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Problem detected with RefuelingPump #335

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kretze opened this issue Dec 30, 2023 · 9 comments
Open

Problem detected with RefuelingPump #335

kretze opened this issue Dec 30, 2023 · 9 comments

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@kretze
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kretze commented Dec 30, 2023

Now that I'm using more powerful engines, I've noticed that the UmbilicalTower or 2 can't fill my tanks when the engines are started. Each UmbilicalTower is only filled with 100 l/s.

I did a search and came across RefuelingPump.cs. The pump_rate = 100 is permanently programmed there for the refueling tower.

I tested it in my current RP-1 game and then also a KSP blank installation with RealFuels + RO + KSPBurst.
In both installations I have the same effect.

This would also fit my research:

  • ModuleManager Cache -> all RefuelingPump modules = 10000
    MODULE { name = RefuelingPump pump_rate = 10000.0 }
  • in saved ships the RefuelingPump pump_rate = 100
    MODULE { name = RefuelingPump isEnabled = True enablePump = True pump_rate = 100 stagingEnabled = True }
  • In the game, all UmbilicalTowers or launch stands only work at 100 l/s

According to my current understanding, the RefuelingPump values ​​of the parts are not read/used.

@Capkirk123
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This is probably intended behavior, the clamp pumps should only compensate for boiloff and other losses, they aren't expected to keep up with the fuel consumption of an engine for an extended period of time.

@kretze
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kretze commented Dec 31, 2023

It's normal for the tanks to be filled until the nozzles are disconnected, so that the tanks are full to the brim when the lift-off occurs. This cannot currently be recreated.

Then there is the question: Why are patches created that increase the refueling pumps to 10,000 everywhere and it is never used?

@Capkirk123
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Do you have a source for that?

And those patches should probably not exist.

@kretze
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kretze commented Dec 31, 2023

RealFuels/zLaunchClamps.cfg

is also currently used
image

in KSP (3 examples)
image
image
image

@NathanKell
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In all situations I've heard of, feed lines are disconnected as part of startup--you don't want to be pumping propellants into a tank that's feeding a live engine. Most propellant utilization documents I've read explicitly refer to 'starting losses' or 'spoolup losses' to account for the propellant "wasted" between the time of line disconnect/engine start, and the time of liftoff.

@lpgagnon
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as for those patches not "working", fairly sure ROKerbalism's pump processes (visible as "Resource Pump" in those screenshots) supersede stock pumping?

@kretze
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kretze commented Dec 31, 2023

Okay, actually it doesn't matter how you implement the whole thing. I only noticed it because the part info didn't match the actual values ​​applied.

Whether it is 100 or 10,000 will be correct. Then only both places should work with the same values ​​and be adjusted so that it fits again.

I can't find anything on ROKerbalism that uses pump_rate or refueling pump. There are only electric
charge and life support resources processed.

@kretze
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kretze commented Dec 31, 2023

I just tested it.
If I adjust the zLaunchClamps.cfg and set it to 100, the pumps continue to work at 100 and the part info matches again.

@kretze
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kretze commented Dec 31, 2023

I've now made myself a little smarter.
The Americans seem to switch off the refueling process about 2 minutes before lift-off. For the Ariane 5 it is probably 4:30 before.

Then it seems to have been a misunderstanding on my part. Too much information that had been picked up over time and was misinterpreted.

If you play with pre-launch failure, you simply have to plan for the 3-5 seconds in the 1st stage so that you can switch off in the event of an error.

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