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Issues with fuel in new model config.


MLWostal

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Hi all, sorry if this is a dumb question or one already answered but I have been searching the forums and found nothing yet.

The issue.

I created 2 models in Blender, a cockpit and a wing. Both hold a small amount of fuel and the wing also has built in engines (5 thrust only)

They load into KSP fine (finally) but in testing, the engines state NO FUEL. My configs are pieced together from known SQUAD parts configs and I've tried everything I can utilizing the WIKI and the working configs from SQUAD but still, no joy.

The wing config is below. It's just a test config, once working, I'm changing the thrust back to 5 and the flame to a blue small one.

Also, if this is the wrong location for this question, please move it and throw rocks at me. Sorry.

PART

{

name = KXL5Wing

module = Part

author = WosTronics

// --- asset parameters ---

mesh = model.mu

scale = 1

rescaleFactor = 1.3

// --- node definitions ---

// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z

node_attach = 1.3, 0.0, 0.0, 0.0, 0.0, 0.0

// --- editor parameters ---

TechRequired = specializedControl

entryCost = 7600

cost = 3800

category = Engine

subcategory = 0

title = KaFireBall KXL5 Wings

manufacturer = Wos-Tronics Inc

description = Utilizing the most advanced tools and equipment for pottery, the Wos-Tronics team of Engineers created the KaFireBall KXL5. Wings with engines already built in! Low power but hey, they are ENGINES!.

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision

attachRules = 0,1,0,0,0

// --- standard part parameters ---

mass = 2

dragModelType = default

maximum_drag = 0.20

minimum_drag = 0.15

angularDrag = 2

crashTolerance = 95

maxTemp = 8400

INTERNAL

{

name = KaFireBallWing

}

fx_exhaustFlame_blue = 0.0, -5.5, 0.0, 0.0, 1.0, 1.0, running

sound_vent_medium = engage

sound_rocket_mini = running

sound_vent_soft = disengage

sound_explosion_low = flameout

//stagingicon = LIQUID_ENGINE

fuelCrossFeed = True

TechRequired = start

RESOURCE

{

name = LiquidFuel

amount = 720

maxAmount = 720

flowMode = ALL_VESSEL

}

RESOURCE

{

name = Oxidizer

amount = 880

maxAmount = 880

flowMode = ALL_VESSEL

}

MODULE

{

name = ModuleEngines

thrustVectorTransformName = thrustTransform

exhaustDamage = False

ignitionThreshold = 0.1

minThrust = 0

maxThrust = 50

heatProduction = 300

fxOffset = 0, 0, 4.1

PROPELLANT

{

name = LiquidFuel

ratio = 0.9

// DrawGauge = True

}

PROPELLANT

{

name = Oxidizer

ratio = 1.1

}

// DrawGauge = true

atmosphereCurve

{

key = 0 290

key = 1 200

}

}

MODULE

{

name = ModuleTestSubject

// nowhere: 0, srf: 1, ocean: 2, atmo: 4, space: 8

environments = 15

useStaging = True

useEvent = True

}

}

Edited by MLWostal
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Try using Crossfeed Enabler mod http://forum.kerbalspaceprogram.com/threads/76499-0-23-5-CrossFeedEnabler-v1-4-13-14 and the flowMode = ** is in the KSP/GameData/Resources there is a ResourcesGeneric.cfg

RESOURCE_DEFINITION
{
name = LiquidFuel
density = 0.005
unitCost = 0.8
flowMode = STACK_PRIORITY_SEARCH
transfer = PUMP
isTweakable = true
}
RESOURCE_DEFINITION
{
name = Oxidizer
density = 0.005
unitCost = 0.18
flowMode = STACK_PRIORITY_SEARCH
transfer = PUMP
isTweakable = true
}

EDIT- You might check out this mod FuelWings http://forum.kerbalspaceprogram.com/threads/97139-0-25-x-FuelWings-Stock-wings-with-fuel! but by looking at it they used Crossfeed Enabler mod.

Edited by Mecripp2
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I missed the 2 TechRequired entries, now only have one but I am unsure what the second part of your sentence means. These are not downloaded parts but ones I created in Blender then imported via Unity to KSP using parttools 2.3.

Was using parttools 1.8 for earlier models. Might try using that version instead even though I'm using KSP .90, those parts never gave me trouble.

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Whoops would help you play around with the cfg if you have a part to test in ksp and looks like you can take out ( flowMode = ALL_VESSEL ) as that is in the RESOURCE_DEFINITION.cfg and you say it's a wing but you don't have a

// --- winglet parameters ---
// dragCoeff will override the maximum_drag value
dragCoeff = 0.6
deflectionLiftCoeff = 2.0

or maybe

MODULE
{
name = ModuleLiftingSurface

deflectionLiftCoeff = 1
dragAtMaxAoA = 0.3
dragAtMinAoA = 0.0
}

really think you can delete

//stagingicon = LIQUID_ENGINE
fuelCrossFeed = True
TechRequired = start

And does this have a cockpit ?

INTERNAL
{
name = KaFireBallWing
}

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It's not a lifting wing. One for looks really. If you have not noticed, KXL5 is in reference to Fireball XL5 (an old tv show) and the K is for "Putting K in front of everything" :). I'm starting to model old TV ships for KSP. I know, silly but hey, that's me.

The cockpit is called KaFireBallBridge.

I recreated the model.mu using Unity and Parttools 1.8. The engine now works but no flame. An issue I will work on.

So, the issue appears to be coming from Parttools 2.3. Not sure how to get around that. Is it important that I us 2.3 and not just stay with 1.8?

And again, thanks for the quick reply.

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And now, the engines aren't working again and nothing was changed in the cfg.

Think I will go play in traffic now! :(

But, wanted to say Thank you MeCripp for the replies and help. Sooner or later, I'll beat it into submission.

Found out, if I hit ESC and then resume play, the engines now work. I am corn fused!

Edited by MLWostal
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Maybe you could try new fx model because it's more flexible "ModuleEnginesFX" (look at liquidEngine24-77 for example).Also im 99% shure you are missing empty game ojetct in unity named thrustTransform.

here are some links you might find helpful:

http://forum.kerbalspaceprogram.com/threads/25013-Compilation-of-modding-information-links-for-0-19-20-21-22-23-Last-update-24th-Jan

http://forum.kerbalspaceprogram.com/threads/26371?p=322733&viewfull=1#post322733

Edited by sebi.zzr
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Thanks for the reply sebi.zzr

I had forgotten the thrustTransform in Unity, added now and the blue arrow is pointing down. Still, no joy.

I still have to press ESC before the engines see any fuel and I get no lift but the fuel does get used. Also, no effects, no flames during operation and no sparks at flameout from lack of fuel but I do hear the engines running.

Looking into the docs once more to find out just what the heck I missed.

Oh, one of the links, for the transform example, refuses me. Guess it's protected from normal users (or, like me, SLOW users) :)

Edited by MLWostal
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Update.

The model has the following group in Unity

Gameobject

KXL5_Wing

LXL5_wing

Nozzle1

thrustTransform

Nozzle1 <-- blue pointed down. X axis though

Nozzle2

thrustTransform

Nozzle2 <-- same as above

All effects are as they are in the first post except I've upped the thrust to see if anything moves. It doesn't. Still neither produce any thrust but now they will activate properly if wing is selected and the engine is activated.

Nuther Update.

Set heatProduction to 30000 and yup, the wing dun blowed up yet nothing visual until the explosion. Bout ready to load all the wings I produced on a heavy lifter and just launch them into the sun! :(

Edited by MLWostal
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I've viewed that thread and have recreated the everything at least twice if not more and still, no joy :(

I'll put the files on Drop Box only if you promise not to laugh... too much.

Joking :)

Here's the link to dropbox. All I gots (I think) is in the folder. Would say the textures are "just for working" but, my texturing skills byte and most likely will not be changed :/

Any help you or anyone can give me would be much appreciated.

https://www.dropbox.com/sh/m11ep3nitntljvn/AABSD2nZzWrxNFG2PEn4miaxa?dl=0

For now, think I'll just work on the Body of the ship. Modeling is much more fun than unity and failure :)

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I could have sworn I did do the hierarchy

https://www.dropbox.com/s/hv71iof901xhpf7/Screenshot%202015-02-05%2019.01.57.png?dl=0

That's a screenshot of my Unity window.

I'm not trying to get others to do my work for me. Just trying to figure out where I screwed up so I can correct it. :)

Edited by MLWostal
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My apologies. I have recreated that darned unity so many times I must have grabbed the wrong one.

And, my thanks for fixing my screwup. Is email okay? Or just put it back into the dropbox? Really the first time I've had to do this before.

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