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RoverDude

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Everything posted by RoverDude

  1. You are providing way too little information. I will expend as much help supporting you as you spend in providing information. - - - Updated - - - Start with a screenshot of your gamedata folder. also basic stuff like... KSP version
  2. Also - expression of EC in terms of Joules does not work. It should be expressed in Joules per second, or watts. And yeah... the ion engine is pretty much worthless for comparison. And nothing will ever tie out. hence the most common line in the sand of 1EC/Sec = 1kw = 1kJs
  3. See the note above RE KryptonGas - the calcs show it incredibly inflated price wise, so there may be something off in your base calculations (i.e. if anything your prices should be way too low)
  4. @Paul - I agree, and also agree that it's not really in the scope of CRP, since it starts touching on a lot of areas, and we have a pretty strict 'don't screw with stock' policy. Easier to just go with the assumption that Kerbals are really good at making solar panels and RTGs - as everyone tends to balance around them. So as long as the different techs make sense relatively, it's a wash. Otherwise you end up chasing down every solar mod out there @Regex - curious what Starwaster's method is. Only because some of the costs look a lot closer than $1000@1965 vs $5@2015 would imply.
  5. Funds = USD * 0.173 (so about 5.78 USD per fund) EL and USI use a rate of 5 USD per fund, so almost the same thing. This is based on assuming LFO = Kerosene. Side note... yeah, don't use RF conversion factors. They have you paying $160/L for LiquidFuel. Thanks Obama! So, if you look at cost per gram of Argon gas in 2015 USD in light of the formula above (assuming a cost of about 50 cents for 100 grams), the current value looks fine to me. In RF land, it's about 200 times more expensive (not even taking into account inflation, which makes that difference more like 1500 times more expensive). RegEx/NathanKell - do me a favor and check my math - I'm assuming 1 fund = $1000 for RF, and looking at current CRP costs (which are not outlandish in relation to others - i.e. Kerosene is only 1/4 the price of LiquidFuel), it almost looks like our costs are closer than we realized (lower in terms of 1965 dollars, a bit higher in 2015 dollars, assuming about 750% inflation). Now let's look at KryptonGas. At 3.75g per liter, and using the most conservative pricing, we come up with $373 per gram. Which is a little bit more than the current market price of 33 cents per gram - - - Updated - - - NFT stuff is updated. Nertea - please confirm these as blessed and I'll update the config.
  6. And side note... I would not get too worried about precise numbers for resource harvesting because all bets are off the second another mod uses the same thing anyway (Regolith will take the most optimistic combination of both). Easier to focus on what you need in place for gameplay.
  7. Thanks Nertea! Just toss me over a config set and mark them in the working doc as complete and I will integrate it. Also, ping me on IRC!
  8. Also. I am going to be fairly picky on what we admit for CRP harvestable resources, in favor of either multi-use or more generic ones, mostly because of how nicely Regolith makes this moddable and allows folks to drop in their edge cases, and to prevent a massive overflow of stuff for scanners, etc. since we have to take that into consideration for things like SCANSat, etc. - also there are none of the over-stomp issues you have with resource definitions, or the horrible lag we had with duplicate keys with ORS.
  9. Ok, it's time to wrap this up. 1. FreeThinker - per our prior discussions, UF4 was to be removed from the list. So I have removed it from the list. 2. I have provided info on how to set up a Regolith harvesting config. On a philosophical note, this is KSP not Earth. So splitting hairs over what is in a Mars or Jupiter atmosphere is pretty irrelevant since you can override all of these for something like RSS. But in any case, if you wish something to be harvestable for KSPI, please provide the Regolith config for review. These can also be added after the fact, so no rush. And we will happily seal up the 1.0 version without them. You can just include them with KSPI, since Regolith is going to gather them all up anyway and automatically merge everything (i.e. it is a LOT more tolerant of multi-mod than ORS ever was). Sort it out. Then propose it once we get this first cut done. And if it provides value, we can roll it in. 3. We cannot keep flagging stuff as 'YES' in the document but then come back here to work through it. As noted previously, the costs, densities, etc. are up to the curating mod. If there's an issue, take it to the relevant thread. NorthStar - there's no point in using this thread for debating costs on stuff that KSPI curates - sort that with FreeThinker. 4. If Nertea changes the cost of ArgonGas, awesome. If not, also awesome. It will go to 1.0 with whatever he puts in there. 5. FreeThinker - I need your resource config file ASAP. 6. Anything not sorted is going to be pulled out and not considered part of CRP until such time as I have configs. These will at this juncture be KSPI and NFT. Since I know Nertea is on vacation, I will be using existing CRP values for him unless something else is provided. Since the old KSPI values are KSPI-L not KSPI-E, I'll need FreeThinker's numbers, otherwise (as noted) they will be dropped until I have config files. 7. Once this is done, each new proposal will be handled case by case like it always has been done, and negotiated between the folks who use that resource and the folks who curate it. Normally this is an extremely brief process. My concern is that the amount of back and forth on downright trivial stuff is getting more than a bit nuts, and that is absolutely going to cease now. 8. Yemo - this is not the place for EC, AKA one of the many Viet Nams of KSP Modding. But that being said, the most commonly accepted definition is that 1EC/Sec = 1KW. We use the KW definition since EC is almost always discussed in terms of consumption over time, not storage. It's an important distinction given how totally out of whack the mechanics of storage are in stock. And yes, as a result, half of the stock stuff is off. But it's a useful benchmark.
  10. The only problem being that if you do that, stuff gets weird as you will have broken recyclables, and two simultaneous and different rocket part recipes.
  11. It's just a FireSpitter capability, so I expect so. You can poke around the config file
  12. Actually... Regolith supports a depletion model, just that nobody uses it
  13. There is an excellent parable about what to do if you have nothing nice to say that comes to mind.
  14. Here's a link to the Regolith documentation - resource config info is first. https://docs.google.com/document/d/1apMiDJDYtfGi_wznWejP5MmBjK7RxPZnRwFPCsATrIY/edit?usp=sharing Note that unlike ORS, Regolith will view atmospheric abundance as a relative weight, so you can end up with over 100% pretty easily. Also surface resources are additive, so if it sees two definitions for the same thing, it takes the most optimistic combination. This prevents people locking out resources of other mods. Uraninite is based on Uraninite. It has a density of about 6K-10K kg/m3. (edit) Unless something is unique to a stock planet, you should generally go with a global fallback config. This is what lets CRP/Regolith support alternate planet packs. General procedure is to have some intelligent planetary defaults (this is calculated per biome), and biome/planetary overrides where you want to increase or guarantee abundance.
  15. Actually... UF4 WAS off the list per FreeThinker's prior post (scroll earlier up on the post). We had agreed on EnrichedUranium for the standard on uranium-based nuclar fuels. I will repeat my earlier position that if this keeps devolving into 'everyone else change but don't change KSPI' then we can go our separate ways, because it becomes a waste of time. Also as noted, we already have Uraninite for harvesting uranium. And PU-238 does not occur naturally so having it as a harvestable resource does not make sense. - - - Updated - - - Correct, generally how we'd see PU-238 pop up is as something we can get from reprocesses reactor waste.
  16. Uraninite is the harvested form of uranium in CRP, and as I recall UF4 was being swapped to EnrichedUranium for consistency with RF, USI, and NFT. Also Plutonium 238 does not occur naturally.
  17. There is already Just they are very rare Oh... and asteroids too
  18. @FreeThinker - need you to set those 'Complete' values to 'Yes' if you are done with them please. UF4 should be off the list as it was replaced with EnrichedUranium. We'll sort DepletedFuel/DepletedUranium/Actinides at a later date once we have the rest of the doc done. Any issues with the density/cost of Uraninite so I can ratify that one and close off the USI list? Any issues with any of the RealFuels stuff (same reason)? I need to know which KSPI resources need to be harvestable, and will need Regolith configs for them. If you need assistance making these, let me know. Thanks
  19. Hey! Awesome mod Side note - I would advocate using RocketParts vs SpareParts for three reasons. First... RocketParts construction is actually earlier in CTT than SpareParts Second... RocketParts makes a bit more sense IMO (SpareParts are more of a repair resource) Third... SpareParts are being deprecated in 0.33.0 as I collapse and simplify some parts of MKS/OKS - - - Updated - - - Also usual deal - if you want to collaborate as you make this MKS/OKS compatible, just ping me. i.e. we can do a MM config that when present converts one of the MK-III modules (probably the fabrication plant) into a workshop. Could also just have them toss the parts right there since it would already have built in KAS storage and would make gameplay sense.
  20. Or just attach a docking port straight on with KAS, dock, then strut reinforce it and I expect you'd be in good shape.
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