NathanKell Posted January 8, 2016 Author Share Posted January 8, 2016 I see nothing about it not showing up. Did you look in the Fuel Tanks tab as well? Old parts with category = Propulsion get put in the Fuel Tanks tab unless they have a module that says its name is Engine. The stock modules do, we don't. So in that MM patch add %category = Engine Quote Link to comment Share on other sites More sharing options...
Joco223 Posted January 8, 2016 Share Posted January 8, 2016 I installed RF with stockalike RF and when i clikc to set up fuel in the tank for the engine that is attached, the proportions are not set up right. I always run out of liquid oxygen while the other mixtures without it are fine Quote Link to comment Share on other sites More sharing options...
Starwaster Posted January 8, 2016 Share Posted January 8, 2016 2 hours ago, Joco223 said: I installed RF with stockalike RF and when i clikc to set up fuel in the tank for the engine that is attached, the proportions are not set up right. I always run out of liquid oxygen while the other mixtures without it are fine As answered in the RF thread (don't post the same question in multiple threads plz) some of your LO2 is boiling off. It is not unusual to run out of it before your fuel. Quote Link to comment Share on other sites More sharing options...
Ralathon Posted January 9, 2016 Share Posted January 9, 2016 (edited) I noticed that the boiloff calculation excessively spams the debug console while flying a craft with cryogenic fuels: Spoiler Only mods used are Realfuels, Realfuels-stockalike, Realplume and Ven's stock revamp. Is there any way to limit this? It slows down the game and prevents me from debugging some other mods. Thanks! Edited January 9, 2016 by Ralathon Quote Link to comment Share on other sites More sharing options...
Benji Posted January 10, 2016 Share Posted January 10, 2016 I don't know where my problem is located. I play around with RSS, RealFuels, Procedural Tanks, etc... The fuels, like Hydrazine, that are used as monoprops only are not available in the GUI of the procedural tanks. After writing this, I think it might be dislocated. Is this more like a fuel switch or procedural parts issue? Thanks...Benji Quote Link to comment Share on other sites More sharing options...
TrooperCooper Posted January 10, 2016 Share Posted January 10, 2016 (edited) 35 minutes ago, Benji said: I don't know where my problem is located. I play around with RSS, RealFuels, Procedural Tanks, etc... The fuels, like Hydrazine, that are used as monoprops only are not available in the GUI of the procedural tanks. After writing this, I think it might be dislocated. Is this more like a fuel switch or procedural parts issue? Thanks...Benji Some fuels only go into certain tank types. Hydrazine for example needs to be in a Service Module classified tank iirc. Change tank type in the right-click menu on that tank. Beware though, that it has a much worse dry / wet ratio compared to other tanks. Edited January 10, 2016 by TrooperCooper Quote Link to comment Share on other sites More sharing options...
Svm420 Posted January 14, 2016 Share Posted January 14, 2016 @NathanKell What would it take for Procedural srbs to allow a thrust curve and still allow changing thrust as it currently is. I tried play with just inserting a thrust curve, but it stopped the thrust from be adjustable and seemed to only follow the curves thrust profile. Is this feasible/possible? I really want thrust curves for srbs, but I don't want more parts when/if I could use just the pSRB if this change is possible that is. If this would be/need a change on pParts' end let me know and I'll go bug @RadarManFromTheMoon. Thanks! Quote Link to comment Share on other sites More sharing options...
NathanKell Posted January 14, 2016 Author Share Posted January 14, 2016 The thrust curve is only relative, it shouldn't cause any problems to add one. Quote Link to comment Share on other sites More sharing options...
fallout2077 Posted January 14, 2016 Share Posted January 14, 2016 Hey NathanKell, I have a quick question regarding ullage simulation and engine ignitions. My question is whether or not we need to have Realism Overhaul installed to take advantage of ullage and engine ignitions, or if there is an option in a Real Fuels config someplace to enable it. I ask because I only want the above two options without the extra parts and other bells and whistles that RO installs with it. Thanks for you time, NathanKell, and keep up the great work! Quote Link to comment Share on other sites More sharing options...
Svm420 Posted January 14, 2016 Share Posted January 14, 2016 (edited) 6 minutes ago, fallout2077 said: Hey NathanKell, I have a quick question regarding ullage simulation and engine ignitions. My question is whether or not we need to have Realism Overhaul installed to take advantage of ullage and engine ignitions, or if there is an option in a Real Fuels config someplace to enable it. I ask because I only want the above two options without the extra parts and other bells and whistles that RO installs with it. Thanks for you time, NathanKell, and keep up the great work! @fallout2077 In the realfuels folder is a file called REALSETTINGS.cfg. In that file is a node title ullage with the parameter you want in it. Just have to set them to true. Ullage { simulateUllage = true limitedIgnitions = true shutdownEngineWhenUnstable = true explodeEngineWhenTooUnstable = false } Seems you were right @NathanKell. Not sure where I had an issue in the past, but it seem to work as desired. Thanks for the reply none the less. Edited January 14, 2016 by Svm420 Quote Link to comment Share on other sites More sharing options...
fallout2077 Posted January 14, 2016 Share Posted January 14, 2016 (edited) 19 hours ago, Svm420 said: @fallout2077 In the realfuels folder is a file called REALSETTINGS.cfg. In that file is a node title ullage with the parameter you want in it. Just have to set them to true. Ullage { simulateUllage = true limitedIgnitions = true shutdownEngineWhenUnstable = true explodeEngineWhenTooUnstable = false } Thank you, my good man! Oh, and by the way, I love the "DOWN WITH CKAN" line in your signature... I have been irked by CKAN on many occasions, and I only use it when installing the monster that is Realism Overhaul. Edited January 15, 2016 by fallout2077 Moved certain lines to new post Quote Link to comment Share on other sites More sharing options...
cardgame Posted January 15, 2016 Share Posted January 15, 2016 (edited) I have a bit of a problem. No RO engine will start, because Real Fuels apparently isn't found. Clicking 'remove tanks' does nothing at all. Here's my mods edit: updating Module Manager didn't fix. But I did realize I'm on 64. I promise not to post here again if I can have the cheat code to enable Real Fuels (because RSS and for that matter KSP in general is absolutely more unstable in x86 than the unsupported 64-bit. No crashes at all where I'd crash every other time I tried 32 bit client no matter what I tried to kill RAM use. Edited January 15, 2016 by cardgame Quote Link to comment Share on other sites More sharing options...
Autochton Posted January 15, 2016 Share Posted January 15, 2016 7 hours ago, cardgame said: 64-bit Congratulations, you have had an atypical experience. There's very little else to say to that. There is no cheat code. There may be someone who has futzed something together - the code is open source - but that, then, is their problem, not anyone affiliated with RF. Quote Link to comment Share on other sites More sharing options...
fallout2077 Posted January 15, 2016 Share Posted January 15, 2016 Upon opening the RealSettings.cfg file and scrolling down to appropriate lines, I see that Ullage simulation has always been set to true in my installs. Hmm... I could swear that the engines that I've been using have had unlimited ignitions and I was never required to shift the fuel in the tank to ignite the engines. I don't even remember seeing the fuel stability line in the tank or engine info in-game. Hmm... I just launched a quick rocket using engines and tanks from FASA, and the engine status always stayed at "nominal", never becoming unstable like I've seen in videos. So, I must be doing something wrong here, right? Or are only certain engines compatible? Quote Link to comment Share on other sites More sharing options...
Phineas Freak Posted January 15, 2016 Share Posted January 15, 2016 @fallout2077do you also use RO or RF engine patches for the engines? Quote Link to comment Share on other sites More sharing options...
fallout2077 Posted January 15, 2016 Share Posted January 15, 2016 1 minute ago, Phineas Freak said: @fallout2077do you also use RO or RF engine patches for the engines? I'm not using RO (I was hoping that I wouldn't need to), although I am using the Stockalike configs for Real Fuels. Quote Link to comment Share on other sites More sharing options...
Phineas Freak Posted January 15, 2016 Share Posted January 15, 2016 As i see, the FASA RFS patches still use the old EngineIgnitor modules. Theoretically, these should work as RF is compatible with them...hmm. Do you have a specific engine in hand? Quote Link to comment Share on other sites More sharing options...
Svm420 Posted January 15, 2016 Share Posted January 15, 2016 59 minutes ago, fallout2077 said: Upon opening the RealSettings.cfg file and scrolling down to appropriate lines, I see that Ullage simulation has always been set to true in my installs. Hmm... I could swear that the engines that I've been using have had unlimited ignitions and I was never required to shift the fuel in the tank to ignite the engines. I don't even remember seeing the fuel stability line in the tank or engine info in-game. Hmm... I just launched a quick rocket using engines and tanks from FASA, and the engine status always stayed at "nominal", never becoming unstable like I've seen in videos. So, I must be doing something wrong here, right? Or are only certain engines compatible? Logs and MM.cache are appreciated Quote Link to comment Share on other sites More sharing options...
fallout2077 Posted January 15, 2016 Share Posted January 15, 2016 (edited) 11 minutes ago, Phineas Freak said: As i see, the FASA RFS patches still use the old EngineIgnitor modules. Theoretically, these should work as RF is compatible with them...hmm. Do you have a specific engine in hand? I don't remember off of the top of my head... let me boot up KSP and find it. I'll be right back. I was using the Gemini Titan LR-91. Edited January 15, 2016 by fallout2077 Quote Link to comment Share on other sites More sharing options...
fallout2077 Posted January 15, 2016 Share Posted January 15, 2016 9 minutes ago, Svm420 said: Logs and MM.cache are appreciated Okie-dokie, when I re-enter Linux, I'll supply you fine folks with those logs. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted January 15, 2016 Author Share Posted January 15, 2016 Yeah, to use them you have to make sure your engine is using ModuleEnginesRF and you have to tell it to have ullage = true and ignitions = (number of ignitions desired). Setting engines to pressureFed = true means they must be fed by a RealFuels-enabled tank of type Fuselage or ServiceModule. Quote Link to comment Share on other sites More sharing options...
fallout2077 Posted January 15, 2016 Share Posted January 15, 2016 7 minutes ago, NathanKell said: Yeah, to use them you have to make sure your engine is using ModuleEnginesRF and you have to tell it to have ullage = true and ignitions = (number of ignitions desired). Setting engines to pressureFed = true means they must be fed by a RealFuels-enabled tank of type Fuselage or ServiceModule. Is it safe to assume that the reason why ullage works out of the box with RO is because RO's configs already have these conditions set, and the stockalike configs do not? Quote Link to comment Share on other sites More sharing options...
NathanKell Posted January 16, 2016 Author Share Posted January 16, 2016 @fallout2077 Yes. As said above RF should be loading old EngineIgnitor syntax if it's inside a ModuleEngineConfigs but the safest is to write your own using the current syntax. Quote Link to comment Share on other sites More sharing options...
01010101lzy Posted January 16, 2016 Share Posted January 16, 2016 What engine type should I use when writing an RF config for an air-augmented rocket(Like that one in OPT)? Quote Link to comment Share on other sites More sharing options...
fallout2077 Posted January 17, 2016 Share Posted January 17, 2016 (edited) On 1/16/2016 at 11:08 PM, NathanKell said: @fallout2077 Yes. As said above RF should be loading old EngineIgnitor syntax if it's inside a ModuleEngineConfigs but the safest is to write your own using the current syntax. One of these days I'll have to take a look at the configs in RO to get a proper jumping-off point, seeing as how I know absolutely nothing regarding the creation of config files. Thanks for the heads up! Edited January 17, 2016 by fallout2077 Quote Link to comment Share on other sites More sharing options...
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