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Windspren

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Everything posted by Windspren

  1. Inspired by this, I've decided to try exploring not just the Kerbol system, but the creations left behind by other players. So, I'm asking for people to send me their save files, which I'll merge together into a single Save File of Doom. Modded installs are fine as I'll be using quite a few mods, and it probably won't matter if a few ships disappear because of incompatible mods. Save files from past versions are also fine, as I'll basically be trying to get as many ships in the same save as I can. Rendezvous is one of my favorite things to do in KSP, and not knowing exactly what I'll be rendezvousing with will make it all the more exciting. KIS and similar mods should let me scavenge parts from other vessels and dock them together to create wild monstrosities in orbit, which I'll use to further explore outward. I'll keep this updated with what I find out there, but for now, post your save files!
  2. I was really hoping for procedural parts (especially engines) ala Simple Rockets 2. Their procedural parts system is 90% of why I like that game, so I'll be sad if we don't have something similar in KSP 2
  3. Oops, forgot to mention that. Mainly those hydrolox engines, the capsules, and the heatshield with a hole
  4. See Far Future Technologies in Nert's Dev Thread https://forum.kerbalspaceprogram.com/index.php?/topic/47223-wip-nerts-dev-thread-current-sspx-redux-alphas/
  5. 0.3 is out! It took me a while due to finals (which will be continuing next week ), but I finally added everything I wanted to for this update. Changelog: Future plans include more resource extraction, including hydrates and alumina mining, as well as processing for both of those resources.
  6. I'm hoping they'll read the README. If it becomes an issue I can always add information to the OP above the download.
  7. I don't really want to add a dependency when simply deleting a few files can replace its functions. Two folders also doesn't make much sense, as there are far more combinations of patches that you can apply depending on what you want.
  8. Realistic conversion ratios have been finished, using actual stoichiometric equations to get a pretty accurate representation of electrolysis and the Sabitier reaction. I'm going to hold off on adding it as a separate version until I can get the part switching done, as you can't really use most of the conversions without dedicated resource storage. I'm also considering scrapping the Simple Sabitier patch, as the number of different resource tanks it requires (CO2, Ore, LiquidFuel, Oxidizer) is only one less than the standard patch (CO2, Water, LH2, LiquidFuel, Oxidizer), which is also far more realistic. Feedback on this is important!
  9. I'm going to start working on this pretty soon, and so I've began looking at the various mods that enable part switching. So far, Interstellar Fuel Switch looks like what I need, but I just wanted to find out what you had in mind. Is there any option for a stock fuel switch, since 1.4 added stock mesh switching? Thanks!
  10. Thanks! That really helped a lot; I mainly wasn't sure where to put the @Ratio node or how to specify which Ratio to modify, but you really helped clear it up. Right now I'm about finished with manually calculating everything, so I'll probably hold off on making it fully MM-automated, but in a future update I'll definitely use this.
  11. Update for 0.2 is out, incorporating some suggestions from all of you! Changelog: Next update is planned to have a fix for conversion ratios and some patch checks for redundant harvesters/converters. If I can fit it in, I'll also try working on the part switching for stock ore tanks
  12. @Eleusis La Arwall Sorry to bother you, but could you explain a bit more on how to get MM to calculate conversion ratios? I think I understand the math, but I'm not exactly sure on how I would get MM to do all of it for me
  13. Thank you, that would be great! Oh wow, thanks for all that information! I haven't really looked into the finer parts of what MM can do, but I'll be sure to incorporate this into 0.2. As for the license, I included it inside the README, but I can always make it a separate text file if that's preferred.
  14. 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!
  15. The pusher plate often disappears without warning when the drive is on, even when using it for 0.5 g thrust. Surrounding the drive with structural panels has no effect on this.
  16. Completely uneducated armchair idea: Perhaps add a special module that makes a part lose all heat when you enter timewarp?
  17. This looks really cool! What's the average specific impulse for most of the engines? Keep up the great work!
  18. I've been experiencing the same thing since the 1.4.3 update. When I run an old 1.3.1 version, the issue isn't there, so I'm not really sure what's going on.
  19. Thanks, I'll try that EDIT: That works great! The resolution settings still don't save every time I load KSP, but now it's fairly easy to fix the issue and I can actually play. Thanks everyone for the help!
  20. I found that someone else had a similar issue Can you see if your install saves resolution changes? Change the resolution in settings and then load a save.
  21. Nothing happened. What is that supposed to do? I have Nvidia, but my settings are identical to what they were before. It is 1.4 that broke resolution saving. I suspect that everyone has this issue, but most people don’t change resolution so it goes unnoticed.
  22. I’ve tried all of that, and ironically the settinngs.cfg stays at the proper resolution while the game renders it in 4k. Running the game as admin made no difference.
  23. I have a 4k monitor, so I normally turn down my resolution a bit to save GPU load and make the UI readable. This has worked fine for me up to 1.3.1, until I started a 1.4.3 install. As always, I started up a stock install of the new version to make sure everything was working, and edited my settings as desired. I dropped the resolution to 2048 x 1152, saved, and created a new save. However, when I loaded the save and entered the KSC screen, the resolution switched back to the default 4k. My other settings were left intact, but the resolution settings were reset. I tried several times, and even reinstalled 1.4.3 to see if the problem was a faulty download. Nevertheless, the problem persisted. As it is, I can't play KSP at all, as the UI scaling doesn't make the UI large enough for me to use. When I copied over my 1.3.1 config, the resolution would be saved until I closed KSP and restarted it, at which point it would be reset again when settings.cfg was updated to the 1.4 version. All I can think of is that 1.4.3 changed something in settings.cfg that won't let me change my resolution settings. I can't really play KSP with this bug, so if anyone knows what's going on I'd appreciate some help!
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