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[1.*] ShowAllFuels: See all fuels required by engines


Coffeeman

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ShowAllFuels

Coffeeman

Super simple mod for people like me that want to see everything going on.

  • Most useful for Spaceplanes (tired of flaming out at full LF, just to see your out of Oxidizer)
  • Also good for stuff like RealFuels, or engines with lots of resources

No pix no clicks:

q3YcGhF.png

Prefferable install: ckan.exe install ShowAllFuels

KerbalStuff link: here

Source: https://github.com/602p/AllGauges

If anyone knows why RAPIERS do weird things or how to fix it (probably with some C# jive) I would love to hear it. FULLY FUNCTIONAL FOR EVERYTHING ELSE!

687474703a2f2f696d672e736869656c64732e696f2f62616467652f434b414e2d496e64657865642d627269676874677265656e2e7376673f7374796c653d666c6174 : ShowAllFuels

Edited by Coffeeman
CKAN!
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9941]

If anyone knows why RAPIERS do weird things or how to fix it (probably with some C# jive) I would love to hear it. FULLY FUNCTIONAL FOR EVERYTHING ELSE!

Because Rapiers use 3 fuel types (Because they are mixed mode) and it seems your mod only supports two of those types it's causing issues. (This is my best guess, I have not tested this theory)

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Because Rapiers use 3 fuel types (Because they are mixed mode) and it seems your mod only supports two of those types it's causing issues. (This is my best guess, I have not tested this theory)

This is a good guess! However, I have used MM to dump the configs and it reads that the DrawGauge has been added to both ModuleEngines.

The issue appears to be some kinda drawing weirdness when it switches modes.

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  • 5 weeks later...
Coffeeman, quick heads up. it seems that this doesn't work with Real Fuels (I'm still running 0.25 for now), I had to go through the stockalike config file and manually add DrawGauge = True to all the oxidiser fuels.

Funky. Can you point me at the particular mod you are using, because the only problem I can see is if it also uses a :FINAL clause in its modulemanager config. I'll look into it, but need the specific mod and version.

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When i first saw this i was like "interesting..." but when i saw IntakeAir included in available fuels per engine used, i was "omg omg omg".

For a SSTO builder/pilot, this is friggin' crazy great ! With Intake Build Aid this makes a killer combo.

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  • 4 weeks later...

Why RAPIER engines do wierd things is likely that to KSP they are two engines, not one.

As of how to fix it, I recommend detecting which of the two engines are active somehow and using the active engine's fuels, or simply setting up a case override that shows liquid fuel, intake air and oxidizer at all times. (Sorry no C# jive on how to do this, maybe someone else could chip in using this info.)

Edited by Ruedii
clarity, more info
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dMLloWT.png
To make this mod actually compatible with RealFuels you should edit your GameData\ShowAllFuels\show_all_fuels.cfg (or wherever you store this mod) to look like this:

@PART[*]:HAS[@MODULE[ModuleEngine*]]:FINAL{
    @MODULE[ModuleEngine*],*{
        @PROPELLANT[*],*{
            %DrawGauge = True
        }
    }
}
@PART[*]:HAS[@MODULE[ModuleEngineConfigs*]]:NEEDS[RealFuels]:FINAL{
    @MODULE[ModuleEngineConfigs*],*{
        @CONFIG[*],*{
            @PROPELLANT[*],*{
                %DrawGauge = True
            }
        }
    }
}

 

Edited by KvaNTy
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