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Modular Fuel System Continued v3.3 (OBSOLETE)


NathanKell

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uagaming: do they show up with no fuel in the part list? Or only once placed or when loading a saved game?

Did you delete any prior ModularFuelTanks folder and install exactly as the readme said? Do you have any other versions of ModuleManager floating around?

gunnyfreak: Been there, posted that link on the TAC LS thread. Here's an updated version just for you though. :)

https://www.dropbox.com/s/krr60w1nuyc1lgp/TAC_LS_MFS.cfg

It adds MFTanks to each pod of a size equivalent to what I guessed the pod's life support should be, along with TACLS's module (so TACLS doesn't auto-add resources). It adds support for the six new resources to tanktype Default and ServiceModule, and it adds three new Tank types (LifeSupport (only the good stuff), LifeSupportWaste (only the bad stuff) and LifeSupportCC (closed cycle: it has room for all six).

Note that I use the resources without the TAC on the end; either add it to all instances at the bottom of the file, or remove _TAC from all resource references in TACLS's own cfg files.

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Hey NathanKell,

I already went though the tank part list for the Shuttle Engines mod and created a .cfg file for them. If you like, you can use it and save yourself a few minutes for the next update.:

@PART[km-tank-mid-1]

{

MODULE

{

name = ModuleFuelTanks

volume = 400

type = Default

}

}

@PART[km-tank-mid-15]

{

MODULE

{

name = ModuleFuelTanks

volume = 1349

type = Default

}

}

@PART[km-tank-mid-2]

{

MODULE

{

name = ModuleFuelTanks

volume = 3200

type = Default

}

}

@PART[km-tank-mid-3]

{

MODULE

{

name = ModuleFuelTanks

volume = 12675

type = Default

}

}

@PART[km-tank-bottom-1]

{

MODULE

{

name = ModuleFuelTanks

volume = 100

type = Default

}

}

@PART[km-tank-bottom-15]

{

MODULE

{

name = ModuleFuelTanks

volume = 336

type = Default

}

}

@PART[km-tank-bottom-2]

{

MODULE

{

name = ModuleFuelTanks

volume = 800

type = Default

}

}

@PART[km-tank-bottom-3]

{

MODULE

{

name = ModuleFuelTanks

volume = 3167

type = Default

}

}

@PART[km-tank-mid-small-1]

{

MODULE

{

name = ModuleFuelTanks

volume = 200

type = Default

}

}

@PART[km-tank-mid-small-15]

{

MODULE

{

name = ModuleFuelTanks

volume = 674

type = Default

}

}

@PART[km-tank-mid-small-2]

{

MODULE

{

name = ModuleFuelTanks

volume = 1600

type = Default

}

}

@PART[km-tank-mid-small-3]

{

MODULE

{

name = ModuleFuelTanks

volume = 6336

type = Default

}

}

@PART[km-tank-top-1]

{

MODULE

{

name = ModuleFuelTanks

volume = 200

type = Default

}

}

@PART[km-tank-top-15]

{

MODULE

{

name = ModuleFuelTanks

volume = 674

type = Default

}

}

@PART[km-tank-top-2]

{

MODULE

{

name = ModuleFuelTanks

volume = 1600

type = Default

}

}

@PART[km-tank-top-3]

{

MODULE

{

name = ModuleFuelTanks

volume = 6336

type = Default

}

}

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Ah. No problem. :]

As it happens, you treated them as if they _weren't_ LH2/LOx tanks. They would be tank type Cryogenic instead of Default then. Default is for "standard" tanks, like for kersone/LOx or hypergolics, fuels that (other than LOx which is mildly cryogenic) don't require much insulation. LH2...requires lots of insulation, and LH2/LOx tanks are often that kind of orange (it's insulation). So if all those tanks are orange (I don't have the mod) they should all be tank type Cryogenic.

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ok, thanks for letting me know the difference =)

Here's the fix:

@PART[km-tank-mid-1]

{

MODULE

{

name = ModuleFuelTanks

volume = 400

type = Cryogenic

}

}

@PART[km-tank-mid-15]

{

MODULE

{

name = ModuleFuelTanks

volume = 1349

type = Cryogenic

}

}

@PART[km-tank-mid-2]

{

MODULE

{

name = ModuleFuelTanks

volume = 3200

type = Cryogenic

}

}

@PART[km-tank-mid-3]

{

MODULE

{

name = ModuleFuelTanks

volume = 12675

type = Cryogenic

}

}

@PART[km-tank-bottom-1]

{

MODULE

{

name = ModuleFuelTanks

volume = 100

type = Cryogenic

}

}

@PART[km-tank-bottom-15]

{

MODULE

{

name = ModuleFuelTanks

volume = 336

type = Cryogenic

}

}

@PART[km-tank-bottom-2]

{

MODULE

{

name = ModuleFuelTanks

volume = 800

type = Cryogenic

}

}

@PART[km-tank-bottom-3]

{

MODULE

{

name = ModuleFuelTanks

volume = 3167

type = Cryogenic

}

}

@PART[km-tank-mid-small-1]

{

MODULE

{

name = ModuleFuelTanks

volume = 200

type = Cryogenic

}

}

@PART[km-tank-mid-small-15]

{

MODULE

{

name = ModuleFuelTanks

volume = 674

type = Cryogenic

}

}

@PART[km-tank-mid-small-2]

{

MODULE

{

name = ModuleFuelTanks

volume = 1600

type = Cryogenic

}

}

@PART[km-tank-mid-small-3]

{

MODULE

{

name = ModuleFuelTanks

volume = 6336

type = Cryogenic

}

}

@PART[km-tank-top-1]

{

MODULE

{

name = ModuleFuelTanks

volume = 200

type = Cryogenic

}

}

@PART[km-tank-top-15]

{

MODULE

{

name = ModuleFuelTanks

volume = 674

type = Cryogenic

}

}

@PART[km-tank-top-2]

{

MODULE

{

name = ModuleFuelTanks

volume = 1600

type = Cryogenic

}

}

@PART[km-tank-top-3]

{

MODULE

{

name = ModuleFuelTanks

volume = 6336

type = Cryogenic

}

}

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Changelog:

v3.2 = \/

*Typo fix (thanks Starwaster!) to [un]fillable tanks.

*Increased precision for fuel densities; fixed LH2's density (was 0.071g/cc; should be 0.07085g/cc)

*Added tank support for Space Shuttle Engines mod (thanks, Malsheck!)

*Added scrolling to tank configuration.

*Upgraded to Module Manager v1.5

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Nothing new to add really, but this mod really screws up my eyes. When using LH2 everything is huge, I could have a nuclear transfer stage the size of my first stage but only 1/100th of its mass. I'm so used to "it's big, so it must be heavy", also this nerfs NERVA a lot but I guess it's fine because there are other good engines to use.

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So, what's the status of Synthin? :) I need it for Soyuz-U2. Also, do you think you could add Nitric Acid? It was used with UDMH in some early rocket engines, including Soyuz 7K-OK. It's not very good, but would be useful for realistic tech trees to introduce it at the start as an oxidizer for all engines that can also use N2O4.

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This mod (coupled with all the other RSS support mods) is great! I made a work-alike Falcon 9 the other night, and made it into orbit with a few hundred dV to spare with my 13T payload, which I must say was awesome! A suggestion for the future would be inter-planetary tanks strictly for holding LH2. I was reading a report on using NTRs to haul payload to Mars last night and the poor mass fraction of even the big KW cryo tank struck me as annoying, if passable. This report being theoretical, it proposed using the SLS to launch 121 metric tonnes of Hydrogen slush(!) into orbit for the proposed mission, density ~81.8 kg/m^3 if I did my math correctly. Using a tank (+support equipment) that weighed 4 tonnes and was 10m in diameter, leaving us with a mass fraction of 31.25! While I don't expect a mass fraction quite that good from LH2 in MFS, it would be nice to get a mass fraction above 8-9. That said, this mod has demonstrated in several ways why we have not yet been to Mars. To get my ~80 tonnes of everything else to Duna and then a small CSV back to Kerbin, I needed something like 25 3.75x15m KW cryo tanks full of LH2. Joy. Another useful feature from the paper would be an active (power hungry) cryo-cooling plant to keep boil off to a minimum - I don't see any other way of making a long NTR trip to anywhere when boil-off will kill dV waiting for the transfer window home.

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