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Rational Resources 2.0.6 [Apr 02, 2024]


JadeOfMaar

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3 hours ago, cinemagic said:

Is there a tutorial for making ksp mod or patch? I tried to search for a guide last time I play ksp months ago but didn't find one.

There's basic documentation on the MM wiki, and the MM thread has a lot of useful information and helpful people who will answer questions.

Another useful thread:

 

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Dear @JadeOfMaar, I have couple of things in working.

  1. It looks like there are some discrepancies in dry mass of fusion fuel (D/3He) containers. I am testing a patch for it currently.
  2. 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.
  3. Kerbalism based production of MaterialKits for Global construction mod (my new favourite off-world building provider).
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@Veronika Kerman Sure. Go ahead. While you're there, I have to draw your attention to this:

On 5/7/2022 at 8:15 AM, jimmymcgoochie said:

I've had no success trying to get this to work. First it was Kerbalism drills not being able to get the right resources, then it was EL smelters still wanting the old resources (and Sandcastle parts too), then more configuration weirdness with the drills getting stuck in a config loop of three resources and being unable to select anything else but those three.

I'm going back to v1.33 for now, so far that seems to be working.

 

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On 5/22/2022 at 6:16 PM, jimmymcgoochie said:

Current mod list is below, I don't think I've added anything new recently but did a few updates when they came out.

  Reveal hidden contents

4kSP_Expanded (4kSPExpanded 0.2.1.6)
Ablative-Airbrake (AblativeAirbrake 1.0.3)
B9 Part Switch (B9PartSwitch v2.20.0)
Background Resources (BackgroundResources 1:v0.18.0.0)
BetterTimeWarpContinued (BetterTimeWarpCont 2.3.13)
Beyond Home (BeyondHome 1.5.2)
BonVoyage (BonVoyage 1:1.4.0)
Breaking Ground (BreakingGround-DLC 1.7.1)
ClickThrough Blocker (ClickThroughBlocker 1:0.1.10.17)
Community Category Kit (CommunityCategoryKit v5.2.0.0)
Community Resource Pack (CommunityResourcePack 1.4.2)
Community Tech Tree (CommunityTechTree 1:3.4.4)
Cryo Tanks (CryoTanks 1.6.4)
Cryo Tanks Core (CryoTanks-Core 1.6.4)
Cryogenic Engines (CryoEngines 1:2.0.6)
Cryogenic Engines - Near Future Aeronautics (CryoEngines-NFAero 2.0.6)
Custom Pre Launch Checks (CustomPreLaunchChecks 1.8.1.1)
DeepFreeze Continued... (DeepFreeze V0.31.0.0)
Deployable Engines Plugin (DeployableEngines 1.3.1)
DeployableBatteries (DeployableBatteries 0.2.0.9)
Distant Object Enhancement /L (DistantObject v2.1.1.7)
Distant Object Enhancement /L default config (DistantObject-default v2.1.1.7)
Dynamic Battery Storage (DynamicBatteryStorage 2:2.2.5.0)
Easy Vessel Switch (EVS) (EasyVesselSwitch 2.3)
Environmental Visual Enhancements Redux (EnvironmentalVisualEnhancements 3:1.11.6.1)
Extra Docking Ports (ExtraDockingPorts v1.2.0)
Extraplanetary Launchpads (ExtraPlanetaryLaunchpads 6.99.1.0)
Far Future Technologies (FarFutureTechnologies 1.2.0)
Hangar Extender (HangerExtenderExtended 3.6.0.2)
Harmony 2 (Harmony2 2.2.1.0)
Heat Control (HeatControl 0.6.1)
IndicatorLights (IndicatorLights 1.8.2)
IndicatorLights Community Extensions (IndicatorLightsCommunityExtensions 1.6.2)
Kerbal Actuators (KerbalActuators v1.8.4)
Kerbal Alarm Clock (KerbalAlarmClock v3.14.0.0)
Kerbal Atomics (KerbalAtomics 1:1.3.3)
Kerbal Atomics - Other Mod Support (KerbalAtomics-NTRModSupport 1.3.3)
Kerbal Attachment System (KAS 1.10)
Kerbal Engineer Redux (KerbalEngineerRedux 1.1.9.0)
Kerbal Inventory System (KIS 1.29)
Kerbal Joint Reinforcement Continued (KerbalJointReinforcementContinued v3.6.1)
Kerbal Konstructs (KerbalKonstructs v1.8.3.0)
Kerbal Reusability Expansion (SpaceXLegs 2.9.2)
Kerbal Space Transport System (KSTS 2.0.2.1)
Kerbalism (Kerbalism 3.14)
Kerbalism - Default Config (Kerbalism-Config-Default 3.14)
Kopernicus Planetary System Modifier (Kopernicus 2:release-1.12.1-90)
KSP Community Fixes (KSPCommunityFixes 1.13.2)
KSP GroundEffect (GroundEffect v1.1.1-catalpa)
KSP Recall (KSP-Recall v0.2.2.3)
KSP_PartVolume (KSP-PartVolume 0.0.3.1)
Making History (MakingHistory-DLC 1.12.1)
Mark IV Spaceplane System (MarkIVSpaceplaneSystem 3.2.0)
MechJeb 2 (MechJeb2 2.14.1.0)
Minimum Ambient Lighting Updated (MinAmbLightUpd 1.2.6.2)
ModularFlightIntegrator (ModularFlightIntegrator 1.2.10.0)
Module Manager (ModuleManager 4.2.1)
Near Future Aeronautics (NearFutureAeronautics 2.1.1)
Near Future Construction (NearFutureConstruction 1.3.1)
Near Future Electrical (NearFutureElectrical 1.2.3)
Near Future Electrical Core (NearFutureElectrical-Core 1.2.3)
Near Future Exploration (NearFutureExploration 1.1.2)
Near Future IVA Props (NearFutureProps 1:0.7.1)
Near Future Launch Vehicles (NearFutureLaunchVehicles 2.2.0)
Near Future Propulsion (NearFuturePropulsion 1.3.5)
Near Future Solar (NearFutureSolar 1.3.2)
Near Future Solar Core (NearFutureSolar-Core 1.3.2)
Near Future Spacecraft (NearFutureSpacecraft 1.4.3)
Netherdyne Mass Driver (NetherdyneMassDriver 1:1.3.4.2)
Parallax (Parallax 1.0.1)
PlanetShine (PlanetShine 0.2.6.6)
PlanetShine - Default configuration (PlanetShine-Config-Default 0.2.6.6)
Rational Resources (RationalResources 1.33)
Rational Resources Companion (RationalResourcesCompanion 1.33)
Rational Resources Kerbalism (RationalResourcesKerbalism 1.33)
Rational Resources SSPXR Tanks (RationalResourcesSSPXRTanks 1.40)
Real Plume (RealPlume 2:v13.3.2)
Real Plume - Stock Configs (RealPlume-StockConfigs v4.0.8)
Recycled Parts Mk2 Solar Batteries (RecycledPartsMk2SolarBatteries 0.2.3)
REPOSoftTech-Agencies (REPOSoftTech-Agencies V1.5.9.0)
ReStock (ReStock 1.4.3)
ReStock+ (ReStockPlus 1.4.3)
Sandcastle (Sandcastle v1.0.9)
SCANsat (SCANsat v20.4)
Scatterer (Scatterer 3:v0.0835)
Scatterer Default Config (Scatterer-config 3:v0.0835)
Scatterer Sunflare (Scatterer-sunflare 3:v0.0835)
Service Bay Limiter (ServiceBayLimiter 1.12.2)
SimpleLogistics (SimpleLogistics 2.0.5.0)
SmokeScreen - Extended FX Plugin (SmokeScreen 2.8.14.0)
Space Dust (SpaceDust 0.4.3)
SpaceTux Library (SpaceTuxLibrary 0.0.8.4)
Special Delivery - Stockalike Cygnus (SpecialDelivery 1.1)
SRB Waterfall Effects (SWE) (SRBWaterfallEffects 1.4.2)
Stockalike Station Parts Expansion Redux (StationPartsExpansionRedux 2.0.6)
System Heat (SystemHeat 0.5.6)
System Heat - Nuclear Engine Configuration (SystemHeat-FissionEngines 0.5.6)
System Heat - Nuclear Reactor Configuration (SystemHeat-FissionReactors 0.5.6)
TAC Fuel Balancer (TacFuelBalancer v2.21.5.2)
Tarsier Space Technology with Galaxies Continued... (TarsierSpaceTechnologyWithGalaxies 1:7.13)
Tea Kettle RCS (TeaKettleRCS 1.1)
The Janitor's Closet (JanitorsCloset 0.3.7.8)
The SSR MicroSat: 0.35m Probe Parts Revived (MicroSatRevived 0.1.4.1)
Toolbar (Toolbar 1:1.8.0.8)
Toolbar Controller (ToolbarController 1:0.1.9.6)
Tracking Station Evolved (TrackingStationEvolved 7.0)
Trajectories (Trajectories v2.4.3)
Waterfall - Restock (WaterfallRestock 0.2.3)
Waterfall Core (Waterfall 0.8.1)
Zero MiniAVC (ZeroMiniAVC 1:1.1.2.4)

I don't have the craft files any more but from memory there was one EL smelter, one Sandcastle printing arm and I was getting ore and metal ore concentrations of around 3%. Metal and metal ore work in RR 1.33, but neither metal/metal ore or metals/metallic ore worked in RR 1.40.

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).

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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.

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@cinemagic I suppose not. Its tank integration only cares for the stock tanks, CryoTanks and B9 Part Switch. As far as producing RealFuels propellants is concerned, just add a few Ore tanks set to each of the interim resources required, and your final output would be whatever tank that uses MFT and should have all its necessary tank types installed already. Adding tank types to the likes of MFT is out of my scope as I've never used such. I only ever use B9 or WBI OmniStorage.

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I'm playing under pathfinder CRP playmode with RR squad + parts, I see RR provide option in omni converter that can split water into oxygen, hydrogen and a little deuterium, but I can't find further option to freeze deuterium into liquid Deuterium.

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The RR-sspx patch seems outdated it doesn't cover new added two logistic modules. (which are also cargo container)

furthermore, I've tried to combine RR with colonization/Lifesupport mod like USI series, WBI-Pathfinder or kerbalism but all failed to find any usable gas container besides procedural parts' gas tank.

with RR-sspx patch, a sspx 2.5m cargo module with nearly 2t dry mass, can only hold 3kg of oxygen, that is kind of ridiculous. (without the patch, normally sspx patches itself for TACLS then the cargo can hold about 6t of oxygen).

Edited by cinemagic
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On 6/4/2022 at 4:28 PM, cinemagic said:

I'm playing under pathfinder CRP playmode with RR squad + parts, I see RR provide option in omni converter that can split water into oxygen, hydrogen and a little deuterium, but I can't find further option to freeze deuterium into liquid Deuterium.

23 hours ago, cinemagic said:

The RR-sspx patch seems outdated it doesn't cover new added two logistic modules. (which are also cargo container)

furthermore, I've tried to combine RR with colonization/Lifesupport mod like USI series, WBI-Pathfinder or kerbalism but all failed to find any usable gas container besides procedural parts' gas tank.

with RR-sspx patch, a sspx 2.5m cargo module with nearly 2t dry mass, can only hold 3kg of oxygen, that is kind of ridiculous. (without the patch, normally sspx patches itself for TACLS then the cargo can hold about 6t of oxygen).

Hey @cinemagic,

Did you find solutions for this problems?

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On 6/4/2022 at 10:28 AM, cinemagic said:

I'm playing under pathfinder CRP playmode with RR squad + parts, I see RR provide option in omni converter that can split water into oxygen, hydrogen and a little deuterium, but I can't find further option to freeze deuterium into liquid Deuterium.

RR Parts provides the "RR Boxed Compressor/Decompressor/Freezer/Heater" parts which hold the freeze and that processes.

On 6/5/2022 at 11:20 AM, cinemagic said:

with RR-sspx patch, a sspx 2.5m cargo module with nearly 2t dry mass, can only hold 3kg of oxygen, that is kind of ridiculous.

??? That....can't be right.

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20 hours ago, JadeOfMaar said:

RR Parts provides the "RR Boxed Compressor/Decompressor/Freezer/Heater" parts which hold the freeze and that processes.

??? That....can't be right.

https://ibb.co/GtjL63J

https://ibb.co/rbSDJQ0

https://ibb.co/hH2G0Yg

I might mistake hydrogen mass as oxygen's but this is it.

I test it on a new ckan instance so I think no other mod intervene. (only Pathfinder(CRP mode)+SSPX+ TACLS+RR+RR-Squad+RR-SSPX + RR-TACLS)

 

On 6/6/2022 at 11:05 PM, N3N said:

Hey @cinemagic,

Did you find solutions for this problems?

Not yet, I simply not to use RR-sspx patch. SSPX patches it self for TACLS with larger oxygen storage, then I let procedural gas tank handle ammonia, hydrogen, co2 etc.

Edited by cinemagic
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Could you give me some hint on patching RR tank switch for SMURFF?

I use NF series + RR squad&parts + SMURFF. I see NFLV and Cryo tanks are still handled by cryo tank switch, which is affected by SMURFF. But stock and RR-parts tanks are not so they have different dry/wet mass ratio.

I want to patch it  but I can't find which cfg file handles RR fuel switch and where I can find the mass definitions.

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On 8/23/2019 at 10:29 PM, The-Doctor said:

Anyone have had experience using this to collect ore from asteroids? What's your experience 

"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."

On 8/29/2019 at 1:39 AM, JadeOfMaar said:

@The-Doctor RR doesn't touch the Ore abundance in asteroids. I forgot to mess with that and I don't want to now. I don't play with asteroids anyway and I don't think this mod's main demographic (replica and historical rocketry players) does either.

On 3/14/2021 at 9:33 AM, flart said:

Does this mod also changes asteroids? How to mine something except ore from them?

 

Hey @The-Doctor, @JadeOfMaar, @flart,

 

If you can only mine Ore (+Rock) from Asteroids, how do you convert Ore (/Rock) into other things?

I can only find a conversion to Carbon and the Regolith conversion, but I would like a conversion to "Extraplanetary Launchpads" resources or metals or so...

 

(If it helps: I use almost all RR extras and play with JNSQ+RR+Kerbalism+EL)

 

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On 6/13/2022 at 2:43 PM, cinemagic said:

Could you give me some hint on patching RR tank switch for SMURFF?

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.

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2 minutes ago, Veronika Kerman said:

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.

Thanks. I already use PP for RR gas storage.

Now I just settled with a simple patch:

@PART[*]:HAS[@MODULE[ModuleB9PartSwitch]:HAS[#moduleID[*RRStockSwitch]]]:FOR[zzz_SMURFF]:NEEDS[RationalResourcesSquad]
{
  @mass /= #$@SMURFFCONFIG/switchablefactor$

  MODULE
    {
        name = ModuleSMURFF
    }
}

I think with SMURFF tank lever = 0.2. This is pretty fit for 2.5x system.

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12 hours ago, N3N said:

If you can only mine Ore (+Rock) from Asteroids, how do you convert Ore (/Rock) into other things?

I can only find a conversion to Carbon and the Regolith conversion, but I would like a conversion to "Extraplanetary Launchpads" resources or metals or so...

 

(If it helps: I use almost all RR extras and play with JNSQ+RR+Kerbalism+EL)

I would think something else is wrong if your asteroids aren't getting resources other than Rock, but additionally, RR doesn't attempt to provide asteroid drill options because I don't have enough interest in asteroids to bother with them. EL adds MetalOre to them. The CRP adds MetallicOre to them (which is easily taken advantage of by @Veronika Kerman's EL-CRP conversion patches). Sadly, that's all I can tell you.

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2 hours ago, JadeOfMaar said:

I would think something else is wrong if your asteroids aren't getting resources other than Rock, but additionally, RR doesn't attempt to provide asteroid drill options because I don't have enough interest in asteroids to bother with them. EL adds MetalOre to them. The CRP adds MetallicOre to them (which is easily taken advantage of by @Veronika Kerman's EL-CRP conversion patches). Sadly, that's all I can tell you.

Hey @JadeOfMaar,

thank you, for your fast response!

 

So there are other resources on the asteroids?

I only saw Ore... :confused:

Which Scanner do I have to use to see other resources besides Ore on asteroids?

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59 minutes ago, N3N said:

Which Scanner do I have to use to see other resources besides Ore on asteroids?

You have to use the stock surface scanner, I think. RR's scanners are not setup for checking asteroids, I think. Ask Angel-125 in either the Blueshift or Kerbal Flying Saucers thread. He recently did some kind of fix and feature addition concerning asteroid ISRU (and particularly, the Graviolium resource).

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On 6/17/2022 at 9:27 PM, JadeOfMaar said:

You have to use the stock surface scanner, I think. RR's scanners are not setup for checking asteroids, I think. Ask Angel-125 in either the Blueshift or Kerbal Flying Saucers thread. He recently did some kind of fix and feature addition concerning asteroid ISRU (and particularly, the Graviolium resource).

Hey @JadeOfMaar,

OK, thank you.

 

But I think there is something wrong or I'm just blind:

Spoiler

RUQnFTX.png

Xr86eHm.png

Here are the Logs+MM-Cache: https://tancredi.nl/logs_scanner.zip

Can somebody, please help me?

 

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On 6/17/2022 at 2:24 PM, N3N said:

Hey @JadeOfMaar,

thank you, for your fast response!

 

So there are other resources on the asteroids?

I only saw Ore... :confused:

Which Scanner do I have to use to see other resources besides Ore on asteroids?

I noticed this as well in my own game. The only scanner I have which works on asteroids is the surface scanner, which says the first asteroid I've grabbed is 80% resources, and then under "Resource Composition" it lists "Ore: 83%," but lists no other resources. I grabbed a second asteroid and it is similar. I think the numbers were different, but it also only showed ore. Anyways, that led me to assume that 17% of the resources in the asteroid weren't listed. But apparently that's not what that number means. I found the first asteroid in my save file, and it has two ModuleAsteroidResources, with the first one having an "abundance" of 83%, and the second one having an "abundance" of 0%. The save file doesn't list the resourceNames, but I'm guessing the second is for graviolium, since I also have Blueshift installed and it adds a graviolium ModuleAsteroidResource module to PotatoRoid. I have CRP and it doesn't appear to add any ModuleAsteroidResources (at least in the current version).

I noticed that Custom Asteroids adds other resources to asteroids, but that won't fix the %s not adding up to 100%, since they don't actually seem to be resource composition %s like the surface scanner's Asteroid/Comet scanner dialog implies.

Edited by AmanitaVerna
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21 hours ago, AmanitaVerna said:

I noticed this as well in my own game. The only scanner I have which works on asteroids is the surface scanner, which says the first asteroid I've grabbed is 80% resources, and then under "Resource Composition" it lists "Ore: 83%," but lists no other resources. I grabbed a second asteroid and it is similar. I think the numbers were different, but it also only showed ore. Anyways, that led me to assume that 17% of the resources in the asteroid weren't listed. But apparently that's not what that number means. I found the first asteroid in my save file, and it has two ModuleAsteroidResources, with the first one having an "abundance" of 83%, and the second one having an "abundance" of 0%. The save file doesn't list the resourceNames, but I'm guessing the second is for graviolium, since I also have Blueshift installed and it adds a graviolium ModuleAsteroidResource module to PotatoRoid. I have CRP and it doesn't appear to add any ModuleAsteroidResources (at least in the current version).

I noticed that Custom Asteroids adds other resources to asteroids, but that won't fix the %s not adding up to 100%, since they don't actually seem to be resource composition %s like the surface scanner's Asteroid/Comet scanner dialog implies.

 

Hey @AmanitaVerna,

Did you succeed in mining the Asteroids?

Or did you find something to "repair" this behavior?

 

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Hey! How is the compatibility between this mod and RSS? I'm currently getting the resources from community resource pack on Moon but some stuff that should be present like He3 is not, would this mod fix that?

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On 6/23/2022 at 3:09 PM, N3N said:

 

Hey @AmanitaVerna,

Did you succeed in mining the Asteroids?

Or did you find something to "repair" this behavior?

 

Since I had only planned to use the ore to produce carbon in order to refill methalox tanks, I've decided to bypass the problem (of needing carbon to do that) by (for the time being) only using methalox and LFO for disposable launch stages. My ships already mainly use monopropellant and liquid ammonia for fuel once in space, both of which I think I can produce from the water and nitrogen in Kerbin's exosphere using an ISRU converter and compressor (once I research compressors).

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15 hours ago, AmanitaVerna said:

Since I had only planned to use the ore to produce carbon in order to refill methalox tanks, I've decided to bypass the problem (of needing carbon to do that) by (for the time being) only using methalox and LFO for disposable launch stages. My ships already mainly use monopropellant and liquid ammonia for fuel once in space, both of which I think I can produce from the water and nitrogen in Kerbin's exosphere using an ISRU converter and compressor (once I research compressors).

Hey @AmanitaVerna,

 

What Engines/RCS/etc are you using for this method?

 

And could you please write here if you succeed with your plan?

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