Jump to content

[1.8+] Real Fuels


NathanKell

Recommended Posts

sidfu: yup, as Chimer4 found out that's a classic sign of "has more than one engine config installed."

Make sure you only have one.

If you have StockEngines, delete (from anywhere! in GameData):

RftSEngines.cfg

MFSEngines.cfg

real_engines*.cfg

If you have RftSEngines, delete the other files; if you have SFJackBauer's RealEngines, delete the other files. Etc.

Link to comment
Share on other sites

sidfu: yup, as Chimer4 found out that's a classic sign of "has more than one engine config installed."

Make sure you only have one.

If you have StockEngines, delete (from anywhere! in GameData):

RftSEngines.cfg

MFSEngines.cfg

real_engines*.cfg

If you have RftSEngines, delete the other files; if you have SFJackBauer's RealEngines, delete the other files. Etc.

Remember boys and girls. Engine files are not like Pokémon.

You don't gotta catch 'em all.

Link to comment
Share on other sites

Hey another question if I may.

I download a lifesupport mode, then I was thinking, is a shame that we need to use other kinds of tanks instead stretchy tanks and real fuels to fill them with oxigen or co2, etc.

Then looking I saw that Nathan did a config file for this mod (big smile). So I test it. is working great (thanks a lot).

But my question is:

I was using a hidrogen + ox rocket, then I saw that I can not use that LOX resource for the Lifesupport or the Oxigen resource from life support to feed my rocket.

What is the difference between LOX tanks to breath and LOX tanks for engines?

Link to comment
Share on other sites

But all oxigen tanks are in liquid state. For breath or not. Of course you dont breath liquid, but when it becomes decompressed it turns into gas.

Ask in what state is the oxigen that you may find in all hospitals inside their tanks.

Well I am not 100 % sure, so I will search for that too :)

Link to comment
Share on other sites

Life support oxygen is usually stored as GOX to avoid headaches dealing with cryogenics. But I know Apollo did store it as LOx, due to using LOx/LH2 for its fuel cell (some LOX was heated for breathing; the resultant water (from combination) was used for drinking.

Link to comment
Share on other sites

Hi Nathan, well I was searching about that.. Ah yeah, maybe you are right, hospitals use liquid oxygen tanks and also oxygen compress tanks.

But I still with some doubts, becouse some companies sell small tanks for houses with liquid oxygen, 3,5 lts that last 24 hours.

Its really easy convert liquid oxigen to gas. The tanks needs to be thermal isolated, but is cheaper than tanks with compress oxygen (becouse this last ones needs to be very safe due to pressure).

Another example, some times we use compress oxygen in space becouse if we had a life support system that convert oxygen, is more easy to storage this new oxygen by compression instead liquid (depending on the system)

But well never mind. I was just curious XD

Edited by AngelLestat
Link to comment
Share on other sites

Most welcome! :)

The tanks for breathing aren't LOX, they're gaseous oxygen. What you might make is a small "converter" part that converts LOX to GOX, if you want to carry around your breathing oxygen as LOX (and accept the boiloff).

I think this is a cool idea. Make a new part that can convert at the expense of carrying it around, and probably not a perfect 1:1 conversion.

Link to comment
Share on other sites

Or we can wait for that, sooner or later mining and recycle resources would be more common in KSP. Due to official patches or just mods.

When the time come, we can have the procedural tank system and real fuel system of nathan merge it with other mod that use and combine many resources.

I cant wait for that day :)

Link to comment
Share on other sites

I don't about spacecraft, but I know the older generation USN F-14s used a LOX system to provide oxygen to the pilot during high altitude/high G maneuvers. It was, however, fraught with technical difficulties and problems, and relatively minor screwups by the aircraft maintenance crew could cause drastic problems for the pilot, starting with lightheadedness or even loss of consciousness, and culminating in the death of the aviator and potentially others. I vaguely recall at least one F-14 hitting the ramp (on the old USS Ranger, I think? Or Enterprise?) and killing the aviator and several personnel aboard the carrier that was blamed on the LOX breathing system. Also, it had the same issues as LOX fuel tanks on spacecraft. I think it's a very intriguing idea, one I'd love to see implemented, but I'd also like to see the potential problems somehow modeled as well (if at all possible), at the very least, loss due to leakage, even beyond the normal boil-off. And the converter, of course, would need to draw a fair amount of electricity.

Link to comment
Share on other sites

Really, with the way the UI works in .23, the selection process should probably be taken out of the Action Group menu altogether. What would be ideal would be to hook into the right-click "extra detail" menu from the parts menu, and have a dropdown for "alternate configurations".

Link to comment
Share on other sites

Really, with the way the UI works in .23, the selection process should probably be taken out of the Action Group menu altogether. What would be ideal would be to hook into the right-click "extra detail" menu from the parts menu, and have a dropdown for "alternate configurations".

Those seem way too touchy to do that to. After right clicking, they're sort of anchored but if you click on them at all they vanish.

Link to comment
Share on other sites

What's up with ullage simulation? I don't seem to be able to ignite pressure-fed engines from FASA in the latest RF. Also, no matter how strong the ullage burn, I couldn't ignite the J-2.

Link to comment
Share on other sites

I can not solve one problem that I have. "again" :(

Some days ago I install real fuels, then I realize that I needed to install chestburster engines config file for stock alike and other engines like b9 or NP2.

But recently I realized today that all works fine (from b9 and Np2) less the most common stock engines like LV-T30, LV-T45 , LV-909 , Rockomax "Poodle", Rockomax "Mainsail" , and some others.

From stock, some radial engines work, nerva engines and others.

I delete and Install again real fuels with chestburster config file. And I still have the same problem.

It can be a file inside real fuels folder that try to add the same config than chestburster?

In my case, when I select those engines, I cant choose fuel types. So I need to set manually the amount of fuel in each tank.

´What i am doing wrong? I need to delete other file from real fuels before install chestburster config file?

Sorry for make this question, that for sure you guys are tired of answer..

Link to comment
Share on other sites

I can not solve one problem that I have. "again" :(

Some days ago I install real fuels, then I realize that I needed to install chestburster engines config file for stock alike and other engines like b9 or NP2.

But recently I realized today that all works fine (from b9 and Np2) less the most common stock engines like LV-T30, LV-T45 , LV-909 , Rockomax "Poodle", Rockomax "Mainsail" , and some others.

From stock, some radial engines work, nerva engines and others.

I delete and Install again real fuels with chestburster config file. And I still have the same problem.

It can be a file inside real fuels folder that try to add the same config than chestburster?

In my case, when I select those engines, I cant choose fuel types. So I need to set manually the amount of fuel in each tank.

´What i am doing wrong? I need to delete other file from real fuels before install chestburster config file?

Sorry for make this question, that for sure you guys are tired of answer..

Sorry, I'm not really comprehending the nature of your problem from that, save that you suspect multiple config files might be causing it.

Can you please try explaining that differently?

Or, on the subject of the config files, if you look at your output_log.txt (not, I repeat, NOT ksp.log), find all lines where ModuleManager is applying a node to that part. You need to know the part's name (which uniquely identifies it)

For example, let's say I want to find where in output_log.txt module manager is applying a node to zzz's radiator, which I suspect is having a problem and I don't know what file might be responsible. The part is named radiator1. There's a lot of text to search through but it always ends the same way so let's get creative here. It always has the full path name (after GameData) and it will say it's applying the node to that part so I'd search for 'to z_thing/Parts/heat/part/radiator1'

And it would return the following. (if you use Notepad++, it supports regular expression matching if you know how to use it, which I forget how myself)


[ModuleManager] Applying node MyTweaks/radiator_patch/@PART[radiator1]:Final to z_thing/Parts/heat/part/radiator1

So, you would search in that manner for every MM patch that's applying something to the part that you're having problems with.

Link to comment
Share on other sites

AngelLestat: Make sure you don't have a SFJBRealEngines folder in GameData. And make sure you don't have a RftS folder in GameData. And make sure you don't have a file RftSEngines.cfg in the RealismOverhaul folder in GameData (or anywhere else).

If that's all clean, *and* you placed StockEngines.cfg somewhere in GameData, then please do upload your output_log.txt somewhere and we'll take a look.

Link to comment
Share on other sites

Ok, I did all the things that you both said to me.

I found the problem :)

Is called HotRockets! Particle FX Replacement from Nazari.

Was kinda obvious when I look it. But I dint realize of the problem, becouse I install this mod (between many others) after I solve the first chestburster issue, and how I was not using any of the engines changed by Nazari mod, I dint realize of the problem until long time after.

Link to comment
Share on other sites

Ok, I did all the things that you both said to me.

I found the problem :)

Is called HotRockets! Particle FX Replacement from Nazari.

Was kinda obvious when I look it. But I dint realize of the problem, becouse I install this mod (between many others) after I solve the first chestburster issue, and how I was not using any of the engines changed by Nazari mod, I dint realize of the problem until long time after.

I see, he's deleting ModuleEngines and replacing it with ModuleEnginesFX.

I guess I'm not really familiar with that module, but isn't it possible to do what he needs under the new FX system? :confused:

Link to comment
Share on other sites

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.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...