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Why no fuel in wings?


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I have added the resource lines, but I'm trying to figure out a way to make the engine pull fuel from the wings without a fuel line attached.

Let us know if you find a way to make it work. So far, it seems that wings won't act as sources for fuel unless they're declared as fuel tanks, at which point they stop working as proper wings. It's really weird, but then again, this is ​KSP we're talking about. :D

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Random thought from a random player.. Couldn't you use whatever field determines fuel crossfeed and use that?

I think that's determined by the type of module that is declared in the cfg file. From what I can tell, you can declare general "Part", which includes fuel crossfeed capability but no lift specs, or "Winglet", which allows for lift but does not include crossfeed.

I am by no means a developer (for KSP), but it looks as if the only way to get fuel crossfeed in wings would be to modify the "Part" module in the stock game code to include that function. A mod might be able to do it, but if that were the case, I'd have to wonder why there isn't such a thing by this point, and especially so with all the plane parts that have emerged since C7 first introduced the idea of planes in the first place.

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One reason Bac9 mentions that he does not add fuel to wings is the stock drag system. The drag is dependent on multiple factors, one of which is weight. If you have fuel in a wing and begin to drain it, the part weight will change which results in a drag reduction. This can lead to all sorts of instabilities in aircraft design.

It is outrageous how squad is using a ridiculously inaccurate and old aerodynamics system for SO long... 0.25 should bring a new aerodynamics system. It still makes me cringe that rockets without nosecones work much worse than ones with flat noses.

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It is outrageous how squad is using a ridiculously inaccurate and old aerodynamics system for SO long... 0.25 should bring a new aerodynamics system. It still makes me cringe that rockets without nosecones work much worse than ones with flat noses.

That's what FAR is for. One of the cool things about this game can also be a bit of an Achilles heel, in that the devs are well aware of the big mods (like FAR), and can therefore feel confident in putting things like re-tooling the aerodynamics a bit farther back in the task queue.

Can say that I blame them really, considering all of the myriad things there are to develop and improve in this game.

Shoot, thinking on it, there's no reason that Squad couldn't work out a deal with the the author to include the components of FAR in the stock game later on, much as they did with C7 and company.

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It is outrageous how squad is using a ridiculously inaccurate and old aerodynamics system for SO long... 0.25 should bring a new aerodynamics system. It still makes me cringe that rockets without nosecones work much worse than ones with flat noses.

They keep telling us but it seems some are not getting the message it seems. The range of features is currently being expanded until the game is feature complete. Some features are placeholders, like the aerodynamic system, which will be worked on once all the features are in place. There is a roadplan for future development and updating the aerodynamic system is on it, but not now and not soon. Be patient grasshopper.

also rockets without nosecones have flat noses...

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That's what FAR is for. One of the cool things about this game can also be a bit of an Achilles heel, in that the devs are well aware of the big mods (like FAR), and can therefore feel confident in putting things like re-tooling the aerodynamics a bit farther back in the task queue.

Can say that I blame them really, considering all of the myriad things there are to develop and improve in this game.

Shoot, thinking on it, there's no reason that Squad couldn't work out a deal with the the author to include the components of FAR in the stock game later on, much as they did with C7 and company.

Well proper aerodynamics are bloody difficult, a few years back (i was A-level so not very good admittedly) I made a general projectile motion simulator which incorporated wind velocity and thus air resistance on the projectile... actually getting the physics to work well + including calculation from shape due to dimensions was bloody difficult... Tbh didn't actually get it working in the end (tutor marked me down by 2 grades but got remarked so i got what i deserved :L) but it was a pain in the ass even getting the projectiles to move how they should have done... at one point it just kind of bounced along for like 10 seconds then decided that gravity wasn't real and went shooting up :L rather fun project to work on got to say

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I DID IT! AFTER A YEAR OF THIS THREAD BEING OPEN, FUEL IN WINGS WITHOUT A PIPE (Usable)! BAHAHAHA. Not sure which of the things I did fixed it, but I'll narrow it down and edit again.

Well, interestingly, all three things are required for it to function, and one of them is sort of annoying as it reduces realism in other ways, but also has the happy side effect of balancing fuel use from both wings at once. The RESOURCE string must obviously be added to the wings for the fuel itself, under standard part parameters at the bottom add fuelCrossFeed = True, and in Squad's resource folder (here's the annoying one), Change under LiquidFuel, flowmode = ALL_VESSEL

flowmode = ALL_VESSEL is the same thing that governs electric charge and intake air. It evenly distributes fuel out of all of the tanks used on the aircraft, however this could be problematic (cheaty) because it means COM doesn't change as fuel drains, out of ANYTHING, since you're changing the way the resource behaves universally. Basically it makes everything REALLY stable. Things that use LFO less so because you didn't change that. Unless if course your primary concern in spaceplanes in which case you also have to change the parameters for oxidizer.

So anyway, have fun with that, and if anyone finds a better solution, let me know.

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