drtedastro Posted December 9, 2018 Share Posted December 9, 2018 many thanks... cheers. Quote Link to comment Share on other sites More sharing options...
MatusGoc Posted December 24, 2018 Share Posted December 24, 2018 Is there any way I could use Real fuels and Modular fuel tanks in one game? Quote Link to comment Share on other sites More sharing options...
taniwha Posted December 24, 2018 Author Share Posted December 24, 2018 @Matúš: Why?!? Real Fuels *is* Modular Fuel Tanks with support for, well, real fuels (and all that goes with that). class MFT { ... } class RF : MFT { ... } Quote Link to comment Share on other sites More sharing options...
MatusGoc Posted December 24, 2018 Share Posted December 24, 2018 @taniwha I can't find the fuel tank and I can't use Fuel Wings with just Real Fuels. Quote Link to comment Share on other sites More sharing options...
taniwha Posted December 24, 2018 Author Share Posted December 24, 2018 @MatusGoc: That sounds like a bug in Fuel Wings in that it somehow supports MFT but not RF.. Quote Link to comment Share on other sites More sharing options...
Nicky21 Posted January 26, 2019 Share Posted January 26, 2019 (edited) I've tried changing the volume of MonoPropellant from 5 to 4 then to 2 in the ResourcesGeneric.cfg file, however it has no effect on the ammount of mono loaded in any tanks. They always load the same amount, just like LF and O. Is there some other file I shoudl be looking at? Edited January 26, 2019 by Nicky21 Quote Link to comment Share on other sites More sharing options...
taniwha Posted January 26, 2019 Author Share Posted January 26, 2019 Yeah, the tank definitions in MFT's TankTypes.cfg. Unfortunately, MFT is way older than the volume line in resource definitions and thus doesn't support it (and adding support after the fact is... bleh (the code is a tangled mess and I hate working on it)). I do have an alternative in the works (Modular Storage Container), that I have been using (Diamond Grid supports it, actually) so it works, but the user interface still needs a lot of work and thus has not been officially released yet (you need to build the dll yourself, even*). MSC is designed around the volume line in resource defintions as it is really a volume management mod rather than a resource switching mod. I would say that since MFT's interface is quite simple, I really need only to add "remove all tanks" and add automatic resource proportions based on attached engines. * Or, you know, ask nicely Quote Link to comment Share on other sites More sharing options...
taniwha Posted February 8, 2019 Author Share Posted February 8, 2019 I have released version 5.12.0 of ModularFuelTanks, updating MFT for KSP 1.6's delta-v calculation. Quote Link to comment Share on other sites More sharing options...
taniwha Posted February 8, 2019 Author Share Posted February 8, 2019 Unfortunately, I have broken loading of craft (and probably vessels). Expect a patch soon (hopefully in a few hours). Quote Link to comment Share on other sites More sharing options...
taniwha Posted February 8, 2019 Author Share Posted February 8, 2019 And 5.12.1 with the fix for the broken loading. I apologize for the mess. Quote Link to comment Share on other sites More sharing options...
Comwarrior Posted March 16, 2019 Share Posted March 16, 2019 Reporting a bug with version 5.12.1 with KSP 1.6.1. Bug disappears when i remove MFT. When EVA'ing kerbals they float like they are on rails when you let go of the craft. Regardless of whether they are in orbit or on the launch pad. EVA RCS has no effect but to drain the fuel. Bug discovered during my streaming anniversary live stream in which a group of us were running a DMP server with mod pack. Re-downloaded MFT fresh and applied same results. Don't ask what happened when we EVA'd a kerbal on a rover in motion... BTW, tested in SP without DMP... Quote Link to comment Share on other sites More sharing options...
taniwha Posted March 17, 2019 Author Share Posted March 17, 2019 @Comwarrior: You have not provided proof that there even is a problem, let alone that the problem lies with MFT. Logs or it didn't happen. That said, what you describe makes me suspect an exception during the kerbal EVA process. This makes it improbable that MFT is the cause because 1) MFT does not put its module on kerbals, 2) MFT does not put its module on any crewed parts (not to say that other mods ('eg life support) don't), thus no MFT code being run to throw an exception. Hence, the need for logs. KSP.log or I am unable to help you. Oh, and the entire log file, not just the part you think relevant (it's not uncommon for earlier errors to cause problems much later on). Quote Link to comment Share on other sites More sharing options...
Crimor Posted March 22, 2019 Share Posted March 22, 2019 Happen to know if there's still an incompatibility with KSTS? This was that mod authors description of the problem last I checked: On 1/22/2017 at 5:51 PM, -MM- said: The incompatibility is not conceptual, but as far as I remember the problem was, that Modular Fuel Tanks uses the pre-launch phase of your flight to set up the actual tank configuration. When the craft is created directly in space, as it is done with KSTS, this gets skipped and the tank will have its default-settings. To fix this fix this the guys & gals from Modular Fuel Tanks would probably have to change their init-behavior to also handle vessels which spawn in space. But this is just a guess however. Not sure if the method has changed since. Quote Link to comment Share on other sites More sharing options...
taniwha Posted March 23, 2019 Author Share Posted March 23, 2019 @Crimor: the only checks for prelaunch in MFT are in the ullage and engine config modules, and MFT does not use those (RF does). MFT does all its tank configuration in either OnLoad or OnStart (with a couple extras for the VAB/SPH, a a tiny bit in OnAwake). For reference, PartModule startup, every time in flight, is OnAwake, OnLoad, OnStart, thus these are the correct places to do any configuration. I use Extraplanetary Launchpads to spawn vessels all the time, most of them with non-default tank configs (via MFT) and I have no trouble with incorrect configs. Also, every time you load a busy save file, you are spawning ships in flight, and MFT continues to work well. Thus, I need a lot more details as to what's going on in order to be of any help. Quote Link to comment Share on other sites More sharing options...
VoidSquid Posted April 11, 2019 Share Posted April 11, 2019 Maybe it's just me, but the CKAN download from today, while stating version 5.12.1, has the modularFuelTanks.dll with version 5.11.0 Quote Link to comment Share on other sites More sharing options...
taniwha Posted April 13, 2019 Author Share Posted April 13, 2019 @VoidSquid: odd, because @linuxgurugamer got in contact with me about this a few weeks ago and said he had updated CKAN's entry (I do need to update MFT to make ckan updates easier, though). I guess something may have reverted. Quote Link to comment Share on other sites More sharing options...
VoidSquid Posted April 13, 2019 Share Posted April 13, 2019 @taniwha Thanks for checking, I replaced the that dll with the one from http://taniwha.org/~bill/ModularFuelTanks_v5.12.1.zip In the meantime, I found a bug, in Squad_structural.cfg only the old rocketNoseCone is defined, the new rocketNoseCone_v2 is missing. I assume it's safe to duplicate the respective section there and change the name? Quote Link to comment Share on other sites More sharing options...
taniwha Posted April 13, 2019 Author Share Posted April 13, 2019 yeah, it should be safe, though I'll probably need to double check v2's volume (to ensure it's not wildly out) Quote Link to comment Share on other sites More sharing options...
VoidSquid Posted April 13, 2019 Share Posted April 13, 2019 (edited) Afaik they only changed the texture to make it more "shiny". Tbh, overall I prefer the old models, to me they look way more "kerbal" Edited April 13, 2019 by VoidSquid Quote Link to comment Share on other sites More sharing options...
VoidSquid Posted May 13, 2019 Share Posted May 13, 2019 (edited) Hey @taniwha, with 1.7 came that new nose cone Mk16A, do you already have a config for that? I'm thinking to copy the config of that Mk7 cone and just multiply the relevant numbers by 8 until it will be integrated in your mod. Edited May 16, 2019 by VoidSquid Quote Link to comment Share on other sites More sharing options...
taniwha Posted June 2, 2019 Author Share Posted June 2, 2019 I have released version 5.12.2 of Modular Fuel Tanks: updated for KSP 1.7.x Quote Link to comment Share on other sites More sharing options...
VoidSquid Posted June 2, 2019 Share Posted June 2, 2019 @taniwha Unfortunately, I can neither find configurations for the rocketNoseCone_v2 nor the rocketNoseConeSize4, I'd be happy if you could add them, thanks in advance Quote Link to comment Share on other sites More sharing options...
taniwha Posted June 2, 2019 Author Share Posted June 2, 2019 (edited) Why do MFT releases never go well? (oh, I know, I forgot to look in aero) I'll look into it, thanks. Edited June 2, 2019 by taniwha Quote Link to comment Share on other sites More sharing options...
VoidSquid Posted June 2, 2019 Share Posted June 2, 2019 Thanks in advance And curious question: what did change in the dll? Quote Link to comment Share on other sites More sharing options...
taniwha Posted June 2, 2019 Author Share Posted June 2, 2019 @VoidSquid: turns out I messed up with the Mk7: it should be 1000u, not 2000u. I'll fix that, too (though I'll leave the old one). As for what changed: that's in the second post of the thread. Quote Link to comment Share on other sites More sharing options...
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