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JadeOfMaar

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Everything posted by JadeOfMaar

  1. @Einstein_Cross_X1 The Kerbalism LRTR Simple profile is the cause. Kerbalism no longer uses its own tank swtich module, for what I know, and leans on B9 Part Switch so such configs as in the profile are obsolete. Change this string at line 724 :NEEDS[ProfileLRTRSIMPLE] to :NEEDS[ProfileLRTRSIMPLE,!RationalResourcesCompanion] or delete that whole patch section that targets Ore tanks to deal with it.
  2. @Einstein_Cross_X1 I would like to see your KSP.log and your KSP/Logs/ModuleManager/
  3. What fuel switch mod are you using? I must assume you have some mod that makes Ore tanks to have no resources.
  4. Censorship function built into the forum. The true word contains a certain 4 letter word which triggers a sizeable subset of people.
  5. This is quite an interesting discovery. I encountered a similar problem and figured that (for some reason, EVA construction doesn't like the root part of single part vessels). Try focusing that single part (make it the active vessel) then go to map view and rename it. You get to choose the vessel type while renaming at that point so that should absolutely work. I don't expect "Dropped part" to be a pickable option mid-game, but perhaps anything other than "Rover" makes it pickable again?
  6. @Yuubari_ SandCastle simply requires Ore, so can be easily patched to require any combinations of resources (and other allowed conditions), even per part (like with EL recipes). Most parts can require only MaterialKits, and others can require MaterialKits + SpecializedParts, and others still can require other parts + a minimum gravity threshold + a minimum atmo pressure threshold... And printers can have tech node limits (parts with certain tech requirements will demand another resource--forcing you to prepare tankage for that), print volume limits (a printer this size can print no bigger than this volume...) or part/category whitelist or blacklist (it can or cannot do only these...). If you have a part modder friend who loves USI and Satisfactory (or you are this person), the gateway is wide open for you to develop an actual Satisfactory-like part+resource conversion chain gameplay. The sky is the limit, now read the wiki and burst through into orbit. Angel-125 isn't going to produce USI compatibility, before anyone asks.
  7. Release 1.33 DOWNLOAD :: GitHub :: SpaceDock Added Configurable Containers detection to Ore tanks opt-in to cure related MM errors. Added stock inventory volumes for RR parts except for tanks and engines. Changed Metal, MetalOre resources to be defined with no concern for the presence of EL itself or other mods that may also declare them. Leave redundancy handling entirely to MM's code. This answers edge cases where these resources still don't get defined at all, and consequent issues like B9PS-SSPXr fatal errors. Fixed duplicate subtype issue for Mk2 Expansion (in the RationalResourcesSquad extra.) Spotted by @eberkain. Fixed inconsistent Oscar B volume with respect to other Oscar tanks added by Restock+. Spotted by @eberkain. Updated Procedural Parts integration (entirely by @Veronika Kerman): Added boiloff with handling for a couple of resources. Added Deuterium gas. Reduced capacity of very dense resources (MetallicOre, Metals, Mopedantte, RareMetals)... SMURFF compatibility. Tank volume consistency fixes. Updated RationalResourcesNuclearFamily to handle atomic jet/rocket engines. Updated RationalResourcesSquad's fusion fuel options to detect CRP to prevent fatal B9 errors. Kerbalism fixes: Added "empty" option for when you want to leave slots open (and hopefully save some funds) on a made-compatible Convert-O-Tron. Thanks to @Gordon Dry. Added conditional Graviolium option to exo harvesters, and tech limit to this and Antimatter. Fixed double-patching of Chemical Plant. Thanks to @Gordon Dry. Increased slot counts on integrated exo harvesters (from 1 to 8) so multiple resources can be scooped at once, as it should be. Each slot that is not needed can have an empty loaded into them. Thanks to @TR_HyDra. Reduced EC demand in atmo and exo harvesters.
  8. This may be so, but the distribution of these gases absolutely can never be perfectly even, just as how Jupiter has many colors, and Neptune's blue spans a few hues (in addition there's some white in it, according to some images). Jool should therefore have bands or spots of yellows and blues in addition to the green then. (But this is going to be an artistic challenge in our eyes and can easily look very ugly.) Unfortunately I've seen a few good options for compounds that produce the right kind of green... But none of those compounds are to be expected to occur in gas form, and especially not occur in a gas planet. These compounds tend to involve metals and may require a far higher presence of some other unlikely material (apparently, #1 is Water). My favorites for a proper green color are: Iron(II) Sulfate (which is most likely found in a metal aquo complex-- bound to several Water molecules) Vanadium (pure alkali metal (not happening in nature), also in metal aquo complex) Nickel (in metal aquo complex)
  9. This is 2.5m wide but also 2.5m tall. You're expecting 1/3 this height? If this is too tall, let me know, as a given vessel will likely still need 2 of this part (one for heating, one for freezing).
  10. @Veronika Kerman So this is what I thought up. Some parts need to be patched always, such as the narrowband scanner which holds the planetary classification experiment. This is in RR's core. I've split that config file as necessary, now most of it will be in RR Companion, where it belongs.
  11. I'll add those to my to-do list. I don't want to borrow old models for anything anymore. Continuing using gases would be better, I guess, since that's how it is for Kerbalism and I've often contemplated having bigger ...Cryomats.
  12. @DeadJohn Angel-125's Buffalo has some submarine capabilities. It contains some ballast tank parts (including the ballast vent which can change the parent tank into a ballast tank) and undersea fan motor engines. And you definitely want SunkWorks alongside it, for more undersea functionality. But no, there's no good-looking dedicated submarine mod (with large bulkhead profile or still works). @Stone Blue The box is 0.8m a side. It still slightly overflows the 1.875m profile in the 2x box setup. But that's a very good thing, relatively. A hydrodynamic door wouldn't have to reach far out to contain the boxes. I could go for a tight 2m diameter frame, apparently.
  13. Things are finally in-game and play-ready, but I'm considering not providng for open play yet until I make the 1.875m cores and rack. Concept image: The boxes cannot fill a 1.875m profile, though. They overflow.
  14. Given their purpose (merely to hold cargo) it makes sense not to build them from costly, reentry-grade material. They're clearly not meant to be part of the exposed SSTO fuselage. Now, granted their heat tolerance is 1000K, I do wonder what Angel was thinking, lol.
  15. @SSJReeves358 You're going to need coding skills in order to realize that "desperation scenario" concerning your food pills resource. There might be something that you can figure out from studying how the HydrazineVodka modlet works, but it will be far from perfect because this use case "When resource A runs out, start using resource B and produce relevant side-effects" is not at all common, and not expected to be found in any mods, actually. Coincidentally, I thought of something like this a few times when I thought of mods or gameplay mechanics that add dimension to how life support resources work. It would really be interesting to have something like this. Given the purpose of the pills (to be unappetizing and indeed meant to be a last resort), it works much better as that than as padding for the main resource, and so it starts to look redundant.
  16. @Omar X You might be facing in the direction of learning kOS and writing scripts for that. Unlike making configs (which is not coding), you're actually coding, in kOS' own language.
  17. @ikarus Sorry. I have no suggestions, other than maybe, somehow, the BDA AI may be messing with the parts' behaviors.
  18. That patch exists as an inactive .txt file in an Extras folder within this mod. You must change its file extension to .cfg to enable it.
  19. @MrLibeRation Does the path GameData/WildBlueIndustries/ClassicStockResources/ exist? If it does, be sure to delete it and not have any other WBI mods installed in Classic Stock mode (easily dealt with via CKAN). It should aslo help to open GameData/WBIPlayMode.cfg and change its name value from "Classic Stock" to "CRP" (no quotes). If the issue persists I'll need to see your KSP/Logs/ModuleManger/ logs, so I can spot the config, if it exists, which contains :FOR[ClassicStock] @Stone Blue "OPT Reconfig CryoEngines" is an extras/ config. Doesn't require B9PS or OPT Reconfig.
  20. I reduced the amount in the Oscar B so that it fits into the capacity scaling with the other tanks (It should hold about 8 LF, 10 OX). I am not adding a buff to the other tanks. There's Rotisserie Chicken ....and then there's Pebble Bedded Chicken. It's rather nice to read that someone messed around with Ammonia nukes. You chose an interesting balance for it. I went with double thrust, 50% Isp. https://github.com/JadeOfMaar/RationalResources/tree/master/Extras/RationalResourcesNuclearFamily
  21. Showroom pic. 2.5m racks; 0.8m boxes. Upper row boxes are supplemental, lower row are the experiments. The boxes will be stackable on all sides (for more convenience) except the front. Some boxes will carry multiple of their experiment, and each instance will only work in a given altitude range (up to 5 ranges) making for a lot more opportunities to gain science. These experiments will also only work while landed or moving... underwater! This is Sea Quest Science! Adding purpose to ocean biomes and submersibles!
  22. @cosekantphi You may want to use this: @RESOURCE_DEFINITION[IntakeAir] { @isTweakable = true // so you can control its fill amount (and lock it) in the editors @isVisible = true // makes it appear in the resource panel in flight } The parameter ignoreForIsp = True causes mass flow and dV calculation to ignore the resource and its ratio to be treated as a simple multiplier of the units/sec of the propellant that has mass. The Whiplash engine's IntakeAir ratio is 8, so whatever LiquidFuel/sec is required, 8x that number in IntakeAir is required. If not for this parameter, dV calculators would only report a few m/s and burn time of a few sec for an air-breathing vessel. The resource is still required in flight but is seen as irrelevant to the calculators. The Whiplash would then require 8/9 of the total mass flow to be IntakeAir, and 1/9 of that mass to be LiquidFuel. (The 9 is the denominator of the mass fraction and the sum of all propellant ratios in the engine) I haven't checked but, for example, it would require 1/9 its normal amount of LiquidFuel AND nearly 1/10 IntakeAir.
  23. Fixed. @Veronika Kerman About your two PRs, #40 and #41. Am I to assume that #40 is redundant and to be ignored? I'd like to accept #41 but I wonder if there may be overlap or conflicting actions between the two.
  24. Hi, all. I've seen planet modding come a long way, and I'm glad to see what new features are going to be available for planet modders to tinker with. However, oceans have as much attention given to them as an afterthought (due to KSP being about space and rockets before anything else) which makes them pretty useless and a heap of wasted potential that modders can only hope to take advantage of. I'll lay down my list of features that in my opinion, KSP2 could do well to provide mechanics for: Deformable Mountain lakes, inland lakes below sea level, rivers on mountainsides and even waterfalls (don't need any added physics, but could use a relevant "steep speed multiplier" parameter which can make for faster moving texture for the greater the steep angle. This overall would require, at minimum, its own heightmap. I can imagine Rask and Rusk being roche lobes. If someone were to make roche lobes in current KSP, they would have to not have an ocean node as it cannot be deformed. Per-region colors and physics For a planet which has a significant body (or multiple) of any number of these: [Water; Lava; Quicksand; Brine; whatever else]. Ocean emissive is consequently an absolute must. What is lava if it cannot glow? There's also the sad situation where the green of reefs in or through shallow water can only exist in ScaledSpace because coloring the terrain itself green is weird and no one wants to do that. Liquid density per region would be a must as well. Water and lava can't have the same density. If this distinction could also be made for resource placement, this would be great as well. Pelagic zones Regions defined by altitude or pressure ranges below sea level. This is mainly a means toward more science opportunities and has nothing going on in cosmetics/visuals. Currently there is only one science experiment (in a mod with its own plugin) that cares if you are shallow or not when in the splashed situation -- the DMagic Orbital Science: Bathymetry experiment. Proper splash physics In KSP1, bringing anything for a splashdown is tricky business and is akin to landing a fighter plane on an aircraft carrier and catching the capture cable with your hind wheels but you have no nose wheel. You're likely to break your cockpit off or worse. I don't know all what's missing in this department, but at minimum, some sort of hydroplane physics would be very welcome.
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