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Everything posted by JadeOfMaar
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[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
JadeOfMaar replied to Nertea's topic in KSP1 Mod Releases
This isn't Nertea's problem to fix. RealFuels Stockalike currently conflicts with Rational Resources Nuclear Family. Uninstall Nuclear Family or delete the folder RealFuels-Stock/KerbalAtomics/ to clear the errors. -
Floor 4016: ....Is the ultimate drink to wash down the Nuclear Pasta (of which there's quite plenty to go around)
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Banned for upsetting your fan girls that badly that you're literally un-cool now
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Rational Resources 3.0.2 [Sep 24, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
I mis-remembered. It's in Blueshift since it counts as FTL.- 1,062 replies
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Rational Resources 3.0.2 [Sep 24, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@Kerman Exploder About SandCastle and Ore: I have experience writing advanced EL recipes that make parts ask for various resources depending on what modules are in them, and SandCastle allows for that and much more. But keeping things simple I'd have to decide between making it require MaterialKits or Equipment (WBI's equivalent to MaterialKits, or rather, USI's Machinery). The lack or absence of MetalOre/MetallicOre on ice planets is both intentional and already resolved. On one hand: Players are accustomed to shipping and planting the sections for their bases. Many of them love to build big and haul things around, so they must do as they've always done and do so to deliver shipments of refined Metals (assuming it's not too much trouble to travel to/from the nearest rocky world). On the other hand: Hydrates, the primary mined resource that RR focuses on for fuel production, yields MetallicOre and other useful resources when put through the Hydrates Splitter process. Hydrates (meaning water-bearing) is more than abundant on ice worlds so go crazy with that. @UltraJohn Ok.... that's pretty far out there but not impossible for KSP. Well, the planetary logistics itself is not impossible (see: USI MKS, WOLF). Spawning connective pipes and roads between bases would be a hurdle but would be quite welcome by players who enjoy the idea of having an opportunity to drive fast and smooth between any two or more distant points on the surface of a planet. An "underground" tunnel entrance network could be easily done using the power of the mini jump gate module from Kerbal Flying Saucers. Choose a destination (hopefully one that's on the same planet), drive in, and respawn at the destination. Having the tunnel entrance itself be a node for the planetary warehouse is pretty interesting in itself. I like it. But........I was hoping you'd throw me an idea that I could imagine making a part for without having to ask someone to write a dll to give it its functions.- 1,062 replies
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[1.12.x] Kerbal: Mostly Harmless - FTL
JadeOfMaar replied to kAerospace's topic in KSP1 Mod Releases
Had to google it. Learn something new everyday, lol!- 23 replies
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- supercruise
- jumping
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Rational Resources 3.0.2 [Sep 24, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Release 1.49 Added Konstruction (Equipment, Minerals, Metals) storage template for WBI template system. This goes with RR Equipment formula. Added RR MaterialKits option for Convert-O-Trons. (This currently only appears if Global Construction installed.) Fixed ElectricCharge scaling issue in Convert-O-Trons. Renamed some converter options (added "RR" prefix) to add distinction vs standard/other formulas. Updated RationalResourcesELUtilities: Added EL-to-CRP handling for WBI template system. Written by @0xE1E10 on GitHub. Updated Kcalbeloh resource placement config: A planet was internally renamed. @UltraJohn Let me know how things go. Penny for your thoughts: If there was an all-new ISRU part in RR Parts that could fill a large gameply hole or it reflects an ISRU feature you like in other games, what would you have it be?- 1,062 replies
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Release 1.1.2 Detect alternate Waterfall plume pack: RestockWaterfallExpansion. Detect standalone DepthMask mod, not just Restock for DepthMask.
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Sounds about right. The outer engine needs to have a subtle plume, not a bright and flashy one. (Should be what you would expect of the Panther in Dry mode) If it has a plume, that's all that matters.
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Yo. Have you confirmed this in the meantime? I'd like to publish a release for this and the depthmask configs.
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Rational Resources 3.0.2 [Sep 24, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Your theory is correct. It should just work as that's how it's set up. I'll do something about the power scaling bug. About Global Construction, should I do something about that and publish, or treat this as a case of "this is your play style, only you need this" ?- 1,062 replies
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Rational Resources 3.0.2 [Sep 24, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@UltraJohn The reason why the SMX parts lack options and the squad parts still have Global Construction's added module is that there is a patch that runs very late and makes sure (for parts that aren't stock) to delete converter options that aren't RR. The logic is that every ISRU mod patches the stock parts so let those parts be a mess and avoid fighting over them, but do cleanup on any affected mod parts. The reason why the SMX parts lack heavily in options is that the stock options (4), the options added by CryoTanks (4), and any others get removed, for a total of 8+ options. There's an omniconverter option for MaterialKits (and for SpecializedParts) here: OmniconvertersCRP.cfg#L2355. Critique is welcome. Note that inputs are fairly non-basic and throughput is much faster to compensate and keep them attractive. They're not "Ore into anything" like Global Construction or other stockalike mods do. These options are not provided by default (without need of the WBI mods) because RR is firstly concerned with fuel production and LS production, and isn't currently imposing itself on Keridian Dynamics or the like (an accessory parts pack for ship production) like it is for SMX (an accessory parts pack for typical ISRU needs).- 1,062 replies
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@kAerospace Sounds cool and very helpful but, uh... why expletives in the filenames (and possibly inside the dll)? And your config doesn't cater for parts that have multiple intake modules due to CommunityResourcePack or Classic Stock Resources. It should look like: @PART:HAS[@MODULE[ModuleResourceIntake]]:Final { @MODULE[ModuleResourceIntake],* { @name = ModuleUnoccludableIntake } }
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Heat generated from living space doesn't have much value by itself and is easily resolved by adding more boosters radiators. The ship is not concerned then. It's also a waste on your CPU as-is, as more converter processes means more lag and the process needs to produce or consume something which can also be wasteful. Incidentally, I share your idea exactly in a proposal for a System Heat inspired life support mod.
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@WolfS Hi there. My answer may not be complete but, for one thing, you want to get System Heat's extras. SystemHeatConverters and SystemHeatHarvesters make any ISRU that consumes ElectricCharge require System Heat capable radiators. Also consider the Heat Control mod which is a high temp radiator parts pack which integrates with System Heat. SystemHeatFissionEngines and SystemHeatIonEngines have a config for the stock nuke and stock ion respectively so get those too.
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Looking for a mod that had a specific nuclear thermal engine
JadeOfMaar replied to adamonmun's topic in KSP1 Mods Discussions
@adamonmun If this engine has the following characteristics as well it can only be from the huge mod KSP Interstellar Extended: It is involved with WasteHeat and/or ThermalPower resource It has a very generous propellant switch It must be directly attached to a nuclear reactor or it's useless If it's from another mod I would like just as much to know the name of that mod- 1 reply
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Hi there. No, there is none. Consider filling a Stail cargo bay with a long Mk2 cabin from Mk2 Stockalike Expansion or a 1.875m or 2.5m cabin from the other plane parts mods. Or if you know a little MM you can clone and tweak the Stail lab to make a regular cabin. Or... (assuming you don't insist on Legacy) use the J body from OPT Continued.
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Consider this: You have a resource that represents either the bulk of your construction material or electronics and components that are hard to produce but highly demanded. In the early and mid-game it's passively produced on Kerbin and you can acquire it easily (from a cache that periodically refills) by spending funds, but once you're far (but not too far) from Kerbin you must dedicate a portion of your factories to producing this (or each) resource. You're welcome to both options of waiting for your supply to build locally and to order a shipment in from Kerbin in such case as you're preparing to build a huge ship but it's more practical to have that surplus shipment come in than to do without and wait longer. While you still depend on shipments from Kerbin it's also viable to mine something super-valuable and send it back to Kerbin to pay off the construction resource shipment. Perhaps you will hit milestones and meet quotas for sending back target amounts of each of several rare resources, and a given resource's value drops because you're overdoing it and flooding the market in a given time period. Of course, once you're far enough from Kerbin money loses all value. In a socioeconomic system where capitalism can no longer apply, every individual needs to have and to exercise some skill that keeps everyone alive and keeps QoL high... This may be out of scope but how then (if at all), would one approach adding replay value to what is a "closed loop" city builder side-game with no stock life support, no part failure and no kerbal death (by old age)?
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Hey Ariel. They will be released sometime. However, I've planned to replace or revise several of the engines as I've gotten better and gotten better ideas/knowledge since starting.
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[1.12.x] Kerbal: Mostly Harmless - FTL
JadeOfMaar replied to kAerospace's topic in KSP1 Mod Releases
Utter sadness that it's not called the Nan/ Nunya/ Nyanya Realm Explorer. @kAerospace could've done better lol- 23 replies
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- supercruise
- jumping
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(and 2 more)
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I would hope for the likes of this (by function) to have a name that sounds like Single File, Single Mode, Serial Bus. I'm quite confident there's a serious misnomer moment here. A true "multi(parallel)converter" module would be, for example, a thing that allows you to activate multiples of a choice converter on the same part. Assuming the stock 2.5m refinery allows for 3 modules to run at once (per its radiator demands) I'd like the ability to run 2x or 3x LFO if I wanted to.
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This should be correct. I'll need you to confirm it yourself. I don't have access to KSP right now.