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JadeOfMaar

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Everything posted by JadeOfMaar

  1. 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.
  2. @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.
  3. @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.
  4. @ikarus Sorry. I have no suggestions, other than maybe, somehow, the BDA AI may be messing with the parts' behaviors.
  5. 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.
  6. @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.
  7. 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
  8. 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!
  9. @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.
  10. 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.
  11. 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.
  12. Yes. The non-Kerbalism RealFuels support is inside of RationalResourcesCompanion, but KerbalismRealFuels is its own folder because Kerbalism handles certain configs before MM gets to operate, so configs must be written and packaged differently/ with less dependence on MM.
  13. Funny that you bring this up. I would say it's not worthwhile to turn this off. You may be a fortunate one where dV readouts from mods are better...But for those who aren't, (and the situation may change at anytime) you'd be unknowingly doing yourself an injustice if you turn it off and the dV mod decides to lie to you.
  14. @Veronika Kerman You want to use the Anthraquinone Process. That is Kerbalism's built-in Oxidizer production process. But Oxidizer is treated as HTP so it requires Hydrogen and Oxygen, not Ore. The RR boxed compressor and decompressor have processes for (un)freezing gas form resources. Adding a process is easy but I'll have to create a sample config for just one process, and some helpful comments.
  15. @Hira By chance do you still have an empty FerramAerospaceResearch folder? Or do you have a config somewhere (in some other mod) that contains :FOR[FerramAerospaceResearch] ? If either is true then MM thinks that FAR is still installed. It might help to delete GameData/ModuleManager.ConfigCache as sometimes this cache can be poisoned or can fail to update after some mods are added or removed.
  16. @AtomicRocketBooster Moved but not removed. RationalResourcesParts (which contains them) used to contain what is now RationalResourcesCompanion, but now is only the parts and is not vital to RR's functionality. In case you install RR via CKAN, CKAN didn't insist to install it, hence the parts are "missing."
  17. I'd rather you did not, as some tank switch providers that OPT is compatible with, are themselves not compatible with Tweakscale (as far as I know). @planeticegaming Your question is inside the quote. Made me think your post was empty. Ignoring that... the wheels are Restocked.
  18. @Veronika Kerman Hi there. The issue is that RR currently conditionally defines MetalOre and Metal if EL is not present, that means the use of MM operations. Kerbalism watches for resource definitions before MM is loaded --> before the conditional definitions are read (which means that without EL, these resources don't exist yet). Kerbalism has already made up its mind on whether resources exist or not so it complains before it gets to see RR's conditional definitions executed. I've decided to remove these conditions (the :NEEDS) -- RR will define them regardless of whether EL is already present (in which case, EL defines them first if present) and will trade the big issue of resources being undefined for the harmless issue of duplicate definition, which MM will handle. I'm taking this action firstly to resolve edge cases with B9PS, SSPXr and SimpleConstruction, where somehow, these resources are still undefined and B9PS (instead of Kerbalism) gives a fatal error. This action should secondarily resolve the Kerbalism issue. Not everyone who uses EL or SimpleConstruction will have CRP in their install-- they may be very lightly modded. It would be a good idea to provide a Metal to Metals conversion (maybe within Ore tanks). This seems the lower effort thing to do. Its one small drawback would be adding a background process. The better yet potentially troublesome idea would be to produce a modlet that changes EL to use CRP resources, for CRP users, and have RR (and zer0kerbal's mods) bundle or depend on this. I don't mind creating and managing this modlet, but I'm not nerd enough to give the right numbers if I mess with EL's smelter formulas and change resources there. Speaking of which, Global Construction and MKS should have something like this already. But their patch also changes EL to output MaterialKits and possibly SpecializedParts. I don't use those mods so I'm personally not interested in those resources, neither the possible headache of conflicting with MKS' preferences and bothering RoverDude again. @zer0Kerbal would need to get in on this, being the owner of SimpleConstruction (and Keridian Dynamics). For him this means adding a hard dependency on CRP (which many mods have anyway). TL;DR I'm feeling in favor of going the way of having either a Metal to Metals converter in Ore tanks (easy mode). But there's the (not-too-hard mode, comprehensive) option of creating an optional modlet that changes EL to use CRP MetallicOre and Metals, and having mine and zer0kerbal's mods be updated in kind, and dealing with potential support requests. (Example: causing a B9 tank type to no longer exist, as in your PR, will raise some eyebrows.)
  19. @flart CryoTanks became defensive about its LH2 producing modules and RR. RR gets patched out, and RR now tries to not provide LH2 features when CryoTanks is present. Regardless, you should see a converter option named "Hydrolox" if it exists, and RR's own demands Water, not Ore. RR only provides this one option, with DumpExcess = True applied to the Oxidizer output, which means if Oxidizer is full or unavailable, the converter won't stop producing LH2. This removes the need for a separate option for producing only LH2. Stock could have done this with its LFO option, and skipped the redundant LiquidFuel option. @eberkain Thanks for noticing. That's an easy fix. I didn't anticipate duplicate subtype issue happening with Structural type. Open RationalResourcesCompanion/CRP/TankTypes.cfg and do this: // at line 132, replace SUBTYPE { name = Structural title = Structural } // with %SUBTYPE[Structural] { %title = Structural } Let me know if the issue stops.
  20. The nav dishes are basically done. They still need some tuning and troubleshooting. Testing the heatshield capacity. (50m hemisphere projection) Currently, I have no good news about this...only that the shared ablation feature works and that protects the cockpit and nose cone.
  21. B A L L I N ' c: 22nd century kerbal engineers doing what they know not to, for shiggles (earlier screenshot)
  22. @Randazzo Latest Unity editor (well, I have 2019.4.16f1 to be exact) and latest Part Tools works fine (but delete Part Tools' Autolight.cginc file after import...or uncheck this before/during import if possible). The Blender version limit for the .mu importer is 2.7.0. That's all I know, sadly (I don't use Blender for most things...only for unwrap and for importing .mu), but I'm fine.
  23. I've met the GravityWaves issue actually, and I'm not sure how to, if I resolved that (aside from using infinte fuel cheat). Perhaps it's a fault of the resource mode function of the generator module. Perhaps this is how the module responds to Propellium being undefined because you have only this mod installed and it won't have Propellium's resource definition. Install WildBlueTools. Then you will have access to the WBI Buckboards parts (KIS-ish boxes with OmniStorage) which can be set to Propellium (and nearly anything else that you want). Be mindful of their stock inventory ratio slider. You'll have no fuel space if you leave it at the default (all space is inventory). They don't have a set category so you must use the search bar to get to them.
  24. I must confess that my motivation for Sterling Engines has been fading. I've been quite saturated for the last few months in the themes of Colonization; Power Generation; Interstellar/Otherwise grand ship design, so my interest has been moving away. Sorry to all who have been expecting it and who have advised me on it. I may still produce some of the many engines within this plan, but please don't hold your breath...I'm much more likely to produce exotic late-game engines. My interest is now mainly in electrics and base building, and I assure you, you will see equally amazing things coming from this direction as I promised with the Sterling Engines plan. Revisiting Impulse Party, I've finally settled the look for, and begun working on the nav dishes. These are Deus Ex Machina. They are much-needed interstellar class antenna, and a branch evolution to my old mod Thor Tech's "Shieldnir." As thermal control devices, they will produce a generously large spherical (or hemispherical) translucent solid which should greatly add to the life expectancy of Sun-diving ships, but will punish your power supply during transmit, shield charge-up and while under thermal stress. They will not share their ablative power with most parts (whereas Thor Tech patches an ablator module into every part). The odd bulkhead profile is nearly Mk1 size but also a downscaled B9 HX profile (HX0) and influenced by Pathfinder class (Star Trek Online) nav deflector. Its purpose for building Intrepid class (Star Trek Voyager) impulse assemblies. With these and other undersized-HX0 parts to complete the Intrepid class profile I'd like to call Impulse Party fully release ready.
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