WorldOfHurt Posted May 31, 2014 Share Posted May 31, 2014 (edited) I made a config for spaceplane plus if you guys want it.@PART[mk2_1m_Bicoupler]{ !MODULE[ModuleFuelTanks] {} MODULE { name = ModuleFuelTanks volume = 300 type = Default }}@PART[mk2_1m_AdapterLong]{ !MODULE[ModuleFuelTanks] {} MODULE { name = ModuleFuelTanks volume = 500 type = Default }}@PART[mk2_1m_Adapter]{ !MODULE[ModuleFuelTanks] {} MODULE { name = ModuleFuelTanks volume = 300 type = Default }}@PART[mk2Cockpit_Standard]{ !MODULE[ModuleFuelTanks] {} MODULE { name = ModuleFuelTanks volume = 15 type = RCSHighEfficiency }}@PART[mk2Cockpit_Inline]{ !MODULE[ModuleFuelTanks] {} MODULE { name = ModuleFuelTanks volume = 25 type = RCSHighEfficiency }}@PART[mk2DockingPort]{ !MODULE[ModuleFuelTanks] {} MODULE { name = ModuleFuelTanks volume = 150 type = RCSHighEfficiency }}@PART[mk2Fuselage_LFO]{ !MODULE[ModuleFuelTanks] {} MODULE { name = ModuleFuelTanks volume = 15 type = Default }}@PART[mk2Fuselage_LFO]{ !MODULE[ModuleFuelTanks] {} MODULE { name = ModuleFuelTanks volume = 600 type = Default }}@PART[mk2Fuselage_L]{ !MODULE[ModuleFuelTanks] {} MODULE { name = ModuleFuelTanks volume = 600 type = Fuselage }}@PART[mk2Fuselage_Short_LFO]{ !MODULE[ModuleFuelTanks] {} MODULE { name = ModuleFuelTanks volume = 300 type = Default }}@PART[mk2Fuselage_Short_L]{ !MODULE[ModuleFuelTanks] {} MODULE { name = ModuleFuelTanks volume = 300 type = Fuselage }}Let me know if I got anything wrong, this is my first time messing with this. Edited May 31, 2014 by WorldOfHurt Quote Link to comment Share on other sites More sharing options...
Starwaster Posted May 31, 2014 Share Posted May 31, 2014 (edited) I made a config for spaceplane plus if you guys want it.@PART[mk2_1m_Bicoupler]{ !MODULE[ModuleFuelTanks] {} MODULE { name = ModuleFuelTanks volume = 300 type = Default }}@PART[mk2_1m_AdapterLong]{ !MODULE[ModuleFuelTanks] {} MODULE { name = ModuleFuelTanks volume = 500 type = Default }}@PART[mk2_1m_Adapter]{ !MODULE[ModuleFuelTanks] {} MODULE { name = ModuleFuelTanks volume = 300 type = Default }}@PART[mk2Cockpit_Standard]{ !MODULE[ModuleFuelTanks] {} MODULE { name = ModuleFuelTanks volume = 15 type = RCSHighEfficiency }}@PART[mk2Cockpit_Inline]{ !MODULE[ModuleFuelTanks] {} MODULE { name = ModuleFuelTanks volume = 25 type = RCSHighEfficiency }}@PART[mk2DockingPort]{ !MODULE[ModuleFuelTanks] {} MODULE { name = ModuleFuelTanks volume = 150 type = RCSHighEfficiency }}@PART[mk2Fuselage_LFO]{ !MODULE[ModuleFuelTanks] {} MODULE { name = ModuleFuelTanks volume = 15 type = Default }}@PART[mk2Fuselage_LFO]{ !MODULE[ModuleFuelTanks] {} MODULE { name = ModuleFuelTanks volume = 600 type = Default }}@PART[mk2Fuselage_L]{ !MODULE[ModuleFuelTanks] {} MODULE { name = ModuleFuelTanks volume = 600 type = Fuselage }}@PART[mk2Fuselage_Short_LFO]{ !MODULE[ModuleFuelTanks] {} MODULE { name = ModuleFuelTanks volume = 300 type = Default }}@PART[mk2Fuselage_Short_L]{ !MODULE[ModuleFuelTanks] {} MODULE { name = ModuleFuelTanks volume = 300 type = Fuselage }}Let me know if I got anything wrong, this is my first time messing with this.A few gripes:This is something I'm seeing too often among new users of ModuleManager in the past month or so: Deleting a key or node and then replacing it with the same thing. I'm assuming the reason was to avoid accidentally ending up with two sets of the same PartModule. What you should do instead is add a conditional check to make sure that module does not exist on the part. (there have been times in the past where it might have been desirable to do this sort of deletion, when multiple replacements were necessary and proper indexing not available. This is no longer true with recent ModuleManager developments)Second: This is Real Fuels, not Modular Fuels and uses liters instead of KSP's arbitrary volume unit. The values you provided are appropriate for Modular Fuels but not Real Fuels so multiply by 5.Third, you have at least one duplicate part referenced... mk2Fuselage_LFO. Better check and make sure there are no others.The example below shows the short LFO Mk2 section fixed accordingly.@PART[mk2Fuselage_Short_LFO]:HAS[!MODULE[ModuleFuelTanks]]{ MODULE { name = ModuleFuelTanks volume = 1500 type = Default }} Edited May 31, 2014 by Starwaster Oops forgot to delete the deleting section Quote Link to comment Share on other sites More sharing options...
swamp_ig Posted May 31, 2014 Share Posted May 31, 2014 This is something I'm seeing too often among new users of ModuleManager in the past month or so: Deleting a key or node and then replacing it with the same thing. I'm assuming the reason was to avoid accidentally ending up with two sets of the same PartModule. Use the % - replace operator.This is exactly what it's designed for - edit it if it exists or replace it if it doesn't.Also, use NEEDS or AFTER, that way if RealFuels isn't present you don't end up adding something that doesn't exist.You don't want to delete and re-add, you'll change the order of the module which will mean that the right-click menu ends up in disarray.@PART[mk2Fuselage_Short_LFO]:AFTER[RealFuels]{ %MODULE[ModuleFuelTanks] { %volume = 1500 %type = Default }} Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted May 31, 2014 Share Posted May 31, 2014 CoffeeIndustries Jetliner and Cargo Planes parts pack wetwings config:@PART[planeWingS*]:AFTER[FERRAMAEROSPACERESEARCH]:NEEDS[REALFUELS]{ !RESOURCE[LiquidFuel] {} !RESOURCE[Oxidizer] {} MODULE { name = ModuleFuelTanks volume = 600 type = Structural }} Quote Link to comment Share on other sites More sharing options...
KerbCo Posted May 31, 2014 Share Posted May 31, 2014 Hi, I have started making a forum download backup website and i was wondering if you would mind if i put your mod on it so that the next time the forums go down i will (most likely) have it ready. All i need is the download URL. this website is not very explicit and detailed. From KerbCo Quote Link to comment Share on other sites More sharing options...
Starwaster Posted May 31, 2014 Share Posted May 31, 2014 CoffeeIndustries Jetliner and Cargo Planes parts pack wetwings config:@PART[planeWingS*]:AFTER[FERRAMAEROSPACERESEARCH]:NEEDS[REALFUELS]{ !RESOURCE[LiquidFuel] {} !RESOURCE[Oxidizer] {} MODULE { name = ModuleFuelTanks volume = 600 type = Structural }}600 seems low for Real Fuels. What was it in the original part? Quote Link to comment Share on other sites More sharing options...
NathanKell Posted May 31, 2014 Author Share Posted May 31, 2014 MNorman: will check. That seems strange.Also, I'll check N2O. My calcs sheet doesn't appear to have that issue; maybe something got introduced along the way.A note on spaceplane parts. Starting with RF v6, RF will no longer kowtow to the Squad convention of "spaceplane parts magically don't contain much fuel" and will use B9-style math for how much volume these parts actually contain. For example, the Mk1 fuselage will have a volume of 1900. I would ask that anyone making air/spaceplane part configs do likewise.KerbCo: since RF is hosted on GitHub, I'm not sure I see the point (are you just going to include a link to https://github.com/NathanKell/ModularFuelSystem/releases ?) But sure. Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted May 31, 2014 Share Posted May 31, 2014 600 seems low for Real Fuels. What was it in the original part?On mobile right now, don't know off the top of my head but I based it off the value I got from the SquadMFT cfg file in the RealFuels folder for the MK1 fuselage which held 700. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted May 31, 2014 Share Posted May 31, 2014 On mobile right now, don't know off the top of my head but I based it off the value I got from the SquadMFT cfg file in the RealFuels folder for the MK1 fuselage which held 700.Just keep in mind, as I posted a few posts back, for Real Fuels you're going to want 5x the tank volume of stock (or made for stock) parts. No choice really, density values are about 1/5th. Volume is in liters. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted May 31, 2014 Author Share Posted May 31, 2014 Also per above the Mk1 fuse will now hold 1900L. Quote Link to comment Share on other sites More sharing options...
TeeGee Posted May 31, 2014 Share Posted May 31, 2014 I'm a little confused... I installed this mod with hopes that stock engines would now use real world fuels BUT the game still asks for liquid fuel and oxidizer (whatever those compounds are). Whenever I try to use other fuels, the game won't let me. Quote Link to comment Share on other sites More sharing options...
Padishar Posted May 31, 2014 Share Posted May 31, 2014 Did you install one of the engine packs (specifically the first link in the second post for stock-alike engines)? Quote Link to comment Share on other sites More sharing options...
WorldOfHurt Posted May 31, 2014 Share Posted May 31, 2014 Ok, so is this closer to what I want?@PART[mk2_1m_Bicoupler]:AFTER[RealFuels]{ %MODULE[ModuleFuelTanks] { %volume = 1500 %type = Default }}@PART[mk2_1m_AdapterLong]:AFTER[RealFuels]{ %MODULE[ModuleFuelTanks] { %volume = 2500 %type = Default }}@PART[mk2_1m_Adapter]:AFTER[RealFuels]{ %MODULE[ModuleFuelTanks] { %volume = 1500 %type = Default }}@PART[mk2Cockpit_Standard]:AFTER[RealFuels]{ %MODULE[ModuleFuelTanks] { %volume = 75 %type = RCSHighEfficiency }}@PART[mk2Cockpit_Inline]:AFTER[RealFuels]{ %MODULE[ModuleFuelTanks] { %volume = 125 %type = RCSHighEfficiency }}@PART[mk2DockingPort]:AFTER[RealFuels]{ %MODULE[ModuleFuelTanks] { %volume = 750 %type = RCSHighEfficiency }}@PART[mk2Fuselage_LFO]:AFTER[RealFuels]{ %MODULE[ModuleFuelTanks] { %volume = 3000 %type = Default }}@PART[mk2Fuselage_L]:AFTER[RealFuels]{ %MODULE[ModuleFuelTanks] { %volume = 3000 %type = Fuselage }}@PART[mk2Fuselage_Short_LFO]:AFTER[RealFuels]{ %MODULE[ModuleFuelTanks] { %volume = 1500 %type = Default }}@PART[mk2Fuselage_Short_L]:AFTER[RealFuels]{ %MODULE[ModuleFuelTanks] { %volume = 1500 %type = Fuselage }} Quote Link to comment Share on other sites More sharing options...
Raptor831 Posted June 1, 2014 Share Posted June 1, 2014 I'm a little confused... I installed this mod with hopes that stock engines would now use real world fuels BUT the game still asks for liquid fuel and oxidizer (whatever those compounds are). Whenever I try to use other fuels, the game won't let me.The engines are not set up initially, you have to pick an engine config and install it to make them work. If you're looking to use the stock engines (and mod-pack engines) as-is you'll need the stockalike config linked in the 2nd post, as Padishar noted. Quote Link to comment Share on other sites More sharing options...
TeeGee Posted June 1, 2014 Share Posted June 1, 2014 The engines are not set up initially, you have to pick an engine config and install it to make them work. If you're looking to use the stock engines (and mod-pack engines) as-is you'll need the stockalike config linked in the 2nd post, as Padishar noted.I tried to before and it said, webpage not available. Quote Link to comment Share on other sites More sharing options...
Padishar Posted June 1, 2014 Share Posted June 1, 2014 I tried to before and it said, webpage not available.It looks like the link is badly formed. Try http://forum.kerbalspaceprogram.com/threads/81239 Quote Link to comment Share on other sites More sharing options...
TeeGee Posted June 1, 2014 Share Posted June 1, 2014 It looks like the link is badly formed. Try http://forum.kerbalspaceprogram.com/threads/81239=) I did this before your 1st post! It was serendipitous!Thanks for your help! Awesome MOD! Quote Link to comment Share on other sites More sharing options...
TeeGee Posted June 1, 2014 Share Posted June 1, 2014 WOW what a difference! I was suckered into using liquid H2/o2 because of the higher ISP BUT it requires HUGE tanks! Also, when I reached MECO to drift towards apoapsis, I tried to reignite my engines but couldn't do it. I DO have engine ignitor installed but no matter what I tried, the candles wouldn't light again. Can liquid H2/02 rockets launch in space again? I hate hypergolic ignitors but it didn't work. The fuel flow was also very stable, ignition shouldn't have been a problem.. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted June 1, 2014 Author Share Posted June 1, 2014 WorldOfHurt: I'd suggest doubling those values.Here are the RF v6.0 values: https://github.com/NathanKell/ModularFuelSystem/blob/master/RealFuels/Squad_modularFuelTanks.cfg#L117(Mk1 fuselage first, other parts follow)TeeGee: Thanks for the tipoff, link fixed. It seems every time I update the post, the links get borked...You need to check and see what kind of, and how many, ignitions your engine has. Not all engines have more than 1. Also, you will need to settle your fuel ullage before ignition. You can use RCS or one-off solid ullage rockets to provide some positive acceleration to settle the fuels.Right-click the engine in flight; if it says fuel isn't Very Stable, you need to provide some ullage force. Quote Link to comment Share on other sites More sharing options...
Raptor831 Posted June 1, 2014 Share Posted June 1, 2014 Using the version released on 26th May, the functionality of the useRealisticMass option in RealSettings.cfg seems to be reversed for tank dry masses. Setting it to true results in normal KSP massess, while setting if to false results in the reduced, realistic masses. The engine masses, on the other hand are the other way around, with a values of false reulting in KSP masses and true resulting in realistic masses. The behaviour of the engine masses is the same as previous versions, while the tank masses are changed.I can confirm that the tank masses are lower when useRealisticMass = false when using the latest update version with PP. Didn't check the engine masses specifically. Quote Link to comment Share on other sites More sharing options...
TeeGee Posted June 1, 2014 Share Posted June 1, 2014 (edited) Well now I'm having trouble with the SRB's. Whenever I put an SRB on a craft:1) The activate engine icon doesn't show on the side tab2) The engine appears at the bottom of the screen and is turned on IN the VAB3) When I revert to VAB after a launch (after right click and activate engine), the game can't ID my previous craft and has "vessel name" in top, wrong flag, AND most of my parts have disappeared. This ONLY happens with the SRB's.I'll post a pic to show. Edited June 1, 2014 by TeeGee Quote Link to comment Share on other sites More sharing options...
NathanKell Posted June 1, 2014 Author Share Posted June 1, 2014 Need log.Upload your output log (NOT ksp.log) to dropbox or something.Windows: KSP_win\KSP_Data\output_log.txtMac OSX: Open Console, on the left side of the window there is a menu that says 'files'. Scroll down the list and find the Unity drop down, under Unity there will be Player.log Aka Files>~/Library/Logs>Unity>Player.logLinux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log Quote Link to comment Share on other sites More sharing options...
TeeGee Posted June 1, 2014 Share Posted June 1, 2014 It's too big for pastebin. Where else can I post the output log? Quote Link to comment Share on other sites More sharing options...
NathanKell Posted June 1, 2014 Author Share Posted June 1, 2014 Upload your output log (NOT ksp.log) to dropbox or something.Try dropbox. Quote Link to comment Share on other sites More sharing options...
TeeGee Posted June 1, 2014 Share Posted June 1, 2014 https://www.dropbox.com/s/0r5uyyr61iqt5nq/output_log.txt Quote Link to comment Share on other sites More sharing options...
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