AdmiralTigerclaw Posted May 3, 2016 Share Posted May 3, 2016 (edited) @NathanKell I have what looks like an RF crash bug to report. Bug reproduction as follows: 1: Enter VAB and begin building a craft by starting with a pod. 2: Select the LV-T30 liquid fuel engine and connect to the pod. 3: Remove the LV-T30 and placehold it by floating it in the build area unattached to a craft. 4: Move the LV-T30 around in the build area by dragging and 'placing' it back into the free area multiple times. 5: After several random moves, the game CTD'd. I saw no output errors in the program log. The last thing before CTD in the output log was ullage notes. Upon removal of Real Fuels and repeating of steps 1 - 4, I no longer encounter CTDs. I'm going to go test putting the mod back in and disabling the ullage settings. See what I get. EDIT: Just tested the routine with a disabled ullage. No crash. Edited May 3, 2016 by AdmiralTigerclaw Update Quote Link to comment Share on other sites More sharing options...
Errol Posted May 3, 2016 Share Posted May 3, 2016 1 hour ago, Starwaster said: Engine Ignitor is built into Real Fuels now. What you're asking is possible but you would have to remove Community Resources Pack, or at least override it by writing custom tank configs that revert back to using stock resources. And you would have to write up new engine configs or write an MM patch that configures the engines to support limited ignitions So if I change all the values in squad_modularfueltanks.cfg to use stock resources and for any other mods I use in their configs, like KAX, that'll work, right? I don't know how to get started on the engine igniter configs though. I'm trying to find an example of the code to copypasta, but don't really know what I'm reading. I'm willing to put in the time to generate the .cfgs for all the stock engines at least, if I can get a little help on how to get started. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted May 3, 2016 Share Posted May 3, 2016 28 minutes ago, Errol said: So if I change all the values in squad_modularfueltanks.cfg to use stock resources and for any other mods I use in their configs, like KAX, that'll work, right? I don't know how to get started on the engine igniter configs though. I'm trying to find an example of the code to copypasta, but don't really know what I'm reading. I'm willing to put in the time to generate the .cfgs for all the stock engines at least, if I can get a little help on how to get started. Here's an example of an ignitor config: That goes into the part's config or if you have engine configs (ModuleEngineConfig) on the part then it can be part of one of those configs ModuleEngineIgnitor { ignitionsAvailable = 1 useUllageSimulation = true autoIgnitionTemperature = 800 ignitorType = Electric IGNITOR_RESOURCE { name = ElectricCharge amount = 0.2 } } Quote Link to comment Share on other sites More sharing options...
Errol Posted May 3, 2016 Share Posted May 3, 2016 Thanks a million. Perhaps if I have time this week I'll surf wikipedia and try to come up with a reasonable balance for ignitor configs for all the stock engines. Hope to share soon! Quote Link to comment Share on other sites More sharing options...
NathanKell Posted May 3, 2016 Author Share Posted May 3, 2016 @Starwaster ModuleEngineConfigs supports that kind of thing for backwards compatibility, but only that. If an engine doesn't have ModuleEngineConfigs then that isn't going to work. Instead you'll need to add the new syntax directly to the engine module. Further, that is not going to work in either case unless the engine module is ModuleEnginesRF. ETA: Also, note that RF does not support 'ignitor packs' or 'external ignitors' or all that KAS-related stuff. It just supports engines having limited ignitions, and ullage, and being pressure-fed. Quote Link to comment Share on other sites More sharing options...
Errol Posted May 3, 2016 Share Posted May 3, 2016 (edited) So, for example, the LVT-30 has: name = ModuleEngines does that mean that it will not work, since it is not ModuleEnginesRF? EDIT: So I tried @Starwaster's example code in the part .cfg (just inside the last curly bracket} for the LV-T30.....didn't appear to do anything to the part in game. I don't really know what a "ModuleEngineConfig" is, or ModuleEnginesRF, or if/how to add them to stock engines, or if that is possible/is the thing that needs to be done. Edited May 3, 2016 by Errol Quote Link to comment Share on other sites More sharing options...
Starwaster Posted May 3, 2016 Share Posted May 3, 2016 52 minutes ago, Errol said: So, for example, the LVT-30 has: name = ModuleEngines does that mean that it will not work, since it is not ModuleEnginesRF? EDIT: So I tried @Starwaster's example code in the part .cfg (just inside the last curly bracket} for the LV-T30.....didn't appear to do anything to the part in game. I don't really know what a "ModuleEngineConfig" is, or ModuleEnginesRF, or if/how to add them to stock engines, or if that is possible/is the thing that needs to be done. Check out how these engine configs do it: https://github.com/Raptor831/RFStockalike/blob/ea9bbcc84efeb6ee1c9174150c8aa4b4c196d248/GameData/RealFuels-Stockalike/Stockalike_Squad.cfg Quote Link to comment Share on other sites More sharing options...
Errol Posted May 3, 2016 Share Posted May 3, 2016 Thank you so much sir! A saint you are! Quote Link to comment Share on other sites More sharing options...
dlrk Posted May 3, 2016 Share Posted May 3, 2016 Has anyone made an MM config or anything to use KSPI/Stock/UKS ISRU with Real Fuels? Quote Link to comment Share on other sites More sharing options...
Starwaster Posted May 3, 2016 Share Posted May 3, 2016 5 hours ago, dlrk said: Has anyone made an MM config or anything to use KSPI/Stock/UKS ISRU with Real Fuels? Don't use Real Fuels with KSPI. Pick one or the other. There are compatibility issues between the two. Quote Link to comment Share on other sites More sharing options...
dlrk Posted May 3, 2016 Share Posted May 3, 2016 (edited) Starwaster, what's your opinion on KSPI? The main reason I like it is the ISRU, but if there is a different ISRU system that works with RF, I'll take that Edited May 3, 2016 by dlrk Quote Link to comment Share on other sites More sharing options...
Starwaster Posted May 4, 2016 Share Posted May 4, 2016 1 hour ago, dlrk said: Starwaster, what's your opinion on KSPI? The main reason I like it is the ISRU, but if there is a different ISRU system that works with RF, I'll take that KSPI represents technology beyond what I want to play so I don't use it to begin with. I won't say more past that in a public forum. Quote Link to comment Share on other sites More sharing options...
dlrk Posted May 4, 2016 Share Posted May 4, 2016 1 hour ago, Starwaster said: KSPI represents technology beyond what I want to play so I don't use it to begin with. I won't say more past that in a public forum. I'd interested in hearing more. PM? Quote Link to comment Share on other sites More sharing options...
Raptor831 Posted May 4, 2016 Share Posted May 4, 2016 There's a Real ISRU mod being developed, albeit slowly: Be warned, though, this is intended as a RO/RSS piece, so don't expect Kethane/Karbonite/Ore/magic to turn your compound into every fuel you need. That said, if you're in the Real Fuels thread, I think you wouldn't mind some Realism in your game. Quote Link to comment Share on other sites More sharing options...
Enceos Posted May 4, 2016 Share Posted May 4, 2016 (edited) @NathanKell I know it has been discussed numerous of times in this thread and there are at least two mods with a similar feature. I'm bringing up the SRB thrust curves again, I've been searching the forums for several hours but nobody has ever posted a fully working config patch for that. I'm trying to make one universal config which adds thrust curves to all SRBs. I've been using EngineThrustController in the past with this patch: Spoiler @PART[*]:HAS[@RESOURCE[SolidFuel],!MODULE[ModuleSRBThrust]] { !MODULE[ModuleEngineThrustController] {} MODULE { name = ModuleEngineThrustController minimumThrustPercent = 0.01 canAdjustAtAnytime = false showItemInList = false } MODULE { name = ModuleSRBThrust resourceName = SolidFuel useTimeCurve = false thrustCurve { key = 0.00 0.01 key = 0.02 0.25 key = 0.15 0.48 key = 0.35 0.65 key = 0.55 0.72 key = 0.65 0.81 key = 0.70 0.90 key = 0.78 0.81 key = 0.80 0.90 key = 1.0 1.00 } } } But ETC doesn't work anymore and I have to switch to another mod which supports curves with several thrust keys. I tried to get help from @Felbourn, but by the looks of his Git repo he has RealismOverhaul installed for Alexandria and does config patches on per engine basis overwriting what RO provides, there's no universal config there. His old projects use ETC. I have installed SolverEngines and RealFuels. Deleted all the config files from the RealFuels folder except for the MFSSettings.cfg and the RealSettings.cfg I've taken a look at the RealismOverhaul configs for SRBs, but it adds and modifies a bunch of values. I don't know which of them are required to enable the feature and which I can omit. Here's the patch for the stock SRB from Realism Overhaul: Spoiler @PART[solidBooster]:FOR[RealismOverhaul]:NEEDS[!RftS,!RealFuels_StockEngines] { %RSSROConfig = True !MODULE[TweakScale] { } !mesh = DELETE !MODEL {} MODEL { model = Squad/Parts/Engine/solidBoosterRT-10/model scale = 2.3368, 2.632887, 2.3368 } @MODEL:NEEDS[VenStockRevamp] { @model = VenStockRevamp/Squad/Parts/Propulsion/RT5 @scale = 2.3368, 4.4402956655, 2.3368 %position = 0, 0.2577835324, 0 } @scale = 1.0 %rescaleFactor = 1.0 @node_stack_bottom = 0.0, -3.294453, 0.0, 0.0, -1.0, 0.0, 2 @node_stack_top = 0.0, 2.699947, 0.0, 0.0, 1.0, 0.0, 2 @node_attach = 0.0, 0.0, -1.1684, 0.0, 0.0, 1.0, 1 @title = Castor 30XL @manufacturer = Thiokol (ATK) @description = The Castor 30XL is an enlarged Castor 30. Designed for the second stage of the Antares launcher. [2.34m] @attachRules = 1,1,1,1,0 @mass = 2.3 @maxTemp = 1973.15 @MODULE[ModuleEngines*] { @minThrust = 0 @maxThrust = 715 @heatProduction = 100 @atmosphereCurve { @key,0 = 0 303 @key,1 = 0 100 } } @MODULE[ModuleEngines*]:NEEDS[VenStockRevamp] { @thrustVectorTransformName = thrustTransform } !RESOURCE[SolidFuel] { } MODULE { name = ModuleFuelTanks volume = 12824.84 type = HTPB basemass = -1 } MODULE:NEEDS[!VenStockRevamp] { name = ModuleGimbal gimbalTransformName = thrustTransform } @MODULE[ModuleGimbal] { %gimbalRange = 3.5 %useGimbalResponseSpeed = true %gimbalResponseSpeed = 16 } MODULE { name = ModuleEngineConfigs type = ModuleEngines configuration = 30XL modded = false CONFIG { name = 30XL maxThrust = 715 heatProduction = 100 PROPELLANT { name = HTPB ratio = 1 DrawGauge = True } atmosphereCurve { key = 0 303 key = 1 100 } curveResource = HTPB thrustCurve { key = 0.99998 0.250 key = 0.99493 0.483 key = 0.98966 0.505 key = 0.9842 0.524 key = 0.97861 0.535 key = 0.97282 0.554 key = 0.96679 0.578 key = 0.96056 0.597 key = 0.95403 0.625 key = 0.9473 0.644 key = 0.9403 0.67 key = 0.93308 0.692 key = 0.92559 0.718 key = 0.91787 0.739 key = 0.91006 0.749 key = 0.90219 0.753 key = 0.89421 0.765 key = 0.88619 0.768 key = 0.87813 0.772 key = 0.87005 0.775 key = 0.86193 0.777 key = 0.85377 0.782 key = 0.84556 0.787 key = 0.83725 0.796 key = 0.82887 0.803 key = 0.82036 0.815 key = 0.81178 0.822 key = 0.8031 0.832 key = 0.79432 0.841 key = 0.78541 0.853 key = 0.77644 0.86 key = 0.76734 0.872 key = 0.75813 0.881 key = 0.74884 0.891 key = 0.73946 0.898 key = 0.73001 0.905 key = 0.72047 0.915 key = 0.71082 0.924 key = 0.70113 0.929 key = 0.69136 0.936 key = 0.68151 0.943 key = 0.67157 0.953 key = 0.6616 0.955 key = 0.65159 0.96 key = 0.64152 0.964 key = 0.63138 0.972 key = 0.62121 0.974 key = 0.61097 0.981 key = 0.60071 0.983 key = 0.59042 0.986 key = 0.58011 0.988 key = 0.56977 0.99 key = 0.5594 0.993 key = 0.54899 0.998 key = 0.53855 1 key = 0.52812 1 key = 0.51768 1 key = 0.50724 1 key = 0.4968 1 key = 0.48636 1 key = 0.47593 1 key = 0.46551 0.998 key = 0.45512 0.995 key = 0.44474 0.995 key = 0.43437 0.993 key = 0.42403 0.991 key = 0.41374 0.986 key = 0.40348 0.983 key = 0.39326 0.979 key = 0.38312 0.972 key = 0.37303 0.967 key = 0.36298 0.962 key = 0.35301 0.955 key = 0.34312 0.948 key = 0.33327 0.943 key = 0.3235 0.936 key = 0.31381 0.929 key = 0.30418 0.922 key = 0.29468 0.91 key = 0.28528 0.901 key = 0.27598 0.891 key = 0.26683 0.877 key = 0.25773 0.872 key = 0.24877 0.858 key = 0.23994 0.846 key = 0.23123 0.834 key = 0.22262 0.825 key = 0.21413 0.813 key = 0.2058 0.799 key = 0.19758 0.787 key = 0.18952 0.773 key = 0.1816 0.759 key = 0.17381 0.747 key = 0.16619 0.73 key = 0.15869 0.718 key = 0.15136 0.702 key = 0.14419 0.687 key = 0.13716 0.673 key = 0.13031 0.657 key = 0.12358 0.645 key = 0.11702 0.628 key = 0.11058 0.616 key = 0.10435 0.597 key = 0.09828 0.581 key = 0.09232 0.571 key = 0.08653 0.555 key = 0.08089 0.541 key = 0.07542 0.524 key = 0.07007 0.512 key = 0.06485 0.5 key = 0.05977 0.486 key = 0.05485 0.472 key = 0.05009 0.455 key = 0.04551 0.439 key = 0.04108 0.425 key = 0.0368 0.41 key = 0.03264 0.399 key = 0.02865 0.382 key = 0.02479 0.37 key = 0.0211 0.354 key = 0.01756 0.339 key = 0.01416 0.325 key = 0.01097 0.306 key = 0.00787 0.297 key = 0.00497 0.278 key = 0.00249 0.237 key = 0.00137 0.107 key = 0.00119 0.017 key = 0.00119 0.001 } } } } And here's the patch I'm trying to apply: Spoiler @PART[*]:HAS[@RESOURCE[SolidFuel]]:FOR[RealFuels] { @MODULE[ModuleEngine*] { @name = ModuleEnginesRF } MODULE { name = ModuleEngineConfigs type = ModuleEnginesRF configuration = MaxQ CONFIG { name = Linear curveResource = SolidFuel thrustCurve { key = 0.00 0.01 key = 0.06 0.25 key = 0.95 1.00 0 0 key = 1.00 0.10 } } CONFIG { name = MaxQ curveResource = SolidFuel thrustCurve { key = 0.00 0.01 key = 0.02 0.01 key = 0.03 0.16 key = 0.04 0.20 key = 0.60 0.99 key = 0.80 0.60 key = 0.94 1.00 key = 1.00 0.10 } } CONFIG { name = Delayed curveResource = SolidFuel thrustCurve { key = 0.00 0.00 key = 0.01 0.01 key = 0.03 0.20 key = 0.60 0.98 key = 0.61 0.97 key = 0.78 0.22 key = 1.00 0.10 } } CONFIG { name = Fast curveResource = SolidFuel thrustCurve { key = 0.00 0.05 key = 0.01 0.11 key = 0.95 1.00 0 0 key = 1.00 0.10 } } } } I'm obviously missing something. I can see the Engine GUI button and see a list of thrust configs, but when I hover over them the tooltip shows no data and the SRB behaves the stock way in flight. Also, will it work with TweakScale in the end? Maybe I'm digging too deep and stock ModuleEngineFX supports the thrust curves? Edited May 4, 2016 by Enceos Quote Link to comment Share on other sites More sharing options...
NathanKell Posted May 4, 2016 Author Share Posted May 4, 2016 @Enceos as of 1.1, KSP natively supports thrust curves! Please see here: EDIT: Nope, can't see here because the forum is hidden. When the thread exists again, see here: Quote Link to comment Share on other sites More sharing options...
Vaporized Steel Posted May 4, 2016 Share Posted May 4, 2016 (edited) I have just installed RSS/R0 in ksp 1.05 And I have a problem with real fuels or engine ignitor. When I use staging to let's say light up my engines they burn just fine. But when I get to my next staging command which is let's say "releasing launch clamps" or "decoupling a booster" that next staging command triggers my engines to flameout. When I test a launch stage with a engine with more then 1 ignitions the engines does keep running after I use a next staging command, but then uses up 1 ignition. how do I fix this? Edited May 4, 2016 by Vaporized Steel Quote Link to comment Share on other sites More sharing options...
NathanKell Posted May 4, 2016 Author Share Posted May 4, 2016 @Vaporized Steel this sounds like you have a bad RemoteTech install. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted May 4, 2016 Share Posted May 4, 2016 (edited) 5 hours ago, Vaporized Steel said: I have just installed RSS/R0 in ksp 1.05 And I have a problem with real fuels or engine ignitor. When I use staging to let's say light up my engines they burn just fine. But when I get to my next staging command which is let's say "releasing launch clamps" or "decoupling a booster" that next staging command triggers my engines to flameout. When I test a launch stage with a engine with more then 1 ignitions the engines does keep running after I use a next staging command, but then uses up 1 ignition. how do I fix this? I'm a newbie but I already learned to place decoupling of actual stage and ullage thrusters of next stage in the same stage (plus eventually parachutes for the actual stage if it's still in atmosphere and I want to recover it in good shape). Where solid fueled hardcore ullage thrusters are not the best idea, I just use powerful RCS thrusters. MechJeb2 dev build works fine so far, so I can also utilize RCS for thrusting when engine power is off. Edited May 4, 2016 by Gordon Dry Quote Link to comment Share on other sites More sharing options...
Vaporized Steel Posted May 5, 2016 Share Posted May 5, 2016 (edited) Thanks for your help. But your getting the wrong idea here. It has nothing to do with ullage. This happens on the launchpad in my latest design and also well inside the atmosphere on another rocket I used. Oh and as for Remote tech 2, that could indeed be the problem. But I tried several versions of the releases on the remote tech 2 github page that are all said to work on ksp 1.05. So I tried different versions, none of them solve the problem. I have the following exact scenario. A center core liquid fuel main stage. And 2 solid fuel boosters on the sides. Igniting the liquid center stage is the first Stage command. The second command is igniting the solids and releasing the launch clamps. The result is that the liquid fueled center engine fails and the solids fire. It seems to automatically trigger the engine to reignite in the next stage even although the engine is not actually part of the next stage that I wish to execute. http://imgur.com/a/jwS0S picture 1 shows vehicle at launch. 2nd picture shows the use of the first stage igniting the center stage. Third picture releasing the launch clamps and igniting the boosters shows the engine dropping to 0 Kn thrust and displayed that the engine ran out of ignitions. So I don't think it's remote tech, because that explains that for whatever reason the engine failed a command was given for the engine to reignite. But it shouldn't because it only has 1 ignition. This makes me wonder if theres a problem with engine ignitor. Edited May 5, 2016 by Vaporized Steel Quote Link to comment Share on other sites More sharing options...
dlrk Posted May 6, 2016 Share Posted May 6, 2016 Is there an ISRU system for use with Real Fuels? For example, can it be made to work with UKS/EPL? Quote Link to comment Share on other sites More sharing options...
SpacedInvader Posted May 6, 2016 Share Posted May 6, 2016 Looking for a little help with an MM config to remove ullage and ignition limitations from orbital engines only. My reasoning is that I'd like limited ignitions for ascent / descent engines, but I'm just way too much of a perfectionist when it comes to fine tuning orbits (especially geosynchronous... spent an hour and probably 30 ignitions on one satellite once...) to want to put up with the limitations imparted by the mod there. In the past this was less of an issue because I was able to use pressurized tank types and I simply gave up on engine ignitor, but now that the former aren't an option anymore and the latter is built into RF, I'd like to try to find a happy medium without having to simply disable ullage and ignition limitations across the board. Here is what I had hoped would work, but doesn't want to, probably due to my lack of skill with MM configurations: @PART[*]:HAS[MODULE[ModuleEngineConfigs[HAS[#engineType[O]]]]]:FINAL { @MODULE[ModuleEngineConfigs] { @CONFIG,* { @ModuleEngineIgnitor { @ignitionsAvailable = -1 @useUllageSimulation = false } } } } the idea was to search out all of the engine configs with the orbital type and then set them to infinite ignitions without ullage simulation. I have a gut feeling that the issue is coming from the massive initial line with the nested search, which is something I've never been able to get to work correctly in MM, and honestly don't even know if its possible. Is what I'm trying to accomplish with this even possible? If so, how can I go about doing it without having to manually change every engine config? Thanks Quote Link to comment Share on other sites More sharing options...
Starwaster Posted May 6, 2016 Share Posted May 6, 2016 (edited) deleted Edited May 6, 2016 by Starwaster Quote Link to comment Share on other sites More sharing options...
NathanKell Posted May 6, 2016 Author Share Posted May 6, 2016 @PART[*]:HAS[@MODULE[ModuleEngineConfigs]:HAS[#engineType[O]]]:FINAL { @MODULE[ModuleEngineConfigs] { @CONFIG,* { @ModuleEngineIgnitor { @ignitionsAvailable = 0 @useUllageSimulation = False } @ullage = False @ignitions = 0 } } } Quote Link to comment Share on other sites More sharing options...
SpacedInvader Posted May 6, 2016 Share Posted May 6, 2016 @Starwaster & @NathanKell, thanks for the help in getting this sorted out. I'm glad that the issue was my lack of ability with MM rather than an impossibility in the task (I've run into that one more than once). Also, looking at the second one by Nathan and comparing it to the engine configs in my stockalike folder, it doesn't seem like the @ullage or @ ignitions should work as they refer to values which don't seem to exist, yet it does work. If you have time, can you explain why? Also, @Starwaster, I only use tabs in my MM configs at the beginning of the line, however, it looks a lot better in Notepad++ than it does in the forum code section, so I switched it to spaces for appearances only. Quote Link to comment Share on other sites More sharing options...
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