Starwaster Posted December 30, 2015 Share Posted December 30, 2015 10 hours ago, Requia said: Then there shouldn't be boiloff loss. Given that this is a *realism* mod its a bug. Hmm, is there a way to disable boiloff for service modules only? No it's not a bug, but you're free to do whatever you want to your own installation. Quote Link to comment Share on other sites More sharing options...
Requia Posted December 30, 2015 Share Posted December 30, 2015 2 hours ago, Starwaster said: No it's not a bug, but you're free to do whatever you want to your own installation. Is there actually a way to fix it in config? Quote Link to comment Share on other sites More sharing options...
Starwaster Posted December 30, 2015 Share Posted December 30, 2015 (edited) 12 hours ago, Requia said: Is there actually a way to fix it in config? Since you put it like that, no, because it's not broken. Edit: Let me clarify my position on the issue in general: Real Fuels boiloff code is operating within its design scope. It is not designed for generating actual boiloff resource. That is outside its design scope and at this time there are no plans to change that. RF is designed to handle realistic fuels and where applicable, loss of cryogenic fuels due to thermal leakage. Therefore, the behavior that you find repugnant does not constitute a bug. The subject has come up before and while the idea has not been rejected, it's also not something I'm going to spend valuable coding time manner for an edge case scenario. At least not if it's going to be done half-assed. Edited December 30, 2015 by Starwaster Quote Link to comment Share on other sites More sharing options...
Requia Posted December 30, 2015 Share Posted December 30, 2015 (edited) 47 minutes ago, Starwaster said: Since you put it like that, no, because it's not broken. Edit: Let me clarify my position on the issue in general: Real Fuels boiloff code is operating within its design scope. It is not designed for generating actual boiloff resource. That is outside its design scope and at this time there are no plans to change that. RF is designed to handle realistic fuels and where applicable, loss of cryogenic fuels due to thermal leakage. Therefore, the behavior that you find repugnant does not constitute a bug. The subject has come up before and while the idea has not been rejected, it's also not something I'm going to spend valuable coding time manner for an edge case scenario. At least not if it's going to be done half-assed. Ok but that's not the question I'm trying to get an answer to, can I disable boiloff in just one fuel tank type? Edited December 30, 2015 by Requia Quote Link to comment Share on other sites More sharing options...
gliese-aerospace Posted December 30, 2015 Share Posted December 30, 2015 (edited) Hi! For some weird reason my game always hangs on loadup. Here's a console log showing the details: PartLoader: Compiling Part 'FASA/Apollo/FASA_Apollo_Eng/LFE_H1/FASAApolloLFEH1' (Filename: /Users/builduser/buildslave/unity/build/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) *U* Ullage constructor called on FASAApolloLFEH1 (Filename: /Users/builduser/buildslave/unity/build/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) PartLoader: Part 'FASA/Apollo/FASA_Apollo_Eng/LFE_H1/FASAApolloLFEH1' has no database record. Creating. (Filename: /Users/builduser/buildslave/unity/build/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) DragCubeSystem: Creating drag cubes for part 'FASAApolloLFEH1' (Filename: /Users/builduser/buildslave/unity/build/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) MissingMethodException: Method not found: 'ModuleEngines.Flameout'. at RealFuels.ModuleEnginesRF.GetThrustInfo () [0x00000] in <filename unknown>:0 at RealFuels.ModuleEnginesRF.GetInfo () [0x00000] in <filename unknown>:0 at PartLoader.CompilePartInfo (.AvailablePart newPartInfo, .Part part) [0x00000] in <filename unknown>:0 at PartLoader+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: 4294967295) Missing method ModuleEngines::Flameout(string,bool,bool) in assembly /Users/[user]/Applications/Kerbal Space Program/KSP.app/Contents/Data/Managed/Assembly-CSharp.dll, referenced in assembly /Users/[user]/Applications/Kerbal Space Program/GameData/RealFuels/Plugins/RealFuels.dll It says there's a missing method in the ModuleEngines class, but I don't understand how this could be the case since I have the latest version of RealFuels and the latest version of Solver Engines. Edited December 30, 2015 by gliese-aerospace Quote Link to comment Share on other sites More sharing options...
NathanKell Posted December 31, 2015 Author Share Posted December 31, 2015 Redownload KSP. You missed the Silent Patch. Quote Link to comment Share on other sites More sharing options...
gliese-aerospace Posted December 31, 2015 Share Posted December 31, 2015 31 minutes ago, NathanKell said: Redownload KSP. You missed the Silent Patch. That fixed it, and nearly all of my problems with other mods, too! Thank you so much! Quote Link to comment Share on other sites More sharing options...
i_like_kerbals Posted December 31, 2015 Share Posted December 31, 2015 (edited) Love this mod, thanks for making it! I have a question though ... I was wondering what the little green play arrow is next to my fuel on the tank? If I click it it turns into a small red cancel icon. My guess it is disable tanks from feeding engines, I guess if you are transporting fuel somewhere. Thanks! Edited December 31, 2015 by i_like_kerbals Quote Link to comment Share on other sites More sharing options...
NathanKell Posted December 31, 2015 Author Share Posted December 31, 2015 That's stock KSP. It determines whether resources can flow into/out of the tank. If it's set to play, resoruces can be pulled from / pushed to that tank, otherwise they will not. Quote Link to comment Share on other sites More sharing options...
LostOblivion Posted January 4, 2016 Share Posted January 4, 2016 I read that RealFuels come with thrust curves for SRBs? Is it possible to get this functionality from your mod without having all of it? I want to add thrust curves to the stock SRB config files. Quote Link to comment Share on other sites More sharing options...
Phineas Freak Posted January 4, 2016 Share Posted January 4, 2016 31 minutes ago, LostOblivion said: I read that RealFuels come with thrust curves for SRBs? Is it possible to get this functionality from your mod without having all of it? I want to add thrust curves to the stock SRB config files. No, RF does not include thrust curves by itself but it adds support for them. You will need to create the curves by yourself though. Quote Link to comment Share on other sites More sharing options...
LostOblivion Posted January 4, 2016 Share Posted January 4, 2016 2 hours ago, Phineas Freak said: No, RF does not include thrust curves by itself but it adds support for them. You will need to create the curves by yourself though. That's what I wanted to know. Is it possible to only access this functionality in RF alone, or do I have to get all the other features as well? Quote Link to comment Share on other sites More sharing options...
Phineas Freak Posted January 4, 2016 Share Posted January 4, 2016 You can install RF and then delete all MM patches so that no changes will be applied. Then create your own configs. Quote Link to comment Share on other sites More sharing options...
LostOblivion Posted January 4, 2016 Share Posted January 4, 2016 Great! Got any examples on config for the thrust curves? Quote Link to comment Share on other sites More sharing options...
NathanKell Posted January 5, 2016 Author Share Posted January 5, 2016 https://github.com/KSP-RO/RealismOverhaul/blob/28be9e3e03e1345eed53876e1173d1274048a1d8/GameData/RealismOverhaul/RO_SuggestedMods/Squad/RO_Squad_Engines.cfg Various places in that. Quote Link to comment Share on other sites More sharing options...
LostOblivion Posted January 5, 2016 Share Posted January 5, 2016 (edited) Thanks. Looks like all I need is to add the EngineConfigs module. Are the two numbers on each key remaining fuel and the thrust at that? Edited January 5, 2016 by LostOblivion Quote Link to comment Share on other sites More sharing options...
LostOblivion Posted January 6, 2016 Share Posted January 6, 2016 (edited) I tried adding thrustCurves to the stock Kickback SRB, with no luck. This is my MM config onto an otherwise stock part. I have only the plugin DLLs from RealFuels installed in my GameData folder, removed all .cfg files. +PART[MassiveBooster] { @name = ObMassiveBooster @rescaleFactor = 1.56 @TechRequired = heavierRocketry @entryCost = 32000 @cost = 10800 @title = S1 SRB-KD50k "SuperKickback" Solid Fuel Booster @mass = 8 @bulkheadProfiles = size2, srf @MODULE[ModuleEnginesFX] { @maxThrust = 2400 @heatProduction = 830 @atmosphereCurve { @key,1 = 0 268 @key,2 = 1 242 @key,3 = 7 0.001 } } @RESOURCE[SolidFuel] { @amount = 5600 @maxAmount = 5600 } MODULE { name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 1.5 } MODULE { name = ModuleEngineConfigs type = ModuleEngines configuration = Normal modded = false CONFIG { name = Normal maxThrust = 2400 heatProduction = 830 PROPELLANT { name = SolidFuel ratio = 1 DrawGauge = True } atmosphereCurve { key = 0 268 key = 1 242 key = 7 0.001 } curveResource = SolidFuel thrustCurve { key = 0.999 0.250 key = 0.995 1.000 key = 0.880 1.000 key = 0.860 0.600 key = 0.840 0.500 key = 0.820 0.600 key = 0.800 0.900 key = 0.660 0.760 key = 0.050 0.500 key = 0.005 0.050 } } } } Edited January 6, 2016 by LostOblivion Quote Link to comment Share on other sites More sharing options...
NathanKell Posted January 6, 2016 Author Share Posted January 6, 2016 Nope, it actually goes in the engine module, and the engine module needs to be switched to ModuleEnginesRF (you could also put it in a ModuleEnigneConfigs CONFIG, but no engine module except ModuleEnginesRF will know what to do with it--ModuleEngineConifgs is just a module that feeds the engine module a config). Quote Link to comment Share on other sites More sharing options...
LostOblivion Posted January 6, 2016 Share Posted January 6, 2016 (edited) Ahh, so I can simply put the thrustCurve property directly into the ModuleEnginesFX module (and rename it ModuleEnginesRF) along with curveResource, and omit ModuleEnginesConfig all together for an otherwise stock integration with the stock fuels? Do I need any other files than the DLLs? Do I need SolverEngines or CommunityResources? Edited January 6, 2016 by LostOblivion Quote Link to comment Share on other sites More sharing options...
LostOblivion Posted January 6, 2016 Share Posted January 6, 2016 (edited) I tried doing what you said, but I'm still missing something, as the game hangs now upon loading my part at the game splash screen. Here's my MM config now (some keys left out for readability). +PART[MassiveBooster] { @name = ObMassiveBooster @rescaleFactor = 1.52 @TechRequired = heavierRocketry @entryCost = 32000 @cost = 10800 @title = S1 SRB-KD50k "SuperKickback" Solid Fuel Booster @mass = 8 @MODULE[ModuleEnginesFX] { @name = ModuleEnginesRF @maxThrust = 1880 @atmosphereCurve { @key,1 = 0 268 @key,2 = 1 242 @key,3 = 7 0.001 } curveResource = SolidFuel thrustCurve { key = 0.99998 0.250 key = 0.99493 0.483 key = 0.98966 0.505 key = 0.00137 0.107 key = 0.00119 0.017 key = 0.00119 0.001 } } @RESOURCE[SolidFuel] { @amount = 8600 @maxAmount = 8600 } MODULE { name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 1.5 } } Edited January 6, 2016 by LostOblivion Quote Link to comment Share on other sites More sharing options...
NathanKell Posted January 6, 2016 Author Share Posted January 6, 2016 Did you get the SolverEngines plugin as well? RF depends on that. You probably also need RealSettings.cfg and MFSSettings.cfg from the RF folder. If it still hangs, post log? Quote Link to comment Share on other sites More sharing options...
LostOblivion Posted January 6, 2016 Share Posted January 6, 2016 No, I deleted all .cfg files. Probably it then, I'll check it out. Thanks! Quote Link to comment Share on other sites More sharing options...
LostOblivion Posted January 7, 2016 Share Posted January 7, 2016 I added the two .cfg files back in. Now the game loads, but the part is not there. I'm out of town, I'll see if I can get any logs when I get back. Which log is it? Quote Link to comment Share on other sites More sharing options...
NathanKell Posted January 7, 2016 Author Share Posted January 7, 2016 Can you post your output log then? Quote Link to comment Share on other sites More sharing options...
LostOblivion Posted January 7, 2016 Share Posted January 7, 2016 (edited) Here's output_log.txt. The part's name is ObMassiveBooster. https://www.dropbox.com/s/0vhoiq6ye4n8jj5/output_log.txt?dl=0 I added the entire SolverEngines folder, the ModuleManager DLL, and the RealFuels folder into my GameData folder. I removed all .cfg files in the RealFuels folder except from the two you mentioned earlier. Here's the MM config I used. AFAIK, no other MM patches are made on the stock Kickback in addition to this one. +PART[MassiveBooster] { @name = ObMassiveBooster @rescaleFactor = 1.52 @TechRequired = heavierRocketry @entryCost = 32000 @cost = 10800 @title = S1 SRB-KD50k "SuperKickback" Solid Fuel Booster @mass = 8 @MODULE[ModuleEnginesFX] { @name = ModuleEnginesRF @maxThrust = 1880 @atmosphereCurve { @key,1 = 0 268 @key,2 = 1 242 @key,3 = 7 0.001 } curveResource = SolidFuel thrustCurve { key = 0.99998 0.250 key = 0.99493 0.483 key = 0.98966 0.505 // snip key = 0.00137 0.107 key = 0.00119 0.017 key = 0.00119 0.001 } } @RESOURCE[SolidFuel] { @amount = 8600 @maxAmount = 8600 } MODULE { name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 1.5 } } Edited January 7, 2016 by LostOblivion Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.