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JadeOfMaar

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Everything posted by JadeOfMaar

  1. If you can, re-add mods until you get the problem again. I'm curious to which mod is the offender.
  2. @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.
  3. 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 }
  4. 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.
  5. @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. )
  6. 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
  7. 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)
  8. 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.
  9. 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?
  10. oooooooooooh. I clean forgot that during a major rewrite of WBI integration. Sorry. Save this and let me know:
  11. Generic, unhelpful ones. I need someone who knows the anatomy of a Kerbalism profile.
  12. 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.
  13. I'm finally nearly finished with everything. Aside from little things that I may come up with, now I'm just waiting on someone who knows Kerbalism to find what I can't see in the new mod folder RationalResourcesKerbalismRF that causes nulls, and fix it for me. Side note: I've already delayed quite a bit due to burnout/overload and hoping to deliver those intake parts. I ponder whether to delay further in order to deliver them.
  14. Ohhhh. That's all kinds of weird. I'm sad that you have to experience that.
  15. @Rakete If you Tweakscaled that warp drive, your warranty is void. Otherwise, I'm blown away right now at the un-smooth transition from apparently 1.25m to 3.75m
  16. Only the one who created the given thread can update the thread title. OhioBob is not Galileo.
  17. @Stonesmile @Tommy99534 Sorry guys. Rational Resources was adding a tank type to a part where that type already existed. (The procedural gas tank ended up having two "XenonGas" options.) Repeat tank types was a hard guess as the plugin isn't aware to clearly hint at this.
  18. Rational Resources is mistakenly adding one or more tank types to a part where it already exists. XenonGas is the tank type. That's been fixed. Seriously, thanks for reporting this issue.
  19. No, that's not normal...but I haven't gotten around to fixing that up.
  20. You're supposed to only have the option of mining it, and sometime ago (with the Flying Saucers mod) you could deposit mined Graviolium into a treasury under the KSC (like Nertea's Antimatter plugin provides) but that is long gone. In case you ever need to cheat (such as to troubleshoot something) Graviolium tanks have an actual cheat button on them to allow you to pre-fill them. There is some compatibility with Nertea's mods. Graviolium is added to FFT's harvester parts and to Space Dust exosphere bands. And WBI fustion reactors stop requiring FusionPellets and start requiring LqdDeuterium (used by FFT). There's no conflict.
  21. DaMichel's cargo bays provides 2.5m (and 3.75m) circular cargo bays. I rather like them but their texture is really dated. There are several mods that add fuel switching to stock tanks but none I can think of that add IntakeAtm as no mod uses IntakeAtm like OPT does.........Well, you can try Interstellar Fuel Switch or Configurable Containers and find out.
  22. @Savitar I get the impression that your ship is short on gravitic displacement generators. These are very different from fusion reactors. These consume Graviolium and produce GravityWaves which is what the warp drive runs on. If GravityWaves production is insufficient to get the ship going then the warp drive considers itself powerless and won't even try. These generators come standalone and as a component of "Warp sustainers" and warp cores/ warp engines themselves. Feel free to add some and maybe a few warp coil/nacelle pieces.
  23. It's completely ok to put such questions here. Answers: I seem to have this recurring trend of re-tuning the engines, then releasing an update, then finding the tuning sucked or was somehow undone or messed up. So I'm in the proces of re-tuning engines again! I have some serious recurring PEBKAC going on. MARGE and SAGE run on IntakeAtm. If you see IntakeAir then you don't have CRP installed. If you do have CRP you'll see the intakeAtm option on nearly all OPT tanks. Their open cycle mode is inefficient, loosely like a plasma engine, and with low demand on EC, good for high thrust and running indefinitely in atmosphere. The closed cycle is highly efficient and much more like an ion engine, requiring little air but a lot more EC. The EC requirements of engines might change again due to this next tuning round. I'm glad you're enjoying!
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