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About me



  1. Rational Resources is designed to operate on the Community Resource Pack or the WBI Classic Stock resources and to strip out the entirely random resource distributions and to apply distribution templates (carefully configured groups of resource distributions) according to the logically expected class and composition of a body. Rational Resources is inspired by Realistic Atmospheres made by @OhioBob and is part of the JNSQ (the planet pack) experience. While this mod is installed, un-configured bodies will have no resources at all (except for less Ore than by default). This mod may inflate your ModuleManager cache quite a bit. Notice that the logo image tells the following: Mun has a sizeable portion of MetalOre and Oxygen, but no Water (will be handled by biome specific config) and no Uraninite. Kerbin has a sizeable portion of Rock and Silicates, and there's a display for crust, ocean and atmo. Duna has a sizeable portion of CO2 in crust and atmo (not in legend), MetalOre, RareMetals and Uraninite, but no Minerals or Silicates. This mod enables planet makers to easily assign these distribution templates to their planet packs and skip the headaches of figuring out and writing the individual nodes themselves, and assorting all of their writings into several per-resource config files. Active CRP Resources Surface and Atmosphere Ammonia, CarbonDioxide, ExoticMinerals, Gypsum, LqdHe3, Hydrates, Hydrogen, MetalOre, MetallicOre, Methane, Minerals, Nitrogen, Ore, Oxygen, RareMetals, Rock, Silicates, Substrate, Uraninite, Water. Ocean Carbon, ExoticMinerals, Gypsum, LqdAmmonia, LqdCO2, LqdMethane, LqdNitrogen, LqdOxygen, MetalOre, MetallicOre, Minerals, RareMetals, Rock, Water. Star Ammonia, Antimatter, Carbon Dioxide, LqdHe3, Hydrogen, LqdDeuterium, Methane, Nitrogen, Oxygen, XenonGas. The resources above are preferred and used. are patched to display them all. Ocean resources only show non-zero values when the scanner vehicle is splashed. The Star series templates apply resource bands to a narrow and general classification of stars, automatically making them all viable as mining destinations for interstellar vessels. The expected members of this seres are: Yellow; Red Dwarf; Red Giant; Blue Giant. Due to a very nasty bug in stock, any resource bands around a star can only have a a maximum span of somewhere under 2 Gigameters. WBI Classic Stock system support: Rational Resources shows in the WBI play mode switch UI. (Picture needs to be updated) Assigning a template to a planet is as easy as: Current templates ISRU With omnipotent Ore being stripped of its Godhood, the following ISRU chains are proposed and encouraged for use by seasoned modders. Ore abundance is capped to 5% and its presence chance to 80%. It will be inconvenient for most players... but it will still be around. Ore tanks will be changed, at least, to hold the cryogenic input resources. Players may find themselves forced towards using Hydrolox rocketry since the required resources (Ore or Carbon Dioxide) for LiquidFuel may often be scarce meanwhile the requirements for Hydrolox (Hydrates, Hydrogen, Oxygen, Water) can be quite abundant. Metals* = Can be the Metal and MetalOre resources used by Extraplanetary Launchpads (EL), Metals and MetallicOre used by USI, or Aluminium. Sorry, it can be a bit of a mess here. Oxidizer options do not appear when RealFuels is present. Compatibility Due to the listed resources and the nature of Rational Resources, compatibility instantly extends between configured planet packs and the following mods: Kerbalism (consumable resources only) TAC Life Support Near Future Tech suite Hydrolox rocketry mods (including BlueDog Design Bureau, Cryogenic Engines, Kerbal Atomics) Potential Methalox rocketry mods Some resources and their distributions are conditionally spared while the rest are removed. Spared resources include ArgonGas, XenonGas, but not Karbonite and Karborundum. Purged resources include Dirt (used by MKS alone but supplanted with more Rock) and any other mod that adds resources (and especially extremely handwaved ones) such as The Gold Standard. But a provision exists to allow such resources to not be purged. Requires B9 Part Switch for tank options Requires Community Resource Pack for the resources in the tank options DOWNLOAD :: GitHub :: SpaceDock Wiki :: GitHub LICENSE :: MIT
  2. SIMPLEX Resources Download from Spacedock Requires Module Manager (not included). Licence is CC-BY-NC-SA http://creativecommons.org/licenses/by-nc-sa/4.0/ New Parts in 1.13! Added in Simplex Nuclear Reactors! Who would like to use this mod? Anyone who wants to flavour their stockish game a little, without jumping down a realism rabbit hole. Introducing an extended resource system for Kerbal Space Program. Rather than having a single non descriptive Ore for mining and converting to anything and possibly everything, this mod removes the stock Ore and replaces it. HydrateOre ices, and is used for making LiquidFuel or as a part of Life Support mods. Saturate effectively liquid HydrateOre. Where this is availble, either on the surface or under pressure, it requires less energy than HydrateOre to mine and process, but is not widely available. NaturalOre is used to generate MetalParts to build rockets (using Extraplanetary Launchpads). RareOre is used to generate CustomParts used to build rockets (using Extraplanetary Launchpads), and also in Life Support mods. XenonGas is able to be to extracted from the atmosphere of certain planets. ArgonGas is now available without CRP for mods StoredCharge is now available without CRP for mods specifically NearFuture Electrical. NuclearFuel and NuclearWaste are the fuels for reactors such as in NearFuture Electrical CyroFuel is now available for CryoEngines and CryoTanks and replaces LqdMethane LH2 was been replaced CryoTanks, CryoEngines, and Kerbal Atomics for LFO engines, with names patched too. Asteroids contain NaturalOre, with a possibility of HydrateOre and/or RareOre. Comets contain HydrateOre only. In addition, this mod configures the extraordinary Extraplanetary Launchpads originally by skykooler, and maintained by taniwha. https://forum.kerbalspaceprogram.com/index.php?/topic/54284-151-extraplanetary-launchpads-v633/ Two resources are introduced for this purpose, extending the vanilla approach of EL. MetalParts and CustomParts are used in a unique recipes, making off world construction a little more complicated with two resources needed. What else does this mod do? The ration of LiquidFuel to Oxidizer in chemical engines is altered, and tanks ratios do the same. Vanilla KSP has a ratio of .9:1.1. This is now 1:3 meaning that a quarter of the tanks is LiquidFuel and three quarters is Oxidizer. As engines have been altered for this mix, there is no actual change to gameplay. However, it is much easier to find NaturalOre to bake Oxidizer out. HydrateOre and Saturate is rarer and requires higher tech to create LiquidFuel. It means that if tech isn't available, you could ship LiquidFuel and only mine and ISRU Oxidizer instead. Now also with Nuclear Reactors that will power even the most hungry ion engines or ISRU units! What Planet Packs are supported? JNSQ OPM KSRSS GPP Isn't there a resource pack that everyone uses? I have worked to avoid conflicts with the extensive Community Resources Pack maintained by RoverDude. This mod is intended to be used separately to CRP. Mainly because I didn't like playing when mods provided tanks for dozens of resources that I would never use. Taking both pills won't cause serious damage. What part changes are made? The stock drills, Drill-O-Matic Junior (small radial drill), Drill-O-Matic (large radial drill) will collect all ores unless supported mods are installed. However, if any of appropriate supported mods are introduced the stock drills will only mine HydrateOre and Saturate. Supported Mods: Extraplanetary Launchpads for construction of bases and craft https://forum.kerbalspaceprogram.com/index.php?/topic/54284-151-extraplanetary-launchpads-v633/ Stockalike Mining Extension for additional drills, harvesters, extractors and condensers https://spacedock.info/mod/354 Keridian Dynamics for addition parts for Extraplanetary Launchpads https://forum.kerbalspaceprogram.com/index.php?/topic/116987-wip122-keridian-dynamics-dev-thread-last-update-2017-01-21/ Baha EPL Redrilled for additional Launchpads, mining drills and ISRU https://forum.kerbalspaceprogram.com/index.php?/topic/116987-wip122-keridian-dynamics-dev-thread-last-update-2017-01-21/ Ventral Drill for Stock ISRU A single stack drill https://spacedock.info/mod/1328 NearFuture Electrical For batteries, capacitors and also nuclear reactors https://spacedock.info/mod/558 Kerbalism Simplex https://spacedock.info/mod/2300 Converts all the ISRU and drills to kerbalism with the Simplex profile. Simple Fuel Switch by Snark https://spacedock.info/mod/2053 The three Ore tanks are now switchable variants rather than separate for each resource. Near Future Construction and Stockalike Station Parts Expansion Redux by Nertea https://spacedock.info/mod/563 and https://spacedock.info/mod/736 The Octo and Hex Girder tanks, and SSPX Cargo containers have Ore removed and Saturate, HydrateOre, NaturalOre and RareOre added. Kerbal Planetary Base Systems by Nils277 https://spacedock.info/mod/173 SimplexOres, MetalParts and CustomParts have their own long tanks, along with iconography on the side. Extraplanetary Launchpad support is corrected Recommended, but not required Mods: SIMPLEX Techtree An excellent techtree that allows for Advancing Before Crew (PBC, UBM style play), and ensures a balance with EL and supporting mods. https://spacedock.info/mod/1848 TETRIX TechTree A more fully extended version of the Simplex TechTree that supports EL and Sandcastle, both of which are supported with the additional SIMPLEX Assembly QUARTIX TechTree An alternative TechTree that supports a limited number of mods SIMPLEX Assembly A set of configs that will work alongside either Sandcastle (for Printing of parts into stock Inventories, or Extraplanetary Launchpads that allows you to build craft/ bases in situ. SIMPLEX Propulsion Slight changes to increase difficulty slightly for engines, but including a late game throttleable powder fuel engine, and end game powerful ion engine. Acknowledgements and Thanks: To @leonardfactory for assisting with Github setup, localisation and cryotank patching! To skykooler, and maintained by taniwha for Extraplanetary Launchpads To Nertea for the basis of the LFO patches for CyroEngines and Kerbal Atomics To allista for inspiration from Global Constuction To JadeOfMaar for inspiration back from Rational Resources and support in setting up planetary resource models To Poodmund for guidance on planetary packs To Eleusis La Arwall for initially allowing a possible inclusion of the KD furnaces. To Nils277 for permission to adapt KPBS artwork MM Patch help for the ISRU Ore to Hydrate Ore from Sigma88 MM Patch help for B9Partswitch with Keridian Dynamics from Blowfish Assistance from GordonDry for what they assisted with. Thank you so much! Peace.
  3. Keridian Dynamics (KDVA) Parts pack for resource-conversion and vessel-assembly for Kerbal Space Program. By zer0Kerbal, originally by @Eleusis La Arwall adopted with express permission and brought to you by KerbSimpleCo PECUNIA PER KERBULUS Preamble by @Eleusis La Arwall See More See our Parts Catalog for part pictures For more images, see our Marketing Slicks Discussions and news on this mod: See Discussions or KSP Forums Changelog Summary for more details of changes : See ChangeLog Known Issues for more details of feature requests and known issues : See Known Issues GitHub Pages : See Pages Help Wanted Localization Installation Directions 1 Use CurseForge/OverWolf App (currently does not install dependencies) Whilst I agree CKAN is a great mod for those that can't use zip tools. I take no part, nor am I interested in maintaining the CKAN mod metadata for my mods. Please don't ask me about it but refer to the CKAN mod thread if you are having issues with CKAN or the metadata it maintains. Beware, CKAN can really mess up though it tries very, very, very hard not to. or Dependencies Kerbal Space Program 2 Recommends Either Extraplanetary Launchpads (XPL) or SimpleConstruction! (SCON) One of the XPL based construction addons are 99.9% required KSP will load all parts but some will have reduced or no function The configs autodetects if XPL or SCON are installed and uses the corresponding modules Module Manager or Module Manager /L3 Resource Switchers Supported: Interstellar Fuel Switch CORE, Firespitter CORE, and B9PartSwitch One of the Resource Switcher addons are 99% required KSP will load all parts but some will have reduced or no function The configs autodetects if Interstellar Fuel Switch CORE, Firespitter CORE or B9PartSwitch is installed and uses the corresponding modules If multiple ResourceSwitchers are installed, the priority goes as follows: Interstellar Fuel Switch CORE > [Firespitter][fs] > B9PartSwitch Suggests GPO (Goo Pumps & Oils') Speed Pump (GPO) Not So SimpleConstructon! (NSSC) On Demand Fuel Cells (ODFC) SimpleLogistics! (SLOG) Transparent Command Pods (TP) GTIndustries JSI Advanced Transparent Pods- gives the passable and nonpassable Storage Tanks an IVA overlay Kerbal Inventory System - this gives the Launchsite and Sledgehammer function Kerbal Attachment System - allows the RecycleSite to dump all recycled resources PatchManager - allows patches to be easily toggleable TweakScale Supports Resource Switchers Interstellar Fuel Switch CORE Firespitter CORE B9PartSwitch Community Tech Tree Community Resource Pack Connected Living Space Contract Configurator FAR Firespitter for fully functioning wheels. may invoke bouts of dizziness. GTIndustries JSI Advanced Transparent Pods- gives the passable and nonpassable Storage Tanks an IVA overlay Kerbal Inventory System - this gives the Launchsite and Sledgehammer function Kerbal Attachment System - allows the RecycleSite to dump all recycled resources On Demand Fuel Cells (ODFC) OSE Workshop PatchManager - allows patches to be easily toggleable ReStock TweakScale Replaces KeridianDynamicsVesselAssembly Tags parts, config, flags, agency, resources, science, tech-tree, career, crewed, uncrewed red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks A very big THANK YOU to the following mod developers and specially the plugin-writers/maintainers (because that is witchcraft to me ) for their hard work: @Eleusis La Arwall for creating this glorious parts addon! see Attribution.md for more comprehensive list Legal Mumbo Jumbo (License provenance) How to support this and other great mods by zer0Kerbal Connect with me Track progress: issues here and projects here along with The Short List this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!↩︎
  4. Hi, this is not correlated to the topic, becouse i'm pretty desperate to fix a bug with opt, essentially the wings don't produce any lift, i don't know what could be the problem, as i don't have far installed, but the problem appears also with tundra exploration, do you know what mod could be cousing this? i can send the mod list if you want.
  5. I am doing a Beyond Home playthrough and am trying to set up a uranium mining base on a moon, but the only resources on the moon are Ore and MetalOre. I am using the exact same modlist as Carnasa for his own "coming home redux" playthrough. I saw all modded resources show up as 0% on resource scanners and dont show up at all on scansat. I assumed this may have just been a minor visual bug or something so i landed an actual miner but it says there is nothing to collect. I was trying to go through and edit game files, but i cant find anything that would help. Any help would be greatly appreciated!
  6. The following are my thoughts, more or less on what I would do to distinguish KSP2 from KSP and make it a far greater experience if I were making the game. I'm not demanding these things, and understand that the structure and affordances of the game at a basal level may already be set in stone in many respects. Still, now is the time to talk about what can be made, while it's still a bunch of ideas in all our heads. What is KSP2 trying to surpass anyway? What is KSP1? KSP1 is a rocket simulator at its core, the "challenge" that the game entices the player with are the construction of working vehicles and the piloting of those vehicles to various destinations. There's never been much to "do" at those destinations, except take in the sights, maybe send a rescue mission, or try to build the biggest thing you can there. There didn't need to be more than that - KSP is about spacecraft design and flight, and teaches players about the challenges of spaceflight and the thrill of getting from here to there while trying to avoid blowing up. The science system acts as a simple form of guided progression, and science instruments don't provide much practical purpose except as a source of a currency for unlocking more diverse spaceship parts as a reward for traveling to new destinations with limited technology. The mission system also provides a set of design and flight challenges that act as "suggestions" if you're stumped on where you want to go next. What could KSP2 do that's "more" or "different" from that? Right now, KSP2 basically has all those things KSP1 does: The rocket simulator, the flight challenges, the unlockable parts, etc. It also has updated graphics to rival the best KSP1 mods, some slight changes to the UI, and an ecosystem of bugs almost as diverse as I'd expect to find by overturning a log in the Amazon. So KSP2 is using KSP1 as a base so far, to hopefully metamorphose into a new and different experience. There are a few main "new" aspects the devs seem to be working towards for KSP2, and while I see the beginnings of some of those inside the 'skeleton' of the game today, there are some things that have been carried over from KSP1 that I think don't help KSP2 grow to the greatest experience it can be and develop its own "personality" if they remain as they are. KSP1 was a "rocket" simulator. KSP1 helped players answer for themselves "Why should we build rockets?", to the point that the story of KSP players enrolling in aerospace engineering programs because of the game has become somewhat common. For this reason, I consider KSP to be the best game. (I myself graduated as an aerospace engineer last year, though I can't say that KSP inspired it - I was already committed to becoming an astronaut long before I heard of the game. I've had interviews with SpaceX for various positions in recent months, but no offers yet.) Where KSP1 was a "rocket" simulator, I see KSP2 as trying to be a "space program" simulator. In KSP1, the player could build powerful rockets and touch down on any body in the solar system, but it would occur in isolated missions or voyages. Where KSP1 asked players "Why should we build rockets?", KSP2 seems to want to ask a question more like "What should we USE our rockets for now that we've built them?". The colonies, base-building mechanics, and interstellar destinations seem to point to a goal of letting players create a vibrant ecosystem of space travel. Instead of singular missions and tiny labs in space, we would be creating cities on the planets and trade routes between them, with complex exchanges of resources and technology culminating in the assembly of an interstellar vessel and the opening of the wide frontier. I think KSP2 has an opportunity to teach players not just about how rockets go from here to there, but about how they gather the information while exploring that leads to scientific discoveries and better informed designs of new vessels, and about the realistic challenges of living and building on another planet, and, most importantly, about exactly what makes it worthwhile to go to all that effort of leaving our perfect blue marble behind and actually trying to live there. To that note, there are a few specific aspects of the game that are presently implemented in a way that I think will be detrimental to those goals (which I just made up in my head) if they continue to build directly off of KSP1 and the simple precursors in the game now. These are the main aspects that I think should be overhauled to make KSP2 a grand step forward from KSP1: Realistic Science Currently, science in KSP2 functions purely as a currency for unlocking new ship parts. The experiment modules themselves don't provide any useful information, and the game doesn't go out of its way to tell you what was learned from each experiment. The experiments are all packaged together in a mysterious bundle, and the only interaction from the player is a simple reaction to the blinking "science" button, to click and receive science points. This is based directly on science in KSP1, which had the same function as a currency but allowed more direct viewing of the readings from some instruments like thermometers and barometers. I think KSP2 has an opportunity to embrace science in a more realistic way, and bring a taste of actual science for players. The repeated clicking on individual experiments from KSP1 doesn't need to return for this, but perhaps an "experiment manager" window or some other form of more in-depth interaction would be warranted. What I mean by this is for the science experiments to act as sensors measuring quantitative qualities of the environment. Examples of this would be a probe dropping into the atmosphere of a planet with a barometer and thermometer and creating graphs of pressure and temperature by altitude for that planet, or a spacecraft orbiting a planet with LIDAR to map its terrain for the first time, while the player would not be able to see the surface detail up close in map view or with probes before doing that. The player could gather actual scientific data, and the game could guide them into understanding why they've learned something about the planet by doing what they've done ("See the spikes in your spectrometer reading? Those prove that there is water on Duna!" "You measured a dip in this star's brightness, that must have been caused by its planet!") I recall the devs mentioning the idea of not giving the player all the information about planets right away, and players having to "discover" at least some celestial bodies on their own. I think this idea of the player gradually building up their own "discovered world" based on their own measurements helps with that, and I hope science gains a lot more depth and realism in KSP2 in the future. Some of the science experiments I can think of: -Magnetometers that can map planets' and stars' magnetic fields over time by orbiting them, and can help forecast solar storms -Spectrometers that give spectra for stars, planet atmospheres, and surface samples, which the player can look over to characterize composition -RADAR, LIDAR, and cameras that allow the player to record detailed maps of surface topography -Telescopes with various specialized instruments and wavelength ranges for observation of deep space objects, exoplanet discovery, and mapping the stellar neighborhood Player-Driven Exploration With discovery at the forefront of the game, I think the player will have all the incentive they need to drive the direction of their space program on their own. Want to explore the Sun? Prioritize radiation and magnetic science parts. Made an unexpected fascinating discovery about Jool? Drum up the resources for a planetary probe. Prefer visiting Minmus over the Mun? Focus the game on that destination. Show the player the options, and let them choose their own goals. A big place where I feel the game falls short of this are the anomalies. Instead of encouraging the player to go to space to learn about their environment and place in the universe, about the natural beauty of the world, the game sets the main goal as learning about the ancient aliens who were in the Kerbol system. I think having those artifacts in the game is no problem at all, and can make for a really cool adventure, but no part of the game should tell us to go seek them out or visit them. I would implement them far more subtly, requiring the player to discover them through actual anomalies in the data they gather as they explore. For instance, mapping out the magnetic environment around the Mun with an orbiting probe and discovering a strong localized magnetic field that reveals the location of the Mun arch. No Keri Kerman telling us that there is an arch, no mission handed to us by the game - all the incentive and excitement can come from a pure "What's THAT?" as the player discovers a tantalizing measurement. Then, visiting the arch (which should probably be covered up to begin with until excavation is possible) could allow discovery of an actual signal, a puzzle which would need to be deciphered by the player. Another example would be finding nearby stars and exoplanets. Once the player has the technology to do parallax measurements and light curves of stars, the game shouldn't tell them where to look in the sky. They should just be able to start a sky survey or point their telescope at whichever star they like, and see what they find. They might not know about all the same planets as some other player does, and when the time comes to launch their interstellar vessel they'll choose a different star to point it at, based on what they've discovered. Resources As the game progresses into colony-building, I'm sure the focus on material resources will grow, as now it isn't there but I can see the place for it in the game. On extraplanetary bases, it's obvious that there will be a limited budget of raw materials, metals, oxygen, etc. with which to build rockets, buildings, and other machines, with that budget coming from resource extractors and mining of the surface through combing, excavating, and drilling the planets. Other planets would also have alternate materials available like regolith for buildings, roads, and launch pads. On Kerbin, presumably advanced industry elsewhere on the planet is able to supply KSC with an "allowance" of materials and parts, which don't necessarily need to be limited by cost in money units, but could be limited by quantity available, especially for specialized parts like probe cores and science instruments. For instance, "There are 6 FL-T200 fuel tanks available" or "There are 3 probe cores and 1 capsule available". Part of the player's directive for exploration could be the strategization of prioritizing production/purchase of certain kinds of parts and materials. Probes vs. space station modules, longer range antennas, different types of experiments...These would make every player's "space program" unique and personalized. Conclusion This is basically my outline for what I personally imagine KSP2 could be like in the future. The main aspects I see in this "speculative" version of KSP2 are: Science experiments functioning in a realistic way, as sensors that observe the environment, and conclusions about the universe being drawn from those observations, as well as useful information for designing and piloting vehicles in those environments Player-driven exploration, with much less direction coming from the mission system as to what to focus on or find important A focus on material resources for production of parts, vehicles, buildings, and missions that is adaptable to the player's self-determined goals There are a few places in the game where I see gameplay mechanics that I think will prevent KSP2 from achieving these aspects if they are left as they are and taken for granted. Mainly these are copied from KSP1: The "science point" system and its dynamic with the tech tree Exploration being driven by "missions" where the game tells you where you should go and what aspects of space exploration you should consider important I think those aspects from KSP1, which themselves were added after the core identity and function of the game were fairly well established, should be rethought and reworked to better fit the mission of KSP2. I'm not demanding that they be changed or made to fit what I've described here, my only request is that they not be taken for granted just because they're the status quo. I know this is just my idea, and I'm sure the actual game could turn out very differently from what I've described and still be a very good game. The devs have no doubt been thinking and shooting ideas around about these very topics for years longer than I have, too. Developers, thanks for listening to the community, and thanks for your dedication and commitment to trying to make something even greater than the best game ever.
  7. I've got about 40 hours into which is/isn't a lot depending on how you play etc. I've driven across Duna in rovers from the South Pole to the North pole starting with (that was a horrible time) and since release I've gone to Duna and "explored." I absolutely love Science Mode and felt it was severely lacking in KSP1. Here's a few ideas I've got for the devs and community to consider. Below is a series of images from my most recent Duna mission that is still ongoing. I'm using it as it is what inspired me to write this feedback. First a short story from my journey to Duna. I had 319 dv to get a capture with Duna. I had an encounter setup to 34km as I was hoping this would work. I I had my little engine left with 154 dv and a dream. Hoping I wouldn't burn up in atmo. The Kraken was kind! Successfully captured by Duna and on the way to the target! I was short of the target. But all things considered, I was fortunate to be on the surface of Duna and not orbitting Kerbol. The moment of truth! Would my contraption work? Would my rover blow up? Would it land properly? Success! The landing pad worked and the jerry rigging I did with decouplers and two gear wheels worked to get the rover off the landing pad! That is when the pain set in. I had the exhilarating experience of landing on Duna by the skin of my teeth. I was nervous and thankful to be on the surface of Duna. Now I was set to explore. I've driven a lot on Duna (from South Pole to the North Pole) so I was confident in traversing Duna. I didn't get the exhilarating experience while driving on Duna. It felt very tedious yet again to be driving on Duna. I had already been to the destination I was headed in previous versions. What was the point of doing the same thing over, but now it has a science reward? It felt dissatisfying. I felt that science had to be better. I want that wonder and curiosity of I don't know what I could find around the next meteor crater feeling. Below you'll see the route I took with the time it took me. One hour and 29 minutes driving on the surface of Duna "exploring." The Challenge: How do we Explore? What are exploring for? Why are we even exploring? What is the question that the science we're gathering trying to answer? Disclaimer: SOME of these may already be in the works and I may not be aware that things are being worked on or they are things that won't be added. Please add to this and address those issues if something I bring up is something that will be added/never will be added etc. Let's start with the things that need to improve that are currently in the game as they relate to exploration. Exploration in its current state is missions being given out by the Mission Control. They're pre-determined locations that the dev's have that reward science points. There's apparently a few "hidden" locations scattered across the Kerbol system. With nothing in game to point players in the direction of these "hidden" locations, and no scientific tools at our disposal to scan areas, it becomes quite tedious and time consuming combing the surface of Mun or Duna for something special. The problem: there's nothing between point A and point B 1. What is the point of "Exploration" if we never discover things along the way to the big discoveries? 2. Why collect samples with probes when there's no way to gather the samples and return them other than having the probe return to Kerbin? 3. Kerbonauts have no specialization anymore. There's no pilot, engineer, or scientist. It's pointless picking a crew to do a mission. Ideas/Solutions: 1. Modify the Exploration Missions (the ones focused on going to a specific spot on a planet/moon) build upon each other, like clues and the players solve the mystery. 2. Add small scientific discoveries and a RNG of bonus science. For example, on Duna you're driving a rover and you collect a sample. Have the odds of the sample collected be worth more science points. 3. 2% Argon in the atmosphere should mean I find trace amounts of argon somewhere and I'm able to collect it with the correct scientific tool. 4. Add a science module that can be used to scan area's on planets for anything interesting. Kerbal it up and make it not 100% reliable. It may lead to something, and it may lead to a rock. 5. If players are going to drive across planets in rovers, have things to do while you're driving on the planet. I'm supposed to be exploring Duna and searching for evidence of life or why there's monuments and attempting to learn more science. But all I do is drive on a planet, where no dust accumulates on my solar panels, my rover likes to flip randomly, and every rock I see I can't drill into. 6. Specialize the Kerbonauts again. Let scientists be able to collect samples from the science jr's again and reset them. That way you can get a probe to orbit Mun/Minmus and on a follow up mission you can have your crew dock with that probe to collect the science it gathered. 7. Science should be the core mechanic that drives resource gathering. 8. Add handheld scientific experiments for Kerbonauts to conduct on the surface of planets/moons I want to feel like I can discover anything on the surface of any moon/planet that I'm on. Right now, I feel like other than a few landmarks, there is no exploration. It's a delicate balance. Getting science points shouldn't just be "hey it unlocks this part in the tech tree, that's the whole purpose of science points. You get the science, and you get parts!" Science points should also be more dynamic. "Events" happen on planets and if you can observe it you get more science for it. Maybe later on you add a dust storm on Duna that can be observed with atmospheric science. That is large scale and requires a lot of dev time. On a smaller scale, players should have procedurally generated science nodes/resources that spawn when they land on a surface of the Mun. For example, if player lands on Mun in X Mare, within 1000m of the players landing zone, there is up to x amount of special science to be found. Things that aren't tied to the landmarks and easter eggs. Just things that exist specific to these requirements: 1. The Planet/Moon 2. The Biome it's in Please feel free to add to the solutions and bring up any problems you see as well.
  8. Configurable Containers Requirements ModuleManager AT_Utils (already included) Download from SpaceDock For Players This mod converts fuel tanks and resource containers so that you can change the resource(s) they hold in Editor and in Flight. Supported Mods Configurable Containers support many part packs and mods: TweakScale ProceduralParts Parts with stock resources converted: Stock KW Rocketry Mk2 Expansion Mk3 Expansion SpaceY-Lifters SpaceY-Expanded Fuel Tanks Plus Modular Rocket Systems Standard Propulsion Systems Near Future Propulsion Spherical and Toroidal Tank Pack OPT Spaceplane Parts (made by octarine-noise) Dodo Labs - Stockalike Electron Mk2 Hypersonic Systems Mk-X Hyper Propulsion …more will come. Supported resources: Stock TAC Life Support Extrapalentary Launchapads Near Future Propulsion All USI All KSPIE …more will come. Types of the Containers Tank Type is a set of resources that, gamewise, have something in common. For example gases, or liquid chemicals, or metals. There are also two kinds of configurable containers. Simple containers belong to a single Tank Type (which can be changed in Editor) and can hold only a single resource. In flight this resource may be changed only if the container is empty, and only within its Tank Type. Compound containers are in fact collections of simple containers inside of a single part. In Editor you can partition the inside space of such part, creating as many simple containers as you need. The only restriction imposed by KSP is that a part cannot have two identical resources stored. So if you have two containers for liquid chemicals in a part, only one of them can hold Liquid Fuel. Compound containers have a dedicated user interface so as not to clutter part menu: For Modders Source Code CC is a part of the AT_Utils framework. It provides the SwitchableTank module that allows for creation of container parts for predefined sets of resources switchable in-flight. Sets are configured in a separate .cfg file and are intended to contain similar things like gases (one set), liquid chemicals (another) and so on. Another module Configurable Containers provide is the TankManager which enables in-editor partitioning of a container, effectively converting it into a set of independent SwitchableTanks. The third, utility module named SimpleTextureSwitcher allows you to cycle through a predefined set of textures for the model or a part of the model, so a container may be easily identified. It is now part of the main AT_Utils.dll, not the CC itself. Acknowledgments My patrons on Patreon. Thank you for your support! Kevin Casey Bob Palmer Ryan Rasmussen Matthew Zaleski Bart Blommaerts eL.Dude Layne Benofsky Igor Zavoychinskiy Issarlk Meiyo BP Jenna Mitchell Squiddy Ted Achenbach SCESW Patrice Hédé Steve Victory
  9. The Gold Standard (GOLD) Adds the pursuit of gold and an extremely rare resource called Unobtainium to the game! Mine either of these heavy resources for fun and profit! A great alternative to contract spam! Eight new parts and and additional functionality to several stock parts in Kerbal Space Program. By zer0Kerbal, originally by @Dewar adopted with express permission and brought to you by KerbSimpleCo Features What is Unobtainium? Preamble by @Dewar See more Localization Help Wanted Installation Directions Most recent releases only available via CurseForge/OverWolf Website/App Dependencies Pinned Dependencies: ModularManagement (MM) or Module Manager (to add functionality to stock parts) Kerbal Space Program Suggests Adjustable Mod Panel (KAMP) Biomatic (BIO) Docking Port Descriptions (DPD) Exception Detector (EXCD) Field Training Facility (FTF) Field Training Lab (FTL) Foundations (FND) Helps prevent ground constructions from floating away GPO (Goo Pumps & Oils') Speed Pump (GPO) ISRU Thanks But No Tanks (QBTT) Kaboom! (BOOM) Keridian Dynamics Vessel Assembly (KDVA) MoarKerbals (MOAR) Monero Flags (QBMF) Near Future Rovers (NFR) OhScrap! (OHS) On Demand Fuel Cells (ODFC) Precise Maneuver (PM) Pteron (MSRV) ScrapYard (SCRAP) SimpleConstruction! (SCON) SimpleLife! (LIFE) SimpleLogistics! (SLOG) SimpleNotes! (NOTE) Stock Inline Lights (SIL) Science! Mkerb Science Instruments OScience Laboratories (OSL) Papa Kerballini's Pizza (PIZZA) Solar Science (SOL) by Axial Aerospace Dreamer (DREAM) LanderTek (LTK) Simple Cargo Solutions (CARGO) WhimChaser (WHIM) Supports Galileo Planet Pack Kopernicus SCANsat Stockalike Mining Expansion (SMX) TweakScale (twk) Tags parts, config, flags, resources, tech-tree red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks Legal Mumbo Jumbo (License provenance) How to support this and other great mods by zer0Kerbal Comment, click, like, share, up-vote, subscribe Connect with me Track progress: issues here and projects [here](https://github.com/zer0Kerbal/The GoldStandard/projects/) along with The Short List
  10. Download Link: https://github.com/UmbraSpaceIndustries/Karbonite/releases LOTS OF STUFF CHANGED WITH 1.0 - DELETE YOUR OLD STUFF FIRST! Introducing Karbonite Plus (K+) - New resources and parts for Karbonite K+ adds new resource and gameplay elements as well as supporting parts to Karbonite. K+ requires Karbonite (not included) to use. Enhancements and Changes included in K+ New resource: Karborundum. Valuable and incredibly fuel efficient, but also very hard to get. It can be harvested on the surfaces of Eeloo and Eve, or by a solar collector within approximately 2000 meters of the sun's surface. Hats off to nli2work for his awesome rover-sized models, and for TMarkos for being awesome and collaborative! New parts: Tiny radial Karbonite/Karborundum drill. 0.625m form factor, can be node or surface attached. Also KAS-portable! Deployable Karborundum scanner (NOTE: Karborundum is only detectable on the surface, or at altitudes lower than approximately 500m over the terrain - so bring your Rovers and nape of the earth (NOE) flyers). New fuel tank - the Karry Kan - great for small quantities of Karbonite or LFO. Comes in two sizes - a surface-mountable single Kan, and a double-Kan (great for the Packrat Rover). Rover-sized generator, for powering your Karborundum operations on the fly. KASable, surface and stack attachable. New radial tanks to store Karborundum in three sizes - a Jumbo radial tank, an inline tank cluster, as well as a 0.625m mini tank. The mini tank is KAS-enabled. A Karborundum sample tank. Luxuriantly expensive, but saves you the trip to eeloo. Made for testing purposes. Warning: Will self-decouple and explode when empty! Hilarity may ensue. A new particle collector with slightly better range (at the cost of efficiency and energy use), allowing it to skim the sun's surface picking up stray Karborundum particles. The Karborundum Fusion Drive (in two sizes - 1.25m and 2.5m) Expensive, incredibly efficient, but require significant EC to operate, and runs on Karborundum. A small but adorable 0.625m Karbonite engine. This one has the added benefit of taking some of the vented exhaust and converting it into monopropellant for later use. Dev Note: The Karborundum engines are absolutely OP compared to stock engines (we're in KSPI territory with these), This is to balance the absurd difficulty in getting fuel for them. Tech tree wise, Karborundum-specific parts will be under Nuclear Propulsion. Karbonite bits will be under Fuel Systems. Demo of the Fusion Drive Configuration files and code are licensed under the GPL v3 license. Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely Download on GitHub: https://github.com/BobPalmer/KarbonitePlus/releases Change Log: 0.3.0 - 2014.12.16 [LIST] [*]KSP 0.90 Compatability [*]Moved 0.625m Karbonite engine and Karbonite SRBs to the core Karbonite mod. [*]Moved the Karry Kans, mini drill and mini-generator to the core Karbonite mod. [*]Added MM config to add Karborundum back to mini drill for K+ [*]Swapped all generators and converters to Regolith [*]Removed the Liquid Hydrogen requirement from the torch drive, increased ISP, reduced thrust (so they are more... you know... torch drive like). [*]Added in CTT support. [*]All K+ harvesting parts are under Resource Exploitation. [*]Fusion drives are under Fusion Rockets. [*]Torch Drives are under Exotic Reactions. [/LIST] 0.2.3 - 2014.11.01 [LIST] [*]Moved K+ DLL and version file to better support package management [*]Replaced all PNGs with TGAs [*]Adjusted KAS containers to better manage state [*]Fixed name and attachment issues with RAT boosters [*]Fixed missing model part from inline Karborundum tank [*]Added two new torch drives in 3.75 and 5m form factors. Because Hohmann transfers are for sissies. [/LIST] 0.2.2 - 2014.10.07 [LIST] [*]KSP 0.25 Support [*]Added ability to shut off Karbonite SRBs [*]Corrected issue with node spacing for fusion drives [*]Updated ORSX/USI DLLs [/LIST] 0.2.1 - 2014.09.28 [LIST] [*]Updated USI Tools [*]Fixed bug where Karborundum could be seen from orbit (boo!) [*]Karborundum tank description now includes max capacity [*]Added four Karbonite based SRBs in 0.625 and 1.25m form factors. NOTE: While these are very powerful, they also become unstable as speed increases - beware! [*]Fixed issue with the radial drill not extracting [*]DRE Support [*]MFT support for Karborundum [*]Tweaks to the 0.625m engine [*]Switched from ORS -> ORSX [*]Fixed animation on fusion drive [/LIST] 0.1.2 - 2014.09.12 [LIST] [*]Maintenance release - version file, new DLLs with version checking, and a dummy DLL for folks to use with MM to determine if K+ is present (KarbPlus.dll) [*]Updated to latest USI components [/LIST] 0.1.1 - 2014.09.07 [LIST] [*]Added bottom nodes and fairings to all engines [*]Fixed cost issue with Karborundum tanks [/LIST]
  11. Simple Hyperdrive! (HYPE) Originally Hyper Drive Mod Fast. Just Go Fast. This addon is designed to help Sci-fi enthusiasts to create crafts of their dreams. There is no limit with both an integrated Hyperdrive engine and a inline Hyperdrive inline engine. The mod adds overpowered propulsion systems, ION blocks, high performance reaction wheels and additional miners. By zer0Kerbal, originally by @Exodus_Solis and then by @Monniasza adopted with express permission and brought to you by KerbSimpleCo Adds Hyper engine, weakest and least efficient engine Charge Hyper Engine, which can be empowered by choosing "Interspace" mode Interspace Hyper Engine , which uses Ion and Electric Charge for higher efficiency Condensed Hyper Engine , which uses Condensed Ion and can be optimized for Power or Efficiency. Hyperdrive Inline Stabilizer, which creates enough torque to stabilize hyperdrives. ION block, which allows for VTOL and provides high RCS attitude 2.0 Hyper Crystal Miner, which allows to harvest Hyper Crystals Fuel tanks for engines, RCS and reaction wheels. Required fuels See more Help Wanted Localization Installation Directions 1 Dependencies Kerbal Space Program 2 Supports Either 3 Module Manager /L Module Manager Suggests By @Exodus_Solis Kerbals of All Trades (KOAT) Adjustable Mod Panel (KAMP) Biomatic (BIO) Field Training Facility (FTF) Field Training Lab (FTL) GPO (Goo Pumps & Oils') Speed Pump (GPO) Kaboom! (BOOM) MoarKerbals (MOAR) On Demand Fuel Cells (ODFC) OScience Laboratories (OSL) Papa Kerballini's Pizza (PIZZA) Precise Maneuver (PM) SimpleConstruction! (SCON) SimpleLogistics! (SLOG) SimpleNotes! (NOTE) Solar Science (SOL) Transparent Pods (PODS) TweakScale (twk) Tags config, parts, resources red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks Legal Mumbo Jumbo (License provenance) How to support this and other great mods by zer0Kerbal Connect with me Track progress: issues here and projects here along with The Short List Release Schedule this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!↩︎
  12. I'm very excited to hear that automated delivery routes are confirmed and can't wait to over-engineer a logistics network. Positivity First: It sounds like resource routes will be established by performing a delivery with a truck or rocket manually first. Once a single successful loop is completed, a new delivery route will be unlocked. This is an excellent design choice because it requires a player to achieve sufficient mastery for each route, and since some routes will be harder than others, the available wealth for a player will grow in proportion to their skill. Even better, the tedium of repeated manual hauling missions is eliminated (I've certainly done this in KSP1). There are two aspects of delivery routes that could cause problems if not implemented well: #1 - Variable dV requirements for routes that cross multiple SOIs If you want to get from Kerbin to Eeloo, the dV required will depend on the relative positions of those planets and the order you perform your maneuvers. This gets even less repeatable when gravity assists are considered. One potential exploit could be a player manually running a delivery route at the optimal time with very favorable gravity assists, and then getting future deliveries for less dV than they really should cost. Personally, I wouldn't mind this, and if a player is smart enough to exploit this... maybe they should be rewarded for it? This is one of those cases where I believe satisfying gameplay is better than realism. That said, I think there should at least be some sort of in game acknowledgement of this issue. Another possibility could be imposing some sort of handicap on a player while proving a delivery route... such as 10% greater fuel consumption. #2 - Will automated vessels be under control of the Physics Engine Please don't do this for the following reasons: It will cause delivery routes to spontaneously fail off-screen at no fault of the player due to kraken like bugs. Even if KSP2 has far more robust physics than KSP1, delivery routes would also greatly expand the number of failure modes. It wastes CPU - The rigid body physics calculations are computationally intensive and may be fundamentally limited in how much they can be parallelized. This cost is worth it for craft the player is actively looking at and piloting, but not for stuff off screen. Even if different vehicles far away were give their own physics threads, it would wouldn't take long to saturate even a high-end CPU. One possible exception - It may acceptable to physically simulate delivery vessels while they are close to a player. For example, if a player is piloting a space station and an automated freighter comes in to dock, this could be a reasonable because it only needs to scale with the number of players and if a kraken occurs, the player will witness the failure and learn something immediately. Discussion of possible deliver route implementations Since it hasn't been explicitly confirmed is exactly how the automated resource routes will behave. Let's consider 3 possibilities (there are many others): Exact Record/Playback This implementation would be like trucks in Satisfactory. You press "record", pilot your craft manually along a delivery route, then "stop" the recording when you close the loop. The craft would replicate your actions exactly. Tradeoffs: [-] Please don't implement this [-] Would only work for land-based routes. Orbital targets would change relative positions between iterations of the delivery route, so rigidly executing the same maneuvers at a different time would not work. [-] Not robust - It is not realistic to expect a vehicle to perfectly execute recorded instructions each time. If the player barely grazed the edge of some scatter while recording, it may cause a collision during a random playback. Ghost Ships on Rails - After recording a resource route, your craft will repeat that same route, but will be non-collidable and on rails [+] Robust - Players still have to prove route viability but don't have to worry about spontaneous failures due to FP rounding errors or kraken-like bugs. [+] Moderate CPU - This should be little more than viewing a bunch of craft in the tracking station, or rendering a few ghost ships docking at a resource depot. [+] Provides visual feedback/beauty to the player to appreciate as they build up their industrial infrastructure. [-] Still has the problem of different maneuvers required depending on relative celestial body position. Since these are ghost ships, some cheese is allowable here, for example "draw a curved path from Kerbin to Jool that looks reasonable". These automated ghost ships should achieve these paths "magically" without burning their engines (except maybe for visual purposes). Abstract Network - Delivery routes would behave like the KSP1 relay network. After manually executing a loop, the UI could draw a line between the source and sink and you could utilize this link in some sort of logistics/production management UI. [+] Very robust - No moving vehicles means no spontaneous failures [+] Very Low CPU - All you need are some new UI elements but no actual craft to render or track [-] Not as cool - It may be hard for some players to suspend their disbelief if a stack of ore magically appears every 6 hours in their station without seeing anything dock.
  13. I'm trying to make a simple add-on that just adds the supply resource to all crewed parts. OPT spaceplane parts already has this at a certain ratio of the resource to crew capacity in the part. I changed the ratio in the OPT config files to something I felt was more balanced (by default it's very low), which worked just fine. But for some reason even directly modifying a stock part config such as: @PART[mk2LanderCabin_v2] { MODULE { name = USI_ModuleResourceWarehouse } RESOURCE { name = Supplies amount = 100 maxAmount = 100 } } this doesn't seem to work. Any help? Ideally I'd like to configure it simply to add 50 supplies per crew spot to all command/crewed parts. But I'm fine with manually configuring every crew part in my game.
  14. The Community Resource Pack is a clearinghouse for common resource configurations as well as resource distribution configs for the stock resource system. It gives modders a toolkit of commonly used resources to play with, and helps us all work together in the same resource playground. The CRP has two goals: Goal 1: Establish a common set of planetary resources. To make this happen, CRP will include a consolidated list of distinct resource configurations designed to be used with the stock resource system. Examples include Water, Substrate, Uraninite, and others. Goal 2: Avoid surprising our users by stomping over resources. When mods both define the same resource, bad things can happen for the player. So the CRP pincludes a bunch of resources that modders have agreed to consolidate on. Including ones from Karbonite and MKS/OKS (of course), Universal Storage, KSPI-E, RealFuels, Near Future Technologies, and others. Additional mods are supported where we've decided not to break their stuff, even though they are not (yet) active participants in CRP (kinda like santa claus handing out gifts). Examples include EL (for RocketParts), and TAC-LS (for life support stuff). If this goal is achieved, even for the few dozen resources we already have listed, I'm be thrilled, since being nice is a lot more beneficial than randomly stomping on things. So if you're sold, head on down to the bottom of this post for links and goodness. If you are not sold, read on. "I am sad! you're trying to control my stuff!" Not really. I just don't want to break your stuff, and I hope you don't want to break mine. All of this is totally optional, if you don't wish to participate, then peace out and rock on. "There's no way this will ever work, people can't agree!" I dunno, I have enough already agreeing that I am pretty darn happy. Given the current level of adoption and cooperation, I think we've landed in an excellent place. "But I don't want you mixing space cows in my ultra-realistic electrolysis sim!" Then don't use space cows. But maybe someone wants to have a nuclear-powered space cow RTG or something. In which case, you probably don't want them breaking your electrolysis sim. "But... you can't mix space cows and Plutonium-239!" Sure you can. Maybe you don't want to in your mod, or in the mods you select for your own save game, but people are going to do all kinds of crazy stuff. And I expect you'd prefer it if your Plutonium-239 to not suddenly triple in mass mid-flight because SuPaKerBaL9000 modified the AAA_SpaceCows mod you downloaded for your kid's save to triple the mass of Plutonium-239. "What about disparities in resource density and atmospheric pressure, or gas compression?!" Here's reality. Most of us just want to play a game. Hence, CRP has no opinion on units, compression, cost, densities, etc. - that's up to the mod creators. And if something is good enough to be adopted by a couple of mods, then it's good enough to join the club. In the end, this is curated. But the only considerations on the table are ensuring stuff plays well in our space lego game together, not in nitpicking physics or chemistry, and most certainly not in dictating how stuff should be measured. "But what if I want my own resources?!" Go for it. CRP does not dictate what resources your mod has or how you use them, just that you don't create ones that conflict with ones already there in CRP. "But this is more work for me! I am sad!" Actually less. Just include a dependency like you would Firespitter or any other similar mod. Shop for resources. Done. But hey, if you'd rather have SuPaKerBal9000 wreck your mod, rock on. "I'm still sad! I won't use this!" Ok that's fine too - peace out "Ok I'm sold.. how do I use this thing in my mod?" Since CRP is based on the stock resource system, it's super lightweight! Include the CommunityResourcePack folder with your mod, and you're done. And please don't modify any of the configs you download either, as that kinda defeats the entire purpose, and is downright mean Lastly, don't supersede CRP resources with your own definitions for any of the included resources - that's almost as bad as modifying them. The whole point of the club is that we all play nice. If you want in the club, awesome! But please don't join the club just to trash the clubhouse Mods that bundle CRP MKS/OKS Near Future Technologies Karbonite Asteroid Recycling Technologies Freight Transportation Technologies NearFuels RealFuels KSPI-E DangIt! Mods that are CRP Compliant (Mods that are known to play well in the sandbox together) Universal Storage TAC Life Support Download Link https://github.com/UmbraSpaceIndustries/CommunityResourcePack/releases Donation Info! If you like what you see, and want to help out (or just buy me a beer!), please consider donating, either via PayPal or Patreon. License Information Umbra Space Industries, USI, CRP, and Community Resource Pack are (tm), and may not be used without permission. License for all configuration files is CC 4.0 BY SA NC NOTICE: This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin.
  15. So I'm wondering, with resource trading supposedly being a thing in multiplayer, I think it would be fun to have the ability to charge for usage of a players relay network. Now, idk if probe control will work on a packet system the way science uploads do and I honestly doubt they would, but I think it would be very fun from a role play perspective to try to play as the System's telecommunications network and fund your other projects that way. Ultimately my goal would be to be able to become the "PAY YOUR PHONE BILLS" meme from battletech.
  16. The already highly anticipated party pack for @Nertea 's ISRU overhaul, Space Dust. Dust Bunnies ensures the presence of not only the resources used by his mods but resources relevant to some popular outside use cases: Life support, Mars Direct, Exotic rocketry. Space Dust + Dust Bunnies can run in parallel with Rational Resources. Note that converter and tank patches will not be provided here. Only resource placement and the related options for the scanners and harvesters. Use Rational Resources Parts and your favorite fuel switch mod for those. You will find LqdAmmonia, LqdCO2, LqdDeuterium, LqdMethane, LqdNitrogen, Rock and Water (the added resources) in many interesting new places. Let me know if I should switch out Oxidizer for LqdOxygen. Supports: Stock JNSQ Support is planned for: OPM No promises on an RR-alike template system happening. The resource placement nodes here have a higher granularity and complexity than stock ones. DOWNLOAD :: GITHUB License: MIT
  17. Hi, I don't know if I'm doing things wrong. The indicator for depleted fuel no longer appears in the parts info, it only shows enriched uranium. For example, at the SPH, if I decide to use the MF-2 Nuclear Drum, it only shows me enriched uranium. Could you help me with this? PS: I have all the following mods installed (sorry, it's a list taken from my PC's GameFolder): 000_ClickThroughBlocker 000_TexturesUnlimited 000_Toolbar 000_TRR_Config 001_ToolbarControl 999_KSP-Recall AnimatedDecouplers B9AnimationModules B9PartSwitch B9_Aerospace B9_Aerospace_HX B9_Aerospace_ProceduralWings B9_HX_Reconfig Benjee10_MMSEV Benjee10_sharedAssets Benjee10_stowaway BonVoyage CameraTools Chatterer CommNetAntennasConsumptor CommNetAntennasExtension CommunityCategoryKit CommunityResourcePack CommunityTechTree CryoEngines CryoEnginesNFAero CryoTanks CustomPreLaunchChecks DeployableEngines DistantObject DynamicBatteryStorage EasyVesselSwitch Endurance EnvironmentalVisualEnhancements ExtraplanetaryLaunchpads FarFutureTechnologies Firespitter FShangarExtender HabTechProps HeatControl JanitorsCloset JSI KAS KerbalAtomics KerbalAtomicsLH2NTRModSupport KerbalEngineer KerbalFoundries KerbalKonstructs KerbalReusabilityExpansion Kerbaltek KerbetrotterLtd KIS KSPRC KSPWheel MechJeb2 NavyFish NearFutureAeronautics NearFutureConstruction NearFutureElectrical NearFutureExploration NearFutureLaunchVehicles NearFutureProps NearFuturePropulsion NearFutureSolar NearFutureSpacecraft NotSoSimpleConstruction OPT OPT_Legacy OPT_Reconfig OSSNTR PlanetaryBaseInc PlanetaryDomes PreciseManeuver QuickBASIC RCSBuildAid RealChute RemoteTechRedev ReStock ReStockPlus RetractableLiftingSurface SCANsat Scatterer ScattererAtmosphereCache SimpleConstruction SmokeScreen SpaceDust SpaceTuxLibrary Spectra StationPartsExpansionRedux StationPartsExpansionReduxIVAs SurfaceLights SystemHeat SystemHeatConverters SystemHeatFissionEngines SystemHeatFissionReactors SystemHeatHarvesters TextureReplacerReplaced Trajectories TRR-Cetera TundraExploration TundraTechnologies TweakScale Waterfall WhoAmI WildBlueIndustries ZeroMiniAVC
  18. So I'm using several mods in my game including MKS from USI, however I can't seem to be able to transfer enriched uranium between storage with docked vessels or even within the same vessel. I've seen a few posts about using 'maintenance' function to transfer it but I haven't been able to get this to work. I'm probably missing something really simple! Thanks!
  19. Ok so i am not new to modding. i have done a number of surface level modding and even part modeling. i have an idea for mod that goes into the programing aspect which as much as i would love to be able to do it. it is taking me longer to understand how to do in the confines of ksp. i do not know how hard it would be to do this or if it is even possible but anyway, so here is the idea. I think it would be a good a addition to carer mode/science mode if you needed resources to build your rockets. not just funds but also exp.. metal. some parts need resources from specific planets. you need to mine for some of the rarer resources to build with certain parts. simple idea for Prof of concept. you need Duna metal to build robotic parts and some of the more expensive engines you need a resource from Tylo to build RTGs you get the idea. each planet will have its own resource that you need to build with some parts. i would say i haven't given much thought to balance yet but i think it is possible. it should work like the funding system you need so many units of this resource to build this part. i think there should be 3 modes first 'easy ' where you can buy the resources for a high price in credits or if you do get the the resource it will cheapen the over all price to just the resource or a discounted price per part. 'normal' you cannot buy the resource but have to mine it and return it to Kerbin or with other mods like ground construction use it to build off world. lastly 'science mode' each part needing the resource would instead be lock to science entry exp- you get a surface sample off duna you unlock those parts. things that would need to be added: cost per part in the VAB and space plane hanger resources in the Vab display the resources, weight of each resource, each world's richness ect.. ( easily done with the community resource pack) each part would need to be set up with what its required resources would be and how much it would cost. drills will need to be set up with the ability to mine the various resources. will need tanks to carry the resources (Interstellar fuel switch or modular fuel tanks could be used to keep part count down) missions would need to be altered to include the resources and be locked to the resources from the planet in question they are requiring you to go to. optional: science experiments of the various resources. must be performed in a lab on site. option to set up a refinement process and combining process for really advanced parts ( mainly modded parts exp- near future nuclear. the reactors might need resources from ike and duna combined/alloyed few more thing not yet known..... thank you for all input and thoughts regarding this .
  20. UPR is a "mod". Really it's a bunch of config files and module manager patches but it's goal is to make a complete integrated mod experience for ksp. This means it integrates some selected mods together to create a system which is universal (i.e same UI, Resources and converters for all systems) The design concept is for it to be a Semi-realistic easyish stock looking and balanced game Source Code: https://github.com/Lach01298/UPR Current dependencies: WildBlue Industry's Tools Snacks CryoTanks Community Resource Pack Community Tech Tree DynamicBatteryStorage Rational Resources recommend/Integrated Mods Making History DLC Breaking Ground DLC WBI Pathfinder WBI DSEV NF Electrical NF Propulsion KIS KAS Features: Semi-realistic planetary resources i.e your not going to find every resource on every planet like what CRP is currently Semi-realistic life support (Food, Oxygen, Water) Planetary Base building/ Colonization Semi-realistic ISRU Metholox and Hydrolox fuel chains and engines part and equipment production chains integrated tech tree Other Stuff help and suggestions are appreciated and so feel free to do so Developmental notes This seems like a lot and it is. But this started as trying to get some of my favorite ksp mods to fit seamlessly together and separately trying to make them a little bit more realistic. Then it got all lump together into what currently is UPR. Thus it really should have another name but it was separate "mods" so i just kept one name that had a short acronym: UPR
  21. Привет. У меня вопрос. Я скачал этот мод и появилось 2 тренировки. также сканер поверхности показывает много разных руд и газов. но я не могу понять, где их хранить и как добывать. Я запустил их на космодроме, но там было написано что-то вроде: «Земля полна». Мне нужно настроить отдельный режим с ресурсами или я делаю что-то не так
  22. ok this may not be the best place for this question but what are funds worth? I think paper money is a representative of a commodity like gold, silver, platinum. now in terms of ksp we have liquid fuel, oxidizer, monopropellant, solid fuel, Xenon, and Ore. so how do you determine what value the money is worth. on the wiki it says that ore cost 0.02 VF per unit of ore and if you fill one tank It only amounts to 30 VF so what is the worth of one fund unit?
  23. Hello everyone! Because I'm new to mod making (this is my first mod), I thought I'd try starting out with a relatively simple mod. I use a lot of mods, a few of which require Community Resource Pack as a dependency. Thus, whenever I scan a body for resources, I end up with a fairly large list of things, from Water to CarbonDioxide. However, I never end up using most of these resources, and as most mods only add converter modules for a few of them, the vast majority end up ignored. Many of these resources could be integrated fairly well with Stock mechanics without necessitating new parts or complex processing chains. Thus, this mod attempts to create uses for several resources added by CRP. This is essentially a collection of patches designed to allow stock parts to harvest and convert the resources added by CRP. It will be fully modular, so you don't end up with redundant converters or harvesters for resources you don't want, and it will only use Stock parts (primarily because I have no idea how to texture or model things, but keep that a secret). The stock drills are used for crustal resources, the atmospheric fluid spectro-variometer is used for atmospheric resources, and I plan on using the radial air intake for oceanic resources. For simplicity, resources such as LiquidFuel and Oxidizer are generalized, and are not intended to be fully accurate. In addition, the conversion factors for most of these patches are undoubtedly wrong, partially due to a desire for simplicity and partially because I can't be bothered. If you have a suggestion for a more realistic conversion factor, feel free to tell me! If I ever get into RO, I might consider adding patches for realistic ISRU, but for now I consider this to be a short-ish term project designed to practice my glorious and expansive config-editing skills. This might change depending on community reaction, but don't expect too much for now. In addition to this, I plan on including simplified conversion patches for those who don't want to bother carrying tanks for ~5 separate resources; an early example of this is substituting H2 for Ore (electrolyzed water ice) in the Simple Sabitier conversion. Downloads Installation 1. Download the mod 2. Install CRP and ModuleManager, either from the bundled download or from a separate source 3. Select the modules you wish to install. Do not install both the normal and simplified versions at once, as this may lead to issues Planned Features Green: Implemented Yellow: In progress Red: On hold Conversions -Sabitier | LqdHydrogen + CarbonDioxide = LiquidFuel + Water -Water Electrolysis | Water = LqdHydrogen + Oxidizer -Simple Water Electrolysis | Water = LiquidFuel + Oxidizer -Water Extraction | Hydrates = Water -Simple Water Extraction | Ore = Water -SolidFuel Refining | Alumina = SolidFuel (If I can find a way to allow SolidFuel to be moved) -Various processes involving MetalOre, RocketParts, MaterialKits, etc. Currently on hold due to the fact that mods that use these resources tend to include their own converters Harvesters -CO2 Extraction -Water Mining -Hydrates Mining -Argon Extraction -Xenon Extraction -Oxygen Extraction -Liquid Water Extraction -Oceanic Fuel Extraction (intended for Eve) -Hydrogen Extraction (Depending on availability in stock atmospheres) -Alumina Mining (See SolidFuel Refining) Other -Add part switching to the stock ore tanks to add capacity for every relevant CRP resource -More realistic resource ratios -Using ModuleManager to add these conversions to ISRU parts from other mods -Interplanetary resources, for use with Bussard collectors and such. This would probably require a new part for the collector, so I'm holding off on it for now -RealFuels integration, depending on feedback -Custom atmospheric and oceanic extractors if someone wants to help with that Changelog Licensed as Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Feedback and suggestions are appreciated!
  24. Hello, I can't scan resources on asteroids with surface scanner module, What can be the reason ?
  25. Hi there! So I have this problem with all of my vessels with a scansat probe installed. Basically even if they are at the optimal orbit, they will scan the planet's map, but they won't show any resources whatsoever. I've also installed MKS and Khetane, is it possible that those mods are creating some sort of conflincts?
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