taniwha Posted June 28, 2015 Author Share Posted June 28, 2015 Oi, how come nobody complained about the missing oxidizer in the Mk2 rocket fuel parts? Do none of you use those parts?Anyway, v5.6.0 released fixing that and the masses of several other tanks. Quote Link to comment Share on other sites More sharing options...
jkool702 Posted June 28, 2015 Share Posted June 28, 2015 (edited) Great Mod! Very useful! Edited June 30, 2015 by jkool702 Quote Link to comment Share on other sites More sharing options...
lucidity14 Posted June 28, 2015 Share Posted June 28, 2015 I seem to be having issues getting MFT to work at all. All of my fuel tanks (stock and KW Rocketry, mostly) display a blank volume/mass, and a utilization of -1%. When I click the "Remove All Tanks" button, nothing happens. I checked KSP.log and no errors/stacktraces are showing up. I've had this problem since I started playing again a few weeks ago, in 1.0.2, and through 1.0.3 and now 1.0.4.Has anybody encountered that behavior before? Or have any idea what might be causing it?EDIT: screenshot! Quote Link to comment Share on other sites More sharing options...
taniwha Posted June 28, 2015 Author Share Posted June 28, 2015 jkool702: put an engine on the tank, you'll get an appropriate button.lucidity14: full logs would be much more useful. Quote Link to comment Share on other sites More sharing options...
lucidity14 Posted June 29, 2015 Share Posted June 29, 2015 lucidity14: full logs would be much more useful.Here you go: https://www.dropbox.com/s/du8p3xw4wfka4ip/KSP.log?dl=0This log was generated by doing these precise steps, in this order, and nothing else:1) Start up KSP2) Resume saved game3) Go to VAB4) Add "FL-T200 Fuel Tank" to the stage5) Right-click on the tank6) Click on "Remove All Tanks"The end result was identical to the screenshot I shared in my previous message. Quote Link to comment Share on other sites More sharing options...
taniwha Posted June 29, 2015 Author Share Posted June 29, 2015 lucidity14: It looks like one of your gazillion mods (wow, on windows?!? I use linux and don't have that many) is interfering with MFT. Prime suspect for the module is FireSpitter, but the question is which mod is adding FireSpitter to the tank. I tested your procedure and had no issues (only MFT is affecting the tank contents, I have crossfeed enabler installed too). Quote Link to comment Share on other sites More sharing options...
Murdabenne Posted July 3, 2015 Share Posted July 3, 2015 I got this - looks like contention between Modular Fuel Tanks and Mk 2 essentials. I do NOT have RealFuels installed, so why does ModularFuelTanks want to use that?http://pastebin.com/ETUTGENLartLoader: Compiling Part 'Mk2Expansion/Parts/FuelTank/HypersonicNose/part/mk2_HypersonicNose'(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)Exception when attempting to register listener: RealFuels.Tanks.ModuleFuelTanks, modularFuelTanks, Version=5.5.2.0, Culture=neutral, PublicKeyToken=null.PartVolumeChangedAnyway this is preventing me from loading. Uninstalled it and now I load just fine, reinstall and I get the same error. The Mk2 ext was installed well before this, and was updated a while back. I do note that AVC does warn this is incompatible with 1.0.4, along with KSPAPIExtensions, which appears when this gets loaded (perhaps you have an old version of this? I do see that other apps have their own newer version of KSPIE installed) Quote Link to comment Share on other sites More sharing options...
Murdabenne Posted July 3, 2015 Share Posted July 3, 2015 (edited) I did a clean install of KSP. Previously I had done some of my mod installs manually, some with CKAN. So I decided to reinstall all my mods with CKAN to a) see if CKAN had borked anything and to make sure I had all the dependencies taken care of. And... now it works. Go figure.edit: updateFYI checking this, I had done a test install of Interstellar FuelSwitch a few days ago and forgot to remove it - could that have caused the problem? Edited July 3, 2015 by Murdabenne Quote Link to comment Share on other sites More sharing options...
nomercy4you Posted July 8, 2015 Share Posted July 8, 2015 Somehow CKAN doesn't know the update still showing 5.5.2 with issues as latest version.https://github.com/KSP-CKAN/NetKAN/blob/master/NetKAN/ModularFuelTankExpansion.netkancorrect? Quote Link to comment Share on other sites More sharing options...
taniwha Posted July 8, 2015 Author Share Posted July 8, 2015 That looks like an expansion mod for MFT. It's certainly not MFT itself (and if it was, it's wrong: MFT depends on only ModuleManager). Quote Link to comment Share on other sites More sharing options...
nomercy4you Posted July 9, 2015 Share Posted July 9, 2015 You are right, there is no NetKAN file for MFT, so the bot doesn't pick up updates and anybody has to submit a new ckan metafile manually. (Which did not happen). Do you want to provide a netkan file for MFT? Just do a pull request to: https://github.com/KSP-CKAN/NetKAN to add one. Then the bot should update your mod in CKAN automatically. If you don't want to provide a netkan file, are you ok if someone else does it? Quote Link to comment Share on other sites More sharing options...
Murdabenne Posted July 9, 2015 Share Posted July 9, 2015 Actually the update showed up in CKAN, so something/someone is working. Quote Link to comment Share on other sites More sharing options...
Sanguine-Fiend Posted July 10, 2015 Share Posted July 10, 2015 uys am I right in assuming that this mod, replaces all my TAC LS canisters etc with a couple of MFT ones?Of so can I stop it doing that?Cheers Quote Link to comment Share on other sites More sharing options...
cipherpunks Posted July 12, 2015 Share Posted July 12, 2015 (edited) After a very long time, I decided to give MFT a 2nd try (1st try was nasty - it didn't played well even with TweakScale back then).Haven't tested in depth yet, but the good thing is that at least it now works well with IFS, or so it seems.Bad thing is that MFT removes TankContentSwitcher from Procedural Parts* and replaces it with ModuleFuelTanks that only has Default and Cryogenic in available TANK_DEFINITION.But I like PP TankContentSwitcher a whole lot (actually I prefer it to IFS on PP).So, how to make it so MFT will leave TankContentSwitcher alone?Aha, so it's ProceduralParts/ModuleManager/ModularFuelTanks.cfg to blame!... Now I need to figure out how to befriend them.* well, technicaly not from all of them, as SRB, Structural element, Ore tank and Battery still has it... Edited July 12, 2015 by cipherpunks Quote Link to comment Share on other sites More sharing options...
drtedastro Posted July 30, 2015 Share Posted July 30, 2015 I am trying to get some old parts (Goodspeed) tanks working with tweakscale and mft.No luck so far. Can get the tweakscale to change size, but the volume, mass etc stays same and does not change.any hints, configs or ideas???? Quote Link to comment Share on other sites More sharing options...
taniwha Posted July 30, 2015 Author Share Posted July 30, 2015 drtedastro: you might need to move the tweakscale interaction dll from MFT to TS. Quote Link to comment Share on other sites More sharing options...
eddiew Posted August 2, 2015 Share Posted August 2, 2015 Thank you! This mod is exactly what's needed for the LF-only nervas. Saves me embedding tanks in tanks to offset the lost oxidiser space Quote Link to comment Share on other sites More sharing options...
WalkingShadow89 Posted August 5, 2015 Share Posted August 5, 2015 When I install this mod I can't get the fuel tank Quote Link to comment Share on other sites More sharing options...
taniwha Posted August 5, 2015 Author Share Posted August 5, 2015 WalkingShadow89: ? There are no parts. MFT modifies existing tanks. However, you do need to have Module Manager installed. Quote Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted August 9, 2015 Share Posted August 9, 2015 Just a small bug to report with MFT 5.6.0.Description1. Happens when switching TANK_DEFINITIONS using the right-click menu in the VAB and typeAvailable = tankname1, typeAvailable = tankName2 in the MODULE applied to a part2. When the tank definition you switch from contains a resource as the tank definition you switch to, the tank you switch to will have as much of that resource as the last one did (see Tank 3 to Tank 2 in picture, note tank volume compared to resource amount)2a. The tank quantities are correct in the TANK{}, it looks like this:TANK { name = Oxidizer amount = full maxAmount = 100% }3. Quantities will be right again if you switch from and to tanks that don't have the same resources (from Tank 1 back to Tank 2 in the picture)How to reproduceHave two or more references to TANK_DEFINITIONS that have the same resource next to each other in the list of typeAvailable definitions, switch back & forth in the VAB, e.g.:typeAvailable = Default typeAvailable = LiquidFuel typeAvailable = Oxidizer typeAvailable = ServiceModule typeAvailable = RCS Quote Link to comment Share on other sites More sharing options...
taniwha Posted August 12, 2015 Author Share Posted August 12, 2015 AccidentalDisassembly: I'm still considering whether that actually is a bug (ie, whether I should fix it). I suspect I will, but not right now. Quote Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted August 12, 2015 Share Posted August 12, 2015 AccidentalDisassembly: I'm still considering whether that actually is a bug (ie, whether I should fix it). I suspect I will, but not right now.I would argue that it is, but you can obviously do what you want! =) In the second picture, there should be 110 units of Oxidizer - that's what the config is saying (100% filled), but it's not actually creating a 100% filled tank (110 units available, only 48 or whatever used), it's taking both amount and maxAmount values from a completely different TANK_DEFINITION. Definitely shouldn't do that, IMO. What if you had two different tank types only, unlike the multiple ones I wrote, and they each had a similar resource? You'd have to set up the tanks through Show UI every time if you wanted the values to be correct, so the convenient tank-swapping feature would be useless. Quote Link to comment Share on other sites More sharing options...
silviu609 Posted August 26, 2015 Share Posted August 26, 2015 Hi, i have some compatibility issues regarding Karbonite and Modular fuel tanks.The KB-4650 karbonite tank can hold 4000 karbonite, the FL-T720-Nuclear propellant tank (wich is the same size) can hold 800 liquid fuel, the Mk2 long fuselage can also hold 800 liquid fuel, using Modular fuel tanks i can add karbonite but only 800 instead of 4000 and the same problem happens with karborundum too (it holds only 800 but from my calculations it should hold 5000). Quote Link to comment Share on other sites More sharing options...
taniwha Posted August 26, 2015 Author Share Posted August 26, 2015 silviu609: This is because Karboninte and CRP went off and redefined the standard resource volume size from 5L to 1L. It can be worked around with an appropriate utilization, so it is up to whoever made the Karbonite MFT config. Quote Link to comment Share on other sites More sharing options...
Trolllception Posted August 27, 2015 Share Posted August 27, 2015 Gotta say I love this mod. I had a quick question regarding the Space Shuttle Engines config in the mod. It changes the tanktype to 'Cryogenic' yet there doesn't appear to be a Cryogenic tanktype in the regular mod. How should this work since I can't add fuel? Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.