Twinkee Posted January 21, 2015 Share Posted January 21, 2015 Hi I'm getting this problem "This fuel tank cannot hold resources" Right clicking on parts for 'more info' reveals that my volume = x units Modular fuel tank can hold: Which suggests to me that the TANK_DEFINITION s in Resources/TankTypes aren't working. I tried adding TANK s directly to the MFT MODULE in a part file... like in Tals spherical tanks part files.... no joyI tried removing the resources already in the tanks to make way for modular fuel... no joyPlease help Quote Link to comment Share on other sites More sharing options...
simon24 Posted January 28, 2015 Share Posted January 28, 2015 I have following problem with MFT and USI Kolonization Systems: all kolonization modules have life support by default, even the Power Distribution Units (which are supposed to contain Enriched Uranium and ElectricCharge). I can't change it in UI and my understandment of .cfg files isn't great... I didn't modify any file before I noticed this problem. I would appreciate any help Quote Link to comment Share on other sites More sharing options...
taniwha Posted January 29, 2015 Author Share Posted January 29, 2015 I have pushed a fix for the life support related problems. I'll do a release tomorrow night unless NathanKell has complaints about what I've done.Basically, I have made MFT record what resources it manages for a part, and then delete only those resources that it manages and are not in the new tank type. It seemed to work well in my brief testing. Quote Link to comment Share on other sites More sharing options...
taniwha Posted January 30, 2015 Author Share Posted January 30, 2015 Ok, I received no complaints from NathanKell, so I have gone ahead and released 5.4.2 of MFT. The only change is the fix for TAC-LS (and any other mods that do similar things). Quote Link to comment Share on other sites More sharing options...
chrisl Posted January 31, 2015 Share Posted January 31, 2015 Would it be possible to get a Module Manager file so that MFT could support the fuels and tanks from Near Future Propulsion? Quote Link to comment Share on other sites More sharing options...
taniwha Posted February 1, 2015 Author Share Posted February 1, 2015 chrisl: I would much rather Near Futre Propulsion itself included MFT files. MFT's config format does not change often, but NFP's fuel and tank lineup can, so it would make much more sense for the configs to be there. Quote Link to comment Share on other sites More sharing options...
UnanimousCoward Posted February 1, 2015 Share Posted February 1, 2015 Hmm not coming up for me. I've tried on both my modded install and my stock backup and neither one gives me the option. I'll try again with a complete re-download from steam to make sure that my backup isn't messed up someway. Otherwise the mod works flawlessly, The UI comes up and everything can be hand edited just fine.I'm having the same problem. Everything else about this (excellent) mod works perfectly, but that auto-configure button doesn't show for me, modded or stock. (The button in RealFuels shows up just fine in my RP-0 install, though, if that's at all relevant.)Do you have to do things in a particular order? I've tried every combo I can think of, but that doesn't entirely rule out the possibility of my being a total numpty. Logs are available below if they're any use. I didn't notice anything particular in there, but I'm a total amateur. KSP 0.90 Win 32-bit, MM 2.5.9, MFT 5.4.2, no other mods.https://www.dropbox.com/sh/iftx4t2lmt932wb/AAADVbPKJxeqGu0JG8gh7dcra?dl=0 Quote Link to comment Share on other sites More sharing options...
taniwha Posted February 1, 2015 Author Share Posted February 1, 2015 I may have lost the configure button by accident when I did the major refactor. I'll look into it. Quote Link to comment Share on other sites More sharing options...
not-a-cylon Posted February 6, 2015 Share Posted February 6, 2015 is it intended that the squad mk2 parts have way less volume than b9 mk2 parts? Quote Link to comment Share on other sites More sharing options...
taniwha Posted February 6, 2015 Author Share Posted February 6, 2015 Ask porkjet. He configured the fuel amounts: MFT just reuses those amounts as the available volume. Quote Link to comment Share on other sites More sharing options...
HunterForce Posted February 8, 2015 Share Posted February 8, 2015 Not sure whats up but Ive manually installed MFT and tried CKAN and neither have made the tanks appear. Granted I have other mods installed but CKAN hasnt thrown up any flags. Any ideas? This mod looks amazing. Quote Link to comment Share on other sites More sharing options...
taniwha Posted February 8, 2015 Author Share Posted February 8, 2015 HunterForce: This mod has exactly zero parts: it is purely code + configuration tweaks via ModuleManager. That is, it modifies existing tank parts. Just right-click on any stock (and many a mod) tank: you will see a "Show UI" button. Quote Link to comment Share on other sites More sharing options...
Drakoflame Posted February 15, 2015 Share Posted February 15, 2015 okay... I spend a while looking... but... what does this mod do? can someone explain it to me or direct me to the nearest explanation? thank you! Quote Link to comment Share on other sites More sharing options...
NathanKell Posted February 16, 2015 Share Posted February 16, 2015 Normally, fuel tanks can contain, say, 440 units of Oxidizer and 360 units of fuel. With this, they can contain 800 units; you tell the game how to divide that between Ox, LF, MonoProp, Xenon, etc. Quote Link to comment Share on other sites More sharing options...
Drakoflame Posted February 16, 2015 Share Posted February 16, 2015 Thank you @Nathan! Maybe Taniwha should put what it does on the front page.... maybe... just a suggestion! Quote Link to comment Share on other sites More sharing options...
Kolago Posted February 16, 2015 Share Posted February 16, 2015 (edited) I have made a MM config thats very useful to convert all tanks for Modular Fuel Tanks. Basically it is adding up fuel recurses present in a PART config.// Give every PART with a resource a modul ModuleFuelTanks (except PARTS with IntakeAir or a Command Module)@PART[*]:HAS[!MODULE[ModuleFuelTanks],!MODULE[ModuleCommand],!RESOURCE[IntakeAir],@RESOURCE[*]]:NEEDS[modularFuelTanks]:FIRST{ MODULE { name = ModuleFuelTanks volume = 0 type = Default }}@PART[*]:HAS[@MODULE[ModuleFuelTanks],@RESOURCE[LiquidFuel]]:NEEDS[modularFuelTanks]{ @MODULE[ModuleFuelTanks] { @volume += #$../RESOURCE[LiquidFuel]/amount$ }}@PART[*]:HAS[@MODULE[ModuleFuelTanks],@RESOURCE[Oxidizer]]:NEEDS[modularFuelTanks]{ @MODULE[ModuleFuelTanks] { @volume += #$../RESOURCE[Oxidizer]/amount$ }}@PART[*]:HAS[@MODULE[ModuleFuelTanks],@RESOURCE[MonoPropellant]]:NEEDS[modularFuelTanks]{ @MODULE[ModuleFuelTanks] { @volume += #$../RESOURCE[MonoPropellant]/amount$ }}//Divide XenonGas tanks by 56@PART[*]:HAS[@MODULE[ModuleFuelTanks],@RESOURCE[XenonGas]]:NEEDS[modularFuelTanks]{ @MODULE[ModuleFuelTanks] { @volume += #$../RESOURCE[XenonGas]/amount$ @volume /= 56 }}//Divide LiquidHydrogen tanks by 56@PART[*]:HAS[@MODULE[ModuleFuelTanks],@RESOURCE[LiquidHydrogen]]:NEEDS[modularFuelTanks]{ @MODULE[ModuleFuelTanks] { @volume += #$../RESOURCE[LiquidHydrogen]/amount$ @volume /= 56 }}@PART[*]:HAS[@MODULE[ModuleFuelTanks],@RESOURCE[Karborundum]]:NEEDS[modularFuelTanks]{ @MODULE[ModuleFuelTanks] { @volume += #$../RESOURCE[Karborundum]/amount$ }}// If tank volume is still zero than non of the above resources where present and we delete ModuleFuelTanks@PART[*]:HAS[@MODULE[ModuleFuelTanks]:HAS[#volume[0]]]:FINAL{ !MODULE[ModuleFuelTanks] {}} Edited February 16, 2015 by Kolago Quote Link to comment Share on other sites More sharing options...
fatcargo Posted February 16, 2015 Share Posted February 16, 2015 (edited) Hmm might be useful if player has many different part packs that do not (yet) have MFT included. Nice of you taking care not to affect non-tanks (ie not adding MFT to structural girders ).Ops spoke too soon : How does this affect EC resources ? I hope batteries don't get fuel now. Not that i'm trying to complain on individual playstyles, but that would not make much sense. Silly me, they are defined in regexes, no batteries with fuel. It is a pitty that you had to define per-resource definitions. There aren't that many, but still, a more unified approach ("non-physical" like EC vs "physical" fuels like LF,OX,XE etc) would be nice - and that should really be Squad's job, not yours. Edited February 16, 2015 by fatcargo Quote Link to comment Share on other sites More sharing options...
taniwha Posted February 22, 2015 Author Share Posted February 22, 2015 I've released v5.4.3 of MFT, restoring the engine config option. Quote Link to comment Share on other sites More sharing options...
SmarterThanMe Posted February 28, 2015 Share Posted February 28, 2015 If I were to want to put in functionality for Karbonite, EPL, and so on... Would I just add some lines to TankTypes.cfg? Something like: TANK { name = Ore mass = 0.5 amount = 0.0 maxAmount = 100% }...or something? Quote Link to comment Share on other sites More sharing options...
Insanitic Posted March 1, 2015 Share Posted March 1, 2015 Hey guys, getting a weird duplicate menu option problem here:It's on a clean install of the latest MFT with B9 and tweakscale installed.I suppose the options work fine, but I don't think it's normal to have duplicate options. Quote Link to comment Share on other sites More sharing options...
taniwha Posted March 1, 2015 Author Share Posted March 1, 2015 Insanitic; due to a mistake on my part, many Mk2 parts wound up with two MFT modules. Fortuantely, the duplicate configs are in separate files, so just delete one file (SPP.cfg is probably: the other duplicates are in Squad_modularFuelTanks.cfg so that would require editing). Quote Link to comment Share on other sites More sharing options...
Insanitic Posted March 1, 2015 Share Posted March 1, 2015 Insanitic; due to a mistake on my part, many Mk2 parts wound up with two MFT modules. Fortuantely, the duplicate configs are in separate files, so just delete one file (SPP.cfg is probably: the other duplicates are in Squad_modularFuelTanks.cfg so that would require editing).I see, but it shouldnt cause any serious in game bugs should it? Quote Link to comment Share on other sites More sharing options...
taniwha Posted March 1, 2015 Author Share Posted March 1, 2015 SmarterThanMe: yeah, just add that to the appropriate TANK_DEFINITION (or create a new one, and then add the tank def to the part via typeAvailable.Here's an example from my experimental version of Spherical Tanks:first the TANK_DEFINITIONTANK_DEFINITION { name = TalUtility basemass = 0.0003125 * volume TANK { name = Kethane utilization = 2.5 amount = 0.0 maxAmount = 0.0 note = (Kethane Mod Required) fillable = false } TANK { name = RocketParts utilization = 1 amount = 0.0 maxAmount = 0.0 note = (EL Mod Required) fillable = false } TANK { name = Metal fillable = false utilization = 1 amount = 0.0 maxAmount = 0.0 note = (EL Mod Required) } TANK { name = ScrapMetal fillable = false utilization = 1 amount = 0.0 maxAmount = 0.0 note = (EL Mod Required) } TANK { name = Ore fillable = false utilization = 1 amount = 0.0 maxAmount = 0.0 note = (EL Mod Required) } TANK { name = Food utilization = 0.78207 amount = 0.0 maxAmount = 0.0 note = (TAC Life Support Mod Required) } TANK { name = Water utilization = 0.78207 amount = 0.0 maxAmount = 0.0 note = (TAC Life Support Mod Required) } TANK { name = Oxygen utilization = 0.78207 amount = 0.0 maxAmount = 0.0 note = (TAC Life Support Mod Required) } TANK { name = CarbonDioxide fillable = false utilization = 0.00010214628 amount = 0.0 maxAmount = 0.0 note = (TAC Life Support Mod Required) } TANK { name = Waste fillable = false utilization = .0000112361 amount = 0.0 maxAmount = 0.0 note = (TAC Life Support Mod Required) } TANK { name = WasteWater fillable = false utilization = 0.00039530614 amount = 0.0 maxAmount = 0.0 note = (TAC Life Support Mod Required) }}Then setting up a tank for multiple tank types (Default is your usual fuel tank def).MODULE { name = ModuleFuelTanks volume = 43200 type = Default basemass = 0.0003125 * volume baseCostPV = 0 typeAvailable = Default typeAvailable = TalUtility}- - - Updated - - -Insanitic: I can't guarantee anything, but it shouldn't so long as you don't change tank types (not available for SPP parts anyway). Quote Link to comment Share on other sites More sharing options...
Insanitic Posted March 1, 2015 Share Posted March 1, 2015 SmarterThanMe: yeah, just add that to the appropriate TANK_DEFINITION (or create a new one, and then add the tank def to the part via typeAvailable.Here's an example from my experimental version of Spherical Tanks:first the TANK_DEFINITIONTANK_DEFINITION { name = TalUtility basemass = 0.0003125 * volume TANK { name = Kethane utilization = 2.5 amount = 0.0 maxAmount = 0.0 note = (Kethane Mod Required) fillable = false } TANK { name = RocketParts utilization = 1 amount = 0.0 maxAmount = 0.0 note = (EL Mod Required) fillable = false } TANK { name = Metal fillable = false utilization = 1 amount = 0.0 maxAmount = 0.0 note = (EL Mod Required) } TANK { name = ScrapMetal fillable = false utilization = 1 amount = 0.0 maxAmount = 0.0 note = (EL Mod Required) } TANK { name = Ore fillable = false utilization = 1 amount = 0.0 maxAmount = 0.0 note = (EL Mod Required) } TANK { name = Food utilization = 0.78207 amount = 0.0 maxAmount = 0.0 note = (TAC Life Support Mod Required) } TANK { name = Water utilization = 0.78207 amount = 0.0 maxAmount = 0.0 note = (TAC Life Support Mod Required) } TANK { name = Oxygen utilization = 0.78207 amount = 0.0 maxAmount = 0.0 note = (TAC Life Support Mod Required) } TANK { name = CarbonDioxide fillable = false utilization = 0.00010214628 amount = 0.0 maxAmount = 0.0 note = (TAC Life Support Mod Required) } TANK { name = Waste fillable = false utilization = .0000112361 amount = 0.0 maxAmount = 0.0 note = (TAC Life Support Mod Required) } TANK { name = WasteWater fillable = false utilization = 0.00039530614 amount = 0.0 maxAmount = 0.0 note = (TAC Life Support Mod Required) }}Then setting up a tank for multiple tank types (Default is your usual fuel tank def).MODULE { name = ModuleFuelTanks volume = 43200 type = Default basemass = 0.0003125 * volume baseCostPV = 0 typeAvailable = Default typeAvailable = TalUtility}- - - Updated - - -Insanitic: I can't guarantee anything, but it shouldn't so long as you don't change tank types (not available for SPP parts anyway).Right, I'll keep that in mind. Thanks for the clarification. Quote Link to comment Share on other sites More sharing options...
Mekan1k Posted March 6, 2015 Share Posted March 6, 2015 I have made a MM config thats very useful to convert all tanks for Modular Fuel Tanks. Basically it is adding up fuel recurses present in a PART config.// Give every PART with a resource a modul ModuleFuelTanks (except PARTS with IntakeAir or a Command Module)@PART[*]:HAS[!MODULE[ModuleFuelTanks],!MODULE[ModuleCommand],!RESOURCE[IntakeAir],@RESOURCE[*]]:NEEDS[modularFuelTanks]:FIRST{ MODULE { name = ModuleFuelTanks volume = 0 type = Default }}@PART[*]:HAS[@MODULE[ModuleFuelTanks],@RESOURCE[LiquidFuel]]:NEEDS[modularFuelTanks]{ @MODULE[ModuleFuelTanks] { @volume += #$../RESOURCE[LiquidFuel]/amount$ }}@PART[*]:HAS[@MODULE[ModuleFuelTanks],@RESOURCE[Oxidizer]]:NEEDS[modularFuelTanks]{ @MODULE[ModuleFuelTanks] { @volume += #$../RESOURCE[Oxidizer]/amount$ }}@PART[*]:HAS[@MODULE[ModuleFuelTanks],@RESOURCE[MonoPropellant]]:NEEDS[modularFuelTanks]{ @MODULE[ModuleFuelTanks] { @volume += #$../RESOURCE[MonoPropellant]/amount$ }}//Divide XenonGas tanks by 56@PART[*]:HAS[@MODULE[ModuleFuelTanks],@RESOURCE[XenonGas]]:NEEDS[modularFuelTanks]{ @MODULE[ModuleFuelTanks] { @volume += #$../RESOURCE[XenonGas]/amount$ @volume /= 56 }}//Divide LiquidHydrogen tanks by 56@PART[*]:HAS[@MODULE[ModuleFuelTanks],@RESOURCE[LiquidHydrogen]]:NEEDS[modularFuelTanks]{ @MODULE[ModuleFuelTanks] { @volume += #$../RESOURCE[LiquidHydrogen]/amount$ @volume /= 56 }}@PART[*]:HAS[@MODULE[ModuleFuelTanks],@RESOURCE[Karborundum]]:NEEDS[modularFuelTanks]{ @MODULE[ModuleFuelTanks] { @volume += #$../RESOURCE[Karborundum]/amount$ }}// If tank volume is still zero than non of the above resources where present and we delete ModuleFuelTanks@PART[*]:HAS[@MODULE[ModuleFuelTanks]:HAS[#volume[0]]]:FINAL{ !MODULE[ModuleFuelTanks] {}}This is impressive! Quote Link to comment Share on other sites More sharing options...
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