westamastaflash Posted July 31, 2015 Share Posted July 31, 2015 I checked in the latest Real Fuels (v10.5). All seven tank types for the "Procedural Real Fuels Tank" unlock at Basic Rocketry.I think I found the problem. The Cyro Engines pack includes ModularFuelTanks MM patches that change tank types to include Cyro. The file doesn't stop running if RealFuels is detected. So I just changed the patches to include :NEEDS[!RealFuels] Quote Link to comment Share on other sites More sharing options...
NathanKell Posted July 31, 2015 Author Share Posted July 31, 2015 Tellion, that's a great find. Can you post an issue about it on the SolverEngines repo? That'd be an issue in SolverEngines (which powers RF's engine module). Quote Link to comment Share on other sites More sharing options...
Tellion Posted July 31, 2015 Share Posted July 31, 2015 Tellion, that's a great find. Can you post an issue about it on the SolverEngines repo? That'd be an issue in SolverEngines (which powers RF's engine module).Done. Quote Link to comment Share on other sites More sharing options...
Requia Posted August 1, 2015 Share Posted August 1, 2015 how would I write an mmpatch to permanently make useRealisticMass = False? keep losing it every time I update and forgetting to change it back. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted August 1, 2015 Author Share Posted August 1, 2015 (edited) Open Notepad (or your OS's text editor).put this in it:@MFSSETTINGS[MFSSettings]:FINAL{ %useRealisticMass = false}@RFSETTINGS:FINAL{ %useRealisticMass = false}Save it as "zRFmass.cfg" (yes, use the quotes if on Windows) in KSP/GameData. Edited August 1, 2015 by NathanKell Quote Link to comment Share on other sites More sharing options...
Requia Posted August 1, 2015 Share Posted August 1, 2015 That variable doesn't do anything to engine mass, even if changed in RealSettings.cfgIt's RFSETTINGS{ useRealisticMass = true that has to change to false.It the filename super important? I just named the patch that changed the lv-n mass at random and that works fine. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted August 1, 2015 Author Share Posted August 1, 2015 Apologies. I flipped true and false (I was copy-pasting from the default) and only did for tanks, not engines.Edited for correctness.filename isn't important except insofar as it affects patch run order. If a patch filename starts with a z, it'll be loaded later. (You can put it in a folder in GameData called zFinal, too). Quote Link to comment Share on other sites More sharing options...
Deserdi Verimas Posted August 1, 2015 Share Posted August 1, 2015 I'm having a little trouble with a custom config, where the engine fails to change Isp when using different fuel mixes... Can anyone suggest why?MODULE{ name = ModuleEngineConfigs type = ModuleEngines origMass = 0.098 configuration = NTO & UDMH CONFIG { name = NTO & UDMH maxThrust = 16 massMult = 1.00 IspSL = 1.00 IspV = 1.00 PROPELLANT { name = NTO ratio = 2.1 DrawGauge = True flowMode = STACK_PRIORITY_SEARCH } PROPELLANT { name = UDMH ratio = 1.0 flowMode = STACK_PRIORITY_SEARCH } } CONFIG { name = Lqd Oxygen & Kerosene maxThrust = 21 massMult = 1.020 IspSL = 1.031 IspV = 0.967 PROPELLANT { name = LqdOxygen ratio = 2.1 DrawGauge = True flowMode = STACK_PRIORITY_SEARCH } PROPELLANT { name = Kerosene ratio = 1.0 flowMode = STACK_PRIORITY_SEARCH } }} Quote Link to comment Share on other sites More sharing options...
NathanKell Posted August 1, 2015 Author Share Posted August 1, 2015 To use Isp multipliers you need to specify an engine type (L, U, etc). Check out the stockalike configs (or use the webapp to generate the config) for examples. Quote Link to comment Share on other sites More sharing options...
TrabantDeLuxe Posted August 1, 2015 Share Posted August 1, 2015 Hi,I'm trying to make a few custom configs. Everything seems to be working, except the engine ignition bit. Here's the MM patch:@PART[TLV_Engine_A]{ %rescaleFactor = 1.875 @mass *= 1.875 !MODULE[TweakScale] { } !MODULE[MultiModeEngine] { } !EFFECT[running_core] { } @MODULE[ModuleEngines*] { %maxThrust = 410 %minThrust = 410 %heatProduction = 100 @atmosphereCurve { @key,0 = 0 314 @key,1 = 1 257 } @PROPELLANT[LiquidFuel] { @name = LiquidFuel @ratio = 0.360 } @PROPELLANT[Oxidizer] { @name = Oxidizer @ratio = 0.640 } ModuleEngineIgnitor { %ullage = True %pressureFed = False %ignitions = 1 !IGNITOR_RESOURCE,* {} IGNITOR_RESOURCE { name = StarterFluid amount = 1.0 } IGNITOR_RESOURCE { name = ElectricCharge amount = 0.5 } } } !MODULE[ModuleEngines*],1 {} !MODULE[ModuleAlternator] { } !RESOURCE[ElectricCharge] { } RESOURCE { name = StarterFluid amount = 1.0 maxAmount = 1.0 }}I've made sure there is a custum resource definition that defines StarterFluid, as an alternative to TEATEB. However, I'm able to light this engine an indefinite amount of times, and it never consumes ElectricCharge or StarterFluid. So, is there an obvious error in this config, or am I looking at a missing .dll (I suppose RealFuels.dll controls what Engine Ignitor used to do?).On another question, in my .90 install engines would flameout when setting the throttle to 0. Now, they keep on going at full thrust - I need to right-click and 'deactivate engine' each time. What's up with that? Help is greatly appreciated! Quote Link to comment Share on other sites More sharing options...
NathanKell Posted August 1, 2015 Author Share Posted August 1, 2015 The patch has some...issues.!EFFECT[running_core] {} will do nothing, because it will try to delete an EFFECTS node that inside it has 'name = running_core'. Did you maybe mean this?@EFFECTS{ !running_core {}}Next, the engine node. You need@name = ModuleEnginesRFinside the @MODULE to use the new engine module, and you have the ignitor parameters inside a ModuleEngineIgnitor subnode, not sure why. They all go in the main MODULE node.With those changes it should be fine. Quote Link to comment Share on other sites More sharing options...
TrabantDeLuxe Posted August 2, 2015 Share Posted August 2, 2015 (edited) Thank your for helping out. I've made some edits to the patch. Since I'm using RealPlume anyway, I thought I'd just delete the entire EFFECTS bit. Don't know how it got there in the first place. I've also followed the suggestion about placing the ignition parameters in the main ModuleEnginesRF node, as well as actually changing the name of the module from ModuleEnginesFX to ModuleEnginesRF.@PART[TLV_Engine_A]{ %rescaleFactor = 1.875 @mass *= 1.875 !MODULE[TweakScale] { } !MODULE[MultiModeEngine] { } !EFFECT[running_core] { } @MODULE[ModuleEngines*] { @name = ModuleEnginesRF %maxThrust = 410 %minThrust = 410 %heatProduction = 100 @atmosphereCurve { @key,0 = 0 314 @key,1 = 1 257 } @PROPELLANT[LiquidFuel] { @name = LiquidFuel @ratio = 0.360 } @PROPELLANT[Oxidizer] { @name = Oxidizer @ratio = 0.640 } %ullage = True %pressureFed = False %ignitions = 1 !IGNITOR_RESOURCE,* {} IGNITOR_RESOURCE { name = StarterFluid amount = 1.0 } IGNITOR_RESOURCE { name = ElectricCharge amount = 0.5 } } !MODULE[ModuleEngines*],1 {} !MODULE[ModuleAlternator] { } !RESOURCE[ElectricCharge] { } RESOURCE { name = StarterFluid amount = 1.0 maxAmount = 1.0 }}Still no luck though. Basically nothing has changed in either ignition or throttling behaviour. Instead of relying on my own feeble mind to write configs, I decided to get myself a blank install, and just install RealFuels over that. Even when using a completely default RealFuels install using CKAN I get nothing that Engine Ignitor used to do... I'm kinda lost here I guess.Update: Just installed Realism Overhaul on top of that. It would seem that ignitions are back. I'm going to have a look at how it's done in RO, and then write my own configs. The object of it all is to have some sort of 'SlightlyRealFuels' system, where I have got just a few fuel mixtures for use in a 64K universe. Edited August 2, 2015 by TrabantDeLuxe Quote Link to comment Share on other sites More sharing options...
NathanKell Posted August 2, 2015 Author Share Posted August 2, 2015 Ah, didn't realize you were using RealPlume's non-RO configs. They're quite evil (bad Felger! bad! ), they set engines back to ModuleEnginesFX even after you change to ModuleEnginesRF. That's why. :]Your config above looks just fine, the issue is RP clobbering it. For now, add a @PART[whatever]:FINAL { @MODULE[ModuleEngines*] { @name = ModuleEnginesRF } }See here: https://github.com/NathanKell/ModularFuelSystem/issues/98RO escapes this because the RO RealPlume configs either don't clobber, or clobber in favor of ModuleEnginesRF. Quote Link to comment Share on other sites More sharing options...
TrabantDeLuxe Posted August 2, 2015 Share Posted August 2, 2015 I never thought RP would interfere with that. Anyway, I love my eye candy, so I'm going to follow your suggestion. Just for my understanding of Module Manager, what the ":FINAL { @MODULE[ModuleEngines*] { @name = ModuleEnginesRF } }" bit does in normal people speak is something along the lines of:"...and finally, after you've done everything else, change the name to "ModuleEnginesRF" in the ModuleEngines*something* Module."Amirite? Quote Link to comment Share on other sites More sharing options...
NathanKell Posted August 3, 2015 Author Share Posted August 3, 2015 Spot on! Quote Link to comment Share on other sites More sharing options...
Starwaster Posted August 3, 2015 Share Posted August 3, 2015 RO escapes this because the RO RealPlume configs either don't clobber, or clobber in favor of ModuleEnginesRF. For everything else....IT'S CLOBBERING TIME! Quote Link to comment Share on other sites More sharing options...
NathanKell Posted August 3, 2015 Author Share Posted August 3, 2015 v10.5.1* Fix a big bug where CONFIG entry costs were being set to 0. If you're playing RP-0, your upgrades will no longer be free. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted August 3, 2015 Share Posted August 3, 2015 v10.5.1* fix a big bug where config entry costs were being set to 0. If you're playing rp-0, your upgrades will no longer be free.tanstaafl! Quote Link to comment Share on other sites More sharing options...
ebigunso Posted August 3, 2015 Share Posted August 3, 2015 Can we get an update on ARP resource icons? It seems we have quite a lot of resources missing their icons.I have confirmed LqdHydrogen, HTPB, PBAN, and MON25. Also many more was missing but I couldn't see if the resource was from RF or other mods so I left them out. Please check ingame to see all. Quote Link to comment Share on other sites More sharing options...
WalkingShadow89 Posted August 3, 2015 Share Posted August 3, 2015 When I use this with procedural tanks I choose let's say liquid hydrogen, the hydrogen takes up all room in the tank and doesn't leave room for liquid oxygen. What am I doing wrong HELP PLZ!!!!! Quote Link to comment Share on other sites More sharing options...
Starwaster Posted August 3, 2015 Share Posted August 3, 2015 When I use this with procedural tanks I choose let's say liquid hydrogen, the hydrogen takes up all room in the tank and doesn't leave room for liquid oxygen. What am I doing wrong HELP PLZ!!!!!If you have engines attached to the tank, then at the top of the tank editor window you will see buttons with all possible mixtures that the engines on that craft will support.So if there's an engine that requires a mix of 50%/40% H2/LOX then there will be a corresponding button in the tank's GUI that allows you to configure it with a full load of H2/LOX in the right quantities. (that button will use all available space so if you want other resources allocated to the tank then add those. I like to 'reserve' space in a tank by filling it with a singular resource like lead ballast, minus the volume that I want to fill with something else) Quote Link to comment Share on other sites More sharing options...
WalkingShadow89 Posted August 4, 2015 Share Posted August 4, 2015 If you have engines attached to the tank, then at the top of the tank editor window you will see buttons with all possible mixtures that the engines on that craft will support.So if there's an engine that requires a mix of 50%/40% H2/LOX then there will be a corresponding button in the tank's GUI that allows you to configure it with a full load of H2/LOX in the right quantities. (that button will use all available space so if you want other resources allocated to the tank then add those. I like to 'reserve' space in a tank by filling it with a singular resource like lead ballast, minus the volume that I want to fill with something else) Thank you friend! Quote Link to comment Share on other sites More sharing options...
WalkingShadow89 Posted August 5, 2015 Share Posted August 5, 2015 How come I can't get the different fuels Quote Link to comment Share on other sites More sharing options...
PrecastCrane02 Posted August 7, 2015 Share Posted August 7, 2015 RealFuels doesn´t seem to work. I´m running the 64-Bit workaround, with some mods.When I pop an engine under a tank it doesn't adapt the fuel or give me any options. The whole tweakables menu is empty. Things such as dry mass etc are not working and remove all tanks does nothing.Anyone got an idea how to fix this?I also got the stockalike configs. Quote Link to comment Share on other sites More sharing options...
Tellion Posted August 7, 2015 Share Posted August 7, 2015 RealFuels doesn´t seem to work. I´m running the 64-Bit workaround, with some mods..That might be your problem. Many mods disable themselves when run on the windows 64bit version because it is deemed inherently unstable and nobody wants to debug issues that they have no control over. If you want to play with it, that's totally chill - but unless you can reproduce your issue on the 32bit version, modders will react somewhat frosty to your pleas for support. On another note, there is one stable 64bit version of KSP that nobody has difficulties with to support and that is the linux version. If you really need all those mods (I can relate), you might want to look into that. 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.