Shad0wCatcher Posted December 31, 2013 Share Posted December 31, 2013 I've got a cleaned KSP Mods folder just for that purpose rottie. Makes wipes / reinstalls when I break something horrifically that much easier Quote Link to comment Share on other sites More sharing options...
Zander Posted December 31, 2013 Share Posted December 31, 2013 Bug Report: When using symmetry mode to create multiple tanks at once and fill them all at once a lot of times when you launch they have no fuel in them and when you return to the VAB it tells you they cannot hold resources. Also, would it be possible to integrate the LH2 and LOX with the life support mod? like a device that mixes them and produces drinking water or a device that turns LOX into gaseous O2 for breaking Quote Link to comment Share on other sites More sharing options...
Firov Posted December 31, 2013 Share Posted December 31, 2013 There is definitely a problem with the stockalike engine configs and shuttle engines. Anything newer than the Big Bang 1 engine isn't supported. Has support for this engine pack been dropped, or is this something that might eventually be added?I'd like to try real fuels without having to use the resized solar system mod. Quote Link to comment Share on other sites More sharing options...
jrandom Posted December 31, 2013 Share Posted December 31, 2013 I've just updated RealFuels and RealismOverhaul, and I'm getting a lockup during the loading of NovaPunch NERVA engines. Is there a .cfg I need to disable in either RF or RO? (I've removed my older RealEngines folder.) Quote Link to comment Share on other sites More sharing options...
NathanKell Posted December 31, 2013 Author Share Posted December 31, 2013 jrandom: Sounds like you have a duplicate NP2_NTR_modularEngines.cfg sitting around somewhere if it's during that engine.Oh, did you per instructions delete the RO folder before unzipping the new one?Firov: correct, dtobi has been busy adding stuff, and the stockalike configs are, as a bunch of previous posts stated, current only as of MFS 3.3. I haven't heard from Chestburster recently (he's been doing those stocaklike configs) but I'm hoping he can push an update soon.Meanwhile, you should try using one of the realism overhauls but using KIDS to scale down your Isp (make sure KIDS thrust correction is disabled, however) to "KSP to real, raw", i.e. 0.333x each to Vac and SL Isp. Quote Link to comment Share on other sites More sharing options...
ChronicSilence Posted December 31, 2013 Share Posted December 31, 2013 So to confirm, this means that we should use this mod instead of MFSC with the Realism Overhaul? It sounds like it, but on the RO thread you still list MFSC as mandatory. Quote Link to comment Share on other sites More sharing options...
jrandom Posted December 31, 2013 Share Posted December 31, 2013 jrandom: Sounds like you have a duplicate NP2_NTR_modularEngines.cfg sitting around somewhere if it's during that engine.Oh, did you per instructions delete the RO folder before unzipping the new one?I never merge, I always move the old one to a backup folder before installing the new one. I disabled the NP file in RealFuels and kept everything in RealismOverhaul and that seemed to do the trick. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted December 31, 2013 Author Share Posted December 31, 2013 ChronicSilence: Ah, that's cause I haven't uploaded latest RO yet, sorry. I should edit the post anyway. You should only use the RO linked from the second post of this thread though, until I update RO (it's listed as [0.22]...)Zander: I have not yet been able to confirm that bug. I can mess around more...do you have a detailed list of steps to reproduce?jrandom: ok, grep your gamedata folder for NERVA and tell me all the cfg files that contain that word. Sounds like a dupe somewhere. Quote Link to comment Share on other sites More sharing options...
Guest Posted December 31, 2013 Share Posted December 31, 2013 By what value should I multiply the fuel volumes if moving to this from the old MFS:RFRM? Quote Link to comment Share on other sites More sharing options...
Starwaster Posted December 31, 2013 Share Posted December 31, 2013 By what value should I multiply the fuel volumes if moving to this from the old MFS:RFRM?Multiply by 5. (RFRM tank volume units were 1/200th of a kiloliter. Now we're at 1/1000th, or 1 liter. We are now at DEFCON 1. Gentlemen, we have metric)(so be sure that at least one aspect of your space program is using imperial units so you can totally screw up the conversion, have a huge committee meeting to discuss why your space probe is off course, agree to do a course correction, then not perform the course correction and finally wonder why your space probe is lost forever) Quote Link to comment Share on other sites More sharing options...
jrandom Posted December 31, 2013 Share Posted December 31, 2013 jrandom: ok, grep your gamedata folder for NERVA and tell me all the cfg files that contain that word. Sounds like a dupe somewhere.So uh... I ah... still had the old ModularFuelTanks/ folder hanging around after installing the new RealFuels/ version...hangs head in shame Quote Link to comment Share on other sites More sharing options...
Starwaster Posted December 31, 2013 Share Posted December 31, 2013 So uh... I ah... still had the old ModularFuelTanks/ folder hanging around after installing the new RealFuels/ version...hangs head in shameBad rocket scientist! Bad! Now go hang the RCS Thruster of Shame around your neck for the day. Quote Link to comment Share on other sites More sharing options...
metroidman63 Posted December 31, 2013 Share Posted December 31, 2013 Hey Nathan, just wondering what the rate of boil-off is for hydrolox in a cryogenic tank? Also do you mind explaining how the service and balloon stretchy tanks interact with Realfuels?Thanks for all the awesome mods by the way. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted December 31, 2013 Author Share Posted December 31, 2013 Code:loss_rate = defined in tank definition (0.0000000002 for LH2 in a cryo tank)delta_temp = part_temp - resource_boiling_pointloss_per_second (liters) = tank_maxAmount * loss_rate * delta_tempBalloon (and balloon cryo) tanks are tanks where the outer skin of the tank IS the pressure vessel, c.f. Atlas, Centaur. Only pressurization provides rigidity. This means a lighter, weaker tank. (Normally, what you see in KSP as a tank is really a whole stage, and actually has smaller pressure vessels in it, the outside being structure that holds it all together).The servicemodule tanktype has two main differences:*it is considered pressurized and can work with pressure-fed engines (i.e. type O) [note this isn't checked yet ingame; you're on your honor not to use type O engines with normal tanks]. It also includes some of the structure and electronics needed for upper stage "space taxis" or spacecraft service modules. (abstracted as "heavier").*it allows the placement of ElectricCharge in it (i.e. you can fill it with batteries as well as fuel).You're most welcome! Quote Link to comment Share on other sites More sharing options...
ZacAttack42 Posted December 31, 2013 Share Posted December 31, 2013 Are there any engines which can be throttled to zero thrust without disabling entirely? Its hard to plan and execute maneuvers when you need to keep turning the engine off and on (Stock and Mechjeb Maneuver planners cant give data when the engine is off)edit: i have the latest RF and RO btw Quote Link to comment Share on other sites More sharing options...
metroidman63 Posted December 31, 2013 Share Posted December 31, 2013 Cool stuff. So when in KSP is it appropriate to use the less massive balloon tanks? Quote Link to comment Share on other sites More sharing options...
NathanKell Posted December 31, 2013 Author Share Posted December 31, 2013 Most of the disadvantages are outside the scope of KSP (fragile, expensive, must be monitored 24/7 by groundcrew from manufacture until launch). In KSP, the best I can do is turn down their crash tolerance and disable surface-attaching things to them. Quote Link to comment Share on other sites More sharing options...
rottielover Posted January 1, 2014 Share Posted January 1, 2014 Question. I got the "stockalike" engine config file, but it looks like the Shuttle Engines part pack might be missing? The "FSX0 Micro Shuttle Engine" won't let me change what Fuels it can use (load up the Example Craft "KM Firefly" to see.Is that something I can easily add to the cfg file? Quote Link to comment Share on other sites More sharing options...
AdmiralTigerclaw Posted January 1, 2014 Share Posted January 1, 2014 Alright Nathan, I've got a glitch for you.I've come across a glitch in which the 'fuel level' display that appears next to an engine on the staging meter during flight begins to duplicate itself. Each time it duplicates, the older ones become inactive/useless. The duplicates occur each time a vessel comes off the rails from time warp. It will duplicate up to a maximum of three. And so long as the engine is connected to the ship, they will remain.Details are below the image.Of Boxes 1, 2, and 3, only box 3 is still functional. Boxes 1 and 2 are 'dead' and do nothing but take up space.The Real Fuels version is V4, and I'm using the stockalike config. I narrowed it down to real fuels after pulling several mods and slowly piecing them back in one at a time. Only when I place Real Fuels in does this happen. At this time, I am unsure if there are any additional negative effects generated by this glitch. Earlier I had the game engine lock up and refuse to return to the VAB, Space Center, or any other menu (the typical physics engine overload glitch) with barely a load at all on the physics engine. I can't verify if they're related at all, but that 'lock up' happened upon splashing down with the tank meter glitch in effect.If you need any other data, let me know. Quote Link to comment Share on other sites More sharing options...
Kalista Posted January 1, 2014 Share Posted January 1, 2014 -snip-I can confirm seeing a similiar bug with one of my rockets tho the phantom gauges didn't appear till I was coasting up to apoapsis before then it was fine. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted January 1, 2014 Author Share Posted January 1, 2014 rottielover: The "stockalike" configs haven't been updated since MFS3.3. Chestburster had been handling them but has been rather busy of late. Hopefully we'll have an update soon.Meanwhile, you can use this sheet https://www.dropbox.com/s/dseuvm4f6m8v4no/Calcs.xlsto generate configs. Just follow the docs on the Docs worksheet.AdmiralTigerclaw: is this easily reproducible? (i.e. does it happen every time?) What engine? Quote Link to comment Share on other sites More sharing options...
Shad0wCatcher Posted January 1, 2014 Share Posted January 1, 2014 @Nathan having the same bug with the AIES 50 kN "attach wherever the hell you want" motors and MMH/N204 (the only one I've really tested so far) Quote Link to comment Share on other sites More sharing options...
Kalista Posted January 1, 2014 Share Posted January 1, 2014 rottielover: The "stockalike" configs haven't been updated since MFS3.3. Chestburster had been handling them but has been rather busy of late. Hopefully we'll have an update soon.Meanwhile, you can use this sheet https://www.dropbox.com/s/dseuvm4f6m8v4no/Calcs.xlsto generate configs. Just follow the docs on the Docs worksheet.AdmiralTigerclaw: is this easily reproducible? (i.e. does it happen every time?) What engine?Isn't directed at me but i'll respond as well since I get the same bug here is the screenshot.http://cloud-4.steampowered.com/ugc/685970520180733233/2CB60B994682D6303C5589BF8240C71F0E3DD818/LV-909 engine consistantly reproducible if you need me to list my other mods to save time ( and my wrist ) i'll screenshot my directory. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted January 1, 2014 Author Share Posted January 1, 2014 Shad0wCatcher: which engine configs? MFS stockalike? Quote Link to comment Share on other sites More sharing options...
NathanKell Posted January 1, 2014 Author Share Posted January 1, 2014 So....it looks like EVERYONE thus far who's having the bug is using the MFS3.3 engine configs. Is that right?For now, remove that config and try a different set of engine configs. See if the problem recurs. Quote Link to comment Share on other sites More sharing options...
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