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KSP2 Release Notes
Everything posted by WaveFunctionP
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It might be useful to list our resources and talk about how they are used. With everyones cards on the table we can see where everything fits. RESOURCE_DEFINITION { name = ThermalPower //the raw main product of reactors, it is either converted to MW/EC (generators) or Thrust (Thermal engines) density = 0 flowMode = ALL_VESSEL transfer = PUMP } RESOURCE_DEFINITION { name = Megajoules // A managed resource (works even when vessel is not focused) use as the primary electric unit. Converts to and from EC density = 0 flowMode = ALL_VESSEL transfer = PUMP } RESOURCE_DEFINITION { name = ChargedParticles // Special snowflake resource, basicly it just converts more efficiently to electric charge. density = 0 flowMode = ALL_VESSEL transfer = NONE } RESOURCE_DEFINITION { name = Antimatter // Fuel source for AM/AMI reactors. Mostly collected in space with the plugin's own van allen belt model. density = 0.000000001 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true } RESOURCE_DEFINITION { name = IntakeAtm // Like intake air, but doesn't require oxygen to be present. density = 0.005 flowMode = ALL_VESSEL transfer = PUMP } RESOURCE_DEFINITION { name = UF4 // Fuel source for fission reactors. Can be extracted from land sources. density = 0.005 flowMode = ALL_VESSEL transfer = NONE isTweakable = true } RESOURCE_DEFINITION { name = ThF4 // Alternate fuel source for fission reactors. Can be extracted as well. density = 0.0042 flowMode = ALL_VESSEL transfer = NONE isTweakable = true } RESOURCE_DEFINITION { name = UraniumNitride // Fuel source for particle bed reactors. Can be extracted. density = 0.0143 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true } RESOURCE_DEFINITION { name = Actinides // Intermediate waste product of fission reactors. Can be reprocessed into more fuel plus depletedfuels. density = 0.005 flowMode = ALL_VESSEL transfer = NONE } RESOURCE_DEFINITION { name = DepletedFuel // do nothing waste product of fission. density = 0.005 flowMode = ALL_VESSEL transfer = PUMP } RESOURCE_DEFINITION { name = Science // self explainatory. Some modules produce science. density = 0 flowMode = ALL_VESSEL transfer = PUMP } RESOURCE_DEFINITION { name = VacuumPlasma // Free fuel for plasma engines in vacuum. density = 0.005 flowMode = ALL_VESSEL transfer = PUMP } RESOURCE_DEFINITION { name = Argon // yet another useless fuel mode density = 0.005 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true } RESOURCE_DEFINITION { name = Aluminium // fuel for the Al rocket. density = 0.0135 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true } RESOURCE_DEFINITION { name = ExoticMatter // the fuel for warp drive density = 0 flowMode = ALL_VESSEL transfer = PUMP } RESOURCE_DEFINITION { name = Deuterium // Fuel for Fusion reactors, extracted from oceans density = 0.001 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true } RESOURCE_DEFINITION { name = Lithium // used to make fuel for fusion reactors, another mostly useless fuel mode as well density = 0.001 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true } RESOURCE_DEFINITION { name = Tritium // fuel for fusion reactors, made by reactor breeding with lithium density = 0.001 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true } RESOURCE_DEFINITION { name = WasteHeat // the fun killing resource density = 0 flowMode = ALL_VESSEL transfer = NONE } RESOURCE_DEFINITION { name = LqdMethane // fuel for an engine, another fuel mode for all engines, not terribly important density = 0.00186456 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = true } RESOURCE_DEFINITION { name = Plutonium-238 // no friggen idea density = 0.001 flowMode = NO_FLOW transfer = NONE } RESOURCE_DEFINITION { name = Helium-3 // fuel source from some fusion modes and the AMI reactor, doesn't work properly density = 0.001 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true } RESOURCE_DEFINITION { name = LqdWater // the one everyone always complains about density = 0.001 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true } RESOURCE_DEFINITION { name = Alumina // intermediate resource, can be extracted, used to make fuel density = 0.00399 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = true } RESOURCE_DEFINITION { name = H2Peroxide // intermediate resource to produce monopropellant density = 0.00145 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = true } RESOURCE_DEFINITION { name = Ammonia // use to make mono-propellant, yet another fuel mode density = 0.000681 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = true } RESOURCE_DEFINITION { name = LqdHelium // fuel the telescope, basicly density = 0.000135 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = true }
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As far as most resources go, I'm willing to concede to the resource gurus because changing resources is as easy a search and replace for the most part on my end. Numbers can be rebalanced and hand-waved to achieve the desired results. It is my desire to have KSPI play as nicely as possible with other mods. There are no sacred cows as far am I am concerned. Don't worry about the refineries and extractors in kspi, I'll adjust them where appropriate.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
WaveFunctionP replied to ferram4's topic in KSP1 Mod Releases
Thanks for the quick reply. Seems the person that mentioned it hasn't actually tried it in a while.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
WaveFunctionP replied to ferram4's topic in KSP1 Mod Releases
It has just come to my attention that the deployable array for kspi has trouble with FAR. Seems it is seen as deployed at all times. I'm currently maintaining a working version of KSPI, and I'd like to fix this, but I know absolutely nothing about why this would be. I don't mind making changes to KSPI, but I don't know what in particular would cause the issue with FAR.- 14,073 replies
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I've been meaning to mention it, but a word of warning for the next version. Every part is changing so all kspi vessels will break. I hate to do it, but there is so many changes that the vessels won't likely operate the way they were designed anyway. The good news is that the parts will be much more rational now. And there are more useful parts, but MUCH less cluster in the VAB
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Been a long day messing with part files and implementing tweak scale. A little tease: Can anyone say nuclear probe? Yes, I just launched with that setup. That is basic fission, no boosters/cheats. Yes, the generator is completely superfluous. Yes, those are useable radial radiators. And work is being done to make radiators glow when heated. Fission buff looks good. Going for higher thrust than the stock nuclear engine, but lower isp. Reactor size increases relative thrust and lowers isp, with fairly similar TWRs. Much closer scaling to stock performance. Shooting to fit reactor based rockets into the reusability niche but still with the performance to justify the cost. The good news is that if I mess up the balance, it will be MUCH easier to adjust. The reduced parts in the VAB is a nice bonus. It's hard to say, but I'm hopeful that I can get something out in a week or two, earlier if I get lucky with RL stuff.
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I will probably start a new thread and bump the version in the next release. I think I've nailed down a reactor scaling model, and now I'm working on tweakscale implementation. Assuming I don't run into major issues, I may release after tweakscale is implemented and I have resource costs nailed down.
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The version in the OP does not support the current version of KSP. You'll need an updated version to play ksp. There is a slightly different working version available for .24.2 in my sig if you do not have the resources to fix it yourself. Be sure to follow the instructions here: http://forum.kerbalspaceprogram.com/threads/43839-0-23-5-KSP-Interstellar-%28Toolbar-Integration-New-Models-New-Tech%29-Version-0-11?p=1329198&viewfull=1#post1329198
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Part of the issue is that since kspi uses an upgrade mechanic instead of discrete parts, the prices need to be set at the upgraded cost to be balanced. Or I have to implement special functionality to kspi, kspi already plays badly with many mods because it does things in a non-standard way. Fission is going to be buffed significantly in the next version. Some of that cost can be offset by the use of extractors. Fuels are going to be expensive, particularly the higher end fuels, but after you get a supply chain going, it should work out. Reactors are going to have more tiers. I also have the idea for each tier to be a kind of factory for the next fuel type where byproducts can be used in higher tier reactors, or at least allow for a most cost effective means of fuel supply. The supply chain may not be finished, but the reactor tiering should be in place. The tiering is part of the process of removing the upgrade system. I may also remove the confusing fuel modes and he3 altogether in the process. I'm currently working to implement tweakscale compatibility which is part of the tiering process.