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Charle_Roger

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  1. Right now it's doable, but will be a decent amount of effort for something with as much scope as BDB. I'm not prioritising it, but I won't release v1.0 without support for mods like this. I'm currently working on a new plugin to handle arbitrary bipropellant combinations, complete with some fairly forgiving ignition mechanics. It's almost fully functional, will share some more about it soon. In the long run, it should make extending support to engines from mods simpler and much more robust. This sort of thing is a bit of an unavoidable obstacle which requires bespoke patching in any case.
  2. Engines running LqdHydrogen/Oxidizer and LqdMethane/Oxidizer, like those in CryoEngines, are automatically converted. Likewise MonoPropellant is easy to spot and convert. Regular old LFO engines are pretty much impossible to do automatically since some of them are more appropriate as kerolox and others are best converted into hydrolox with a big Isp boost etc. Right now I just convert all not-directly-supported LFO engines into the hypergolic class (Kerosene/HTP or Hydrazine/NTO), so at least they will function pretty much as originally intended.
  3. If I understand you correctly, Immersive Chemical Propulsion already does this. The only mod-specific patches are to adjust the stats of engines to fit with their newly assigned propellant types. All changes to tanks are performed automatically based on the original contents.
  4. Decided that "Immersive Chemical Exotics" shouldn't be a separate mod, rather all that stuff should show up in its respective domains in the other mods, starting with the use of exotic propellants in Immersive Chemical Propulsion. Immersive Chemical Propulsion 0.3.0 With this update, all the planned propellants are functioning and implemented at the basic playable level. Still wouldn't recommend starting any career saves with it, but I think it's at a point now where you should be able to play with it and really get a feel for what this mod will be like. Most of what's left to do are auxiliary gameplay elements: Tech restrictions on advanced propellants (shouldn't take too long, targeting the next release) A plugin for simulating chemical hazards involved with the advanced fuels (will take a while, presumably) A plugin for simulating engine ignition (ditto)
  5. Immersive Chemical Propulsion 0.2.0
  6. Immersive Chemical Propulsion 0.1.3 Labradoodle is a quick little mod I made last night which adds a new engine, the RE-L20 "Labrador", taken from the Poodle engine's multi-nozzle model variant, leaving it with only the single-nozzle. The Labrador sits between the Poodle and Skipper on the hierarchy of increasing thrust, decreasing Isp, 2.5m stock launch vehicle engines which ends at the Mainsail. In Immersive Chemical Propulsion, the Labrador is a Kerolox engine like the Skipper and Mainsail, while the Poodle is a very high specific impulse hydrolox engine based on the Vinci.
  7. Labradoodle It always bugged me that there were these two completely distinct rocket engine models in the game assigned to variants of the same part, the RE-L10 "Poodle", when they could easily be separate engines with unique stats. That's what this little mod does. The RE-L10 "Poodle" retains its original stats, but only has the single-nozzle variant The multi-nozzle variant becomes a new part, the RE-L20 "Labrador", with stats somewhere between the Poodle and the Skipper: Mass: 2.25t Thrust: 450kN Isp: 185-335s Compatible with Restock and in theory anything else which patches the Poodle, e.g. for Waterfall effects. Distributed under the GNU General Public License. Download: Github | Spacedock
  8. I'm pretty locked in on the propulsion side of things for the time being, will get back to the converters and such soon. Some hypergolic thoughts: I'd like to find a satisfying gameplay mechanic to express the hypergolicity of hypergolics, or really the non-hypergolicity of everything else, but I find hard limits on reignitions pretty not-fun. Instead, maybe non-hypergolic engines could have a choice of ignitor: Pyrotechnic: Single-use, dirt cheap. Pretty much just for first stages. Starter fluid: Uses a little bit of some liquid resource (e.g. TEATEB), can be restarted until you run out. Plays similarly to monopropellant for RCS. Spark plug: Uses a little bit of electric charge on ignition, infinite restarts, slightly higher cost and mass. High-test peroxide might play a role: Easy to produce in-situ. Monopropellant alternative to Hydrazine with a higher density but lower Isp. Kerosene oxidiser alternative to LqdOxygen with a higher density but lower Isp, not cryogenic and hypergolic. Could be used in early game engines as a low-tech hypergolic combination before Hydrazine/NTO engines are unlocked. Might ultimately be an unnecessary complication. Hypergolic engines are a minority across stock and supported mods at the moment and none are particularly big, so at some point I'll make a separate mod with ~10 new hypergolic engines based on: RD-253/RD-275 RD-263/RD-264 RD-270 YF-40 YF-20/YF-21/YF-24 In the meantime, some minor changes: Immersive Chemical Propulsion 0.1.2
  9. Immersive Chemical Propulsion 0.1.1
  10. The first pre-release of Immersive Chemical Conversion will contain only two parts, the two sizes of "Electr-O-Tron" which handle electrolysis and electrochemical reduction. Here's the first sketch model for the smaller 1.25m one, which just does electrolysis of water and ammonia:
  11. Immersive Chemical Storage 0.1.0 A set of highly configurable tanks for storing single chemicals. This mod can be thought of as an extension of CryoTanks and is intended to be paired with other mods which make use of the supported chemicals.
  12. First pre-releases at last. Immersive Chemical Core 0.1.0 Configuration definitions used throughout the Immersive Chemicals suite of mods, required for Immersive Chemical Propulsion. Immersive Chemical Propulsion 0.1.0 An overhaul to the stock propellant system, replacing generic LiquidFuel, Oxidizer and MonoPropellant with a handful of real chemicals. It should go without saying, but this should not be expected to work very well on existing saves, and since it's the first pre-release version it might not work very well on brand new saves either. Use at your own risk.
  13. Haven't posted any updates in a while, but I've still been hard at work. The scope of this mod has expanded into a whole suite of several mods which I'm now calling Immersive Chemicals, an overview of which can be seen in the original post. I'm almost ready to share the first pre-release versions of two of the mods: Immersive Chemical Propulsion: Replaces stock LiquidFuel, Oxidizer and MonoPropellant with Hydrazine, NTO, Kerosene, LqdOxygen, and LqdHydrogen in various combinations. A soft alternative to RealFuels which aims to be Nertea-like rather than bloating the game with a thousand new bespoke resources. Immersive Chemical Storage: Highly configurable tanks which store single chemicals, useful for chemical factories, rocket stages and giant spacecraft.
  14. @JadeOfMaar This all looks very promising. I've also been thinking about harvesting since I'm a little bit unsatisfied with my current approach of having a few drill types for whole sets of resources but still having them be harvested individually. The idea of sifting useful resources from regolith mixtures has been on my mind for a while, we should talk more about this. I'm interested to see how your converters end up since I think we have quite different approaches there (I just posted some thoughts about chemical converters over in my thread).
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