JadeOfMaar

Rational Resources [v1.0.3] [Nov 24, 2019]

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Release 1.0.2

DOWNLOAD :: GitHub :: SpaceDock

  • Updated SSPXr extras config. Caught redundant/overlapping subtypes.
  • Added WBI logistics module to all stock parts when TankSwitchForSquad patch is active and Rational Resources is in Classic Stock play mode.
  • Tiny adjustments to nuclear engines.

 

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@juanml82 It is. I have that set up already. However, I just looked and confirmed that I have the biome name very wrong. I expected "IceCaps" but it's actually "Poles." I'll have an update out soon.

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By the way, is there a recommended mod with fuel tanks to use with the dual CO2/Water Nerv? IFS has liquid CO2 tanks available that work, but they switch to "liquid water", which doesn't work with the "water" resource the engine expects. Stockalike Station Parts Redux has cargo containers with water, which works with that engine, but no liquid CO2 setup

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Release 1.0.3

  • Added Restock+ new Ore tanks (KSP 1.8) to Ore tank resource switching.
  • Fixed missing Water in Duna and Laythe polar regions without JNSQ.
  • Fixed specific restrictions at Mun Polar Crater without JNSQ.
  • Fixed missing NEEDS in OPM patch.

Download links in thread OP

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11 hours ago, juanml82 said:

By the way, is there a recommended mod with fuel tanks to use with the dual CO2/Water Nerv? IFS has liquid CO2 tanks available that work, but they switch to "liquid water", which doesn't work with the "water" resource the engine expects. Stockalike Station Parts Redux has cargo containers with water, which works with that engine, but no liquid CO2 setup

In RR's Extras folder is a config that applies RR's fuel options to tanks that have the stock manufacturers. I haven't tested whether it applies to any fuel tanks added by Restock Plus but it should, and nobody has asked to provide this feature for any popular rocket part mod's tanks.

Also in RR's Extras folder is a config that provides the Ore tank options to all of SSPXr's parts, however, I do not provide fuel as SSPXr explicitly is not meant to hold propellants, and LqdCO2 is good for nothing but propellant and fire suppression. I would therefore go after NF Launch Vehicles and CryoTanks.

I remember that a "liquid water" exists in KSPI but I do not know its internal name (likely abbreviated) so you'll have to find that yourself and change it from "LqdWater" if this is incorrect. It occurs 3 times in the example config below.  Save this config anywhere in GameData and it should work for you.

Spoiler

@PART[RREngineNERVA-O]:NEEDS[WarpPlugin]:AFTER[RationalResourcesParts]
{
	@MODULE[ModuleB9PartSwitch]
	{
		SUBTYPE
		{
			name = LqdWater
			title = LqdWater
			primaryColor = Ocean
			secondaryColor = Ocean
			descriptionSummary = The engine consumes <color="yellow">Liquid Water</color>.<br>This is the more economical high thrust option, immediately superior in performance to the LV-303 and LV-909 LFO engines. 
			descriptionDetail = <b>Thrust:</b> 30.0 kN ASL / <color="yellow">130 kN</color> Vac.<br><b>Isp:</b> 86 s ASL / <color="yellow">370 s</color> Vac.
			defaultSubtypePriority = 0
			MODULE
			{
				IDENTIFIER
				{
					name = ModuleEnginesFX
					engineID = mainEngine
				}
				DATA
				{
					maxThrust = 130
					PROPELLANT
					{
						name = LqdWater
						ratio = 1
						DrawGauge = True
						resourceFlowMode = STAGE_PRIORITY_FLOW
					}
					atmosphereCurve
					{
						key = 0 370
						key = 1 86
						key = 2 0.001
					}
				}
			}
		}
	}
}

 

 

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22 hours ago, JadeOfMaar said:

In RR's Extras folder is a config that applies RR's fuel options to tanks that have the stock manufacturers. I haven't tested whether it applies to any fuel tanks added by Restock Plus but it should, and nobody has asked to provide this feature for any popular rocket part mod's tanks.

Also in RR's Extras folder is a config that provides the Ore tank options to all of SSPXr's parts, however, I do not provide fuel as SSPXr explicitly is not meant to hold propellants, and LqdCO2 is good for nothing but propellant and fire suppression. I would therefore go after NF Launch Vehicles and CryoTanks.

I remember that a "liquid water" exists in KSPI but I do not know its internal name (likely abbreviated) so you'll have to find that yourself and change it from "LqdWater" if this is incorrect. It occurs 3 times in the example config below.  Save this config anywhere in GameData and it should work for you.

  Hide contents


@PART[RREngineNERVA-O]:NEEDS[WarpPlugin]:AFTER[RationalResourcesParts]
{
	@MODULE[ModuleB9PartSwitch]
	{
		SUBTYPE
		{
			name = LqdWater
			title = LqdWater
			primaryColor = Ocean
			secondaryColor = Ocean
			descriptionSummary = The engine consumes <color="yellow">Liquid Water</color>.<br>This is the more economical high thrust option, immediately superior in performance to the LV-303 and LV-909 LFO engines. 
			descriptionDetail = <b>Thrust:</b> 30.0 kN ASL / <color="yellow">130 kN</color> Vac.<br><b>Isp:</b> 86 s ASL / <color="yellow">370 s</color> Vac.
			defaultSubtypePriority = 0
			MODULE
			{
				IDENTIFIER
				{
					name = ModuleEnginesFX
					engineID = mainEngine
				}
				DATA
				{
					maxThrust = 130
					PROPELLANT
					{
						name = LqdWater
						ratio = 1
						DrawGauge = True
						resourceFlowMode = STAGE_PRIORITY_FLOW
					}
					atmosphereCurve
					{
						key = 0 370
						key = 1 86
						key = 2 0.001
					}
				}
			}
		}
	}
}

 

 

Wouldn't this prevent me from refueling the engine from your mod's "water"? IFS internal name is indeed LqdWater

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@juanml82 No it wouldn't. The config I offered you doesn't change a B9 subtype. It creates/adds one. You will have the Water and LqdWater options together.

I'm planning on supporting Alumina and Mopedantte [forum censor] (these are particular to KSPI) and introducing ISRU chains to make them useful.

  • Alumina to produce Oxygen, Metal(s) and SolidFuel. (To be availed in EL recipes.)
  • Mopedantte to produce RareMetals, Oxygen and Phosphorous. Phosphorous is super rare in nature and largely found in living beings so it has a great potential in-game for farming money and fitting into obscure life support related processes.
  • Carbon (not mine-able but received from the prior existing CO2 splitter process) which could go with Water or Hydrolox (IRL it would actually go with Phenols but I don't want to implement those. The end of this process would be Ablator. (Also to be availed in EL recipes.)
  • Given that Ablator and SolidFuel are non-transferrable, I have the idea to introduce an intermediate process that requires a staffed science lab or other appropriate part for industrial processes to produce employ CRP/USI Chemicals which is then consumed by a converter module in the SRB or the heatshield. This idea targets players who develop reentry vehicles from outposts in vacuum or who experiment in reusable SRBs and vacuum-only SRBs. I read something about proposals for cheap lunar-based SSTOs.

Furthermore I've entertained for a long time, the concept(s) of making parts from mods (according to certain themes they follow) have requirements for different combinations of resources and diverge from the one-size-fits-all solution of MaterialKits or RocketParts for everything... Particularly parts that aren't actually rocket parts (see: base parts mods, science experiment packs, glass domes, Of course this means a lot of complexity and it reaches into RealISRU territory and will likely remain a pipe dream/daydream. Since I very rarely casually play, I won't have it in me to enjoy and develop this for myself. I could start these but I'd need to see some sufficient evidence of demand for these things.

  • Base parts like Firma (Screenshot) which are built from the crustal material around them (see: Mars 3D printed habitats) may require mainly Rock or Silicates.
  • Tundra Exploration's Starship would have required mainly Carbon (while SpaceX was focused on using Carbon Fiber).
  • Glass parts (screenshot) would require mostly or only Silicates.
  • WBI Pathfinder does something like this for itself already, requiring lots of its own Equipment or Konkrete resources. Equipment is equivalent to MaterialKits and Konkrete is largely made from Rock, Slag and possibly Water.
Edited by JadeOfMaar

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Hi, that cfg doesn't seem to be working. Nonetheless, the problem is this: the drills extract Rational Resources "water", but since that's a different resource than IFS "Liquid Water", it can't be stored in IFS tanks. Therefore, even if the engine is switched to use IFS Liquid Water instead of RR Water, it can't be refueled in situ

a2MkMNg.jpg

EDIT: Or I can just use SSPR instead of IFS for fuel tanks

Edited by juanml82

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How is the radial intake supposed to work as an atmospheric resource harvester? I have it in a parked rover in Duna and it's absorbing CO2 rather at random and only in small quantities. Is it supposed to be used in flight instead of parked?

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On 11/26/2019 at 8:30 PM, juanml82 said:

Hi, that cfg doesn't seem to be working. Nonetheless, the problem is this: the drills extract Rational Resources "water", but since that's a different resource than IFS "Liquid Water", it can't be stored in IFS tanks. Therefore, even if the engine is switched to use IFS Liquid Water instead of RR Water, it can't be refueled in situ

I didn't anticipate that you''d go drilling for it, sorry. The problem (highlighted) is that you need to have some amount of available tankage for the resource you're drawing (even just 0.01 units max). Your craft simply cannot hold the resource so it declares itself "full." The ResourceName value needs to change from Water to LqdWater in RationalResourcesParts\CRP\zDrills_Stock.cfg

29 minutes ago, juanml82 said:

How is the radial intake supposed to work as an atmospheric resource harvester? I have it in a parked rover in Duna and it's absorbing CO2 rather at random and only in small quantities. Is it supposed to be used in flight instead of parked?

Unfortunately that's one of a few very major flaws in the stock resource harvesting system. An atmo harvester's harvest rate depends firstly on how fast it's moving. The moments when you do receive something are because you're drifting at how many mm/s because of friction-less ground. Ideally it should work fine when sitting still but at some point it got unfixed and is going to be that way forever, probably.

Edit: You might (also) need an extra ISRU module added somewhere that converts Water to LqdWater. It'll be a pain to change the references to "Water" in everything, especially all the resource placements.

Edited by JadeOfMaar

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It's me again. Are the water to LH2 proportions right? It takes a lot of water to produce very little LH2

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I don't know either. A quick google search lead me to this https://www.quora.com/How-much-water-is-required-to-produce-1-kg-of-hydrogen which states it's 9kg of water per kg of hydrogen, assuming a perfect conversion. I think electrolysis of water has an effectiveness rate of 70%. So it's about 13 kg of water per kg of hydrogen?

If so, this pair of SSPER containers with 840,000 kg should be, more or less, enough to fill up the spherical LH2 tank, which holds a about 61,000 kg of hydrogen (840,000/13=66,461)

35esdY5.png

However, all that water only fills up to 133,000 units of LH2, which equal to about 9,400 kg of hydrogen

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