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Modular Fuel System Continued v3.3 (OBSOLETE)


NathanKell

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When adding tanks to stretchy tanks, the tank gets added but the volume is stuck at zero and it won't let me change it. MFT says there is zero available volume in the whole tank.

sounds like you forgot to install the new ST. pre. its in his post where he posted the latest MFT pre

Nathan, another bug. cannot completely empty any MF tank. It has to have at least 1 unit of fuel. If I set it to 0 it reverts to whatever the positive value it held before I tried setting it to 0

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I've tried the 3 pre-releases on page 70 in 0.23 (RO, RealFuels and Stretchy) and I'm getting no right-click functionality at all with the fuel tanks, as in I right-click them and nothing happens. I tried a clean install with just the three pre-releases and still had no luck. I'm also not getting the option to change fuel when right-clicking an engine. I may just be being dumb and haven't done something of course as it seems others have clearly had lots of joy! I copied the folders for each mod into my Gamedata folder, is there something else I should do?

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I don't know if it's already been reported but the Rockomax X-200 tank has one too many zeros on its capacity. It should be 8000 units, not 80000.

The Orange tank has 32000 the full silver 16000, the half-silver (with the ridges) has 80000. It should be 8000.

I fixed it on my end, but it should be fixed in the mod. Just saying.

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Issue: cloning a full fuel tank (via alt-click) does not retain fuel and everything resets to '0' (in the cloned tank). This makes it difficult to work with SABER engines since I have to slap on another LH2/LOX engine to fill it to the correct proportions and then swap the SABER back on.

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I've used MFS 4.0 and Tal's spherical fuel tanks, but for some reason when adding these tanks radially only the one I placed stays good on fuel. If I ever pick these radial tanks back off, then put them back, the one I clicked is good, but the others have 'NAN/0' fuel and oxidizer amounts by the bucket load, scrolling down off the bottom of the screen.

Wierd Fuel probs.jpg

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I've used MFS 4.0 and Tal's spherical fuel tanks, but for some reason when adding these tanks radially only the one I placed stays good on fuel. If I ever pick these radial tanks back off, then put them back, the one I clicked is good, but the others have 'NAN/0' fuel and oxidizer amounts by the bucket load, scrolling down off the bottom of the screen.

That's an issue due to the way the configs are set up. I'm waiting for NathanKell to finalize his update, then I'll be updating the configs on my tanks to keep that from happening. In the meantime, if you open the actiongroup menu, remove all resources, then add the ones you want, it should get rid of those. They'll show up again when you save and reload too, unfortunately.

I'm not completely certain, but you may be able to do a temporary fix by pasting this into a cfg and dropping it into your gamedata folder. It may be worth a try...

@PART[TAL*]
{
!RESOURCE[LiquidFuel] {}
!RESOURCE[Oxidizer] {}
!RESOURCE[MonoPropellant] {}
!RESOURCE[XenonGas] {}
}

Edited by Talisar
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Thanks, I'll try that. I think when I tried before positioning a new tank to replace the one there worked rather than putting back the one I'd moved around. It just was a pain when I'd stuck a load of stuff on it to have to redo the entire thing over. Plus I think once it happened when I put a new one on... maybe. Perhaps it double clicked when I mounted it?

Anyway I'll let you know if the cfg file works.

EDIT: Nope, still the same thing, well, not a load of NaNs, just about four entries. I think when this first happened it only had two extra entries and it just keeps spawning more. Does the cfg file need to go anywhere specific in the Gamedata folder or just anywhere in there? Module manager is version 1-5-5 just in case that matters.

Just thought, will this cfg only fix new components? I just attempted to re-attach the same pod back to the ship. When I first load the ship up there are no errors, it's only after I detach the radial pod, then re-attach it that there are problems. I don't have time tonight (got to get up early for work tomorrow... *sigh* working on Xmas eve :( ) but I'll check it tomorrow to see if starting over with a new part mounted radially with this fix cfg will work.

Edited by Patupi
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I have an issue where only the ki-500 and ki-626 are stretchable and can have their fuel loads modified. The KI-7000, 9000, 9000s, 9100, and 9100C can't be stretched.

**in sandbox mode they work fine. but in career mode is where the problem above happens.

Edited by chandawg
added more detail to issue.
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Ok, thanks to a conversation with asmi where he mentioned getting resources by Component, I finally figured out what's going on. PartResources are now added as components to the Part, and even if you remove them from the PartResourceList they get added back because the component is still part of the Part.

So, fix: destroy the component when remove from list. Tested; works.

Now we can finally go back to NOT nuking existing resources, etc., and all those NANs and phantom resources will go away.

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Ok, thanks to a conversation with asmi where he mentioned getting resources by Component, I finally figured out what's going on. PartResources are now added as components to the Part, and even if you remove them from the PartResourceList they get added back because the component is still part of the Part.

So, fix: destroy the component when remove from list. Tested; works.

Now we can finally go back to NOT nuking existing resources, etc., and all those NANs and phantom resources will go away.

Wait, component? PartResources are now components of a part? Frankly speaking i'm not familiar with Unity so i don't actually understand what "component" is in Unity... And thus i don't know how Squad change the design to such. Guess i need to grab some Unity Reference...

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Ok. Finally got it all fixed.

Final (?) pre-release builds:

MFT: https://www.dropbox.com/s/72m5vmj5ls89b4u/ModularFuelTanks_v4_pre9.zip

OR

RF: https://www.dropbox.com/s/9nsh0dvodcnsufe/RealFuels_v4_pre9.zip

RO: https://www.dropbox.com/s/yt5f90v47cqpwfx/RealismOverhaul_v3pre2.zip

Note that in RF/RO engine throttles are limited (by type, techlevel, and the individual engine). Some can't throttle at all, some can throttle deeply; most U and L don't get any throttling until TL4 or so. As before, note that stock RCS is (a) modular and (B) defaults to hydrazine, which is *not* ALL_VESSEL.

Link to stretchy pre for use with these: https://www.dropbox.com/s/rcemfqzq1ci4tnw/StretchySRB_v8pre1.zip

Edited by NathanKell
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Yes, stretchy hasn't changed since the last pre. If you got it from my last post o' links you're up to date. If you don't have the latest prerelease of stretchy you need it

Okay,thanks. I hadn't quite the time to test the first prerelease. Good that there is also jsut the RF version for stock KSP as prerelease. Well then I will download first prerelease and just copy ST from it . I was waiting the whole time, now that I have time I can finally play ksp again :D

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OK I encountered a bug... the fuel tank of my station section just gets disappear after i return to space center and then get back to the same vessel via tracking station. and this issue also caused camera shifting from focusing the vessel.

from the log the stack trace seems like this:

NullReferenceException: Object reference not set to an instance of an object

at ModularFuelTanks.ModuleFuelTanks.OnStart (StartState state) [0x00000] in <filename unknown>:0

at Part.ModulesOnStart () [0x00000] in <filename unknown>:0

at Part+.MoveNext () [0x00000] in <filename unknown>:0

Using latest StretchyTank(V8Pre1) + latest MFS:RF(V4Pre9) + old Engines.cfg from MFS3.?

The missing fuel tank is a 2.5m stretchy tank. and i added MonoPropellant + MMH + N2O4 into it.

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