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[1.12.x] Engine Ignitor Re-ignited Release - NEW DEPENDENCY ADDED


linuxgurugamer

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Sorry for the double post, but this is something new that merits it, I think.

For some odd reason all the engines in the stock making history .cfg had ullage simulation set to false....which is not the way it should be. This is a corrected version;

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Edited by Errol
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  On 1/15/2024 at 5:42 PM, Errol said:

Sorry for the double post, but this is something new that merits it, I think.

For some odd reason all the engines in the stock making history .cfg had ullage simulation set to false....which is not the way it should be. This is a corrected versio

 

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Can you make a pr, would just make it a bit easier

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  On 8/8/2024 at 7:30 AM, xXIndestructibleEVAXx said:

Hello! If anyone is interested, I have written some basic configs for the two engines in UnKerballed Start, as well as the methalox engines in CryoEngines and the multimode engines in NF Aeronautics, let me know and I'd be happy to share :)

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I've already made configs for the Methalox engines of Cryogenic Engines mod.

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There's also configs for Mk2 eXpansion and Restock Plus in the previous page.

Edited by Overlocker96
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Still don't know how to reload ignitors. When I'm in EVA with an engineer and try to take an ignitor from the ignitor toolbox, it says "Requires engineer power". This might be the dumbest question here, but I've been playing KSP for 2 weeks or smth like that so...

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This might be an odd question but is there any way to make the EngineIgnitor module point to a specific ModuleEngines on the part?

There's an engine part with two independent ModuleEngines and I'd like to add an ignitions limit to both, or at a stretch give them different amounts of relights but using the standard EngineIgnitor config layout it only applies to the first ModuleEngines in the part's config, giving the second ModuleEngines infinite relights.

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  On 11/22/2024 at 8:53 AM, KeaKaka said:

This might be an odd question but is there any way to make the EngineIgnitor module point to a specific ModuleEngines on the part?

There's an engine part with two independent ModuleEngines and I'd like to add an ignitions limit to both, or at a stretch give them different amounts of relights but using the standard EngineIgnitor config layout it only applies to the first ModuleEngines in the part's config, giving the second ModuleEngines infinite relights.

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Not easily, it's been a while since I looked at this, but I don't recall seeing anything which would reference a specific engine module

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  On 2/23/2025 at 7:58 PM, a Beaver said:

I want to make igniting engines require a certain amount of one resource as well as a certain amount of another, is that something i can do with this mod?

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Older versions of this mod relied on multiple different things to be tracked, but they were redundant and not very realistic. It used to be that ignition required some of a resource called "hypergolic fluid" along with some EC and an "ignitor." However, similar to how some life support mods combine concepts together to both make the mod easier to code/manage and also more streamlined for game play, the hypergolic fluid requirement was dropped. At the end of the day, for engines that have limited ignitions, what we really care about is how many times can it light? The EC requirement still serves as a check on if the craft should be able use it's ignitors (and I would be ok with this EC requirement also getting removed).

Maybe try checking the mod Real Fuels, I'm not sure what all it can do, but it's certainly more than this mod can.

Also, @linuxgurugamer, I made that pull request to enable ullage simulation on making history engines like you asked for..

Edited by Errol
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Ive been having issues with deployable engines and engine ignitor for some time now. The J-2X and RL-10 are the ones I use the most and they always use up all ignitions in a matter of seconds. I get the ignition sound in rapid succession but noting is happening even though my fuel is settled. Its only on engines with deployable nozzles. Its not the case in a clean install with no other mods. 

 

Edited by dave1904
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