taniwha Posted May 4, 2015 Author Share Posted May 4, 2015 mediobogdum: yes, you need an entry for each individual tank. It would be best if MRS added support for MFT (easier that way for both of us). Quote Link to comment Share on other sites More sharing options...
Anquietas314 Posted May 4, 2015 Share Posted May 4, 2015 (edited) Any chance this could be updated on CKAN? Edited May 5, 2015 by armagheddonsgw Quote Link to comment Share on other sites More sharing options...
taniwha Posted May 4, 2015 Author Share Posted May 4, 2015 Ask the person who put it on CKAN in the first place. I have nothing to do with it. Quote Link to comment Share on other sites More sharing options...
juanml82 Posted May 5, 2015 Share Posted May 5, 2015 Could this be added to the MK2, MK3 parts and their adapters? So, for instance, I could make an MK3 to 2.5 meters adapter with only liquid fuel Quote Link to comment Share on other sites More sharing options...
taniwha Posted May 5, 2015 Author Share Posted May 5, 2015 I completely forgot about the new parts. I'll look into it when I'm less busy with EL. Quote Link to comment Share on other sites More sharing options...
Enceos Posted May 5, 2015 Share Posted May 5, 2015 (edited) mediobogdum: yes, you need an entry for each individual tank. It would be best if MRS added support for MFT (easier that way for both of us).If not the MFT tank types, Nertea has made such an elegant config to scan all the fuel tanks in the game and tweak them...@PART[*]:HAS[@RESOURCE[LiquidFuel],@RESOURCE[Oxidizer],!MODULE[InterstellarFuelSwitch]] { %LF = #$RESOURCE[LiquidFuel]/maxAmount$ %OX = #$RESOURCE[Oxidizer]/maxAmount$ %totalCap = #$RESOURCE[LiquidFuel]/maxAmount$ @totalCap += #$RESOURCE[Oxidizer]/maxAmount$ %onlyLH2 = #$totalCap$ @onlyLH2 *= 5.5 %mixLH2 = #$onlyLH2$ @mixLH2 /= 1.1 %mixOX = #$onlyLH2$ @mixOX -= #$mixLH2$ %tempVar = 0 %dryCost = 0 @dryCost = #$cost$ %LFCost = 0 %OXCost = 0 %LH2Cost = 0 %mixLH2Cost = 0 %mixLFCost = 0 // compute cost of stock tank fuel @tempVar = #$RESOURCE[LiquidFuel]/maxAmount$ @tempVar *= 0.8 @mixLFCost += #$tempVar$ @tempVar = #$RESOURCE[Oxidizer]/maxAmount$ @tempVar *= 0.18 @mixLFCost += #$tempVar$ @dryCost -= #$mixLFCost$ @cost -= #$mixLFCost$ // Cost LF only @tempVar = #$totalCap$ @tempVar *= 0.8 @LFCost += #$tempVar$ // Cost OX only @tempVar = #$totalCap$ @tempVar *= 0.18 @OXCost += #$tempVar$ // Cost LH2 only @tempVar = #$onlyLH2$ @tempVar *= 0.03675 @LH2Cost += #$tempVar$ // Cost mix @tempVar = #$mixLH2$ @tempVar *= 0.03675 @mixLH2Cost += #$tempVar$ @tempVar = #$mixOX$ @tempVar *= 0.18 @mixLH2Cost += #$tempVar$ @tempVar = 0 MODULE { name = InterstellarFuelSwitch resourceNames = LiquidFuel,Oxidizer;LqdHydrogen,Oxidizer;LiquidFuel;Oxidizer;LqdHydrogen resourceAmounts = #$../LF$,$../OX$;$../mixLH2$,$../mixOX$;$../totalCap$;$../totalCap$;$../onlyLH2$ tankCost = #$../mixLFCost$;$../mixLH2Cost$;$../LFCost$;$../OXCost$;$../LH2Cost$ displayCurrentTankCost = true hasGUI = true showInfo = true availableInFlight = false availableInEditor = true basePartMass = #$../mass$ tankMass = 0;0;0;0;0 } !RESOURCE[LiquidFuel] {} !RESOURCE[Oxidizer] {}} Edited May 5, 2015 by Enceos Quote Link to comment Share on other sites More sharing options...
funk Posted May 6, 2015 Share Posted May 6, 2015 (edited) I noticed two little bugs. Not gamebreaking, just FYI:1. When tweakscaling tanks, their volume stays at the original value. If I remember correctly there was a tweakscale interaction dll for 0.90?!?2. I've build a patch for CryoEngines to have two tanktypes available for stock tanks. When switching between Default --> Cryogenic --> Default the existing tanks aren't updated. If the tanks are removed before switching or updated after, the behaviour is correct.TANK_DEFINITION { name = Cryogenic basemass = 0.000625 * volume TANK { name = LqdHydrogen amount = full maxAmount = 50% utilization = 10 } TANK { name = Oxidizer amount = full maxAmount = 50% }}//------------------------------------------------------//// Add tank type CryoEngines to all default tanks@PART[*]:HAS[@MODULE[ModuleFuelTanks]]&HAS[@type[Default]]:FINAL{ @MODULE[ModuleFuelTanks] { typeAvailable = Default typeAvailable = Cryogenic }}// Add tank definition for CryoEnginesShort Video, look at the value for Oxidizer...https://vid.me/kZJP Edited May 6, 2015 by funk Quote Link to comment Share on other sites More sharing options...
taniwha Posted May 6, 2015 Author Share Posted May 6, 2015 funk: There was. I need to look into the latest TS for 1.x but I've been busy with other stuff so I released MFT 5.5.1 without it.Did you remove whatever CryoEngines does to tanks? There might be some unfortunate interactions. Quote Link to comment Share on other sites More sharing options...
funk Posted May 6, 2015 Share Posted May 6, 2015 (edited) funk: There was. I need to look into the latest TS for 1.x but I've been busy with other stuff so I released MFT 5.5.1 without it.Did you remove whatever CryoEngines does to tanks? There might be some unfortunate interactions.Yep Cryoengine uses Interstellar fuelswitch, I changed the cfg to not proceed when MFT is installed, so the cfg of a standard tank looks like this after all patches:{ name = fuelTank module = Part author = NovaSilisko mesh = model.mu scale = 0.1 node_stack_top = 0.0, 7.72552, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -7.3, 0.0, 0.0, -1.0, 0.0 node_attach = 5.01, 0.0, 0.0, 1.0, 0.0, 0.0, 1 TechRequired = advRocketry entryCost = 1600 cost = 500 category = FuelTank subcategory = 0 title = FL-T400 Fuel Tank manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = The FL series was received as a substantial upgrade over previous fuel containers used in the Space Program, generally due to its ability to keep the fuel unexploded more often than not. Fuel tanks are useless if there isn't a Liquid Engine attached under it. They can also be stacked with other fuel tanks to increase the amount of fuel for the engine below. attachRules = 1,1,1,1,0 mass = 0.25 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 50 breakingTorque = 50 maxTemp = 2000 bulkheadProfiles = size1, srf RESOURCE { name = LiquidFuel amount = 180 maxAmount = 180 } RESOURCE { name = Oxidizer amount = 220 maxAmount = 220 } MODULE { name = GPOSpeedPump } MODULE { name = ModuleFuelTanks volume = 400 type = Default typeAvailable = Default typeAvailable = Cryogenic } MODULE { name = TweakScale type = stack defaultScale = 1.25 } MODULE { name = ModuleTweakableFuelPump ResourceNames = LiquidFuel, Oxidizer }}PARTEdit: It seems that MFT don't change the maxValue of a specific tank/resource, if it's already defined. I haven't looked at your code, perhaps there's an update necessary when switching tank_types. Sry haven't checked quality of vid... so here again:https://youtu.be/1IecD2i9P-I Edited May 6, 2015 by funk Quote Link to comment Share on other sites More sharing options...
Goblin_King Posted May 7, 2015 Share Posted May 7, 2015 Hi!I can't get this mod to work and I really need it for my new SSTO. Maybe anyone can help?The problem is that no mod UI appears ingame at all. I tried clicking tanks with every mouse button (left, right, middle) in VAB/SPH in normal construction and action group mode. Only the stock fuel change options appear. It's like I haven't installed MFT at all.I downloaded v5.5.1 and unzipped it to my KSP 1.0.2 GameData folder like any other mod. I'm using Kerbal Engineer and Active Texture Management (but tried to run KSP+MFT without Active Texture Management disabled at least once).I would be really grateful for any help! This mod seems great.Cheers! Quote Link to comment Share on other sites More sharing options...
funk Posted May 10, 2015 Share Posted May 10, 2015 There are multiple MFT Modules in MK2 spaceplane parts. I've deleted SPP config, because the patches are already in squad cfg. But thats not enough, there are still multiple entries... Quote Link to comment Share on other sites More sharing options...
taniwha Posted May 10, 2015 Author Share Posted May 10, 2015 funk: Yeah, I keep forgetting to fix that. I've got some ideas to make my life easier in that department. Quote Link to comment Share on other sites More sharing options...
telvin3d Posted May 10, 2015 Share Posted May 10, 2015 I'm another one who can't seem to get this mod working. I've got a clean instal of KSP, I unzip the mod into the GameData folder ending up with a ModularFuelTanks folder next to my Squad folder... and then nothing. I can't seem to find any sort in GUI or in-game effect from the plugin. I'm not even sure what I'm supposed to be looking for?Any help would be appreciated. The changes to Nuclear rocket fuel seem to have made this a must for anyone who doesn't want to build all their interplanetary rockets as spaceplanes. Quote Link to comment Share on other sites More sharing options...
taniwha Posted May 10, 2015 Author Share Posted May 10, 2015 Ah, it's not mentioned anywhere (sorry), but you need module manager (by sarbian). Quote Link to comment Share on other sites More sharing options...
telvin3d Posted May 11, 2015 Share Posted May 11, 2015 Thanks. That did the trick!Might be a good idea to add a great big link to the main forum post.Thanks again for the quick help and for making and maintaining a great mod for this great game. Quote Link to comment Share on other sites More sharing options...
Goblin_King Posted May 11, 2015 Share Posted May 11, 2015 That fixed it for me, too! Thanks a lot. Quote Link to comment Share on other sites More sharing options...
pellinor Posted May 12, 2015 Share Posted May 12, 2015 Quick bug report: Modular fuel tanks integration seems to be broken - tweakscale will change the physical size of the fuel tank, but when modular fuel tanks is installed, any the resource amount does not change.There should be a dll for MFT-TweakScale integration that comes with MFT. I don't find it in the v5.5.1 zip file. Did it get lost somehow? The source is here:https://github.com/NathanKell/ModularFuelSystem/blob/master/Source/tweakscale/TweakScale_ModularFuelSystem.cs Quote Link to comment Share on other sites More sharing options...
taniwha Posted May 16, 2015 Author Share Posted May 16, 2015 pellinor: there should, but there isn't at the moment due to me not having the time to fuss with tweakscale at the time. I have to roll a new release soon anyway so I'll take care of it then. Quote Link to comment Share on other sites More sharing options...
taniwha Posted May 18, 2015 Author Share Posted May 18, 2015 I've released MFT version 5.5.2. Details in the first two posts. Quote Link to comment Share on other sites More sharing options...
samwise800 Posted May 19, 2015 Share Posted May 19, 2015 Thank you for fixing tweakscale compatibility! Quote Link to comment Share on other sites More sharing options...
samwise800 Posted May 20, 2015 Share Posted May 20, 2015 Now I have had time to try the new release, it seems that tweakscale support is still broken in the new version - still having the issue where the tank does not get its contents resized. Quote Link to comment Share on other sites More sharing options...
taniwha Posted May 20, 2015 Author Share Posted May 20, 2015 samwise800: you might need to move the tweakscale dll. Quote Link to comment Share on other sites More sharing options...
funk Posted May 22, 2015 Share Posted May 22, 2015 (edited) As the title says, I've recognized some things when writing patches for some mods. It's nothing gamebreaking, but perhaps changeable without great afford...a) When I use this:utilizationTweakable = trueutilization = 0.5 Why is the ingame utilization set to 86%?!?!?Utilization can't be set to 2-5%, there's a gap between 1% and 6%. Maybe it's the same between 96%-99%? I've seen a key called "tankVolumeConversion" in some cfgs , especially in Proc. Parts. How does it work? In the source, there is another key called "basecost". Does it have the same behaviour like basemass? Is there a key for cost of the different tanks like "mass"?Are there any other keys not mentioned here?c) Request: May it be possible to changetypeAvailable = xyztypeAvailable = xzyto typeAvailable = xyz xzy ... or divided by "," etc. With this it would be easier to address the key with MM considering existing entries.d) I still have the issue mentioned here, when switching between tanktypes the volume of the tank which exist in both types doesn't update. I'm not sure if it's because of my config changes so here they're. Any suggestions?@TANK_DEFINITION[Default]{ TANK { name = LqdHydrogen amount = 0 maxAmount = 0 utilization = 10 }}// Add LqdHydrogen to fuselage tank definition@TANK_DEFINITION[Fuselage]{ TANK { name = LqdHydrogen amount = 0 maxAmount = 0 utilization = 10 }}// Add tank definition for CryoEnginesTANK_DEFINITION { name = Cryogenic basemass = 0.0006875 * volume TANK { name = LqdHydrogen amount = full maxAmount = 50% utilization = 10 } TANK { name = Oxidizer amount = full maxAmount = 50% }}//------------------------------------------------------//// Add tank type Cryogenic to all default and fuselage tanks@PART[*]:HAS[@MODULE[ModuleFuelTanks]]:FINAL{ @MODULE[ModuleFuelTanks]:HAS[#type[Default]] { %typeAvailable = Default +typeAvailable = Cryogenic } @MODULE[ModuleFuelTanks]:HAS[#type[Fuselage]] { %typeAvailable = Fuselage +typeAvailable = Cryogenic }}// Add LqdHydrogen to default tank definitionAn example of the resulting cfg file looks like this (vice versa for fuselage]: { name = ModuleFuelTanks volume = 200 type = Default typeAvailable = Default typeAvailable = Cryogenic } MODULE It seems to be fine to me. So???e) When I did the patch above I was wondering that the fuselage parts weigh to much compared to stock drymass. I've compared the MK2 and MK3 parts as well as adapters. They have a basemass of 0.0007125-0.00075 per liter, while MFT assumes 0.002, which leads to the high drymass. MK1 fuselage has a stock basemass of 0.001 per liter. So maybe the basemass of fuselage tanks should be overhauled to be stock alike. Either with using another basemass for fuselage or using basemass = -1 to use stock drymass?!?!? Further some adapters use default tank, while in stock they're handled as fuselage, regarding drymass. @taniwha: I can provide some help with the cfgs to match stock values, if you like. Edited May 23, 2015 by funk Quote Link to comment Share on other sites More sharing options...
Cultist_O Posted May 26, 2015 Share Posted May 26, 2015 Is there a plan to make the stock ore modular? Quote Link to comment Share on other sites More sharing options...
jrandom Posted May 29, 2015 Share Posted May 29, 2015 For requesting support for another parts mod, is this the place to ask? I'd like to see Fuel Tanks Plus supported but I don't know if that's something done here or if it's up to the mod maker to add support for MFT on their end. Quote Link to comment Share on other sites More sharing options...
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