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Charle_Roger

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Everything posted by Charle_Roger

  1. Forgot to mention, but I did have a go with RR Nuclear Family and I like the idea of a scale of decreasing isp for increasing thrust with alternative propellants, particularly ammonia and methane (though I don't know the science there, lower mass molecules in the exhaust typically means higher thrust). I didn't really see the point of the oxidating agents (and nitrogen) though, they just seem too low isp to be useful for how massive the engines are, and splitting them all into two clones seems like an unnecessary complication for compatability. This is the sort of thing I'd like to have going on with Immersive Conversion though. Lots of alternative uses and methods of production for the core set of ~10 liquid chemicals.
  2. The X-15 was powered by a rocket engine burning liquid ammonia and LOX, so there is some precedent, but the reasons it was useful at the time are not really applicable to KSP. Ammonia doesn't give spectacular performance, but doesn't need to be kept that cold, is very stable, and is between the densities of liquid methane and kerosene, so I still think it could serve a LiquidFuel-like niche in an environment where you don't have access to LiquidFuel but can readily get hold of ammonia e.g. from a gas giant.
  3. Idea: every single bipropellant engine can be switched (before launch) from using Oxidizer to LqdOxygen, for a moderate mass increase and a significant cost increase, for that sweet sweet 20% ISP boost. Stock chemical rockets only reach into the mid 300s and even Nertea's Cryogenic Engines don't get as high as real chemical rockets, and LqdOxygen of course comes with its own difficulties, being cryogenic (will boil off) and slightly less dense than Oxidizer (will require larger tanks), so I think it should balance nicely. I've been thinking about rocket engines more generally, ones that burn ammonia or carbon monoxide, as a later Immersive Conversion extension which pairs nicely with Cryogenic Engines. I initially dismissed CO as an unnecessary complication, but the more I think about it it just adds so much more diversity to the resource conversion chains. I don't want to overdo it, but right now more resource conversions and more uses for the non-stock resources sounds great.
  4. Actually it is possible to set up your proposed solution, with small modifications, which will work for this simplified case. The issue is I want each part switch subtype to have multiple harvesting modules, so the resources of the buttons and rates have to be distinguished. I don't think it has anything to do with localisation, my prototype patch should be overriding all that and just inserting plain text.
  5. Thanks once again for your help. I suppose this does make sense, but it still seems odd to me that RR Squad used alone actually only gives top-level changes to mod parts. Well this is good to know anyway, I'll provide my own equivalent tank switching which is disabled when RR is expected to be doing the same thing. You're right that atmosphere harvesting makes the most sense, if you have an atmosphere available of course. To that end Immersive Conversion strongly recommends the use of SpaceDust, since I think it is overall a better system and I might even make some harvesters using it. This will probably require me making a load of Space Dust resource distributions which I'll try to align with RR, though the heights being in metres is unfortunate. I'll take your word for it that surface gases is a trend (I've never encountered it), but will continue to patch them into liquids if Kerbalism is not present since literally any other mod I've played with would rather deal with the liquids. Kerbalism patches so many other mods I'm scared to even try it with Immersive Conversion, compatibility will be tough and is not really a priority for me. I didn't have any purpose for Carbon initially, but now I've been thinking about carbothermic processes like the production of Silicon and smelting ores, with a higher energy electric arc furnace as alternative. I don't think Extraplanetary Launchpads' LFO-fuelled smelters have any place in Immersive Conversion, so I like the idea of carbon-fired vs. electric options. Carbon as a construction material is a great idea, I've actually been thinking about construction resources for a while, some purpose for Rock perhaps? I will have to have a go with SandCastle, it was on my radar but haven't had a chance to really dig into it yet, sounds very promising. I'm not sure that changing ResourceName is actually an issue in this simplified case since I get the same results whether I target it or not, but might be in the more complicated case I want to eventually end up with, so I've taken that out. It didn't occur to me that, although my patch runs before SystemHeat, the B9PartSwitch needs to target the module which will eventually be on the part, not the one which appears to be there at the time. Having corrected that I get the same behaviour whether I target ModuleSystemHeatHarvester with SystemHeat installed, or ModuleResourceHarvester without it. So now I'm back to where I was before (example attempt at adding a Rock subtype): Part switch works to switch between the two module subtypes Each subtype produces the correct resource and has the right harvester name, indicating that ResourceName and ConverterName have been patched The button label still reads "Start/Stop Surface Harvester" on both subtypes, indicating that StartActionName and StopActionName have not been patched The rate still says "Ore rate", so maybe ResourceName hasn't been patched entirely correctly after all I've also tried setting up all the modules up front and disabling them via part switch. This looks like it's working in the VAB and before the drill is deployed, but then is still not quite right when operational: Produced resource and rate + harvester text are correct Deploying the drill adds rate + harvester text and a start button for all the other modules which are meant to be disabled Clicking the extra start button activates the drills animation, which then can't be stopped, but doesn't do anything else and the button still reads with the start text It really seems that B9PartSwitch just can't do ModuleResourceHarvester properly, but both of these attempts seem to be pretty close so I still have some hope, just no idea where to go from here.
  6. @JadeOfMaar Lots of questions for you... First off, I don't understand how Rational Resources Squad is meant to work. I don't see any cfg file adding things like LqdAmmonia and LqdCO2 to the stock tanks, only RR_MoreTankSwitches seems to have those for mods. I really must be missing something. Next, I feel like I keep asking this but I'm still unsure, what's up with liquids vs. gases in RR? The templates for atmospheres, exospheres and oceans all use liquids but surfaces use gases, while stars seem to have an odd mix. Right now I just patch all the gases into liquids but I want to understand what's actually going on in RR. Anything going on with Carbon in RR? It shows up a couple of times commented out, just wondering where you stand on that right now since I've been thinking about how Carbon might play into some later Immersive Conversion functionality. Have you ever thought about how to consolidate Space Dust with RR atmospheres and exospheres? I love Space Dust's scanning and harvesting systems, but I don't love that they are separate to the usual PLANETARY_RESOURCE system. It would be nice to connect them somehow. And finally, still no luck using ModuleResourceHarvester in B9PartSwitch, maybe you can help. Here's a simplified case where I try to add a Water option to all drills: This targets the correct parts, but results in B9PartSwitch "Could not find matching module" errors on start up. I actually had slightly more success than this before so I don't know what I'm doing wrong now, but I never got it fully working. This is the biggest block for getting something released right now and it's driving me crazy.
  7. I was just thinking about where to distribute Organics with an RR patch when I came across this: I started making Immersive Conversion because I wanted to set up some self-sustaining facility for refuelling and building rockets on a moon of Sarnus, in preparation for sending a bunch of stuff through the Kcalbeloh wormhole (which is new to me), so Organics-rich Eeloo would be very cool. I should scour the science flavour text in stock and some mods to see if there's any more inspiration like this.
  8. The texture switching is not the issue, in fact I got B9PartSwitch almost completely working already. The issue is the way it fails to handle certain parts of ModuleResourceHarvester, some text on buttons wasn't being replaced properly, so e.g. the water drill would display "Ore: Inactive" instead of Water, be activated with a "Start Ore Harvester" button, but display "Water rate: X u/s" once it was activated, and indeed produce Water. I will have another go tonight, I think it should be possible. The fusion fuels I was referring to are LqdDeuterium, LqdHe3 and FusionPellets, which all appear in the CryoTanks tanks as expected, but I'm seeing LqdAmmonia, LqdCO2 etc. added only to tanks in other mods, not CryoTanks or stock. I have no other fuel switching mod you mentioned, but I'll see if I can figure out what's going on there. I should also stress that RR is strongly recommended for Immersive Conversion, but not actually a depedency, so I will provide equivalent tank switching natively if RR is not present, unless RR knows not to add subtypes which are already present. Yeah I guess this makes sense, I'm just being difficult in trying to avoid a RealFuels situation while still having a bunch of real chemistry going on. I think it's inevitable that RealFuels players will be more interested in ImmersiveConversion than anyone else, so I should probably think about how best to go about all this. Perhaps I should use LqdOxygen everywhere instead, and have Oxidizer be a dead-end product like LiquidFuel. That way there is a better separation of concerns, LqdOxygen for intermediate chemistry and Oxidizer for rockets. Should I do as Kerbalism does and provide LqdHydrogen + LqdOxygen -> Oxidizer, or not require the hydrogen and just have this weird transmutation of LqdOxygen into whatever Oxidizer is meant to be? I think either way will leave people wondering why they can't just use LqdOxygen in their rockets, but maybe those people should be playing with RealFuels so they can. I did, thank you! I have dabbled a bit in making parts a few times over the last decade or so, but never really got anything I wanted to release. This is the first time I've had a genuinely good idea for a mod that I think I can execute well. Certainly the chemical reactors and smelters will get their own models, but I'm not sure about drills. I have two options: Get B9PartSwitch working and have every drill have yellow/blue/red variants — Low effort, but I do like the simplicity. Works very nicely with Stockalike Mining Extension. Make new models for ice and metal drills — Way higher effort, though the end result would undeniably be higher quality. Will probably involve various sizes to work well with SME, so I'd be modelling like 15 drills or something. I'm strongly leaning towards the former, but depending on how popular this mod gets maybe I could be convinced to put in the work. Immersive Conversion wasn't even supposed to be a parts mod, it was originally just going to be patches to connect existing mods together, but now the goal is definitely to achieve that interconnection by providing a suite of new ISRU parts. I have way too many ideas right now (carbothermic processes, molten salt electrolysis, ammonia-burning engines...), so I think I will focus on the basic chemical reactor and leave the smelters for some 0.x update, since they are much more niche anyway. Proper 1.0 release will have everything. Which reminds me, I should probably release something soon...
  9. UV unwrapping is less fun for a model like this, but baked in ambient occlusion looks real nice.
  10. I was planning on just having those reskinned Convert-O-Trons until the mod was basically fully functional, but I couldn't help myself, so here's a chemical reactor. Parts are fun to make, I'm actually semi-tempted to divide the chemical reactor further. If I do, it will probably be a tech level separation, like maybe this 2.5m reactor gives you water electrolysis, sabatier and haber processes, monopropellant production etc, but a more advanced 3.75m reactor additionally allows combustion process with Oxidizer or pyrolitic processes like turning LqdMethane into Organics. Processing Organics into Polymers or LiquidFuel likewise could be handled by a separate part. I don't want to overdo it with parts, but I don't want to end up with one converter operating an even wider array of recipes than the old Convert-O-Trons, since the whole point is to make something more immersive.
  11. @JadeOfMaar Currently figuring out tank switch options (LqdAmmonia, LqdCO2, LqdNitrogen, Organics, Water), and since RR already does most of this I don't want to step on your toes. RationalResourcesSquad seems to confusingly provide tank switching for tons of mods, but not stock parts, and does so after CryoTanks but only adds fusion fuels and not the ones I'm after to the CryoTanks themselves. Also, it adds a LqdOxygen subtype, and I'm still slightly confused about whether you intended to support LqdOxygen or whether it was meant to all be merged into Oxidizer already when RealFuels is not present.
  12. Stockalike Mining Extension is fitting more and more into my vision for Immersive Conversion, so I will definitely support variants for all the drills. As mentioned before it takes literally no effort to do this on my end since it already uses stock textures, my only worry is I'm not such a big fan of filling up the part list with clones. There are only seven so it's not so bad, but it would be really nice to get this working with B9PartSwitch if I can ever figure that out.
  13. Very interesting. So there is hope for making something of asteroid mining, I'm sure we can figure out how to configure it properly. This is great to hear. I did already achieve most of what I wanted with a bit of a messy patch, which should be made much more straightforward by your work. I also found that targeting tags and resources didn't work when trying to remove ExoticMinerals and RareMetals from certain templates. I've never used Kerbalism, so I'm not sure yet. Given how popular it is I think it would be mad not to provide some support for it, but I can't say anything for now since I just don't know much about it. JadeOfMaar did point out to me that it uses gas forms of some resources while ImmersiveConversion will only deal in liquids. I may eventually add Kerbalism support patches that provide gas<->liquid converters, or just recommend the use of Rational Resources Parts which already has those.
  14. Maybe there could be. Possible plugin idea to enhance mining with two bits of functionality: If two drills are placed in close proximity, say within 50m of each other, they take an efficiency hit. Could be implemented as each successive drill accumulating e.g. 0.7x efficiency, which in the infinite limit only gets you about 3.3x a single drill, and you can get most of the way there with only four or five drills. This can alternatively be computed as (an - 1)/(a - 1) for some efficiency multiplier a and number of drills n, in order to apply the same multiplier to all drills. There is still a benefit to having multiple drills, particularly a second, third, or even fourth drill on a mining drone, but with clearly diminishing returns. This encourages seeking much more definitive benefits, like using a bigger drill (courtesy of Stockalike Mining Extension, though the largest ones might need a nerf) or building a mining colony with high-level engineers to boost your drills, which brings me to... Engineer efficiency bonus can only apply to a single drill. If you have multiple drills on a vessel, you'll need to support multiple engineers to get the most out of them. This encourages colony building rather than cheesing it with one Kerbal and tons of drills. With the diminishing drill returns, also encourages separate mining outposts and vehicles serving a central colony. After thinking more about this, I don't think the second point is necessary. Separate mining outposts and vehicles are already encouraged by having to physically separate the drills. The only way the engineer-per-drill constraint makes sense is if you could somehow extend the engineer bonus from a central colony to all nearby vessels, which might be something to think about but ultimately is quite a complication when the first point is so simple and effective.
  15. Managed to remove all redundant resources and replace gases with liquids (e.g. CarbonDioxide > LqdCO2) in all scanners and surface distributions, so I have just the curated set of Immersive Conversion resources now. This will probably expand in future as I add support for more mods. I intend for the only resources which are available and visible to be the ones which are used by supported mods. Also, decided to support both RareMetals and ExoticMinerals, since either or both are used by various off-world construction mods, and with KSP Recall these can be returned to Kerbin for a profit. To that end, they should be made impossible to acquire on Kerbin and harder to come by in general, so I've been attempting to remove them from many of the RR templates with not much success. In the places where they can be acquired, they should be made rarer, since it's currently possible to e.g. fly an unmanned craft (5% harvester rate) to the Mun and generate over 10,000 funds/day. With a 125% engineer bonus you'd only need 3 days on the Mun to net 1,000,000 funds. The absolute upper limit for a single drill should probably be more like 1,000 funds/day when operating at the highest possible abundance in a full-on colony situation (Kerbals on site long-term), so the abundance of these rare materials might need to taken down by a factor of a thousand. I think a base producing tens of tons (100,000s of funds) of so-called rare metals every year is pretty reasonable. Of course there's nothing stopping anyone just slapping 10 drills on a base and breaking all the balancing anyway, so I'll have to think about how best to support this. I don't really want to just have the rare resources extractable as trace products from ores, since I want them constrained by limited RR templates as stated above. Another thought, I wonder if anything can be done with the asteroid and comet drill modules to output other resources. Asteroids seem to become much less useful with Rational Resources, but it would be cool if they were a highly profitable source of RareMetals.
  16. Had to abandon using B9PartSwitch for the drill variants since it just doesn't seem to support ModuleResourceHarvester properly. Stockalike Mining Extension will just have stick with basic drills, not the end of the world, unless I decide tripling all the drills is actually fine. Placeholder Convert-O-Tron reskins are done and good enough to last the while before I make more restock-like models (which will be the exact same size). I do actually like the proper stock vibe of them though and I think it very succinctly gets the point across that these are an expansion of the Convert-O-Tron into three separate parts. All that's left to do before I can release something is add tank switching options for ores and liquids and figure out how to remove the Ore > Lithium recipe added by NearFuturePropulsion, which I just cannot seem to do for some reason. RR Companion does provide most of the tank switching I need, but it also provides a lot of other stuff which is beyond the scope of Immersive Conversion and not tuned into the new parts, so I think I will have to declare it incompatible and just add my own simple patches. RR Jet Family, Nuclear Family and RCS Family are all perfectly compatible and probably recommended, since they give direct purposes to some of the new liquids which are otherwise just intermediate products.
  17. New idea based on the drill pattern of single low tech generic part -> a pair of high tech specialised parts: Convert-O-Trons will continue to play a similar role to stock, just much less efficiently, as implied by the part description: "... take raw materials containing even trace amounts of oxygen and hydrogen, and crack them into useful fuel products". These will continue to extract a more limited set of useful resources at very low efficiencies from single raw materials: Rock → LqdCO2 Hydrates → Water Ore → Oxidizer perhaps others React-O-Trons are new parts unlocked slightly later in the tech tree, like the Smelt-O-Trons, which handle chemical reactions to efficiently produce a wider array of propellants: Water → LqdHydrogen + LqdDeuterium + Oxidizer LqdCO2 + Oxidizer → LqdMethane + Water LqdNitrogen + LqdHydrogen → LqdAmmonia LqdAmmonia + Oxidizer → Monopropellant + LqdHydrogen (might remove the Oxidizer requirement here for simplicity) Organics → LqdMethane Organics → LiquidFuel
  18. Semi-successfully implemented drill types via B9PartSwitch by the following method: Patch all Ore drills with additional Rock and Hydrates harvesting modules Add B9PartSwitch module which targets those three resources and replaces them with different triplets of resources (Water/LqdCO2/LqdAmmonia and MetallicOre/Spodumene/Uraninite) Functionality is as intended, but not all of the text gets replaced. Screenshot below shows the rates and start/stop buttons still have the original values, while the harvester name (and ostensibly the resource name) are correct. Patch: Any attempt to switch the texture in the part switch module like the following also causes the part to fail to load. I'm not sure what information I'm missing. TEXTURE { currentTexture = TriBitDrill texture = ImmersiveConversion/Assets/TriBitDrill_blue } Drills from Stockalike Mining Extension are not only configured identically to stock drills, so the patch works for them too, they even use stock textures, so if I can get the TEXTURE node working I won't actually have to make any new textures to support recolouring for SME.
  19. Thoughts about drill variants: Definitely liking how the three-way split (basic minerals / ice-specialised / metal-specialised) plays and feels. Currently have them as three separate parts so that the specialised drills (which have recoloured stock textures based on KPBS) would be unlocked later in the tech tree, but this might not be necessary if tech constraints are instead placed on the converters. No point mining metal ores if you have no smelter yet. Ices are constrained by their RR distribution, so again it doesn't matter if you already have a drill which can mine ice, Hydrates is still a more generally available source of Water so the basic drill still has advantages. Having three separate drill parts is quite nice and clear to the user, but tripling all the drills in e.g. Stockalike Mining Extension would be crazy, so B9 part switch would be a better approach for support there and can be patched to any drill generically (though they won't necessarily have the bespoke recoloured textures I intend to make for SME). Using part switch also keeps the total part count down, so has the benefit of reducing dependency residue. If Immersive Conversion is uninstalled, or the specialised drill modules are removed or significantly modified in a later version, it should break less things. Same works in reverse, you could easily hack a specialised drill into an existing mining base with a simple config edit.
  20. Yeah I was thinking about the Therm-O-Tron, but I won't use it for anything internal. Immersive Conversion will provide a small set of native parts (looking like just drills, smelters and heaters probably, plus changes to stock parts) and won't rely on other part mods for the core system. Parts like the Therm-O-Tron will get patches to join in. I will keep in mind what's available in your mods and others which I'm targeting though, so as to have a precedent to balance against and not end up with too many redundant parts when playing with combinations of mods.
  21. It may be sensible to have specific "heater" parts so as to not overload the smelters with the many potential non-smelting recipes which might arise, such as: Hydrates → Water Rock → various trace ices LqdAmmonia → LqdNitrogen + LqdHydrogen and other similar chemical decompositions Mulch → Organics? Something with Polymers? Thanks so much for all your help! I hope we can end up with seamless integration of our mods on both ends. This is exciting. I have been considering not bothering with the 1.25m smelter, mostly because I can't get the stock model to work with a new texture, but also because this stuff just feels more appropriate for the bigger machines. FFT's nuclear smelter is gigantic for example. The smelter models are low priority for me, I want to get the system balanced first and I know I will spend a long time making models and textures once I start.
  22. Considering using Rock rather than Silicates for a few reasons: This mod is intended to pair with Space Dust, which uses Rock out the box, and not with any mods that use Silicates. Avoids confusion with Silicon, a direct derivative. Since it's more generic than Silicates it opens up other sensible recipes, LqdCO2 from carbonates for example, as well as various metal ores with some late-game trace extraction tech, for when you are really desperate to squeeze uranium from a stone.
  23. Immersive Conversion should (on its own) be relatively narrow in terms of gameplay complexity, but offer some depth in terms of possibilities for resource production chains via a good balance of constraints and freedom to encourage creativity and customisation. Breadth comes from the connection to other mods, which should come in optional extra chunks which are nicely separable where applicable. Some design principles in pursuit of this goal: Bigger converters are more energy efficient, but not more material efficient, everything operates on the same conversion ratios (i.e. no more 90% losses on small converters). Primitive resources (that you can acquire directly in situ) should generally have multiple purposes. Synthesised resources (that you can't acquire directly in situ) should generally have multiple recipes. Following from above, just stick to one version of each resource, no need for Hydrogen if there is already LqdHydrogen. If another mod needs Hydrogen, there are things like RationalResourcesParts for that. Low tech allows for the acquisition of generic minerals (Ore, Hydrates, Silicates) from basically any rocky body, which can be converted into a limited set of useful resources at a very low efficiency. Also atmosphere sifting, so going all the way to a planet with an atmosphere gives quite a benefit compared to the moons. Mid tech allows for the acquisition of specific minerals (ices and metal ores) which depend on RR distributions, so you can build specialised production chains. Also some resources which can't be acquired with low tech, like Uraninite. High tech allows for some highly specialised non-mineral resource acquisition like exospheric scooping and Helium-3 regolith harvesting (neither of which are actually provided by ImmersiveConversion, just adjusted with patches).
  24. Thanks. I may end up with some other classes of converters, but right now I like this split into ice-type and metal-type resources with their corresponding specialised drills and converters. Actually I'm having some trouble getting the model to accept a new texture for the small Smelt-O-Tron , the part simply doesn't load if I specify any replacement texture (though the larger one works fine). Once I figure that out I'll stick it on github. While I have you, I'm still hoping to modify/add/remove RR patches but yet to get anything working there. Also, why are RareMetals and ExoticMinerals so common? I've been trying to figure out what to use as my one rare, expensive resource which is hard to get hold of but necessary for RocketParts and both of those seem pretty abundant.
  25. Immersive Chemicals Immersive Chemicals is a collection of mods which overhaul and expand the stock resource system to enrich the experience of heavily modded KSP. The component mods are designed to be played together, but you can pick and choose any subset to play with, like Nertea's Near Future Technologies. The goal is to provide many ways to acquire and process resources into other resources which are useful not only in the the domain of these mods, but many other popular mods too, connecting everything into one cohesive web. There are many resources and resource chains similar to what you might find in RealFuels and MKS, but the Immersive Chemical suite aims to be less complex and more modular rather than centralised and all-encompassing The individual mods are listed below, with the feature progress marked like so: [concepting]: I have a pretty good idea of what this will look like, but haven't started making anything. [development]: I've started making something, maybe even nearly finished it. [ready]: First-pass "done", ready for pre-release. [pre-release]: Available in a v0.x pre-release. [release]: Available in a v1.x release. Immersive Chemical Propulsion 0.3.0 [pre-release] Download Requires: ModuleManager, B9PartSwitch, Immersive Chemical Core, Cryogenic Tanks Replaces stock propellants with a small handful of real chemicals, with engines matched to their real-life inspirations where applicable. I'm mostly targeting rocket engines provided by Nertea's mods at the moment, but suggestions for other mods are welcome. You can think of it as a Nertea-like soft alternative to RealFuels. Monopropellant engines and tanks have a choice of two propellants: HTP which is cheap and low-tech, and Hydrazine which is more expensive but yields a significantly higher specific impulse. [pre-release] LiquidFuel/Oxidizer engines are categorised into one of four types, each of which similarly has a pair "basic" and "advanced" bipropellants with fixed mixture ratios: [pre-release] Hypergolic: 1 Kerosene / 4 HTP 2 Hydrazine / 3 NTO Kerolox: 3 Kerosene / 5 LqdOxygen 5 Pentaborane / 11 LqdFluorine Methalox: 7 LqdMethane / 9 LqdOxygen 3 Diborane / 5 LqdFluorine Hydrolox: 3 LqdHydrogen / 1 LqdOxygen 3 LqdHydrogen / 1 LqdFluorine Near Future Launch Vehicles' KR-701 'Cougar' and KR-74 'Lynx' are bimodal hydrolox engines with an additional kerosene-augmented mode, based on their real-world analogues the RD-701 and RD-704: [pre-release] 1 Kerosene / 4 LqdHydrogen / 3 LqdOxygen Jet engines use Kerosene, with the rocket mode of multimodal engines running on Kerosene/LqdOxygen. [pre-release] Nuclear engines are changed to use LqdHydrogen. [pre-release] All the fiddly little bits like ISRU, fuel cells and RCS are all brought in line accordingly. [pre-release] Various stock and modded engines have their performance adjusted to bring them in line with the new propellants. Note that the values listed here correspond to the advanced pair Hydrazine/NTO in the hypergolic engines, but the basic pairs Kerosene/LqdOxygen, LqdMethane/LqdOxygen and LqdHydrogen/LqdOxygen in the other types. As well as these changes, a couple of plugins are planned for enhancing the experience of chemical rocketry: Hazards: Hazardous propellants create regions of environmental danger when: Leaking from CryoTanks [concepting] Fired in rockets [concepting] Released by more explosive means [concepting] Hazard regions can be cleaned up for a cost at the KSC [concepting] Hazard regions decay at a rate determined by the local atmosphere [concepting] Ignition (might be a fork of Engine Ignitor): Non-hypergolic engines require an ignition source, chosen in the VAB: Single-use pyrotechnic [concepting] Refillable starter fluid (TEATEB or similar) [concepting] Reusable spark plug [concepting] Stock [pre-release] The tech tree starts with small hypergolic engines and progresses to kerolox and hydrolox. There are not too many of the latter types, so Cryogenic Engines, Restock+ and Near Future Launch Vehicles are especially recommended. Making history [pre-release] The Wolfhound doesn't need such weirdly high Isp when you have methalox and hydrolox to play with. Labradoodle [pre-release] The Poodle and the Labrador are made much more distinct by their different propellant types. Missing History [pre-release] These two engines also appear in Restock+, though with slightly different stats, but I've just left them as is. Restock+ [pre-release] Most of these are cheeky Making History knockoffs (which are obviously higher quality) with equivalent stats, so aren't present if you have the DLC installed. Near Future Launch Vehicles [pre-release] Very handy kerolox engines of all sizes, including some fancy multimode bipropellant/tripropellant engines based on the RD-701 and RD-704. Cryogenic Engines and CryoEngines Extensions [pre-release] Existing liquid hydrogen and liquid methane methane engines are automatically converted to use LqdHydrogen/LqdOxygen and LqdMethane/LqdOxygen respectively. Immersive Chemical Storage 0.1.0 [pre-release] Download Requires: ModuleManager, B9PartSwitch, Immersive Chemical Core, Cryogenic Tanks Highly configurable tanks which store single chemicals, useful for chemical factories, rocket stages and giant spacecraft. Three types of tank: Basic [pre-release]: stores stable, non-cryogenic resources. Lightweight cryogenic [pre-release]: Mass-optimised, balanced to be equivalent to CryoTanks. Heavy-duty cryogenic [pre-release]: Much heavier with way less boiloff, for storing chemicals on surfaces or orbit long-term. Five diameters: 2.5m [pre-release] 3.75m [pre-release] 5m [development] 7.5m [development] 10m [development] Spherical tanks at double those diameters [development] Several Length options [pre-release] Several structural options: Trusses [pre-release] Legs [pre-release] Horizontal mounts [pre-release] Radial mounts [development] Several surface options (each tank type has its own set) [pre-release] Immersive Chemical Harvesting [development] A resource harvesting overhaul. A plugin to change the way surface mining works which should encourage building mining colonies vs. small mining probes. [concepting] Several parts for harvesting from oceans and atmospheres. [concepting] Both stock Drill-O-Matics and all seven drills in Stockalike Mining Extension come in three varieties which each acquire a different category of resource: basic minerals, ices and metals. Basic mineral drills are the stock drills which can mine Ore, as well as the other generic mineral substances Rock and Hydrates. [ready] Ice-specialised drills can directly mine Water, LqdAmmonia, LqdCO2, LqdMethane, and Organics, and perhaps others in future. [ready] Metal-specialised drills can directly mine Spodumene, MetallicOre, Uraninite, RareMetals, and ExoticMinerals, and perhaps others in future. [ready] Immersive Chemical Conversion [development] Provides suites of new ISRU parts with semi-realistic chemical conversion processes for many resources in the Community Resource Pack, replacing the uninspiring universality of turning Ore into everything else. Carbonate decomposition Rock → LqdCO2 Hydrate decomposition Hydrates → Water Ore reduction Ore → LqdOxygen Water electrolysis Water → LqdHydrogen + LqdOxygen Ammonia electrolysis LqdAmmonia → LqdNitrogen + LqdHydrogen Electrochemical reduction of CO2 LqdCO2 → LqdCO + LqdOxygen Haber process LqdNitrogen + LqdHydrogen → LqdAmmonia NTO synthesis LqdAmmonia + LqdOxygen → NTO + Water Hydrazine synthesis LqdAmmonia + LqdOxygen → Hydrazine + Water Sabatier process LqdCO2 + LqdHydrogen → LqdMethane + Water Reverse water-gas shift reaction LqdCO2 + LqdHydrogen → LqdCO + Water Bosch reaction LqdCO + LqdHydrogen → Carbon + Water Fischer-Tropsch process LqdCO + LqdHydrogen → Kerosene [low yield] + Water Polymer synthesis Organics → Polymers Kerosene synthesis Organics → Kerosene [high yield] The above process are provided by the following parts: Convert-O-Tron 125: Carbonate decomposition; Hydrate decomposition Convert-O-Tron 250: Carbonate decomposition; Hydrate decomposition; Ore reduction Electr-O-Tron 125 [development]: Water electrolysis; Ammonia electrolysis Electr-O-Tron 250 [development]: Water electrolysis; Ammonia electrolysis; Electrochemical reduction of CO2 React-O-Tron 125-N [development]: Haber process React-O-Tron 250-N [development]: Haber process; NTO synthesis; Hydrazine synthesis React-O-Tron 125-C [development]: Sabatier process; Reverse water-gas shift reaction React-O-Tron 250-C [development]: Sabatier process; Reverse water-gas shift reaction; Bosch reaction; Fischer-Tropsch process Mobile Processing Lab MPL-LG-2: Polymer synthesis Organics Factory (3.75m, name TBD) [concepting]: Polymer synthesis; Kerosene synthesis If Immersive Chemical Propulsion is not present, Kerosene and Hydrazine are changed to LiquidFuel and MonoPropellant, and Oxidizer can be configured to replace either LqdOxygen or NTO. Immersive Chemical Metallurgy [development] Ore sorters and smelters. Spodumene sorting Ore → Spodumene [low yield] Metallic ore sorting Ore → MetallicOre [low yield] Rare metal sorting Ore → RareMetals [very low yield] Exotic mineral sorting Ore → ExoticMinerals [very low yield] Lithium roasting Spodumene → Lithium Carbon reduction MetallicOre + Carbon → Metals CO-injected reduction MetallicOre + LqdCO → Metals + LqdCO2 Hydrogen plasma reduction MetallicOre + LqdHydrogen → Metals + Water The above process are provided by the following parts: Small Ore Sorter (1.25m, name TBD) [concepting]: Spodumene sorting; Metallic ore sorting Large Ore Sorter (2.5m, name TBD) [concepting]: Spodumene sorting; Metallic ore sorting; Rare metal sorting; Exotic mineral sorting Convert-O-Tron 125: Lithium roasting Convert-O-Tron 250: Lithium roasting Smelt-O-Tron 250 [development]: Lithium roasting; Carbon-fired reduction Smelt-O-Tron 375 [concepting]: Lithium roasting; Carbon-fired reduction; CO-injected reduction Plasma Arc Furnace (5m, name TBD) [concepting]: Hydrogen plasma reduction
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