Vendan Posted September 21, 2014 Share Posted September 21, 2014 EvaFuel is a simple mod that makes your spacewalks use monopropellant. It's really just designed for when you are playing on "hard mode", or just want to be realistic about spacewalks.Fuel in the pod:Fuel on the Kerbal:No fuel left in the pod(the kerbal has it all):Download is on KerbalStuffLicense is MIT, and included in the download.Source is https://github.com/andyleap/EvaFuel Link to comment Share on other sites More sharing options...
rottielover Posted September 21, 2014 Share Posted September 21, 2014 Finally!!! THANK YOU! Link to comment Share on other sites More sharing options...
Storywalker4 Posted September 21, 2014 Share Posted September 21, 2014 Wait... Isn't this already a thing? They just rename the resource to EVAFuel and call it good? Hence why all the pods have monoprop now? I'm confuzzed. Link to comment Share on other sites More sharing options...
Floppster Posted September 21, 2014 Share Posted September 21, 2014 OMG, yes!All that's left now is to reduce the Isp of the EVA thrusters Link to comment Share on other sites More sharing options...
Fraz86 Posted September 21, 2014 Share Posted September 21, 2014 Is the remaining EVA Propellant converted back into MonoPropellant when the Kerbal re-enters the craft? Link to comment Share on other sites More sharing options...
Vendan Posted September 21, 2014 Author Share Posted September 21, 2014 Wait... Isn't this already a thing? They just rename the resource to EVAFuel and call it good? Hence why all the pods have monoprop now? I'm confuzzed.They added monoprop to pods, but EVA's didn't take any out of the pod, cause they thought it made the game less fun. That's arguably true, but it's a personal preference thing, therefore I made this. (Note, it's not even my preference, people just requested it)OMG, yes!All that's left now is to reduce the Isp of the EVA thrusters Any idea what to reduce it to? Also thinking I might reduce thrust a little tooIs the remaining EVA Propellant converted back into MonoPropellant when the Kerbal re-enters the craft?Yeap, it all goes back in!(minus what you used) Link to comment Share on other sites More sharing options...
Floppster Posted September 21, 2014 Share Posted September 21, 2014 Any idea what to reduce it to? Also thinking I might reduce thrust a little tooWell I think that the Isp is hard coded, but my first idea was to simply edit the resource config and give EVA fuel the same density as monoprop. That would lower the dV you can get out of a suit, but I don't know how much. Currently it's around 600 m/s. Link to comment Share on other sites More sharing options...
Vendan Posted September 21, 2014 Author Share Posted September 21, 2014 heh, it's gotta be hardcoded, but I'll look at playing with it. EVA Propellant is currently massless, so.... Link to comment Share on other sites More sharing options...
Mecripp Posted September 21, 2014 Share Posted September 21, 2014 So it's not using MonoPropellant density ? and just taking MonoPropellant out of the pod and putting what is left back ? Link to comment Share on other sites More sharing options...
Floppster Posted September 21, 2014 Share Posted September 21, 2014 I'm testing a MM patch right now, not sure if it works for resource defs so we'll see. Link to comment Share on other sites More sharing options...
munseeker Posted September 22, 2014 Share Posted September 22, 2014 This is a great idea. One issue: When I unzip the downloaded file on a Mac, I get the plugin as a file with this name: "EvaFuel\EvaFuel.dll" instead of an EVAFuel folder with EvaFuel.dll in it. Link to comment Share on other sites More sharing options...
Vendan Posted September 22, 2014 Author Share Posted September 22, 2014 This is a great idea. One issue: When I unzip the downloaded file on a Mac, I get the plugin as a file with this name: "EvaFuel\EvaFuel.dll" instead of an EVAFuel folder with EvaFuel.dll in it.hrm, sounds like broken zip handling. Think I know what the problem is, and I'll get it fixed, though you really aren't missing much, should be able to just rename it to EvaFuel.dll. Only other thing in there is a license, and that's up on github if you really want to look at it.(it's just MIT licensed) Link to comment Share on other sites More sharing options...
Mecripp Posted September 22, 2014 Share Posted September 22, 2014 hrm, sounds like broken zip handling. Think I know what the problem is, and I'll get it fixed, though you really aren't missing much, should be able to just rename it to EvaFuel.dll. Only other thing in there is a license, and that's up on github if you really want to look at it.(it's just MIT licensed)same on Linux got a file EvaFuel-0.0.1 and in it EvaFuel\EvaFuel.dll and the EvaFuel\LICENSE file. Link to comment Share on other sites More sharing options...
Floppster Posted September 22, 2014 Share Posted September 22, 2014 Yeah, I got the same her, Linux. Just unzipped the two files and they formed a folder, didn't think more of it.I've got a working MM patch, it adds density and cost to EVA propellant equal to that of monoprop.{ @density = 0.004 @unitCost = 1.2 @isTweakable = true}@RESOURCE_DEFINITION[EVA*]Doesn't feel as it has any real impact on gameplay, but still. Link to comment Share on other sites More sharing options...
Renegrade Posted September 22, 2014 Share Posted September 22, 2014 They added monoprop to pods, but EVA's didn't take any out of the pod, cause they thought it made the game less fun. That's arguably true, but it's a personal preference thing, therefore I made this. (Note, it's not even my preference, people just requested it)I saw a direct quote from HarvesteR that adding the mass to kerbals caused problems, but I've seen mods do similar things (BTSM, ECLSS) and they don't have any problems, so he must have made some sort of mistake, or some sort of derp.. Plus the 'not fun' was because of the old RCS flow, which is now different.otherwise the added weight would make Kerbals unable to walk properly (just those 5 units of mono was several times heavier than they are themselves).5 units monoprop = 5/250 = 0.02t or 20kg. 1 EVA Kerbal = 92kg. Several times?It's very nice to have this as a standalone mod though, thank you!Well I think that the Isp is hard coded, but my first idea was to simply edit the resource config and give EVA fuel the same density as monoprop. That would lower the dV you can get out of a suit, but I don't know how much. Currently it's around 600 m/s.My latest calculations were about 624 m/sec for stock EVA activity..it's not real delta-v though as it's some bizarre massless reaction so the calculation was basically 195 seconds * 3.20 accel = 624m/sec.I've noticed that mods that add mass to kerbals don't seem to affect the acceleration for some reason, increasing the mass may not be sufficient on it's own. Reducing the monoprop they carry would probably address that (if they only carried 1 unit, they'd have 124.8m/sec), plus also would extend the number of EVAs they could perform from a capsule's built in tank...I'd love to see the thrust reduced as well, but not sure if that can be done... Link to comment Share on other sites More sharing options...
Vendan Posted September 22, 2014 Author Share Posted September 22, 2014 (edited) Doesn't feel as it has any real impact on gameplay, but still. Doubt it would, as the game is already fudging stuff for the eva. Also, zip is fixed Edited September 22, 2014 by Vendan got ninja'd by Renegrade Link to comment Share on other sites More sharing options...
Tau137 Posted September 22, 2014 Share Posted September 22, 2014 So far working fine for me. Much appreciated effort (and quick response), and a great mod. Please do not abandon it (I mean updates for new versions - I doubt there could be too many bugs here ), just in case Squad keep dragging their feet on implementing this in the game (yeah, "get out and push" - the ultimate solution for interplanetary travel ). Link to comment Share on other sites More sharing options...
montyben101 Posted September 22, 2014 Share Posted September 22, 2014 I feel if this mod reduced thrust that it should be separate or optional, i kind of like the idea of weight from mono-prop though Link to comment Share on other sites More sharing options...
Vendan Posted September 22, 2014 Author Share Posted September 22, 2014 Meh, if anything I'll be adding a bunch of config options, so it'll all be optional. Some of us don't even like the idea of using monoprop Link to comment Share on other sites More sharing options...
spiritplumber Posted September 22, 2014 Share Posted September 22, 2014 Add this in Resources, it will work:RESOURCE_DEFINITION{ name = EVA Propellant density = 0.004 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true} Link to comment Share on other sites More sharing options...
marce Posted September 22, 2014 Share Posted September 22, 2014 Yeah, I got the same her, Linux. Just unzipped the two files and they formed a folder, didn't think more of it.I've got a working MM patch, it adds density and cost to EVA propellant equal to that of monoprop.{ @density = 0.004 @unitCost = 1.2 @isTweakable = true}@RESOURCE_DEFINITION[EVA*]Doesn't feel as it has any real impact on gameplay, but still.Sorry for nitpicking but I would suggest using "EVA?Propellant" as key in case they add even more EVA resources (or another mod does, who knows) so the patch only affects what it should. Link to comment Share on other sites More sharing options...
klgraham1013 Posted September 22, 2014 Share Posted September 22, 2014 Thanks for this! Wanted it for a while.Never agreed that it took away from fun. Link to comment Share on other sites More sharing options...
Floppster Posted September 22, 2014 Share Posted September 22, 2014 Sorry for nitpicking but I would suggest using "EVA?Propellant" as key in case they add even more EVA resources (or another mod does, who knows) so the patch only affects what it should.Oh, thanks for the tip! Link to comment Share on other sites More sharing options...
Gfurst Posted October 19, 2014 Share Posted October 19, 2014 Hey just wondering, does it still works on .25Besides that, cheers, I wonder why squad made it this way... Link to comment Share on other sites More sharing options...
Tau137 Posted October 20, 2014 Share Posted October 20, 2014 Still works fine, thank you Vendan! Link to comment Share on other sites More sharing options...
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