Cronus425 Posted August 22, 2015 Share Posted August 22, 2015 Ahhhh, thanks a lot! Also, congrats on getting added to the dev team. With as much work as you've done on the realism mods I would say it's well deserved. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted August 22, 2015 Author Share Posted August 22, 2015 Cronus425: Thanks! codepoet: Ah, I see. Checking in with sarbian now. Quote Link to comment Share on other sites More sharing options...
Svm420 Posted August 22, 2015 Share Posted August 22, 2015 (edited) Hey nathan just did a test with minimal mods installed and throttling definitely is not functioning. Here is the code I used. I had the base RealSettings file with the intended throttle limits based on engine type and TL.Mods involved Latest realfuel, MFI, Solverengines, ModuleRCSFX, communityresourcepack, and smokescreen/RealPlume RFStockalike configs.Repro1. Build an craft and attach an L type engine.2. Launch and ignite engine. Since throttle starts at 50% at launch.3. Engine ignites at 50% below launch engine throttle limit of 100% for L type <TL2Let me know if I can assist in any other way. Thanks!@PART[*]:HAS[@MODULE[ModuleEngineConfigs]]:FINAL{ @MODULE[ModuleEngineConfigs] { @CONFIG,* { %throttle = 1 } }} Edited August 22, 2015 by Svm420 Quote Link to comment Share on other sites More sharing options...
codepoet Posted August 23, 2015 Share Posted August 23, 2015 codepoet: Ah, I see. Checking in with sarbian now. Thanks. It may well be that the fix needs to go in MJ. Either way I am happy to work on a fix myself, but I can't really do anything until you and Sarbian come to a common mind on what the various "Engine ignited" variables mean. Let me know how I can help. Quote Link to comment Share on other sites More sharing options...
lurkoholic Posted August 23, 2015 Share Posted August 23, 2015 I'm also having trouble with the throttle limits. The engines that I set up for the Stockalike pack are fully throttleable even with throttle limits. Here's an example of one for Ven's Stock Revamp that should only run at full throttle, until later tech levels:@PART[LVT15]:FOR[RealFuels_StockEngines] //LV-T15 "Dachshund" Liquid Fuel Engine{ @mass = 0.29 @cost = 344 %entryCost = 1720 @maxTemp = 1869 @MODULE[ModuleEngine*] { @name = ModuleEnginesRF @maxThrust = 200 @heatProduction = 154 @atmosphereCurve { @key,0 = 0 266 @key,1 = 1 228 } !PROPELLANT[LiquidFuel] {} !PROPELLANT[Oxidizer] {} !PROPELLANT[MonoPropellant] {} PROPELLANT { name = Ethanol75 ratio = 52.660728 DrawGauge = True %ResourceFlowMode = STACK_PRIORITY_SEARCH } PROPELLANT { name = LqdOxygen ratio = 47.339272 %ResourceFlowMode = STACK_PRIORITY_SEARCH } } MODULE { name = ModuleEngineConfigs type = ModuleEnginesRF techLevel = 2 origTechLevel = 2 engineType = L origMass = 0.29 configuration = Ethanol75+LqdOxygen modded = false CONFIG { name = Ethanol75+LqdOxygen maxThrust = 200 heatProduction = 154 PROPELLANT { name = Ethanol75 ratio = 52.66072829648775 DrawGauge = True %ResourceFlowMode = STACK_PRIORITY_SEARCH } PROPELLANT { name = LqdOxygen ratio = 47.33927170351225 %ResourceFlowMode = STACK_PRIORITY_SEARCH } IspSL = 0.8556 IspV = 0.9021 throttle = 1 ModuleEngineIgnitor { ignitionsAvailable = 1 useUllageSimulation = true autoIgnitionTemperature = 800 ignitorType = Electric IGNITOR_RESOURCE { name = ElectricCharge amount = 2.1 } } } CONFIG { name = Aerozine50+NTO maxThrust = 210 heatProduction = 154 PROPELLANT { name = Aerozine50 ratio = 50.17301038062284 DrawGauge = True %ResourceFlowMode = STACK_PRIORITY_SEARCH } PROPELLANT { name = NTO ratio = 49.82698961937716 %ResourceFlowMode = STACK_PRIORITY_SEARCH } IspSL = 0.8832 IspV = 0.9215 throttle = 1 ModuleEngineIgnitor { ignitionsAvailable = 1 useUllageSimulation = true autoIgnitionTemperature = 800 ignitorType = Electric IGNITOR_RESOURCE { name = ElectricCharge amount = 2.1 } } } CONFIG { name = Kerosene+LqdOxygen maxThrust = 210 heatProduction = 154 PROPELLANT { name = Kerosene ratio = 37.69408655434424 DrawGauge = True %ResourceFlowMode = STACK_PRIORITY_SEARCH } PROPELLANT { name = LqdOxygen ratio = 62.30591344565576 %ResourceFlowMode = STACK_PRIORITY_SEARCH } IspSL = 0.9200 IspV = 0.9700 throttle = 1 ModuleEngineIgnitor { ignitionsAvailable = 1 useUllageSimulation = true autoIgnitionTemperature = 800 ignitorType = Electric IGNITOR_RESOURCE { name = ElectricCharge amount = 2.1 } } } } !MODULE[ModuleEngineIgnitor] {} ModuleEngineIgnitor { ignitionsAvailable = 1 autoIgnitionTemperature = 800 useUllageSimulation = true } Quote Link to comment Share on other sites More sharing options...
NathanKell Posted August 23, 2015 Author Share Posted August 23, 2015 Svm420: Woo! Bugs for the bug god. I'll take a look.codepoet: gotcha! And turns out it's the source of the delta V stats being wonky too. We'll get something figured and I'm happy to take you up on the offer...as soon as, as you say, we figure out what it needs to be to work! lurkoholic: See above re: Svm420. Quote Link to comment Share on other sites More sharing options...
Svm420 Posted August 23, 2015 Share Posted August 23, 2015 Thanks Nathan ! Always very appreciated! Quote Link to comment Share on other sites More sharing options...
NathanKell Posted August 23, 2015 Author Share Posted August 23, 2015 Svm420: You too! Ah, I think I see the issue. do !minThrust = DEL as well as %throttle = 1If a minThrust is set, it will override the throttle. The code itself looks ok... Quote Link to comment Share on other sites More sharing options...
Svm420 Posted August 23, 2015 Share Posted August 23, 2015 (edited) Under which node for !minThrust = DEL Configs or ModuleEngines? I just checked my MM cache and I don't even have minthrust under the CONFIG nodes only maxthrust.UrlConfig{ name = liquidEngine type = PART parentUrl = Squad/Parts/Engine/liquidEngineLV-T30/liquidEngineLV-T30 url = Squad/Parts/Engine/liquidEngineLV-T30/liquidEngineLV-T30/liquidEngine PART { name = liquidEngine module = Part author = Ven scale = 0.1 node_stack_top = 0.0, 7.21461, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -7.27403, 0.0, 0.0, -1.0, 0.0 TechRequired = advRocketry cost = 314 category = Engine subcategory = 0 title = LV-T30 "Reliant" Liquid Fuel Engine manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = Although criticized by some due to their not insignificant use of so-called "pieces found lying about", the LV-T series engines have proven themselves as comparatively reliable. The T30 model boasts a failure and rattly bits ratio below the 50% mark, this has been considered a major improvement over previous models by engineers and LV-T enthusiasts. Plume configured by RealPlume. attachRules = 1,0,1,0,0 mass = 0.42 skinInternalConductionMult = 4.0 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 1523.15 stagingIcon = LIQUID_ENGINE bulkheadProfiles = size1 entryCost = 1570 node_stack_top2 = 0.0, 7.21461, 0.0, 0.0, 1.0, 0.0 oldMaxTemp = 1891 tempMult = 0.805473294553147 MODULE { name = ModuleEnginesRF thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 204 heatProduction = 124.042887361185 fxOffset = 0, 0, 0.8 EngineType = LiquidFuel atmosphereCurve { key = 0 256 key = 1 231 key = 7 0.001 } PROPELLANT { name = Ethanol75 ratio = 52.660728 flowMode = STACK_PRIORITY_SEARCH DrawGauge = true } PROPELLANT { name = LqdOxygen ratio = 47.339272 flowMode = STACK_PRIORITY_SEARCH DrawGauge = true } } MODULE { name = ModuleJettison jettisonName = fairing bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 } MODULE { name = ModuleAnimateEmissive ThermalAnim = LV-Theat useHeat = False } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 7 } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.5 maxDistance = 30 falloff = 1.5 thrustTransformName = thrustTransform } RESOURCE { name = ElectricCharge amount = 0 maxAmount = 0 isTweakable = false hideFlow = true } MODULE { name = BBModule } MODULE { name = CollisionFX scrapeSparks = true collisionSound = CollisionFX/Sounds/Bang1 scrapeSound = CollisionFX/Sounds/GroundSkid sparkSound = CollisionFX/Sounds/SparkSqueal } MODULE { name = ModuleAGX } MODULE { name = ThermalMonitor } MODULE { name = USI_ModuleRecycleablePart Menu = Scrap Part ResourceName = Recyclables Efficiency = .8 } MODULE { name = USI_ModuleRecycleablePart Menu = Salvage Part ResourceName = SpecializedParts Efficiency = .4 } MODEL { model = VenStockRevamp/Squad/Parts/Propulsion/LVT30 } MODULE { name = tjs_EngineLight isDebug = false lightPower = 1.0 lightRange = 40.0 maxLightPower = 23.0 lightRed = 1 lightGreen = 0.88 lightBlue = 0.68 jitterMultiplier = 10.5 multiplierOnIva = 0.25 } MODULE { name = GeometryPartModule } MODULE { name = FARAeroPartModule } MODULE { name = FARPartModule } MODULE { name = ModuleEngineConfigs techLevel = 1 origTechLevel = 1 engineType = L origMass = 0.42 configuration = Ethanol75+LqdOxygen modded = false type = ModuleEnginesRF CONFIG { name = Ethanol75+LqdOxygen maxThrust = 204 heatProduction = 124.042887361185 IspSL = 0.9300 IspV = 0.9300 powerEffectName = Alcolox-Lower-A6 throttle = 1 PROPELLANT { name = Ethanol75 ratio = 52.66072829648775 flowMode = STACK_PRIORITY_SEARCH DrawGauge = true } PROPELLANT { name = LqdOxygen ratio = 47.33927170351225 flowMode = STACK_PRIORITY_SEARCH DrawGauge = true } ModuleEngineIgnitor { ignitionsAvailable = 1 autoIgnitionTemperature = 800 ignitorType = Electric useUllageSimulation = true IGNITOR_RESOURCE { name = ElectricCharge amount = 2.15 } } } CONFIG { name = Aerozine50+NTO maxThrust = 215 heatProduction = 124.042887361185 IspSL = 0.9600 IspV = 0.9500 powerEffectName = Hypergolic-Lower throttle = 1 PROPELLANT { name = Aerozine50 ratio = 50.17301038062284 flowMode = STACK_PRIORITY_SEARCH DrawGauge = true } PROPELLANT { name = NTO ratio = 49.82698961937716 flowMode = STACK_PRIORITY_SEARCH DrawGauge = true } ModuleEngineIgnitor { ignitionsAvailable = 1 autoIgnitionTemperature = 800 ignitorType = Electric useUllageSimulation = true IGNITOR_RESOURCE { name = ElectricCharge amount = 2.15 } } } CONFIG { name = Kerosene+LqdOxygen maxThrust = 215 heatProduction = 124.042887361185 IspSL = 1.0000 IspV = 1.0000 powerEffectName = Kerolox-Lower throttle = 1 PROPELLANT { name = Kerosene ratio = 37.69408655434424 flowMode = STACK_PRIORITY_SEARCH DrawGauge = true } PROPELLANT { name = LqdOxygen ratio = 62.30591344565576 flowMode = STACK_PRIORITY_SEARCH DrawGauge = true } ModuleEngineIgnitor { ignitionsAvailable = 1 autoIgnitionTemperature = 800 ignitorType = Electric useUllageSimulation = true IGNITOR_RESOURCE { name = ElectricCharge amount = 2.15 } } } } ModuleEngineIgnitor { ignitionsAvailable = 1 autoIgnitionTemperature = 800 ignitorType = Electric useUllageSimulation = true IGNITOR_RESOURCE { name = ElectricCharge amount = 2.15 } }Here is the engine I am using to test minus the Realplume nodes. Edited August 23, 2015 by Svm420 Quote Link to comment Share on other sites More sharing options...
NathanKell Posted August 24, 2015 Author Share Posted August 24, 2015 Ok, I'll add some debug spam, because that config looks correct. Quote Link to comment Share on other sites More sharing options...
EricSan Posted August 25, 2015 Share Posted August 25, 2015 Is there support for resource mining in the works at the moment? I was designing a mission utilizing this but I realized the stock resource mining isn't compatible with Rf. If not I'm willing to lend a hand however I can with my limited modding knowledge. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted August 26, 2015 Author Share Posted August 26, 2015 Yep.http://forum.kerbalspaceprogram.com/threads/121896-Real-ISRU-Development-Thread Quote Link to comment Share on other sites More sharing options...
sarbian Posted August 26, 2015 Share Posted August 26, 2015 (edited) NathanKell & codepoet : I pushed a new fix for the torque in MJ-dev. If there is other related bugs contact me with some simple repro steps.Edit : resultingThrust stays at 0 for RF engines, that seems strange. Edited August 26, 2015 by sarbian Quote Link to comment Share on other sites More sharing options...
codepoet Posted August 27, 2015 Share Posted August 27, 2015 (edited) NathanKell & codepoet : I pushed a new fix for the torque in MJ-dev. If there is other related bugs contact me with some simple repro steps.Edit : resultingThrust stays at 0 for RF engines, that seems strange.Thanks Sarbian. I can confirm that with the lastest RF and the latest MJ I do not experience the attitude control problem that I originally started to look into. Also, the available torque figures seem more correct when the MerlinDVac engine stops burning. I will start playing again, and say so if I run into anything else that does not seem right. Edited August 27, 2015 by codepoet Quote Link to comment Share on other sites More sharing options...
Svm420 Posted August 27, 2015 Share Posted August 27, 2015 Thanks for the update. Does the throttle system work as before setting up engines wise. I.e. setting throttle to 1 for all engines will set them to follow the RealSettings.cfg settings? Quote Link to comment Share on other sites More sharing options...
NathanKell Posted August 27, 2015 Author Share Posted August 27, 2015 Svm420: Aw crap, I totally forgot about the issue you reported with TL throttling. I'll get to that ASAP. By all means try it, but if it wasn't working before it probably won't now. Quote Link to comment Share on other sites More sharing options...
Svm420 Posted August 27, 2015 Share Posted August 27, 2015 Thats a bad moddev-er-ator? Lol no worries I will give it a try just with normal gameplay and let you know. Thanks for the quick heads up though. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted August 27, 2015 Author Share Posted August 27, 2015 :]Oh, and that reminds me, once again fell asleep before updating OP.Changelog:v10.6New throttling behavior. Old bugs with it were fixed, and now there is a proper delay while thrust builds up, when igniting a liquid engine. It will take about two seconds for an F-1 class engine to build up to full thrust. The rate can be tweaked, set throttleResponseRate in the ModuleEnginesRF (or in a CONFIG that's applied to one). By default when the current throttle is within 0.5% of the desired throttle, the engine clamps to the desired throttle. Further, when setting 0 throttle, the engine instantly shuts off (the latter will change, later). WORD TO THE WISE: Use launch clamps, and make sure your engines are at full thrust before disengaging the clamps!Fix for sometime "says stable but fails to ignite" issue. Supreme thanks for stratochief66 for figuring out where to look!Increase ullage acceleration threshold. Cryo stages will no longer keep themselves at Very Stable, but it won't take much thrust to ullage them.Add tanks for the other Ethanol resources. Quote Link to comment Share on other sites More sharing options...
eirinym Posted August 27, 2015 Share Posted August 27, 2015 Nice! I hope that fix helps with my engines not igniting sometimes. Good work, looks like I'll have to make adjustments to some of my own configs with that new throttling behaviour. Quote Link to comment Share on other sites More sharing options...
CatastrophicFailure Posted August 27, 2015 Share Posted August 27, 2015 Just curious, how will this new update mesh with RealPlume? I added the latter back when there was that bad no-plume bug, so now I have a grab bag of engines that need ullage & ignitions and engines that don't. It's quite odd. Quote Link to comment Share on other sites More sharing options...
Svm420 Posted August 27, 2015 Share Posted August 27, 2015 Just curious, how will this new update mesh with RealPlume? I added the latter back when there was that bad no-plume bug, so now I have a grab bag of engines that need ullage & ignitions and engines that don't. It's quite odd.Are you playing RO engines or RFstockalike? Quote Link to comment Share on other sites More sharing options...
CatastrophicFailure Posted August 27, 2015 Share Posted August 27, 2015 Stockalike w/ stock revamp. Everything else about the system works exactly as it should, some engines are just "easier" than others. Quote Link to comment Share on other sites More sharing options...
Svm420 Posted August 28, 2015 Share Posted August 28, 2015 Stockalike w/ stock revamp. Everything else about the system works exactly as it should, some engines are just "easier" than others.RFstockalike has its own realplume configs are you using those? Quote Link to comment Share on other sites More sharing options...
lurkoholic Posted August 28, 2015 Share Posted August 28, 2015 Stockalike w/ stock revamp. Everything else about the system works exactly as it should, some engines are just "easier" than others.I updated the Stock Revamp .cfg to include ignitions and require ullage since the last RFStockalike release. It's based on the development version of Stock Revamp. Let me know if any of the engines don't have effects with Real Plume. I think the small 1.25 meter engine (LV-900?) might be missing Hydrolox effects, but that might have been the stock LV-909 (or both).https://github.com/lurkoholic/RFStockalike/blob/master/GameData/RealFuels/StockAlike_StockRevamp.cfg Quote Link to comment Share on other sites More sharing options...
Icarium Posted August 28, 2015 Share Posted August 28, 2015 (edited) I'm having the same issue, engine shows very stable status but then tell "vapor in the lines" when fires. Terrible situation with limited ignitions This keeps happening to me as well. I mostly use LR87-LH2s for my second stages and there's about an 30% chance they will fail due to vapor in the feedlines, even though i've usually got 8 solids pushing the stage and all the engines have been very stable for quite some time.Note, I mean 1/3 of my 2nd stage configurations suffer from this problem, the ones that do have a 90+% chance of failure.Edit: Usually I can get around this by igniting my engines one at a time. Edited August 28, 2015 by Icarium Quote Link to comment Share on other sites More sharing options...
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