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KrakenBeGone

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Everything posted by KrakenBeGone

  1. So to take care of the odd duplicates of MettalicOre and Methane which broke the drills, I deleted the zKerbalism.cfg in RationalResources/CRP. Isn't that duplicated under RationalResourcesKerbalism?
  2. Couldn't find the mod that duplicated MetallicOre and Methane in drills and pumps, but I fixed it by looking for and deleting other harvesters using a specific resource, rather than doing so by title or name. For readability I also combined for each resource their Harvester module and Configure module. // --------------------------------------- !MODULE[Harvester]:HAS[#resource[MetallicOre]],* {} MODULE { name = Harvester title = MetallicOre Excavation type = 0 resource = MetallicOre min_abundance = 0.02 rate = 0.0025 ec_rate = 1.0 } @MODULE[Configure] { !SETUP[*]:HAS[@RESOURCE[MetallicOre]],* {} SETUP { name = MetallicOre Extraction desc = Extract <b>MetallicOre</b> from the surface. MODULE { type = Harvester id_field = resource id_value = MetallicOre } RESOURCE { name = MetallicOre amount = 0 maxAmount = 50 } } } // --------------------------------------- Incidentally, are the stock asteroid and comet drill harvesters needed for stock contract purposes? I'd be inclined to delete those too otherwise.
  3. Tracking down some of the problems with JNSQ, Kerbalism, RationalResources, and some Nertea mods with the emphasis of using kerbalism resource controllers. In Nertea's CryoTanks mod making sure the ISRU opt in CryoTanksISRU_opt-in.cfg does not get set, otherwise some stock ISRU modules get added. I modified it directly in CryoTanks so that if the Kerbalism folder of Rational Resources is installed it won't trigger. There is a CryoTanks.cfg support file in KerbalismConfig to support Hydrogen liquefaction and evaporation using the Kerbalism process controller, but it did not fix the stock controllers being placed in the ISRU. @PART[MiniISRU,ISRU]:NEEDS[!RationalResourcesKerbalism]:BEFORE[CryoTanks] { CryoTanks_Converter = Set // Opt-In for CryoTanks LH2, LH2Ox, LCH4, LCH4Ox Converters. // Converter rates will be relative to LF, LFOx Converters. // CryoTanks_Power = 1 // (optional) Modifier for productivity. Scale both INPUT_RESOURCE (except the EC) and OUTPUT_RESOURCE } In RationalResourcesKerbalism, best to test if a reliability module already exists so that we don't get duplicate modules in the PAW. I'm not that well versed in Module Manager syntax but this works for me, unless I got it wrong and disabled it in all cases. The parts I play with have reliability already set by Kerbalism. MODULE:HAS[!MODULE[Reliability]]:NEEDS[FeatureReliability] It would be best to find the mods that keep adding more stock converters, but in the meantime make sure all of the ISRUs part definitions in the RationalResourcesKerbalism folder have the following (it is occasionally missing), though it won't work if a mod that adds stock converters comes after this one !MODULE[ModuleResourceConverter],* {} !MODULE[ModuleOverheatDisplay] {} !MODULE[ModuleCoreHeat] {} or for drills and pumps !MODULE[ModuleResourceHarvester],* {} !MODULE[ModuleOverheatDisplay] {} !MODULE[ModuleCoreHeat] {} Another mod that adds stock method ISRU converters is Near Future Propulsion. No Kerbalism patch yet. Doesn't seem to be the source of my problems and is removed by the above code. I've nearly fixed all visual problems but still need to track down why I'm getting a duplicate MettalicOre PAW entry in drill parts, and a duplicate Methane PAW entry in pump parts. The presence of which means I can't select past those items in the configure button of the PAW. My module manager config file doesn't show any other resource being set in duplicate (other than having two different water electrolysis methods or other functional duplicates with properly differentiated methods). Can't wait to start a career mode game using this mod. Thanks for the great work!
  4. Lovely mod! Any reason the C-200 CBM docking port from Habtech wouldn't be part of your shared assets folder? Not asking how to get individual parts from another mod, just thought the docking port seems a good fit for this mod and as one of the only 1.25m edge flush docking port, it has has value to general KSP gameplay beyond its ISS theming. Seems like a perfect candidate for a shared asset.
  5. Great videos! Curious about the use of SystemHeat and HeatControl with Kerbalism. Is SystemHeat functional just not part of the Kerbalism planner and resource simulation? I thought Kerbalism disabled the stock heat module, so I'm curious how this setup is working for you.
  6. Any nice contract packs for JNSQ? I see someone did a rebalance for Probes Before Crew and added contracts for the new planets, but it seems it hasn't been updated when the planet atmospheres were tweaked.
  7. Thinking of giving Kerbalism another try, really did like the science mechanism. This time I'm trying to plan ahead. Last time it took me a lot of time to troubleshoot what mods I could use, took me forever to figure out which mod along with kerbalism left Kerbin without an atmosphere for instance (ok lesson learned, you start with a vanilla GameData folder and add mods one by one and test). Are Restock and Restock Plus now well supported? With SSPX do I ignore the inflatable modules since I see in github that code is semi broken? Am I best off deleting those parts? What of the artificial gravity modules? And what of the HabUtil.dll can it be left in or should it be deleted? I see there are compatibility issues with the boiloff mechanism in Nertea's Cryogenic Engines mod? Am I better off just keeping the nice hydrogen tank parts and enabling the cryogenic engines in Restock? Apart for using different boiloff mechanism and electrical simulations are the deployable engines in this mod a problem? I see Benjee's Planetside Exploration mod doesn't have a Kerbalism Config profile. Apart for the wind turbine items, does anyone foresee problems beyond creating a profile? Same deal with the inflatable dome, it might give me trouble, or is it just an animation and I can forgo the whole pressurization issues? If I want a less punishing ISRU game, anyone playing with Rational Resources + Scansat and not be limited to breaking down regolith and water? How well do these alternate isru chains work along with Kerbalism? I gather because of radiation and stress you can't just create a base for Kerbals somewhere and park them 10+ years. Or is that a wrong assumption? I'm not planning to install mods that make ship manufacturing possible outside of Kerbin. Does the SSPX off world experience gain in some of the 3.75m parts work? Are there places where stress and radiation do not accumulate? I won't have to build a base with 30+ habitation modules just to keep 4 kerbals alive, fed and sane? Is it recommended to use one of the mods that favor remote exploration first? Which one? Should I play with the default comms?
  8. Instead of copying a part and deleting what I don't want, can I create a new part and add modules referenced in another part? +MODULE[<what does a reference to a module in another part look like>] {} Can I also encapsulate a NEEDS and HAS statement around several parts? :NEEDS[<whatever mod>] { PART {} PART {} }
  9. Can KIS container volume be dynamically reassigned via ModuleB9PartSwitch?
  10. I also tried to start duplicating and converting the functions of Nertea's StationPartsExpansionRedux. Wanted to create a supply module using the PXL-3 storm shelter, thinking of oxygen and nitrogen left in the tankage section, and food and water in the remaining pressurized vessel. It works, but I'm left with odd positioning of resources in the menu + some science additions I didn't want. I'm unsure about adding habitable volume to a part where I set crew capacity to 0, and what that volume should be when supplies will be in it. Should I use the whole pressurized vessel volume or just the central corridor volume that remains empty? I also ended with under utilizing the external tankage volume. Any thoughts? // --------------------------------------------------------------- // StationPartsExpansionRedux modified for Kerbalism // --------------------------------------------------------------- // Duplicate PXL-3 to use as a supply module // Remove science and capacity parameters before Kerbalism additions +PART[sspx-habitation-375-3]:NEEDS[StationPartsExpansionRedux]:BEFORE[KerbalismDefault] { @name = sspx-supply-375-S @title = PXL-S 'Larder' Large Supply Module @description = When cramming accessible supplies is necessary for a long duration mission. @CrewCapacity = 0 !INTERNAL[sspx-habitation-375-3-iva] {} !MODULE[ModuleScienceExperiment] {} !MODULE[ModuleScienceContainer] {} !MODULE[ModuleB9PartSwitch]:HAS[#moduleID[tankSwitch]] {} !MODULE[ModuleCryoTank] {} // Inner total volume 20.5 m3 // Possible pressurized volume is 9.2 m3 (2.45m diameter) // Regular corridor volume is 2.2 m3 (1.2m diameter) // Narrow corridor volume is 1.1 m3 (0.85 diameter) // Interior storage is max 8.1m3 // External tankage is at 70% packing roughly 7.5 m3 // 10 years supplies for 4 kerbals RESOURCE { name = Food amount = 4560 // 1 unit/liter maxAmount = 4560 // 1 unit/liter } RESOURCE { name = Water amount = 2340 // 1 unit/liter maxAmount = 2340 // 1 unit/liter } // internal storage 6900 of 8100 liters used RESOURCE { name = Oxygen amount = 636000 // 200 unit/liter maxAmount = 900000 // 200 unit/liter } RESOURCE { name = Nitrogen amount = 9000 // 180 unit/liter maxAmount = 90000 // 180 unit/liter } // external tankage 3230 of 7500 liters used (max 5000 of 7500) } // For things that depend on Kerbalism do it after @PART[sspx-supply-375-S]:NEEDS[StationPartsExpansionRedux]:AFTER[KerbalismDefault] { %MODULE[Habitat] { %volume = 2.2 } }
  11. I'm attempting to convert the NearFutureExploration fuel radial tanks into life support radial tanks for Kerbalism. Works for me but it may need more robust MM test conditions for mod availability. I did not bring xenon and helium as they are available in the original fuel tanks. This allowed me to divorce the texture from the resource. I multiplied Nertea's baseVolume by 2.25 assuming Kerbalism wants liters. Still need to look into costs and tech tree. Since it is my first attempt at an MM patch, appreciate comments. // --------------------------------------------------------------- // NearFutureExploration radial tanks modified for Kerbalism // --------------------------------------------------------------- // Duplicate radial fuel tanks to turn into life support tanks +PART[nfex-fueltank-radial-small-1]:NEEDS[NearFutureExploration] { @name = nfex-lifesupport-radial-small-1 @title = MLT-LS20 Radial Pressurized Tank @description = A radial tubular pressurized tank for life support systems. Can contain oxygen, carbon dioxide, nitrogen or amonia. } +PART[nfex-fueltank-radial-small-2]:NEEDS[NearFutureExploration] { @name = nfex-lifesupport-radial-small-2 @title = MLT-LS10 Radial Pressurized Tank @description = A radial short tubular pressurized tank for life support systems. Can contain oxygen, carbon dioxide, nitrogen or amonia. } +PART[nfex-fueltank-radial-small-3]:NEEDS[NearFutureExploration] { @name = nfex-lifesupport-radial-small-3 @title = MLT-LS5 Radial Pressurized Tank @description = A radial small spherical pressurized tank for life support systems. Can contain oxygen, carbon dioxide, nitrogen or amonia. } +PART[nfex-fueltank-radial-tiny-1]:NEEDS[NearFutureExploration] { @name = nfex-lifesupport-radial-tiny-1 @title = MLT-LS2 Radial Pressurized Tank @description = A radial tiny spherical pressurized tank for life support systems. Can contain oxygen, carbon dioxide, nitrogen or amonia. } // --------------------------------------------------------------- // Rebuild resource and texture switchers, modify common values @PART[nfex-lifesupport-radial-*]:NEEDS[NearFutureExploration] { @category = Utility !MODULE[ModuleB9PartSwitch] {} !MODULE[ModuleB9DisableTransform] {} MODULE { name = ModuleB9PartSwitch moduleID = coatingSwitch switcherDescription = Coating switcherDescriptionPlural = Coating Options SUBTYPE { name= Gold title = Gold Foil primaryColor = #fccb0a secondaryColor = #fccb0a } SUBTYPE { name= Silver title = Silver Foil primaryColor = #cecece secondaryColor = #cecece } SUBTYPE { name= Metal title = Bare Metal primaryColor = #999999 secondaryColor = #999999 } SUBTYPE { name= Painted title = Painted White primaryColor = #ffffff secondaryColor = #ffffff } } MODULE { name = ModuleB9PartSwitch moduleID = tankSwitch switcherDescription = Content switcherDescriptionPlural = Content Options SUBTYPE { name= Oxygen title = Oxygen tankType = Oxygen } SUBTYPE { name= Nitrogen title = Nitrogen tankType = Nitrogen } SUBTYPE { name= CarbonDioxide title = Carbon Dioxide tankType = CarbonDioxide percentFilled = 0 } SUBTYPE { name= Ammonia title = Ammonia tankType = Ammonia percentFilled = 0 } } } // --------------------------------------------------------------- // Modify values for individual parts @PART[nfex-lifesupport-radial-small-1]:NEEDS[NearFutureExploration] { @MODULE[ModuleB9PartSwitch],0 { @SUBTYPE,0 {transform = Tank1875_RadialLarge_Foil} @SUBTYPE,1 {transform = Tank1875_RadialLarge_FoilSilver} @SUBTYPE,2 {transform = Tank1875_RadialLarge_Metal} @SUBTYPE,3 {transform = Tank1875_RadialLarge_RCS} } @MODULE[ModuleB9PartSwitch],1 { baseVolume = 90 } MODULE { name = ModuleB9DisableTransform transform = Tank1875_RadialLarge_Xe transform = Tank1875_RadialLarge_Ar transform = Tank1875_RadialLarge_Li } } @PART[nfex-lifesupport-radial-small-2]:NEEDS[NearFutureExploration] { @MODULE[ModuleB9PartSwitch],0 { @SUBTYPE,0 {transform = Tank1875_RadialMed_Foil} @SUBTYPE,1 {transform = Tank1875_RadialMed_FoilSilver} @SUBTYPE,2 {transform = Tank1875_RadialMed_Metal} @SUBTYPE,3 {transform = Tank1875_RadialMed_RCS} } @MODULE[ModuleB9PartSwitch],1 { baseVolume = 45 } MODULE { name = ModuleB9DisableTransform transform = Tank1875_RadialMed_Xe transform = Tank1875_RadialMed_Ar transform = Tank1875_RadialMed_Li } } @PART[nfex-lifesupport-radial-small-3]:NEEDS[NearFutureExploration] { @MODULE[ModuleB9PartSwitch],0 { @SUBTYPE,0 {transform = Tank1875_RadialSmall_Foil} @SUBTYPE,1 {transform = Tank1875_RadialSmall_FoilSilver} @SUBTYPE,2 {transform = Tank1875_RadialSmall_Metal} @SUBTYPE,3 {transform = Tank1875_RadialSmall_RCS} } @MODULE[ModuleB9PartSwitch],1 { baseVolume = 20 } MODULE { name = ModuleB9DisableTransform transform = Tank1875_RadialSmall_Xe transform = Tank1875_RadialSmall_Ar transform = Tank1875_RadialSmall_Li } } @PART[nfex-lifesupport-radial-tiny-1]:NEEDS[NearFutureExploration] { @MODULE[ModuleB9PartSwitch],0 { @SUBTYPE,0 {transform = ProbeTankRadial_GoldFoil} @SUBTYPE,1 {transform = ProbeTankRadial_SilverFoil} @SUBTYPE,2 {transform = ProbeTankRadial_Metal} @SUBTYPE,3 {transform = ProbeTankRadial_RCS} } @MODULE[ModuleB9PartSwitch],1 { baseVolume = 5 } MODULE { name = ModuleB9DisableTransform transform = ProbeTankRadial_Xenon transform = ProbeTankRadial_Ar transform = ProbeTankRadial_Li } }
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