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JadeOfMaar

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Everything posted by JadeOfMaar

  1. RCS Family has an update on the way. I've added some RealFuels support to it (among other things). The current options are: Name (ratio) -- [SL / Vac reference Isp] LqdHydrogen + LqdOxygen (0.745 : 0.255) -- 152 /380s LqdMethane + LqdOxygen (0.434 : 0.566) -- 170 / 300s I don't know what else to put for bi-propellants, and I know not what for mono-propellants: their ratios or reference Isp's. If anyone wants this, feel free to fill in the blanks. Documentation is given here: Extras/RationalResourcesRCSFamily @CessnaSkyhawk I've finished setting up Nuclear Family for grabs via CKAN, including a README with sufficient documentation. Feel free to PR and update te opt-in config here anytime. It will be available when I post a release.
  2. Hey @CessnaSkyhawk. Congrats in advance on making your own tech tree. "I think it seems like I could do that by just adding in the ISRU recipes in the following format in a separate config file?" - Yes, that's simply how it works as far as making each converter option to exist and applying them to tagged converter parts. But since you want to skip the intermediate ISRU chains you'll want to get familiar with my conversions calculator, RR_ISRU.xlsx, especially the Molar Mass mode. It supports as many resources as possible that aren't abstract and are relevant to generalized players. You can include it in your download but I think it would be much better that I ask the CKAN crew to register some of my extras, including that one, then you can have it as a dependency and the relevant portion of your mod would just be to tag engines. Or you can PR your updated list to me and I'll publish it. RR is mostly just configs so its download is small. I have an issue with the Kiwi Tech Tree in this regard. It adds fuel-switching to all RCS thrusters but its dev has not notified me of this such that: Either I could change my own RCS patch (and any others in similar cases) to not activate when Kiwi is installed --> RCS thrusters get double-patched and have 2 switches for the same module (most likely the stock ones) and that looks bad. Or they could disable their own or tune their patch to exclude stock RCS when both mods are present.
  3. I'm wondering what the demand for this would be like: I wrote a patch just to enable fuel switching in the Panther, Whiplash and Rapier as I've been developing cryofueled planes and it really bothers me that the stock jets are left behind, asking for LiquidFuel. While I've tuned jet engines for Hydrogen...I haven't done so for Methane so for a while the Methane setting will produce stats identical to the Hydrogen setting. (Ignore the super high Isp numbers on the Panther preview. That's an error and will change.)
  4. Space Dust is a very different resource mod. It does not distribute resources randomly. Its configs are far more intricate than what you know with the likes of PLANETARY_RESOURCE{} which is why: Random distributions can't be done; I don't make configs for it. Setting up a template system like Rational Resources for it is a mountain (of work) that I've decided not to climb.
  5. @jefferyharrell I think I was referring to the "type" or role of the part. The exact part is the RR Boxed Compressor which changes some resources from gas to liquid. There's also the RR Boxed Decompressor for the opposite role. These parts are kept in the RationalResourcesParts mod folder. I will make the relevant edits to the wiki page.
  6. I was challeneged to make something resembling the B-1B Lancer fighter plane. The wings aren't quite swept back as to bee too speciaized in hypersonic range (this doesn't matter in stock aero of course). Design to run on Hydrolox, not LFO. The Oxidizer load fraction hasn't been quite determined yet. The CoM should also be fixed in or near the center of the cargo space.
  7. @Fihnakis I would say ignore those. OhioBob and I have experienced them, and I have no prior knowledge that suggests that this becomes a visible problem in-game.
  8. Release 1.1 Fixed mod detection for fuel options. Added 3-way options to "Brick" RCS thruster. Allowed LiquidFuel option to persist with LqdHydrogen and other options. Minor nerf to Isps. @SciMan @leopardenthusiast I'm contemplating (for heavy RCS) a 2.5x size thruster with basically the stats of the stock NERVA or a 3x size thruster with 150% those stats (except Isp).
  9. @Krastynio DRE itself is the source of the issue. There is an odd, unnoticeable character right after the = sign on line 83 of the OPT config. Delete that character to fix. (It renders in the MM configcache as extra spaces with the invalid character between them after the = sign.) I've noticed that actually 6 OPT parts are affected and don't appear: k_3m_fuelTank, k_6m_fuelTank, k_7m_cargoTail, k_7m_cargoTail_variant, jk_3m_adaptor, jk_7m_adaptor (K fuel tanks, J-K adapters and the K cargo tails). (Given the setup of the config I'm surprised the whole section of OPT parts listed there don't get broken.) That odd character also occurs after the final } on line 188 but that's harmless. (I'd still delete it anyway)
  10. Graviolium is best found in asteroids; secondarily found in exo resource bands around some planets; finally, at the least, barely in the surface of some unlikely planets. Ideally, it's best found at planets around certain stars in other planet mods. Interplanetary speed might have been nerfed as part of Angel's troubleshooting someone else's reent issue, but also, depending on the planet pack you have installed, Blueshift may have trouble deciding when Interplanetary stops and Interstellar begins. Side note: I've seen quite a few instances of people reporting that it's a bad idea to timewarp while using a warp drive mod. KSP already has quite a handful with how much your ship is moving under normal physics time. Physics warp makes physics calculation unreliable and unstable.
  11. Sorry for taking so long to respond on this. For an OPT science lab on Pathfinder, right-click the lab, hit Manage Operations, then go to the Mobile Process tab in the WBI window. That's how it's been for me and it has worked out well. I assume you didn't know this path through the UI. Certain animated OPT parts (mainly cargo bays and tails) have caused spawn problems due to changes in Unity, requiring the use of WorldStabilizer. At one point (KSP 1.11) that problem got worse and was provoked further (rather than suppressed) by WorldStabilizer. Perhaps that mod and OPT are colliding again.
  12. If you can, re-add mods until you get the problem again. I'm curious to which mod is the offender.
  13. @Tonas1997 Absolutely yes for adding processes to any ISRU part. And I suppose yes to cleaning up messy configs (note: you have to apply the cleaner patches yourself). Stockalike Mining Expansion is an example of the easy opt-in system for the categories of ISRU parts (not just converters), tagged in the "00_<stuff>_opt-in.cfg" files here: RationalResourcesCompanion.
  14. Your situation is worse than a "simple" "Just add the missing bits with :FINAL." All of RR's non-RF process controllers occur twice and there are stock based converter modules in there, which tells me that there are one or more broken/error-filled patches (and/or patches that don't belong in an RO install) causing nasty side-effects. I figure the whole reason that ROKerbalism's cloned convert-o-trons exist is to dodge this issue. Your screenshot tells me that these cloned parts are practically left blank so you should be able to get going simply by giving them RR's opt-in keys. Shouldn't even need to use :FINAL // Opt-in ROKerbalism's cloned converters @PART[kerbalism-ISRU]:AFTER[RationalResources] { RRConverter = Set RRPower = 1 RRSlots = 2 !MODULE[Configure] {} !MODULE[ProcessController],* {} } @PART[kerbalism-miniISRU]:AFTER[RationalResources] { RRConverter = Set RRPower = 0.25 RRSlots = 1 !MODULE[Configure] {} !MODULE[ProcessController],* {} } // Hide the broken Squad parts @PART[ISRU|MiniISRU]:AFTER[RationalResources] { @category = none TechHidden = True }
  15. No. RR is only configs, and its version file doesn't apply version restrictions. It should work just fine as far back as you need to go.
  16. @HebaruSan oh? I guess I've lost my understanding of that--or never fully grasped. In that case: recommends: RationalResourcesCompanion suggests: RationalResourcesParts (I'm not too inclined to suggest the others, really.) supports: KerbalChangelog (Forgot to mention this. I had some fun learning it. Thanks for producing it. )
  17. Oh. That's the exact same problem (repeating tank types break the plugin). I was not aware that CryoTanks also patches Procedural Parts. I'll do what needs to be done about that. Not really, I'd say. That template doesn't provide the huge fraction of Alumina that the Moon is known for, and why the Srf_Alumina template exists. I got the help I needed. And for a very tiny issue as I expected. Release 1.20 DOWNLOAD :: GitHub :: SpaceDock Added KerbalChangelog support. Added support for RealFuels: Applies to any opted-in Convert-O-Trons (including any WBI OmniConverters), Kerosene ocean harvesting and a CarbonMonoxide + Oxidizer option for fuel cells. Does not add fuel cell options to Kerbalism. Does not include configs for tanks, RCS or engines. Renamed some prior converter options to prevent conflict or confusion. Added/Adjusted support for RealFuels In Kerbalism. Added profile/mod folder: RationalResourcesKerbalismRF. Changed the 4 built-in processes that involve stock propellants to instead involve equivalent real propellants and include blue "RealFuels edition" in the description. Enabled missing Alumina, Hydrates, Spodumene Splitters since they don't involve non-CRP Metal/MetalOre. Enabled slot count (as per the opt-in system) to +1 when upgrades applied. If a mod part opts in with, example: 4 slots, it will automatically have 5 when upgraded. Ensured that the micro-sized Kerbalism Chemical Plant part gets all RR processes and properly scaled. Adjusted throughputs in some converters. Some are faster. Some are slower. Added Opt-in system for fuel cells: Fills in some nasty blanks that were left open in the previous fuel cells patch for Stockalike Mining Extension. Preserves and extends the re-balance given in Extraplanetary Launchpads. Provides for RealFuels. Will not apply to tagged parts if CryoTanks is installed due to CryoTanks having this system also. Fixed Procedural Parts patch: It added a tank option (XenonGas) that already existed and caused that mod to break the ship editors. It added cryofuels options and was not aware of CryoTanks doing the same. Moved demo parts into their own folder: RationalResourcesDemoParts so players can opt out of having them. Moved JNSQ config out of JNSQ and into this mod's package. Renamed original RationalResourcesParts to RationalResourcesCompanion. RationalResourcesParts is now home to only added parts and can be more easily ignored. Updated Extras/RR_NuclearFamily: Added CarbonMonoxide NTR option. Updated Extras/RR_TankswitchForSquad: Added CarbonMonoxide + Oxidizer option. Does not support RealFuels. CKAN metadata update @HebaruSan @linuxgurugamer The following 5 major items are all folders in the download now and I'd like for them to be handled as given. Many thanks! RationalResources abstract: Makes resource placement no longer random but fit to composition templates. Promotes cryofuel mods and planet pack to life support compatibility. recommends (+): CommunityResourcePack, ClassicStock, RationalResourcesCompanion Let CRP and Classic Stock's mutual exclusion settle things for them. depends (-): CommunityResourcePack tags (-): plugin tags (+): config provides: RationalResourcesCompanion, RationalResourcesKerbalism, RationalResourcesKerbalismRF, RationalResourcesParts RationalResourcesCompanion name: Rational Resources Companion abstract: Provides diverse resource chains and easy opt-in systems to make ISRU parts compatible. tags: config, resources depends: RationalResources RationalResourcesKerbalism name: Rational Resources Kerblism abstract: Kerbalism integration. tags: config, resources depends: RationalResources, RationalResourcesCompanion, Kerbalism RationalResourcesKerbalismRF name: Rational Resources Kerblism + RealFuels abstract: Kerbalism & RealFuels integration. tags: config, resources depends: RationalResources, RationalResourcesCompanion, RationalResourcesKerbalism, RealFuels RationalResourcesParts name: Rational Resources Parts abstract: Provides dedicated parts. Some are demos for concept tech. Some are niche ISRU parts. depends: RationalResources, RationalResourcesCompanion
  18. Do you have the four requirements as listed in the OP? Do you have the CustomPreLaunchChecks folder in GameData (KerbalKonstructs includes and requires this) If you installed the requirements manually (not via CKAN), are you sure that every mod folder is where it should be? (Like don't have OSSNTR accidentally inside of another mod's folder)
  19. If you're a mod user, I happily point you to Nertea's Kerbal Atomics package. If not, well: The use of Oxidizer (or LqdOxygen, whatever KSP2 devs go with) declares that this engine is LANTR (Lox-Augmented) or BNTR (Bimodal). Regular mode is when Hydrogen alone is the propellant and the Isp is highest. When you add LOX, the Isp drops a lot but is still above the chemical rocket range and the thrust is much better in vacuum and is very good at sea level. (The Kerbal Atomics engines have the vacuum Isp range of 500s to 530s. This is far above 345s where the best of stock engines reach.) I guess the devs don't care to provide for that. imo they've done plenty to create an atomic engine that'll satisfy everyone who simply wants an atomic rocket for SSTOs that operate in atmosphere. Perhaps there will be a companion engine that's only good for vacuum. There you'll have what you 're describing.
  20. That config neither tries to add nor remove the boiloff function from Squad's tanks. Am I to assume you're asking for Squad's tanks to get the boiloff feature?
  21. oooooooooooh. I clean forgot that during a major rewrite of WBI integration. Sorry. Save this and let me know:
  22. Generic, unhelpful ones. I need someone who knows the anatomy of a Kerbalism profile.
  23. See now an atmorim photobombing can belong to any planet. And the sunflare is not JNSQ's signature sunflare. All we see is your craft.
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