taniwha Posted December 21, 2017 Author Share Posted December 21, 2017 Yeah, and I haven't had a lot these last few months. Quote Link to comment Share on other sites More sharing options...
Ruziel Posted December 24, 2017 Share Posted December 24, 2017 On 12/20/2017 at 8:26 PM, taniwha said: in that the editor filter doesn't get setup correctly. I have it fixed locally but have not had the time to do a release. Would that be why the basic tanks aren't showing up in the LFO category with FilterExtensions? Quote Link to comment Share on other sites More sharing options...
JANXOL Posted December 29, 2017 Share Posted December 29, 2017 (edited) I am using TAC Life support and Modular Fuel tanks (among other mods). Is it possible that the problem with fuel tanks being initially empty also corresponds to command pods not having any oxygen/food/water/etc? I can add it manually through action group menu in VAB. Edited December 30, 2017 by JANXOL Quote Link to comment Share on other sites More sharing options...
taniwha Posted January 9, 2018 Author Share Posted January 9, 2018 I have released MFT 5.10.0 for KSP 1.3.1. Links in the first post, changes in the second. Quote Link to comment Share on other sites More sharing options...
drtedastro Posted January 10, 2018 Share Posted January 10, 2018 Fantastic! Many thanks for this and for all of your work. Cheers. Quote Link to comment Share on other sites More sharing options...
TranceaddicT Posted January 15, 2018 Share Posted January 15, 2018 Wasn't there a time when we could switch tank types in the VAB? The reason I ask is that I'm trying to use FASA_Gemini_Lander_LFT as a pressurized tank. I know that %type = ServiceModule creates the "pressurized" tank and allows it to use UDMF/IRFNA. Unfortunately, for my situation, to accomplish this requires SaveFile editing. Is that still around? Or, am I missing something? Quote Link to comment Share on other sites More sharing options...
taniwha Posted January 16, 2018 Author Share Posted January 16, 2018 It's there in the part action window (ie, right-click) for the part. If there's no option to change tank types, then the tank hasn't been set up with multiple types. Quote Link to comment Share on other sites More sharing options...
TranceaddicT Posted January 17, 2018 Share Posted January 17, 2018 On 1/15/2018 at 5:18 PM, taniwha said: It's there in the part action window (ie, right-click) for the part. If there's no option to change tank types, then the tank hasn't been set up with multiple types. I've looked around but I am unable to find an example of multi-type configurations. Just trying to logic it out, would this work? @PART[FASA_Gemini_Lander_LFT] { MODULE { name = ModuleFuelTanks type = Default, ServiceModule volume = 255 } } Or, can you point me to an existing config? Quote Link to comment Share on other sites More sharing options...
taniwha Posted January 18, 2018 Author Share Posted January 18, 2018 Check the configs in Talisar Parts. type has the current type, and when multiple types are possible, each type has a typeAvailable line. GameData/TalisarParts/Parts/FuelTank/Spherical/Configs/TAL_Large_HalfSpherical_Tank_Fuel.cfg Quote Link to comment Share on other sites More sharing options...
TranceaddicT Posted January 18, 2018 Share Posted January 18, 2018 (edited) On 1/17/2018 at 4:43 PM, taniwha said: Check the configs in Talisar Parts. type has the current type, and when multiple types are possible, each type has a typeAvailable line. GameData/TalisarParts/Parts/FuelTank/Spherical/Configs/TAL_Large_HalfSpherical_Tank_Fuel.cfg Right! That got it!!! Now, if I can just figure out why RESOURCE[ElectricCharge] is getting taken away by the new config ... EDIT: YEAH! Got that one figure! Edited January 19, 2018 by TranceaddicT Quote Link to comment Share on other sites More sharing options...
taniwha Posted January 19, 2018 Author Share Posted January 19, 2018 If you are creating new tank types, take a look in GameData/TalisarParts/Resources/TankTypes.cfg or GameData/ModularFuelTanks/Resources/TankTypes.cfg Quote Link to comment Share on other sites More sharing options...
Nicias Posted January 24, 2018 Share Posted January 24, 2018 Is there a reason you don't have fuel in the 2.5-3.75 adapter? Also, looking the source, if I want to add a tank to a part, I just do this: @PART[Size3TinyTank] { MODULE { name = ModuleFuelTanks volume = 1800 type = Default } } To make this tank use MFT? https://github.com/linuxgurugamer/RecycledParts/blob/master/Release/GameData/SpaceTuxIndustries/RecycledParts/RSCapsuledyne/Parts/FuelTank/Size3TinyTank.cfg Quote Link to comment Share on other sites More sharing options...
TranceaddicT Posted January 24, 2018 Share Posted January 24, 2018 Yeppers. That will do it. I believe you can add preconfigured amounts by doing this: @PART[Size3TinyTank] { MODULE { name = ModuleFuelTanks volume = 1800 type = Default RESOURCE { name = LiquidFuel amount = 810 maxAmount = 810 } RESOURCE { name = Oxidizer amount = 990 maxAmount = 990 } } } Quote Link to comment Share on other sites More sharing options...
JoeeoJ Posted February 3, 2018 Share Posted February 3, 2018 (edited) Hi , I am using Near Future Mods and ran into the problem that some of the props use Lithium and the tanks provided in the mod are 10t and 20t size. This is quite big, in fact to big for what I wanted to do. So I thought that I could use Modular Fuel Tanks to store Lithium in other tanks. that But it seems that its not supported in this mod. For me Lithiumwould have the great advatange that in Near Future the Convert-O-Tron's are able to create Lithium out of ore. For me it would be a perfect scenario: flying somewhere, land (planet or asteroid), do some mining and ... refill the tanks. But I need smaller tanks. Litium is a metal and becomes liquid above 180.50 °C = 356.90 °F Any ideas / suggestions ? TIA, Joe Edited February 3, 2018 by JoeeoJ Corrections and further information Quote Link to comment Share on other sites More sharing options...
taniwha Posted February 3, 2018 Author Share Posted February 3, 2018 @JoeeoJ: My recommendation is to write a ModuleManager patch that adds Lithium to the default tank type. something like the following should work: @TANK_DEFINITION[Default] { TANK { name = Lithium amount = 0.0 maxAmount = 0.0 } } Quote Link to comment Share on other sites More sharing options...
JoeeoJ Posted February 4, 2018 Share Posted February 4, 2018 Hi Taniwha, thanks a lot for the hint. Will give it try ! Joe Quote Link to comment Share on other sites More sharing options...
Toqui Posted February 11, 2018 Share Posted February 11, 2018 (edited) Hi, I want to change the dry/wet mass ratio of KW Rocketery SA-2 LFT fuel tank but I can't find how. [Edit] ok I found it, I post it maybe it will help someone else. In the KW_ModularFuelTanks.cfg file (GameData/ModularFuelTanks) find the type of the part (here Default) and rename it as you wish (Perso). This when way you will not change every Default typed parts Then in the TankTypes.cfg file (GameData/ModularFuelTanks/Resources) clone the TANK_DEFINITION of the type Default and change the name of the clone for Perso. This when way you will not change every Default typed parts. Now change the basemass. KW_ModularFuelTanks.cfg: Spoiler @PART[KW1mNoseCone] { //!RESOURCE[LiquidFuel] {} //!RESOURCE[Oxidizer] {} //!RESOURCE[MonoPropellant] {} //!RESOURCE[XenonGas] {} MODULE { name = ModuleFuelTanks volume = 50 type = Structural } } @PART[KW1mRCSfuel] { //!RESOURCE[LiquidFuel] {} //!RESOURCE[Oxidizer] {} //!RESOURCE[MonoPropellant] {} //!RESOURCE[XenonGas] {} MODULE { name = ModuleFuelTanks volume = 100 type = RCS } } @PART[KW1mtankPancake] { //!RESOURCE[LiquidFuel] {} //!RESOURCE[Oxidizer] {} //!RESOURCE[MonoPropellant] {} //!RESOURCE[XenonGas] {} MODULE { name = ModuleFuelTanks volume = 112.5 type = Default } } @PART[KW1mtankL0_5] { //!RESOURCE[LiquidFuel] {} //!RESOURCE[Oxidizer] {} //!RESOURCE[MonoPropellant] {} //!RESOURCE[XenonGas] {} MODULE { name = ModuleFuelTanks volume = 120 type = Default } } @PART[KW1mtankL1] { //!RESOURCE[LiquidFuel] {} //!RESOURCE[Oxidizer] {} //!RESOURCE[MonoPropellant] {} //!RESOURCE[XenonGas] {} MODULE { name = ModuleFuelTanks volume = 240 type = Default } } @PART[KW1mtankL2] { //!RESOURCE[LiquidFuel] {} //!RESOURCE[Oxidizer] {} //!RESOURCE[MonoPropellant] {} //!RESOURCE[XenonGas] {} MODULE { name = ModuleFuelTanks volume = 480 type = Default (here change Default for an unused name) } } [...] TankTypes.cfg: Spoiler added line: TANK_DEFINITION { name = Perso basemass = 0.000225 * volume TANK { name = LiquidFuel amount = full maxAmount = 45% } TANK { name = Oxidizer amount = full maxAmount = 55% } TANK { name = MonoPropellant mass = 0.000625 amount = 0.0 maxAmount = 0.0 } TANK { name = XenonGas mass = 0.000625 amount = 0.0 maxAmount = 0.0 utilization = 56.0 note = (pressurized) } } TANK_DEFINITION { name = Default basemass = 0.000625 * volume TANK { name = LiquidFuel amount = full maxAmount = 45% } TANK { name = Oxidizer amount = full maxAmount = 55% } TANK { name = MonoPropellant mass = 0.000625 amount = 0.0 maxAmount = 0.0 } TANK { name = XenonGas mass = 0.000625 amount = 0.0 maxAmount = 0.0 utilization = 56.0 note = (pressurized) } } TANK_DEFINITION { name = Fuselage basemass = 0.000625 * volume TANK { name = LiquidFuel amount = full maxAmount = 100% } TANK { name = Oxidizer amount = 0.0 maxAmount = 0.0 } TANK { name = MonoPropellant amount = 0.0 maxAmount = 0.0 } TANK { name = XenonGas amount = 0.0 maxAmount = 0.0 utilization = 56.0 note = (pressurized) } } TANK_DEFINITION { name = Structural basemass = 0.0003125 * volume TANK { name = LiquidFuel mass = 0.0003125 amount = 0.0 maxAmount = 0.0 } TANK { name = Oxidizer mass = 0.0003125 amount = 0.0 maxAmount = 0.0 } TANK { name = MonoPropellant mass = 0.0005 amount = 0.0 maxAmount = 0.0 } TANK { name = XenonGas mass = 0.0005 amount = 0.0 maxAmount = 0.0 utilization = 56.0 note = (pressurized) } } TANK_DEFINITION { name = Jet basemass = 0.000625 * volume TANK { name = LiquidFuel amount = full maxAmount = 100% } } TANK_DEFINITION { name = Oxy basemass = 0.000625 * volume TANK { name = Oxidizer amount = full maxAmount = 100% } } TANK_DEFINITION { name = RCS basemass = 0.0006 * volume TANK { name = MonoPropellant amount = full maxAmount = 100% } } TANK_DEFINITION { name = Xenon basemass = 0.000072 * volume TANK { name = XenonGas //mass = 0.000625 amount = full maxAmount = 100% note = (pressurized) } } // NK TANK_DEFINITION { name = ServiceModule basemass = 0.000625 * volume TANK { name = LiquidFuel amount = full maxAmount = 40.5% } TANK { name = Oxidizer amount = full maxAmount = 49.5% } TANK { name = MonoPropellant mass = 0.000625 amount = full maxAmount = 3% } TANK { name = ElectricCharge mass = 0.002375 utilization = 60 amount = full maxAmount = 7% } } TANK_DEFINITION { name = Solid // somewhere between RT-10 and BACC basemass = 0.00137885 * volume TANK { name = SolidFuel amount = full maxAmount = 100% } } TANK_DEFINITION { name = Balloon basemass = 0.00001 * volume TANK { name = LiquidFuel amount = full maxAmount = 45% } TANK { name = Oxidizer amount = full maxAmount = 55% } TANK { name = MonoPropellant mass = 0.000625 amount = 0.0 maxAmount = 0.0 } TANK { name = XenonGas mass = 0.000625 amount = 0.0 maxAmount = 0.0 utilization = 56.0 note = (pressurized) } } Edited February 11, 2018 by Toqui Quote Link to comment Share on other sites More sharing options...
MaximumThrust Posted February 18, 2018 Share Posted February 18, 2018 Is this mod compatible with Cryogenic Tanks from Nertea? When I use both I lose the option to change tanks to cryogenic, and the tanks the mods adds become stuck with LH2, without the boiloff. When I remove MFT, I get again the option. Did a fresh install and downloaded all the mods today. Quote Link to comment Share on other sites More sharing options...
taniwha Posted March 14, 2018 Author Share Posted March 14, 2018 I have released MFT 5.11.0 for KSP 1.4.[0-1]. Links in the first post, changes in the second. Quote Link to comment Share on other sites More sharing options...
Critter79606 Posted April 7, 2018 Share Posted April 7, 2018 On 3/14/2018 at 1:56 AM, taniwha said: I have released MFT 5.11.0 for KSP 1.4.[0-1]. Links in the first post, changes in the second. Taniwha, should this update be showing up in ckan? My ckan is still showing 5.10.0 for 1.3.1. Thanks! Quote Link to comment Share on other sites More sharing options...
Darinth Posted April 8, 2018 Share Posted April 8, 2018 (edited) Sorry, wrong topic. This can be safely deleted. Edited April 8, 2018 by Darinth Posted to the wrong topic. Quote Link to comment Share on other sites More sharing options...
nebuchadnezzar Posted April 10, 2018 Share Posted April 10, 2018 Is Modular Fuel Tanks disabled in 1.4.2? Not trying to rush an update, just curious. Thank you @taniwha for keeping this great mod alive! Quote Link to comment Share on other sites More sharing options...
taniwha Posted April 10, 2018 Author Share Posted April 10, 2018 It should not be disabled, but I do need to get an update out. Quote Link to comment Share on other sites More sharing options...
DracoSilverpath Posted April 11, 2018 Share Posted April 11, 2018 Hey there! Its likely been mentioned somehwere, but upon launching ksp 1.4.2 with this mod, it says it is not supported. does that mean it is not working at all? Or is this just an annoying popup I should ignore for now? Quote Link to comment Share on other sites More sharing options...
Darinth Posted April 12, 2018 Share Posted April 12, 2018 On 4/10/2018 at 8:55 PM, DracoSilverpath said: Hey there! Its likely been mentioned somehwere, but upon launching ksp 1.4.2 with this mod, it says it is not supported. does that mean it is not working at all? Or is this just an annoying popup I should ignore for now? Can be safely ignored for now. Taniwah will get around to fixing it at some point, hopefully is just a recompile. Quote Link to comment Share on other sites More sharing options...
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