Jump to content

Veronika Kerman

Members
  • Posts

    17
  • Joined

  • Last visited

Everything posted by Veronika Kerman

  1. Dear Cine, if you are open to Procedural Parts, you can use them instead. I personally make sure they are properly SMURFed. Configuration of B9-style tanks is too complicated for me to write patches.
  2. The dry density of Fusion fuel tanks it a problematic value. Nertea's mods aim to keep mass fractions at 83% for both LD2 and L3He, which is the same as LH2. Liquid hydrogen is special in a sense that LH2 tanks magically hold 1.5 times the volume of it than other fluids and have a dryDensity = 0.0187, which is effectively 0.0125 (divided by the 1.5x bonus). Liquid deuterium is denser (2.29x), so to achieve 83% mass fraction, dryDensity=0.0285 (no bonus). But Liquid 3-Helium is even less dense (83% of LH2) and with the same dryDenity and volume bonus, it would reach only 80% mass fraction. Helium is also more cryogenic than hydrogen, so it would need heavier tanks, rather than lighter (but we are not in RO). So the question is, whether to keep the dryDensity, at lease relatively sensible (->73% MF), or match Far Future tech. Note that this does not really matter, because fusion engines have ISP in tens of thousands anyway. My personal preference is to match LH2 dryMass value.
  3. There are some bugs, but the core of things seems to work. I installed, not all of your mods, but FFT, EPL, RR, Kerbalism, etc. However, I also installed Rational Resources EL-CRP v1.40. There is kerbalism drill, some Procedural tanks to hold the resources, ISRU unit and EPL KS-S-01 Smelter. Both kerbalism process and original epl ResourceConverter can produce Metals. The untextured Lathe part can produce Scrap RocketParts too. Stock holding tanks as well as EPL tanks can hold Metals/MetallicOre too. PrP parts seem to add "Ore" resource in addtion to what was configured (bug). The Stock kerbalized drills also seem to spawn extra harvester modules to what is configured (bug).
  4. Dear @JadeOfMaar, I have couple of things in working. It looks like there are some discrepancies in dry mass of fusion fuel (D/3He) containers. I am testing a patch for it currently. I'd like to improve the Opt-in system by removing some duplicate code, adding explanatory comments and bringing in Cryomats into the same system. Kerbalism based production of MaterialKits for Global construction mod (my new favourite off-world building provider).
  5. Are you using 3helium for far future tech? Is it used as a liquid or gas? Does the mod also use deuterium and natural helium?
  6. LqdHe3 is configured for RationalResourcesParts' Bread tanks by RationalResourcesSquad, and all tanks with B9PartSwitch module if CryoTanks is not installed.
  7. Thanks for testing. Can you please say what relevant mods you use, so I can add them to a QA? Second, what parts do you have on the mining station related to smelters, approximate levels of stored resources and the ore concentrations before the update? Please pay distinction to metal and metals, metalore and metallic ore.
  8. What if both heater and freezer modules were in the same part? The two could share the heat pump (not in config). And I thought of smaller one for game-play flexibility.
  9. That is ... quite big! I imagined something that would fit the stack of stock Convertotrons, and was about 1/5th their height. Your part could serve a whole production base.
  10. Gaseous or Liquid inputs to processes? You wrote somewhere that liquid i/o is preferred, because it avoids liquefaction step. I agree that liquefaction does not add much gameplay, it is just extra step and extra parts to carry. But then, in the kerbalism processes, most of them use gaseous resources. How do you (we) want to handle this? Continue using gasses, to be consistent with stock kerbalism, or switch to liquids for RR processes? If it stays with gasses, I'd like to add two more freezer / heater parts, to fit into stack form-factor. Can we collectively call them Cryomats?
  11. After my extra addition to KA was closed (it probably did not belong there, Sorry), the chicken atomics thing, that I made before someone showed me rational resources, found a new home on github as a separate ChickenAtomics mod for Nertea's KerbalAtomics. I wanted to share, because it uses liquid ammonia provided by this mod, to give player one extra consideration (with pros and cons) when building a atomic interplanetary vessel. It will be released after I test that last version works.
  12. I made two to give a choice to you, as the maintainer. #40 is conservative in a sense that it only adds stuff. The other one includes the first, but removes MetalOre and Metal from harvesters, converters, solid rocket boosters and distributions. I saw your comments in #41 and will of course move those distributions to the correct folder.
  13. Thanks, but this will not work. The near future mods assume Oxidizer is LOx, and HTP would be very unfit. Anyway, I really love this mod and want to improve it. What I am playing currently with, is hosted my wip github issue. I will be offline for couple of days.
  14. Is there a way to make Oxidizer with Kerbalism installed? All the Nertea's mods use ox instead of LOX and I do not see a process defined in the profile. Can I add a extra process? And like, have option whether to freeze O2 gas into either realistic or magic resource.
  15. Thank you both for reply! I looked through the concerns you raised and am happy to say that those are not show stoppers. What am I proposing, and am already playing with on my save, is to replace Metal with Metals, to avoid issues with resources not being defined, or being defined twice. This mod description says that either CRP or Classic Stock resource pack has to be installed (am I correct?), Kerbalism, MKS, Global construction and SCons all require CRP. This means, my patch will have to handle the situation of Classic stock being installed instead of CRP. But in that case, no need to support Kerbalism. For EpL, i already replaced the custom ones with cpr resources in my local install, but not yet in the form of MM patch. It is easy to do, because EL_ConverterRecipe uses mass units. SCons, just need their resource ratio corrected with densities. And MKS already uses Metals, so there is no change.
  16. Hi! I am the player behind PR40. I saw the issues behind kerbalism and the missing Metal resource and immediately thought why is it even an issue? I'd love to hear in put here on forums, where more players are. Extraplanetary Lauchpads uses custom Metal and MetalOre resources, why not use very similar ones that are already present in Community Resource Pack: MetallicOre and Metals? As I am the kind of person who has to code something before talking about it, the pull request was born. There will have to be a patch for EpL to use this new Metals, but EpL has not received much updates, so I am considering (not so) Simple Constructions. If patching EpL or SCons turns out to be too hard, a 1:1 by mass convertotron of Metals to Metal could be used.
×
×
  • Create New...