid fuel, as this situation has a one time need for ullage. As a result, I completely left out the vernier engines from the stock .cfg (come to think of it, not even sure how they would work with engine ignitor, being controlled by rcs and all...). Online I could only find photos of the aeroshell for the ullage motors, though I did eventually find a mention somewhere that they had an "independent fuel source." I have since found out the actual answer in the Haynes Owner's Workshop Manual for the Saturn V: Edited June 9, 2021 by Errol Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 9, 2021 Author Share Posted June 9, 2021 20 minutes ago, Errol said: First, @linuxgurugamer, the making history patch had a bunch of the part names incorrectly capitalized, resulting in patches not being applied. Couple other small balance changes too (RV1 gets internal ignitors instead of external because that only makes sense and the gas-cycle engines (LV-TX87, LV-T91, KE-1 RE-I2 and RK-7) have ullage simulation turned on): Ok, I'll update the patch in the next release Does this patch include whatever you need for Ulage? Quote Link to comment Share on other sites More sharing options...
Errol Posted June 9, 2021 Share Posted June 9, 2021 Just now, linuxgurugamer said: Does this patch include whatever you need for Ulage? From now on I think I will be using mostly seperatrons and rcs for ullage. I think those are the most common methods, besides using pressurized hypergolics that is; which is covered by the patches (high ignitor counts and no ullage simulation on some engines). I've only double checked the making history patch, as I work through my career save I'll likely end up checking and updating some of the other ones, but I don't use very many part mods. Mainly just the restock+ and mk2 & mk3 expansions. Quote Link to comment Share on other sites More sharing options...
Zorg Posted June 9, 2021 Share Posted June 9, 2021 (edited) 1 hour ago, Errol said: From now on I think I will be using mostly seperatrons and rcs for ullage. I think those are the most common methods, besides using pressurized hypergolics that is; which is covered by the patches (high ignitor counts and no ullage simulation on some engines). I've only double checked the making history patch, as I work through my career save I'll likely end up checking and updating some of the other ones, but I don't use very many part mods. Mainly just the restock+ and mk2 & mk3 expansions. Its worth noting that the majority of bipropellant pressure-fed hypergolic engines do in fact require ullage. There seems to be a common belief that pressure fed means no ullage needed. In fact the only hypergolic, bipropellant US made engine Im aware of that didn't require ullage were the Agena D engines which used a special sump tank to faciliatate this (and it wasnt even pressure fed). Even the Apollo engines including LM required ullage from RCS. Typically the engines that dont require ullage are pressure fed mono propellant ones. Of course up to you if you want to take this into consideration. Edited June 9, 2021 by Zorg Quote Link to comment Share on other sites More sharing options...
Errol Posted June 10, 2021 Share Posted June 10, 2021 2 hours ago, Zorg said: ... Personally, I'm not going for RO/RSS...I'm just looking for extra things to have to design for. At the end of the day I am still playing a game that I want to have fun with, so having a couple options that aren't as strict allowing silly/kerbal things to still be done is in line with my play style. Quote Link to comment Share on other sites More sharing options...
Sesshaku Posted July 20, 2021 Share Posted July 20, 2021 (edited) EDITED Edited July 20, 2021 by Sesshaku Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 23, 2021 Author Share Posted July 23, 2021 New release, 1.3.7.1 Fixed typo in settings page (thanks @Atlessa) Thanks for forum user @coyote21 for this: Added missing config for the LV-303 Pub Engine from Restock Plus Added missing configs for the Near Future Launch Vehicles Renamed DLL for CKAN compatibility Added AssemblyFileVersion Updated version file for 1.12 Quote Link to comment Share on other sites More sharing options...
JeromeHeretic Posted September 12, 2021 Share Posted September 12, 2021 Hello kerbonauts! I noticed, that T-1 Toroidal Aerospike "Dart" engine have 0 ignitions and external ignitor. Make it sense to you? Because IMHO this make this engine almost unusable because of low thrust, even with quite nice Isp. I used the same config as is for Swivel, which makes sense to me much more. But i take it just as hot fix. I was trying google something about igniting of aerospike engines, but i didn't found anything usefull, so im asking there. Have you some idea for realistic config? Because i like use this engine (in stock game it's only aerospike...), but don't want use setup far away from reality. BTW: THX to Errol for making history engines modification. Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted October 9, 2021 Share Posted October 9, 2021 Wondering what other users of this mod would think of this suggestion: when I'm using proper ullage and my "chance of ignition" is 1, I find it distracting to have this 9-digit random number displayed on the screen for every engine. Igniting stage 2 of the Saturn V gives me this report for each of the 5 J2's. It's not useful to know what my chances of ignition would have been if I hadn't built the rocket correctly. Personally I would prefer no on-screen message at all when the chance of ignition is 1. Thoughts? Quote Link to comment Share on other sites More sharing options...
JeromeHeretic Posted October 22, 2021 Share Posted October 22, 2021 (edited) Hi linuxgurugamer. Im afraid i found a bug in this mod. To see this bug all this conditions must be met: - rocket have boosters with liquid fuel engines WITH EXTERNAL IGNITOR - boosters (it is not important if only one, or all) must have their own probe core When this conditions are met, rocket at first normaly start all engines, but when staging (for example if you have asparagus fuel pipe connection), then all engines with external ignitor stops. Engines which have their own ignitor works normaly, even in case that engine have only 1 ignition. BTW: If you will look at this problem, in last update 1.12.2 there were updated Swivel and Reliant engines, so in MM_stock is needed add this lines: // LV-T30 Engine v2 @PART[liquidEngine_v2]:NEEDS[!PartOverhauls] { MODULE { name = ModuleEngineIgnitor IgnitionsAvailable = 0 AutoIgnitionTemperature = 800 IgnitorType = External } } // LV-T45 Engine v2 @PART[liquidEngine2_v2]:NEEDS[!PartOverhauls] { MODULE { name = ModuleEngineIgnitor IgnitionsAvailable = 4 AutoIgnitionTemperature = 800 IgnitorType = Internal UseUllageSimulation = true ChanceWhenUnstable = 0.2 //0-1 ECforIgnition = 20 } } So please add them to the fix too. Thank you Edited October 22, 2021 by JeromeHeretic Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted November 9, 2021 Share Posted November 9, 2021 Is the "Simulation mode" toggle button actually functional? I was just fiddling around with something else and teleported a stock lander craft to Munar orbit, when suddenly faced with the inability to activate the landing engines! (craft also doesn't have RCS thrusters) I'm noticing that remaining ignitions and ullage requirements are still being enforced no matter which state the toolbar button is in. Does this need to be set ahead of loading/launching a craft to have an impact, or should it literally be available whenever? Quote Link to comment Share on other sites More sharing options...
SiCaRiO31 Posted November 22, 2021 Share Posted November 22, 2021 Question: Is it normal for this engine to have 2 different ignitors? they both are depleted equally when starting the engine, but they can be reloaded independantly with ignitions. Is this a bug on the code? Spoiler Quote Link to comment Share on other sites More sharing options...
SiCaRiO31 Posted December 4, 2021 Share Posted December 4, 2021 On 10/22/2021 at 9:58 PM, JeromeHeretic said: Hi linuxgurugamer. Im afraid i found a bug in this mod. To see this bug all this conditions must be met: - rocket have boosters with liquid fuel engines WITH EXTERNAL IGNITOR - boosters (it is not important if only one, or all) must have their own probe core When this conditions are met, rocket at first normaly start all engines, but when staging (for example if you have asparagus fuel pipe connection), then all engines with external ignitor stops. Engines which have their own ignitor works normaly, even in case that engine have only 1 ignition. BTW: If you will look at this problem, in last update 1.12.2 there were updated Swivel and Reliant engines, so in MM_stock is needed add this lines: // LV-T30 Engine v2 @PART[liquidEngine_v2]:NEEDS[!PartOverhauls] { MODULE { name = ModuleEngineIgnitor IgnitionsAvailable = 0 AutoIgnitionTemperature = 800 IgnitorType = External } } // LV-T45 Engine v2 @PART[liquidEngine2_v2]:NEEDS[!PartOverhauls] { MODULE { name = ModuleEngineIgnitor IgnitionsAvailable = 4 AutoIgnitionTemperature = 800 IgnitorType = Internal UseUllageSimulation = true ChanceWhenUnstable = 0.2 //0-1 ECforIgnition = 20 } } So please add them to the fix too. Thank you I created a Pull Request with some of the engines affected by the latest patch: the twin boar reliant swivel skipper mainsail https://github.com/linuxgurugamer/EngineIgnitor/pull/15 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 4, 2021 Author Share Posted December 4, 2021 New release, 1.3.7.2 Thanks to github user @SiCaRiO31 for this: Fixed names of engines which were changed in last patch: liquidEngineMainsail_v2 aka Mailsail engineLargeSkipper_v2 aka Skipper liquidEngine_v2 aka LV-T30 "Reliant" liquidEngine2_v2 aka LV-T45 "Swivel" Size2LFB_v2 aka KR-1 x2 "Twin Boar" Quote Link to comment Share on other sites More sharing options...
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