NathanKell Posted January 5, 2014 Author Share Posted January 5, 2014 ChronicSilence: EngineIgnitor from HoneyFox does (it simulates limited ignitions and ullage issues). RF supports integration with it, and the next EI will notice when your engine/tank combo is pressure-fed and ignore ullage. Both RealEngines and my RftSEngines configures engines for EI along with RF. Link to comment Share on other sites More sharing options...
ChronicSilence Posted January 5, 2014 Share Posted January 5, 2014 ChronicSilence: EngineIgnitor from HoneyFox does (it simulates limited ignitions and ullage issues). RF supports integration with it, and the next EI will notice when your engine/tank combo is pressure-fed and ignore ullage. Both RealEngines and my RftSEngines configures engines for EI along with RF.This is awesome. So many new features to learn about with all these great mods! Link to comment Share on other sites More sharing options...
K3-Chris Posted January 6, 2014 Share Posted January 6, 2014 Conic Stretchy + Modular Fuel Tanks = adjust lenght/width/top/curve and most of the liquid fuel is removed, some of the oxidizer leaving a lot of empty room inside, can manually fix it obviously but it's a weird bug the other tanks don't suffer from. Link to comment Share on other sites More sharing options...
AbeS Posted January 6, 2014 Share Posted January 6, 2014 how weird, it has always scaled properly for me. But I use Real Fuels instead of MFT, could that be the issue? Link to comment Share on other sites More sharing options...
Surefoot Posted January 6, 2014 Share Posted January 6, 2014 I have the same issue, using MFT too. Link to comment Share on other sites More sharing options...
jtaylor996 Posted January 7, 2014 Share Posted January 7, 2014 I'm trying to use the conic stretchy, but can only change the width at one end... what is the key binding to adjust the other end (such a thing is not listed in the readme)?PLEASE ADD ALL KEYBINDINGS/USE INSTRUCTIONS TO THE FIRST POST OF THIS THREAD. Link to comment Share on other sites More sharing options...
AbeS Posted January 7, 2014 Share Posted January 7, 2014 If you right click the part in the list it says which key does what. I think it is:'r' -> Height'y' -> Upper Diameter'f' -> Lower Diameter'b' -> Shape Link to comment Share on other sites More sharing options...
Frostiken Posted January 7, 2014 Share Posted January 7, 2014 Am I the only one who has mysterious fuel show up after leaving / quitting / reloading a vessel? I've got a munlander with a stretchy Monoprop tank and sometimes after reloading the flight it'll end up with some LFO alongside the monoprop. Link to comment Share on other sites More sharing options...
fatcargo Posted January 7, 2014 Share Posted January 7, 2014 First sorry about cross-posting, i wasn't sure if this thread is really a branch or countinues support.I tried to use 1m fuel tank and i have problem setting multiple swept wings along it's length, they tend to attach under odd angles. There is repetitive pattern along the length of a tank, but those points are far too apart to have useful amount of wings. Is there some kind of fix to cfg file that could help "straighten" out surface so that wings get attached perpendicular to tank's axis on any point along it's length ?It's vital to my SSTO craft's design to have swept wings placed close together. Link to comment Share on other sites More sharing options...
CBJamo Posted January 8, 2014 Share Posted January 8, 2014 (edited) First, love this mod. Probably the single most useful mod available for KSP, especially when used with real fuels.Second, some feature ideas:1. Either snapping or a gui to edit the size of the tanks. A gui like precise node's seems like the optimal solution to me.2. Inflatable tanks.3. More tank geometries: spheres, toroids, prisms.I'd be willing to try adding these features if you're cool with that.Edit: I would also like to commend the readability of your code. Very clean, consistent style. Edited January 9, 2014 by CBJamo Link to comment Share on other sites More sharing options...
AbeS Posted January 8, 2014 Share Posted January 8, 2014 Inflatable tanks? o.o Link to comment Share on other sites More sharing options...
cardgame Posted January 8, 2014 Share Posted January 8, 2014 (edited) My screen is also going black from changing the width of the SRBs. I'm not using any fuel mods.Altimeter and other GUI are fine; the navball is black with NaN indicators.Edit: Oh, just ****in' great, I removed the modified SRBs and the screen is still black. Sigh. Edited January 8, 2014 by cardgame Link to comment Share on other sites More sharing options...
Agathorn Posted January 9, 2014 Share Posted January 9, 2014 Hey all, I am having some problems that I think are related to this mod. Most likely me being stupid and not understanding it.Anyway i've set up a KSP install for "realism" using the Realism Overhaul mod, and all the specified "required" and "suggested" mods.I set up a basic probe, a stretchy tank, and engine.Here is a video showing my issue. I'm having several issues.1) While firing on the test stand, throttle isn't adjusting thrust2) While firing on the test stand, no fuel is being consumed3) When I release the clamps, the engine immediately diesSo, um, what the heck am I doing wrong? Link to comment Share on other sites More sharing options...
HoneyFox Posted January 9, 2014 Share Posted January 9, 2014 Hey all, I am having some problems that I think are related to this mod. Most likely me being stupid and not understanding it.Anyway i've set up a KSP install for "realism" using the Realism Overhaul mod, and all the specified "required" and "suggested" mods.I set up a basic probe, a stretchy tank, and engine.Here is a video showing my issue.http://youtu.be/6cROfD6oAT8I'm having several issues.1) While firing on the test stand, throttle isn't adjusting thrust2) While firing on the test stand, no fuel is being consumed3) When I release the clamps, the engine immediately diesSo, um, what the heck am I doing wrong?1) Some engines are no longer throttle-able or at least not fully throttleable.2) The launch clamp has fuel pump functionality that will pump fuel into the rocket to keep fuel tank full.3) Ah... I don't know. Link to comment Share on other sites More sharing options...
Agathorn Posted January 9, 2014 Share Posted January 9, 2014 Ok please ignore my above post. I figured out what I was doing wrong.Too many mods all at once, I was just lost I guess.For anyone who cares, my problem was actually with Remote Tech. First time i'd ever used it, and apparently being clamped in gave you a solid connection but as soon as you release the clamps, you rely on antennas at that point, so I was losing connection.*leaves in shame* Link to comment Share on other sites More sharing options...
Agathorn Posted January 9, 2014 Share Posted January 9, 2014 1) Some engines are no longer throttle-able or at least not fully throttleable.2) The launch clamp has fuel pump functionality that will pump fuel into the rocket to keep fuel tank full.3) Ah... I don't know.Thanks for the quick response, even though the answer was me being a dimwit.I didn't know about the launch clamps giving fuel though so that's a cool thing to learn. Thanks! Link to comment Share on other sites More sharing options...
ferram4 Posted January 9, 2014 Share Posted January 9, 2014 1) Engine is not throttleable, though setting throttle to 0 does turn it off. Not all engines will have throttles on them, since most engines aren't designed to be throttled anyway. Some can be throttled once they reach a high enough tech level.2) I suspect the clamp is providing fuel, although i don't know if that's intended or not.3) Remotetech. The clamps act as pseudo antenna, and have enough range to reach mission control, but the probe alone doesn't. So you lose the connection the second you launch; you can see it switch from "Connected" to "No Connection" in the top left after staging. That said, RemoteTech is scaled for the stock game, so you'd probably be best served by increasing the range on all the antennas by a factor of 10, which can be done in the RemoteTech settings config. Link to comment Share on other sites More sharing options...
AbeS Posted January 9, 2014 Share Posted January 9, 2014 3) Remote Tech 2. It shuts down engines when it loses connection Link to comment Share on other sites More sharing options...
HoneyFox Posted January 9, 2014 Share Posted January 9, 2014 3) Remote Tech 2. It shuts down engines when it loses connectionBut i wonder where did the command pod's built-in 3km antenna go? It cannot establish a connection to the ground station but only to another antenna? Link to comment Share on other sites More sharing options...
Agathorn Posted January 9, 2014 Share Posted January 9, 2014 3) Remotetech. The clamps act as pseudo antenna, and have enough range to reach mission control, but the probe alone doesn't. So you lose the connection the second you launch; you can see it switch from "Connected" to "No Connection" in the top left after staging. That said, RemoteTech is scaled for the stock game, so you'd probably be best served by increasing the range on all the antennas by a factor of 10, which can be done in the RemoteTech settings config.I'm using the techtree recommended in the RO mod, which I think came with a config to make RT have proper range. Link to comment Share on other sites More sharing options...
AbeS Posted January 9, 2014 Share Posted January 9, 2014 RSS would be the answer, like ferram said, it still thinks the space center is at an altitude of 600km instead of 6,371. Weird thing is though, that without modifying the settings the measurements of the actual antennas are correct, maybe the built-in antenna's work differently or RSS breaks them somehow Link to comment Share on other sites More sharing options...
AbeS Posted January 9, 2014 Share Posted January 9, 2014 I'm using the techtree recommended in the RO mod, which I think came with a config to make RT have proper range.Maybe, but still you didn't have any deployed antennas. there is one that works well while in atmo, I think it is called "Reflectron DP-10" not really sure though, by reading the cfg description I think it's the one. (the one I'm talking about is black and has two little antennas) Link to comment Share on other sites More sharing options...
Agathorn Posted January 9, 2014 Share Posted January 9, 2014 Maybe, but still you didn't have any deployed antennas. there is one that works well while in atmo, I think it is called "Reflectron DP-10" not really sure though, by reading the cfg description I think it's the one. (the one I'm talking about is black and has two little antennas)Yeah I swapped it out and everything works now Link to comment Share on other sites More sharing options...
NathanKell Posted January 9, 2014 Author Share Posted January 9, 2014 cbjamo: at least three quarters of the code is still AncientGammoner's, and some of it is now swamp_ig's so congratulate them! And you're very welcome to add stuff--please! A new collaborator has added some neat new features: everyone give a hearty thankyou to swamp_ig!Changelogv8.1 =\/=*Fixed fuels being re-added at launch for non-MFT/RF users.*Fixed BlueSides repeating*Fixed sea level SRB nozzle giving blackscreens (thanks to DYJ and swamp_ig)*swamp_ig: support tweakables, add structural tanks, refactor code*updated tank descriptionshttps://www.dropbox.com/s/uyqs13yltsy02nj/StretchySRB_v8_1.zip Link to comment Share on other sites More sharing options...
m_robber Posted January 9, 2014 Share Posted January 9, 2014 I'm having trouble with the super-stretchy 9000 - it doesn't seem to want to stretch! I'm playing career mode with medievalnerds realism tree - has anyone else run into this issue? Link to comment Share on other sites More sharing options...
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