KSP-RO / RealFuels

Modular fuel tanks and engines, with real fuels and realistic performance.
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Problem detected with RefuelingPump #335

Closed kretze closed 3 months ago

kretze commented 9 months ago

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:

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

Capkirk123 commented 9 months ago

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 commented 9 months ago

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 commented 9 months ago

Do you have a source for that?

And those patches should probably not exist.

kretze commented 9 months ago

RealFuels/zLaunchClamps.cfg

is also currently used image

in KSP (3 examples) image image image

NathanKell commented 9 months ago

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 commented 9 months ago

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

kretze commented 9 months ago

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 commented 9 months ago

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 commented 9 months ago

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.

Capkirk123 commented 3 months ago

TestFlight gives you a 5 second grace period on burn time for that exact reason, so you are not penalized for sitting on the pad to make sure your engines have all started.