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RealFuels volatile fuels boil off on launch

Open magico13 opened this issue 9 years ago • 6 comments

I've decided to use GitHub to remember what I need to fix, starting with this one.

Starting with this post and confirmed twice thereafter.

Without yet checking out the RF source, it seems that KCT will need to parse the ShipNode on launch for the appropriate modules and change their saved UT to the current one. Should be pretty straightforward ConfigNode modification.

magico13 avatar Nov 05 '14 14:11 magico13

Pretty sure this has been fixed by setting the time in the config nodes to the launch time. May break if they change those, but I don't expect that to happen.

magico13 avatar Nov 26 '14 06:11 magico13

It's baaaaack. It appears this bug has resurfaced and the fix no longer works. It's possible that Real Fuels had an update that broke it, or there's just weirdness going on.

magico13 avatar Jan 12 '15 03:01 magico13

Honestly I don't see this as a bug. It would be nice if it didn't ALL boil off, but its nice that some does. It makes launch time topping off important and I like that.

jwvanderbeck avatar Jan 22 '15 23:01 jwvanderbeck

This post contains a specific test situation that I can use to verify things are messed up, and hopefully fix: http://forum.kerbalspaceprogram.com/threads/92377-0-90-Kerbal-Construction-Time-1-1-2-%2812-27-14%29-Unrapid-Planned-Assembly?p=1700624&viewfull=1#post1700624

magico13 avatar Jan 28 '15 21:01 magico13

I've left you more details here:

http://forum.kerbalspaceprogram.com/threads/92377-0-90-Kerbal-Construction-Time-1-1-2-%2812-27-14%29-Unrapid-Planned-Assembly?p=1700974&viewfull=1#post1700974

I don't believe that any of the other mods would be interacting here really, but I have the CKAN manifest if you need it, and I also have a set list of the non-CKAN stuff.

@jwvanderbeck: I think the reason I saw this as a bug was because I wouldn't expect them to fill the tanks until rollout if there were no towers, or until it was already on the pad if there were.

JordanRL avatar Jan 28 '15 23:01 JordanRL

I think the issue is really obvious and somewhat moronic, but I won't be able to test until I get home from work. It appears as if I do the fix to copies of the parts, not to the parts themselves, which quite obviously won't affect the initial parts. I should have a new dev version later tonight that will likely fix this issue.

magico13 avatar Jan 29 '15 22:01 magico13