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[1.12.x] USI Core (Reactors and Kontainers)


RoverDude

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On 05/02/2017 at 0:35 PM, WuphonsReach said:

On a related note, I'm wonder if there could be a tweakable control on the USI reactors to control fill percentage (it's hard-coded at 95% right now?).

You don't need another mod, just change FillAmount (under ModuleResourceConverter) in the part cfg. It's 0.95 (95%)by default, but can be changed. I have it set to 0.8 (80%).

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  • 1 month later...

@RoverDude, is there a way to exclude a module from `ModuleSwappableConverter`, or assign it to a specific bay?  (I'm trying to write a config for 'has a small habitation bonus as well as main swapable converters', but at the moment it looks like it groups in habitation and the ModuleResourceConverter_USI configs into one swapable list.)

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55 minutes ago, DStaal said:

@RoverDude, is there a way to exclude a module from `ModuleSwappableConverter`, or assign it to a specific bay?  (I'm trying to write a config for 'has a small habitation bonus as well as main swapable converters', but at the moment it looks like it groups in habitation and the ModuleResourceConverter_USI configs into one swapable list.)

Not without a rewrite

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  • 4 weeks later...

Not sure is this is the correct USI mod thread to post this question in,  (if not feel free to move this to the proper location mods)

But back in June of 2016 when I last played Kerbal and used the mods from USI, the UmbraSpaceIndustries folder had a "UKS" folder?

Inside were some USI mods such as the Mk3 Akademy, MKS Antenna, MK fuelrefinery and others that were pretty neat.

Since coming back to the game recently I seem to be unable to find the UKS download any longer? (I downloaded every mod from the https://bobpalmer.github.io/UmbraSpaceIndustries/ page and the mods weren't there.)

Can someone kindly direct me to where to download that mod? (I have a lot of ships from back then along with my save they were using these pieces so I really need them.)

Edited by [email protected]
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18 minutes ago, [email protected] said:

Not sure is this is the correct USI mod thread to post this question in,  (if not feel free to move this to the proper location mods)

But back in June of 2016 when I last played Kerbal and used the mods from USI, the UmbraSpaceIndustries folder had a "UKS" folder?

Inside were some USI mods such as the Mk3 Akademy, MKS Antenna, MK fuelrefinery and others that were pretty neat.

Since coming back to the game recently I seem to be unable to find the UKS download any longer? (I downloaded every mod from the https://bobpalmer.github.io/UmbraSpaceIndustries/ page and the mods weren't there.)

Can someone kindly direct me to where to download that mod? (I have a lot of ships from back then along with my save they were using these pieces so I really need them.)

UKS is the old version of MKS. The version you should download to get these parts back is https://github.com/BobPalmer/MKS/releases/tag/0.40.4.0

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  • 1 month later...
  • 3 weeks later...

Am I correct in saying that I need MKS to produce new EnrichedUranium or did I simply not find the part/config that defines it in any of the other mods, mainly this one?

Edited by KerbMav
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2 minutes ago, KerbMav said:

Am I correct in saying that I need MKS to produce new EnrichedUranium or did I simply not find the part/config that defines it in any of the other mods, mainly this one?

Near Future Electrical has one as well, I believe.

But yeah, it's not common.

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In that case:

@RoverDude Will this here target installs that lack MKS or should I word it differently? ( :NEEDS[!KolonyTools] ?)

@PART[Large_Crewed_Lab]:NEEDS[CommunityResourcePack]:NEEDS[!KolonyTools]

Regarding my fallback option should the CommunityResourcePack not be installed for any reason, I went with some pseudo-scientific thought juggling. Based on the fact you can find Ore with a minimum abundance of 1 and Uraninite with a maximum of 10, I set the required amount of Ore to enrich Uranium to ten times that of Uraninite - to find some kind of plausibility for these "Ore is everything useful" cases. (A different approach would give 15,000x the ore, but ... no.)

To spread out the Converters a bit - instead of cramming them all into the ISRUs - and because the different ways Uranium is refined and bred for reuse, I put the initial refining (a chemical process) into the mobile lab and the breeding (where it belongs in reality) into the two bigger (2.50 | 3.75) nuclear reactors.

Respectively refinement will use the rank of scientists and breeding the rank of engineers for efficiency calculations.

I left the energy usage for breeding in - my non-degree in physics makes me believe that a reactor used for breeding would loose some of its output, but I am happy to be corrected on this.

Thinking about how to juggle the heat output of the Module used for breeding, I learned some stuff - and simultaneously found a way to make sure that the reactor must be running for the breeding to work: I did not add heat generation for the breeding process itself! So, without the reactor running and heating itself up, the breeding will not happen.

// Unsure if something like NEEDS[!MKS] is needed, alternatives are always useful?
// Maybe lower values here relative to MKS's base facility?

@PART[Large_Crewed_Lab]:NEEDS[CommunityResourcePack]:NEEDS[!KolonyTools]
{
	MODULE
	{
		 name = ModuleResourceConverter
		 ConverterName = EnrichedUranium
		 StartActionName = Start Uranium Enrichment
		 StopActionName = Stop Uranium Enrichment
		
		UseSpecialistBonus = true
		SpecialistEfficiencyFactor = 0.2
		SpecialistBonusBase = 0.05
		ExperienceEffect = ScienceSkill
		EfficiencyBonus = 1
		 
		 INPUT_RESOURCE
		 {
			ResourceName = Uraninite
			Ratio = 0.04080000
  		 }
		 INPUT_RESOURCE
		 {
			ResourceName = ElectricCharge
			Ratio = 44.88
		 }
		 OUTPUT_RESOURCE
		 {
			ResourceName = EnrichedUranium
			Ratio = 0.00825000
			DumpExcess = false
			FlowMode = ALL_VESSEL
		 }
		 OUTPUT_RESOURCE
		 {
			ResourceName = Rock // should anyone expect and need it
			Ratio = 0.00825000
			DumpExcess = true
			FlowMode = ALL_VESSEL
		 }
	}
}

@PART[USI_Nuke_250|USI_Nuke_375]:NEEDS[CommunityResourcePack]:NEEDS[!KolonyTools]
{
	MODULE
	{
		 name = ModuleResourceConverter
		 ConverterName = Breeder
		 StartActionName = Start Breeding Uranium
		 StopActionName = Stop Breeding Uranium
		AutoShutdown = true
		
		GeneratesHeat = false
		DefaultShutoffTemp = .8
		
		ThermalEfficiency 
		{
			key = 0 0 0 0
			key = 500 0.01 0 0
			key = 750 0.1 0 0
			key = 1000 1.0 0 0
			key = 1250 0.1 0 0
			key = 3000 0 0 0 
		}

		UseSpecialistBonus = true
		SpecialistEfficiencyFactor = 0.2
		SpecialistBonusBase = 0.05
		ExperienceEffect = ConverterSkill
		EfficiencyBonus = 1
		 
		 INPUT_RESOURCE
		 {
			ResourceName = DepletedFuel
			Ratio = 0.04080000
  		 }
		 INPUT_RESOURCE
		 {
			ResourceName = ElectricCharge
			Ratio = 44.88
		 }
		 OUTPUT_RESOURCE
		 {
			ResourceName = EnrichedUranium
			Ratio = 0.00825000
			DumpExcess = false
			FlowMode = ALL_VESSEL
		 }
	}
}
	

// In case CommunityResourcePack is not installed for any reason!
// Resources will have to be defined seperately in this case.
// May still need dedicated tanks or some kind of fuel switcher mod,
// though both resources seem only to be contained in engines/reactors ever?

@PART[Large_Crewed_Lab]:NEEDS[!CommunityResourcePack]:NEEDS[!KolonyTools]
{
	MODULE
	{
		 name = ModuleResourceConverter
		 ConverterName = EnrichedUranium
		 StartActionName = Start Uranium Enrichment
		 StopActionName = Stop Uranium Enrichment
		
		UseSpecialistBonus = true
		SpecialistEfficiencyFactor = 0.2
		SpecialistBonusBase = 0.05
		ExperienceEffect = ScienceSkill
		EfficiencyBonus = 1
		 
		 INPUT_RESOURCE
		 {
			ResourceName = Ore
			Ratio = 0.4080000
  		 }
		 INPUT_RESOURCE
		 {
			ResourceName = ElectricCharge
			Ratio = 44.88
		 }
		 OUTPUT_RESOURCE
		 {
			ResourceName = EnrichedUranium
			Ratio = 0.00825000
			DumpExcess = false
			FlowMode = ALL_VESSEL
		 }
	}
}

 

Edited by KerbMav
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I'd go with :NEEDS[!KolonyTools] myself.

And if CommunityResourcePack isn't installed there's no resource definition for EnrichedUranium, so no one else is going to be expecting to be able to use it anyway.  :wink:  I'd stick with making it from Uraninite, and just not try to have copies of the CRP resources someplace else.

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3 minutes ago, DStaal said:

I'd go with :NEEDS[!KolonyTools] myself.

And if CommunityResourcePack isn't installed there's no resource definition for EnrichedUranium, so no one else is going to be expecting to be able to use it anyway.  :wink:  I'd stick with making it from Uraninite, and just not try to have copies of the CRP resources someplace else.

OK, will do!

I mainly included it because I myself did not play with x numbers of different resources yet myself. :wink: So, if I should decide to remove the CRP, I am already ready to keep going.

(Are there any disadvantages with having copies of resource definitions?)

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1 minute ago, KerbMav said:

OK, will do!

I mainly included it because I myself did not play with x numbers of different resources yet myself. :wink: So, if I should decide to remove the CRP, I am already ready to keep going.

(Are there any disadvantages with having copies of resource definitions?)

It can be somewhat non-deterministic which definition gets used - and if they aren't exactly the same that means you won't be sure what the stats on the resource can be.  It's not to much of a problem for the player, but the headache of trying to keep things in sync and determining when things are out of sync (not to mention balancing all your parts that use the resource) is exactly why the CRP was created in the first place: To have a single, central set of definitions for major resources.

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Most of the kontainers are not showing up in the VAB even though the mod is installed correctly as some parts do show up. I found this line in the configs of the parts that refuse to show up: 

category = none
subcategory = 0

I figured that's because some other mod like CTT or the (to me) new Community Category Kit assigns them somewhere but those don't do anything either. 

I'm using the latest 1.2.2 build.

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8 hours ago, RoverDude said:

You would need a 1.2.2 version of USI_Tools as well then, since that is what handles the custom category.

I always download mods that look like dependencies so I didn't even think to mention it but I checked it to be sure, it was there then I replaced it with the newest version and still nothing. I worked around it by downloading modular fuel tanks though so it's fine. The problem was that I didn't have anything that could store karborundum. 

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What should I do if I want to tweak the core life of a reactor? There doesn't seem to be a "core life" in the cfg file.

(I am playing USI-LS with RSS, trying to power recyclers on a trip to Saturn, which would take way too long for the original core life of less than two years.

Solar panels are clearly not an option due to the weak sunlight, and I cannot find anything else that produces hundreds of Ecs per second other than nuclear reactors.)

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26 minutes ago, howkong said:

What should I do if I want to tweak the core life of a reactor? There doesn't seem to be a "core life" in the cfg file.

(I am playing USI-LS with RSS, trying to power recyclers on a trip to Saturn, which would take way too long for the original core life of less than two years.

Solar panels are clearly not an option due to the weak sunlight, and I cannot find anything else that produces hundreds of Ecs per second other than nuclear reactors.)

Core life is a Near Future Electrical mechanic. The USI reactors are simple converters (same mechanics as the ISRU's) that take uranium and convert it to lots of EC and depleted fuel.

Edited by TheRagingIrishman
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24 minutes ago, TheRagingIrishman said:

Core life is a Near Future Electrical mechanic. The USI reactors are simple converters (same mechanics as the ISRU's) that take uranium and convert it to lots of EC and depleted fuel.

Which leads to the extension: If you need them to last longer, pack some extra uranium.  (And make sure you can transfer it over.)

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