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[0.20] Modular Fuel System 1.3/realistic fuels, reconfigurable fuel tanks and engines


ialdabaoth

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Thanks for the replies, guys. And thanks for the clarification, @NathanKell. I must've read that propellant link wrong and mixed up the SSME's and the OMS's mixtures.

That makes complete sense, though it becomes a little difficult to use LH2/LOX with comparable mass -unless- you're using an external tank like the shuttle, it seems. I think I can use it as fuel for satellites, since adding additional low mass AIES sat-fuel tanks wouldn't really cost a lot or sacrifice the build -- however, for the sake of realism, I probably would want to use a hypergolic configuration instead, right? I remember you talking about the need for this before, @NathanKell. I guess I could just use monopropellant and pretend it's hydrazine like the Mars Recon Orbiter.

Edited by amo28
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Hey starwaster, can you help me to correct install all.

Why nobody makes a readme with install examples.

I have all these files:

ModularFuelTanks.zip (mod)

MFS_Configs.7z

ModularFuelsMassFix.zip

Starwasters Real Fuels.zip

Stretchy-Tanks-0.2.2-Modular-Fuels-Compatibility-Unofficial-Fix.zip

StretchyTanks0.2.2. zip (mod)

Then inside "ModularFueTanks" mod folder, we have "root", "RealFuels" and "Resources" folders.

Real Fuels folder we get it if we unzil the realfuel.zip file in the same root.

Inside "Realfuels" folder we have another "Resources" folder.

And you have 2 files with cfg files that I dont have any clue where they need to be.

Also in your files I guess you do not take into account the novapunch mod.

Can someone explain the file structure so we can learn how to install all.

And why in many mods there is a ModuleManager.dll file that remplace the current file.

Edited by AngelLestat
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Hey starwaster, can you help me to correct install all.

Why nobody makes a readme with install examples.

I have all these files:

ModularFuelTanks.zip (mod)

MFS_Configs.7z

ModularFuelsMassFix.zip

Starwasters Real Fuels.zip

Stretchy-Tanks-0.2.2-Modular-Fuels-Compatibility-Unofficial-Fix.zip

StretchyTanks0.2.2. zip (mod)

Then inside "ModularFueTanks" mod folder, we have "root", "RealFuels" and "Resources" folders.

Real Fuels folder we get it if we unzil the realfuel.zip file in the same root.

Inside "Realfuels" folder we have another "Resources" folder.

And you have 2 files with cfg files that I dont have any clue where they need to be.

Also in your files I guess you do not take into account the novapunch mod.

Can someone explain the file structure so we can learn how to install all.

And why in many mods there is a ModuleManager.dll file that remplace the current file.

Configs can go anywhere in the modular fuels folder as far as I can tell.

Its also easy to create your own configs (ie: if you want to enable Novapunch) if you take a look inside them - you can even add the modules to individual parts if you want.

So you have:

Gamedata/modularFuelTanks

Containing folders: .git; Plugins; Resources

Unzip ReaFuels into GameData/ModularFuelTanks to get this folder:

Gamedata/ModularFuelTanks/RealFuels

If you put all your extra configs (including the mass fix) into GameData/ModularFuelTanks Im pretty sure they will work. Or if you want to keep it neat, put tank configs into /ModularFuelTanks and engine configs into /RealFuels.

ModuleManager.dll is included in case you havn't already got it, it won't work without it, - but you're right, its the same file as included in many other mods.

PM me if you want my Novapunch config and Ill just copy over the text for you, I've also done Kosmos, FASA, HOME and the hybrid ion engines.

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Hey starwaster, can you help me to correct install all.

Why nobody makes a readme with install examples.

I have all these files:

ModularFuelTanks.zip (mod)

MFS_Configs.7z

ModularFuelsMassFix.zip

Starwasters Real Fuels.zip

Stretchy-Tanks-0.2.2-Modular-Fuels-Compatibility-Unofficial-Fix.zip

StretchyTanks0.2.2. zip (mod)

Then inside "ModularFueTanks" mod folder, we have "root", "RealFuels" and "Resources" folders.

Real Fuels folder we get it if we unzil the realfuel.zip file in the same root.

Inside "Realfuels" folder we have another "Resources" folder.

And you have 2 files with cfg files that I dont have any clue where they need to be.

Also in your files I guess you do not take into account the novapunch mod.

Can someone explain the file structure so we can learn how to install all.

And why in many mods there is a ModuleManager.dll file that remplace the current file.

Sorry about that. For the config files that I made available, I assumed a knowledge of mod installation equal to my own.

ModuleManager config files can go anywhere in the GameData folder or any of its subfolders. They will be found and executed no matter where they are. A lot of mine live in GameData/MyTweaks/

I'll change mine in the near future so that they have a specific file structure with instructions to copy to the GameData folder.

the RealFuels folder should just be copied to the ModularFuelTanks folder

The StretchyTanks fix was meant to be copied to the GameData folder, I thought there were instructions for that on the SpacePort site?

Re: NovaPunch, I don't currently have it installed except for some of the 5m fuel tanks so I didn't do anything for it. It's on my radar, I just haven't gotten to it yet.

Also: The stretchytanks fix also incorporates the mass fix files. They're in a folder called (GameData) \ModularFuelsMassFix

Edit: Ok, I have completely re-arranged the download links so that they have zip files with specific folder structures. Just unzip them to your KSP installation's GameData folder. If you already copied any of my files over, delete them and redownload. The way it is now, all configuration files are in their own folders in the ModularFuelTanks folder. That way if you ever uninstall ModularFuelTanks it will also remove any of my specific configurations as well.

Edited by Starwaster
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Thanks very much to both for the help.

Now I understand, so the cfg files can go anywhere inside gamedata or subfolders.

I install all like both told me, and I keep the name folders like reference.

Is working.. But I have one more doubt. I need to install the "MFS_Configs.7z" file?

This file I found it in this thread in some signiture. I do not find the correct page. I have it from some time ago.

I did some test and I find some extra Liquid fuel ratio than oxidizer. I delete the MFS_Configs.7z file but I now I dont have many engines or tanks sets.

I will send you a PM p1t1o to see if your files works.

I have only novapunch mod to add extra tanks or engines. (and stretchy tanks)

Edited by AngelLestat
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Thanks very much to both for the help.

Now I understand, so the cfg files can go anywhere inside gamedata or subfolders.

I install all like both told me, and I keep the name folders like reference.

Is working.. But I have one more doubt. I need to install the "MFS_Configs.7z" file?

This file I found it in this thread in some signiture. I do not find the correct page. I have it from some time ago.

I did some test and I find some extra Liquid fuel ratio than oxidizer. I delete the MFS_Configs.7z file but I now I dont have many engines or tanks sets.

I will send you a PM p1t1o to see if your files works.

I have only novapunch mod to add extra tanks or engines. (and stretchy tanks)

No idea about MFS_Configs.

My best guess is that it provides compatibility for some parts pack.

OR

that it's a balance tweak or something. I could tell you more if I could read the files.

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That's ChestBurster's configs for various mods, right? They add RealFuels support to various mods' engines.

Doh! you're right.... FUMBLE!

That's like... THE main config file. That's the MFS config file of config files...

So yeah, you want that for sure AngelLestat

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Is discussion of hypergolics still ongoing? I had an epiphany that would simplify it quite a bit. Following on my previous comment of keeping fuels non-specific, some of the many things that monopropellant and oxidizer could be are hydrazine and N2O4. There are your hypergolics right there. We don't need a new fuel type, just monopropellant/oxidizer engine configurations. It ought to be appropriate for any stock or KW liquid engines, except aerospikes. It would even be suitable for the T30, since the point is simplicity.

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I've been using a customized version of RealFuels since then, with redone densities and N2O4/MMH added.

Aerozine-50 would probably be the fairest, but MMH had the best performance and was used in OMS/RCS applications.

But yeah, that's actually a pretty cool idea, and it would be a good definition of monopropellant, too.

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I've been using a customized version of RealFuels since then, with redone densities and N2O4/MMH added.

Aerozine-50 would probably be the fairest, but MMH had the best performance and was used in OMS/RCS applications.

But yeah, that's actually a pretty cool idea, and it would be a good definition of monopropellant, too.

Ignoring that monopropellant is by definition not combined with anything else, how does the density of it stack up with the hypergolic combinations that you cited? That combined with an appropriate ISP is probably the most important aspect.

Also can you share the definitions you're using? I might be interested in including them. I hadn't given up on the notion, just too busy to look into it further.

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Should be easy enough with a MM config. I set one of my shuttle's OMS engines to be able to use monopropellant as its 100% fuel source, so I'm sure you could just as easily split it. But I set the thrust and isp to be really low.

What should be reasonable in the Kerbalverse? Looking at the config of the TR-201 (the 2nd stage engine used in the Delta program built based on the Apollo LEM Descent Engine), it had an ISP of 301, but a crazy amount of thrust. A TWR of 35.

Also, what should be the correct mixture of the two? I can't seem to find that data for historical engines.

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On rhoark's idea: Right, but hydrazine _is_ one of the most common monopropellants. :)

On my stuff: Well, it's combined with a project to rebalance every engine I use, stock/AIES/FASA/NP/RLA and some custom resizes, according to tech levels and engine roles (see my thread in Mission Reports for what it's for). I have orbital engines (restartable many times), and upper stage and lower stage engines (with a "+" subvariant of each, which trades better vacuum for worse SL performance) as a way to class every engine, and tech level determines specific Isp and TWR within that class. Then Isp and thrust multipliers for switching to hypergolic or hydrolox (default = kerolox). I rebalanced the density so kerolox gets about the same total impulse per tank volume as stock LFO, and conveniently that means density = (real-life grams/cc) divided by 200. Which stacks up, more or less, with what volume units represent if you measure the cubic volume of a tank. I have the MATHS! to prove it.

I only bothered to add MMH, though it would be trivial to add Hydrazine, UDMH, and Aerozine. I have their stats ready to go.

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Real life TWR varies from ~30 at minimum to ~150 (highest ever, Merlin 1D). Average booster TWR is around 100-120.

Amo, check astronautix.com's encyclopedia. Some engines have "oxidizer to fuel ratio" in their stat block.

It's around 6:1 hydrolox, 2-2.4:1 kerolox, and 1.6-2:1 hypergolic (varies lots). Note this is ratio by MASS, not volume.

I'll post a zip shortly with all my work on this.

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https://www.dropbox.com/s/todshngjflpi4mf/MyModularFuelTanks.zip

MFT folder includes edited CFGs that include missing engines and missing modes for various engines.

Includes my two Excel files I use to generate stuff. TL/V/RT includes all the calculations and data for Isp per tech level, volume/density calcs, and my RemoteTech antenna work. KSP Engines MFT includes a big table of all engines, their new stats, and a MM config autogenerator on the right. Once you've made your changes (and if necessary tweaked the Val/Key stuff on the far right), copy all the @ lines in the MM Formula column to a blank cfg file, delete all ", and you're done. That's what's currently in OldEngines.cfg

Note that the engines included are:

TV PP small jets

AIES engines

FASA engines

RLA mini LFO engine

Stock engines

Novapunch2 engines

Some Novapunch1 missing engines (M-50 and M-50 quad, Bearcat v1 single/tri/5x, TD-180 Bronco single)

Some rescales of the above engines (CFGs included).

A few engines have multiple entries so I can have multiple tech levels of them.

Let me know if you have any questions.

Oh, and {PLUG}Y'all should come visit my thread in Mission Reports, The KATO Space Race, for which I made all this stuff (hence all the new names). {/PLUG}

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Updated with a fix for how amount/maxAmount/fillable works (or rather doesn't work). Now if you set amount=0, or fillable=false, that's respected.

(amount is a ratio, 0.0-1.0, full=1.0, of maxAmount specified)

Link? or is it in the same link as the zip you posted before?

Also I have an idea about non-fillables like kethane. Do you know if craft recovery is exposed anywhere in the api? are there any hooks?

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Same link.

There's on onRecover*, yes, it's what I use in Mission Controller. So you could trawl through parts, find the partsnapshop for the tank, get the resource confignode, and add the Kethane to a stockpile.

*something like that. Check my MCE recycle function (and the hook it sets) for how.

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Changed GUI code so a part with both modular engines and modular fuel tanks will display both GUIs.

Testing an ability to override TANK{} blocks from a part's module. This is very handy if you want to preconfigure certain tanks to have certain ratios without having to create custom TANK_DEFINITIONs.

(no update file yet)

Edited by NathanKell
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Hi, Let me first say that I love this mod. It opens up Alot of possibilities for rocket designs and even more for plane designs. However it seems that there is an issue with the new kw rocketry 2.5.2. The new kw engines with this mod doesn't provide any lift despite it showing the correct thrust. Does anyone know what the issue is?

Edit:

figured it out. just replace all the "thrustTransform" in kw_modularEngines.cfg to "NozzleTransform"

Edited by dadong
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