piggermortis Posted December 17, 2021 Share Posted December 17, 2021 Tanks not draining during flight in both sim and real flight from both proc tanks and ro tanks. My first rocket is going past 500km. Standard RP-1 install. Reverted to last version and problem is gone. Quote Link to comment Share on other sites More sharing options...
Al2Me6 Posted December 18, 2021 Share Posted December 18, 2021 11 hours ago, piggermortis said: Tanks not draining during flight in both sim and real flight from both proc tanks and ro tanks. My first rocket is going past 500km. Standard RP-1 install. Reverted to last version and problem is gone. This has been fixed in RF v13.5.3; apologies. Quote Link to comment Share on other sites More sharing options...
piggermortis Posted December 18, 2021 Share Posted December 18, 2021 Awesome. Updated and testing now. Quote Link to comment Share on other sites More sharing options...
BasileusButyn Posted January 2, 2022 Share Posted January 2, 2022 I stumbled upon a weird problem with this mod Engines work just fine with their default fuel setting, but when I switch to a different fuel (like switching Terrier to LH2/LOX) the enginecan be activated and throttled, but there's no thrust, no fuel usage, no visual effects. Anyone had this problem before? Quote Link to comment Share on other sites More sharing options...
siimav Posted January 2, 2022 Share Posted January 2, 2022 @BasileusButyn Remove the Persistent Thrust mod Quote Link to comment Share on other sites More sharing options...
BasileusButyn Posted January 2, 2022 Share Posted January 2, 2022 29 minutes ago, siimav said: @BasileusButyn Remove the Persistent Thrust mod Thanks man, everything works correctly now Quote Link to comment Share on other sites More sharing options...
AtomicTech Posted January 20, 2022 Share Posted January 20, 2022 What's the calculation I can use to convert a fuel tank from Stock KSP's Lqf+Ox to Kerolox? Quote Link to comment Share on other sites More sharing options...
Citizen247 Posted February 14, 2022 Share Posted February 14, 2022 I'm not sure if this stems from B9PartSwitch or Real fuels or is an inevitable interaction of both, but I thought I'd ask if there is a way around it: I'm trying to write some configs that apply realfuels to various mods, in this case Bluedog. Bluedog makes quite extensive use of B9PartSwitch to keep part count down. I've had great results working with engines, using B9PartSwitch's MODULE fields to switch engine configurations. So I tried a similar approach to change tank volume when B9 switches tank size in parts. Which appears to work, switch tank configurations increase or decrease tank volume as expected in the editor, and resources can be added. But, if the tank is set to anything but the default config when loaded in the flight scene all the resources are removed. I've tried some workarounds, like setting utilisation instead of volume, which still allows growing and shrinking the tanks in the editor, but resources are still deleted in the flight scene. I don't think this is a bug, it seems to be more intended behaviour. If you change tank volume in the editor the resources are removed, so I think what's happening is B9 is setting tank volume as the vessel is loaded in flight, and that's discarding the tank contents. My question is: Is there some way around this? Some field to target that will allow me to increase tank volume and preserve contents in flight? At the moment the only way I can see for getting around this would be to clone the part for each tank volume and remove the B9PartSwitch. Quote Link to comment Share on other sites More sharing options...
holyspacekraken Posted April 1, 2022 Share Posted April 1, 2022 Hello, was wondering if you're planning to add resistojet fuels to the RCS fuels list (water + electricity, argon + electricity, etc), also are other electrical engine fuels planned at this point or in future? Quote Link to comment Share on other sites More sharing options...
Cagz Posted April 23, 2022 Share Posted April 23, 2022 I noticed that it is possible to enable/disable ullage and number of ignitions in RealSettings config file for all engines. I am wonder if it is possible to change the actual settings for a specific engine ? Thanks a lot Quote Link to comment Share on other sites More sharing options...
Xt007 Posted April 23, 2022 Share Posted April 23, 2022 9 hours ago, Cagz said: I noticed that it is possible to enable/disable ullage and number of ignitions in RealSettings config file for all engines. I am wonder if it is possible to change the actual settings for a specific engine ? Thanks a lot Sure, just write an mm patch and edit the ignitions Example: @PART[engine] { @ignitions = how many } Quote Link to comment Share on other sites More sharing options...
Cagz Posted April 24, 2022 Share Posted April 24, 2022 (edited) 21 hours ago, Xt007 said: Sure, just write an mm patch and edit the ignitions Example: @PART[engine] { @ignitions = how many } Thanks a lot and I am really sorry for the lame questions that follow: 1 - Where do I find "engine" names ? They seem to be different from what I see on the UI. 2 - Where can I find full list of parameters that I can tweak for an engine? e.g. what would be the parameter for ullage, or what else I can change? EDIT: I tried this but it made no difference, I must be doing something silly. @PART[LiquidEngineRV-1] { @ignitions = 50 } Edited April 24, 2022 by Cagz Quote Link to comment Share on other sites More sharing options...
Xt007 Posted April 24, 2022 Share Posted April 24, 2022 Sorry, thought it would be that easy. Looks like you have to identify the module as well @PART[engine] { @Module[ModuleEngine*] { ignitions = how many } } Quote Link to comment Share on other sites More sharing options...
BlackShade Posted June 1, 2022 Share Posted June 1, 2022 Any one have far future technologies lqd deuterium and lqd helium-3 realfuels config? Quote Link to comment Share on other sites More sharing options...
SpeedShot7 Posted June 16, 2022 Share Posted June 16, 2022 (edited) I've been having this issue for a while where all my Solid Rocket Boosters loose thrust/impulse after 20ish seconds of ignition. The stats say that the engine is still running, but it is stuck at 70% rated thrust and no fuel is being used. In reality there is no thrust being felt after this error occurs. Now I'm having the same issue for liquid rocket boosters where the mass flow rate goes to 0, no more fuel is being used, and no thrust is being felt. Is this an issue with RealFuels, RO, or something else? Here is my KSPlog And some screenshots of the issue https://imgur.com/ycLRTA0 https://imgur.com/WmolZiE Edited June 16, 2022 by SpeedShot7 Quote Link to comment Share on other sites More sharing options...
SebNandex Posted June 19, 2022 Share Posted June 19, 2022 Question. Does this work with Convert-o-trons? I cannot get the convert o tron to produce the fuels i need in flight. Any suggestions? Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted June 19, 2022 Share Posted June 19, 2022 4 hours ago, SebNandex said: Question. Does this work with Convert-o-trons? I cannot get the convert o tron to produce the fuels i need in flight. Any suggestions? Depends which fuels and how realistic you're looking for. LH2/LOX and CH4/LOX are fairly well represented by several cryo mods but most of the hypergolics don't have conversion formulas added by any mod I'm aware of. The most well developed realistic system is: Quote Link to comment Share on other sites More sharing options...
SebNandex Posted June 20, 2022 Share Posted June 20, 2022 14 hours ago, Aelfhe1m said: Depends which fuels and how realistic you're looking for. LH2/LOX and CH4/LOX are fairly well represented by several cryo mods but most of the hypergolics don't have conversion formulas added by any mod I'm aware of. The most well developed realistic system is: Thank you for your help! Quote Link to comment Share on other sites More sharing options...
Zendel Posted June 29, 2022 Share Posted June 29, 2022 Hi all. Encountered problem with Electric Charge in Service Modules weight nothing. As well MLI layers do not add up any weight. No issues in console, no errors. Please, help. Maybe I can tweak something in config. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted July 10, 2022 Share Posted July 10, 2022 (edited) On 6/29/2022 at 1:45 PM, Zendel said: Hi all. Encountered problem with Electric Charge in Service Modules weight nothing. As well MLI layers do not add up any weight. No issues in console, no errors. Please, help. Maybe I can tweak something in config. MLI only has a mass contribution of 0.000015 tons per square meter. Edited July 10, 2022 by Starwaster Quote Link to comment Share on other sites More sharing options...
AVaughan Posted July 11, 2022 Share Posted July 11, 2022 On 6/30/2022 at 3:45 AM, Zendel said: Hi all. Encountered problem with Electric Charge in Service Modules weight nothing. As well MLI layers do not add up any weight. No issues in console, no errors. Please, help. Maybe I can tweak something in config. Some service modules and capsules do have magic electric storage that weighs nothing. I have no idea why but it is something that is known, and has been known for long enough that I'm assuming it was a deliberate choice when configuring them. Quote Link to comment Share on other sites More sharing options...
DA299 Posted August 10, 2022 Share Posted August 10, 2022 (edited) Hello, how do I analytically cool a tank? For example, I have an methalox SSTO that always shows analytical cooling = 0W (see picture below:) My question is, are there specific parts that can increase analytic cooling(like radiators)? I mean, its methalox, so theoretically it shouldn't need a lot of active cooling, especially in space. (I'm playing with RealFuels-Stock) Edited August 10, 2022 by DA299 Quote Link to comment Share on other sites More sharing options...
Starwaster Posted August 10, 2022 Share Posted August 10, 2022 (edited) 1 hour ago, DA299 said: Hello, how do I analytically cool a tank? For example, I have an methalox SSTO that always shows analytical cooling = 0W (see picture below:) My question is, are there specific parts that can increase analytic cooling(like radiators)? I mean, its methalox, so theoretically it shouldn't need a lot of active cooling, especially in space. (I'm playing with RealFuels-Stock) Radiators will do it, yes. Anything that removes heat from the tank part will do. The actual 'analytic cooling' is done by Real Fuels itself. It's just looking for a net removal of heat. (you should only see that message during time warp greater than 100x, when analytic heat takes effect. It's not meaningful at time warp of 100x or less) Edited August 10, 2022 by Starwaster Quote Link to comment Share on other sites More sharing options...
DA299 Posted August 11, 2022 Share Posted August 11, 2022 19 hours ago, Starwaster said: Radiators will do it, yes. Anything that removes heat from the tank part will do. The actual 'analytic cooling' is done by Real Fuels itself. It's just looking for a net removal of heat. (you should only see that message during time warp greater than 100x, when analytic heat takes effect. It's not meaningful at time warp of 100x or less) I tried radiators and it is still showing cooling as 0 Watts. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted August 11, 2022 Share Posted August 11, 2022 2 hours ago, DA299 said: I tried radiators and it is still showing cooling as 0 Watts. At what time warp speed? Are you over 100x like I said? Quote Link to comment Share on other sites More sharing options...
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