Talk:Oscar-B Fuel Tank
Ratio of liquid fuel to oxidizer
Earlier today I removed the sentence saying that the ratio of the resources isn't exactly 9:11 without any comment (sorry for that beginner mistake) and this change was undone within hours. But it's true that the ratio is exactly 9:11 in internal calculations, while only the displayed number is rounded. This can easily be proven by an experiment I did before editing: Go into VAB, begin building a craft with a strong engine, flip it upside down, put it high in the room, add launch stability enhancers to hold it in place, and then stack Oscar-B Fuel Tanks below it (I did it with 128 tanks and the S3 KS-25x4 Engine Cluster), make sure the engine is triggered before the stability enhancers in staging, launch that thing by starting the engine and letting it hang onto the enhancers. When the fuel runs out, you'll see there isn't a single drop of liquid fuel left.— Preceding unsigned comment added by Prismarin (talk • contribs) 00:16, 16 November 2014 (UTC)
- If you read the resources in the part.cfg, you can see that the values are 5.735 LiquidFuel and 7 Oxidizer. 7/12.735 < 0.55, etc. (So it would run out of Oxidizer first) But the difference is quite small (<1 in the 128 tank case). Less obviously, KSP isn't entirely smart about engines running out of fuel, and one can 'overburn' a bit on the final frame. For an obvious case with this, take an FL-T200, and drop the oxidizer to 11. It will depend on your system, but on mine, there is 81 fuel left with an LV-1 and 80.85 with a KS-25x4 UmbralRaptor (talk) 22:13, 15 November 2014 (CST)
- As UmbralRaptor said, I was looking at the part configuration which is not exactly 9:11. All other parts are exactly 9:11 but here it doesn't work, because it's resulting in a repeating number. — xZise [talk] 20:21, 16 November 2014 (CST)