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[0.21.1] StretchyTanks v0.2.2 (updated 8-26-13)


AncientGammoner

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Also things attached to the sides fall off right after the craft finishes loading.(Very rare issue) (The craft did not had the disassembly bug with stock tanks.)

This is one of the best mods ever, all procedural mod should be stock imo.

Edited by MilkDust
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Only if you also go through making sure that all your parts use either spaces or tabs. :P

*cough*guilty*cough*k_rolleyes.gif

Back on topic: To get around the stretched textures means no top/bottom caps.... would it be possible to use the fact that you can now have multiple MODEL {} nodes to have one for each end-cap and one for the center-tank, and only stretch the center one?

That sounds like an excellent idea. It's a small bit of extra math but it seems sound...

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I got a problem to report...

Add a stretchy tank into the build and change the contained fuel type to, say, monopropellant, then save the craft file.

When I load that craft again, the stretchy tank snaps back to LOX mixture.

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Why not add an option for an oxidizer only tank, would work great for SSTO's.

I too think an Oxidizer option is a great idea. I very much like how well your doing! Keep it up.

Some stuff i'd like to see:

Oxidizer Tank

Yellow texture for the Monoprop

the Orange texture used in Stock KSP (or not the same but similar color)

The Same idea as liquid fuel but SRB:

Taller = Thrust

Wider = Burn Time

Keep up the good work. Your adding immense capability to the game.

Edited by Ignamious
OCD on grammer.
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As good as he is doing, add the spherical tanks in as well. then with a selection of texture's, and possibly surface tanks, bag tanks, etc, basically 8 to 10 parts would about cover ALL tank issues.... Get rid of the 70+ that are in game now....

YeHa.

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Could this mod conflict with others? Ive been adding a 2.5ish stretchy tank full of monoprop with the secondary texture to a rocket. When i go to launch pad I'm all of a sudden in hypervelocity leaving kerbin orbit with lots of wind noise. Narrowed it down to the tank causing it.

EDIT: a thin 2.5 of mono-propellant causes it, liquid/ox mix doesn't.

EDIT 2: I see a hotfix. Might wanna put release notes on frontpage. Just a friendly suggestion. Cheers, I'll try the fix.

Edited by UAL002
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One more problem to report...

Attempts to dump fuel from the Stretchy Tank with TAC Fuel Balancer produce a bizarre result -- the fuel counter in TAC Fuel Balancer changes, and is retained, but this apparently has no effect on actual tank contents and mass.

Which a) means there's probably some imperfection in simulation of a regular fuel tank, and B) makes using it for certain things a real pain...

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One more problem to report...

Attempts to dump fuel from the Stretchy Tank with TAC Fuel Balancer produce a bizarre result -- the fuel counter in TAC Fuel Balancer changes, and is retained, but this apparently has no effect on actual tank contents and mass.

Which a) means there's probably some imperfection in simulation of a regular fuel tank, and B) makes using it for certain things a real pain...

I tried this just now, and dumping fuel worked fine. In fact I just stranded Jebediah in orbit. Thank you very much.

Are you actually testing that in orbit or on the ground? You can't dump fuel when you're on the launch pad. At least I never can. I think there's fuel feed faster than you can dump.

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Re: Modular Fuel Tanks

After observing this for awhile, changing some config values, breaking some things, and looking at the source code, I have some suggestions.

I get that there's probably some conflict here with part.mass which is why you're handling things a certain way in the code, but I think you're better off letting Modular Fuels handle that. I'd suggest finding the volume in cubic meters, maybe lopping a bit off to take into account rounded end caps in the actual tanks, divide that by 160 and that will get you your tank/resource volume. Set that and let Modular Fuel handle the rest.

Edit: Ack not sure the 160 is right, I think I'm confusing my units of measurement here, which isn't hard to do when we're dealing with arbitrary fictional units :( Anyway the point is, figure the volume and let Modular Fuels handle the mass since it does things differently.

Edited by Starwaster
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Are you actually testing that in orbit or on the ground? You can't dump fuel when you're on the launch pad. At least I never can. I think there's fuel feed faster than you can dump.

I was attempting to dump excess oxidizer while trying to get an SSTO to orbit, both before and after takeoff, and after actually reaching orbit too. The balancer shows fuel is dumped, the open resource tab does not, and neither do MechJeb's mass calculations.

And dumping fuel on the launchpad always worked fine for me.

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Must be one of my mods feeding me from the launch clamps then.

Maybe it's resource specific, do you mean actual oxidizer and not an equivalent like LiquidO2 from the real fuels mod? I'm going to try again with different resources....

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Curioser and curioser.

TAC Fuel Balancer is clearly unable to dump either fuel or oxidizer from a procedural tank. Other tanks on the same vessel dump normally. Upon switching resource type to monopropellant, Fuel Balancer doesn't even know the tank exists. Transferring resources out of procedural tanks generates them out of nothing, transferring them in vanishes them.

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Curioser and curioser.

TAC Fuel Balancer is clearly unable to dump either fuel or oxidizer from a procedural tank. Other tanks on the same vessel dump normally. Upon switching resource type to monopropellant, Fuel Balancer doesn't even know the tank exists. Transferring resources out of procedural tanks generates them out of nothing, transferring them in vanishes them.

find the craft in your save file and see what the tanks look like in there. (if you havent done that before, the format is almost exactly like a craft file but not quite)

Edited by Starwaster
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