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JadeOfMaar

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Everything posted by JadeOfMaar

  1. @lBoBl Here's an easy solution. Save this as a new .cfg anywhere in GameData @PART[kare_eng*,kare_int*]:NEEDS[B9PartSwitch,!DepthMask,!Restock] { MODULE { name = ModuleB9DisableTransform transform = DepthMask } }
  2. I imagine that Ammonia could catch on pretty quickly in a mostly ice planet system with RR. There are at least two planet packs where the homeworld is an ice planet.
  3. No. The install path is broken as clearly shown in @darobnsn 's screenshot. That Parts folder should not exist. Everything in it should be on the same level as Agency.
  4. @Tiberius The cause of the issue you're reporting on is that while SCON sees MetalOre as unneccesary to itself, it goes out of its way to ship an altered copy of EL that purposely lacks the resource definition. That wasn't the wisest idea since every mod that is compatible with EL has use for that resource and players will still install those mods with this one. SSPXr and mods I make feature tanks that use B9PS to conditionally provide MetalOre storage, but B9PS (and sometimes KSP itself) get very, very unhappy when a resource is undefined. I would not recommend inserting the MetalOre definition into CRP's configs. Save your own new .cfg file in a new folder for containing your personal patches. CRP already officially contains MetallicOre (and Metals) which are parallel to MetalOre (and Metal) respectively.
  5. You see it. The reason RR caters for LqdCO (as I bet you've noticed in RR Squad's fuel switch for engines that are also tanks) is that I was introduced to the idea that CO+Lox rocketry, though it loses a bit on Isp ( by 5 ~ 10%? ), it comes really cheap if you're going to operate on planets with moderate gravity and CO2 atmosphere. Eve's atmo becomes much more of a utility for ascent vehicles which can then refuel themselves through just hoovering the air and running electrolysis. Forget about drilling and the complex chem chains after that. I'm uninformed about Ammonia+Lox rocketry so I can't comment. But I at least have a foot in the door with Ammonia nuclear thermal.
  6. @uncertified_engineer Hi there. I'm working on that integration, actually. I guess you've noticed the engines that are being changed to be thermal nozzles. I don't intend to produce wrapper heatshields. I have a few reasons for that. The fusion power spheres have been rewritten (but not released yet) as a demo for Sterling style fusion reactors. Ignore the electroplasma resource. That is another experiment and it concerns my consideration for WBI style fusion reactors. I'm heavily considering downgrading the 1.25m one (or both) into fission reactors because while ThermalPower comes easy, compact fusion doesn't. More parts are planned but there's nothing to show about them as yet. I've confirmed the K cockpit light problem is a problem in the part itself. I'll fix that sometime.
  7. RR Squad gives a B9PS module with moduleID = RRStockSwitch to all tanks that have stock manufacturers and do not already have a B9PS module and if CryoTanks is not installed. RR Companion ( RationalResourcesCompanion/CRP/TankTypes.cfg ) delivers the bulk of subtypes to this moduleID if it exists (when CryoTanks not installed) but will also deliver these subtypes to these tanks if CryoTanks is installed. It looks for moduleID = fuelSwitch which is given by Nertea's mods. The reason this is in RR Companon is because Companion's purpose is to contain all the invasive part patching stuff. Kerbalism's crustal drills go for gases. Crustal drilling is pretty important but currently I don't want to interfere with that. It's arguably not worth the effort because any of the ices can just as well be grabbed from atmo and ocean which are catered to with liquid resources and I do well to at least popularize atmo harvesting with the MISPLACED ram scoops in RR Parts and ocean scoops in SMX (Stockalike Mining Extension). I might try changing/fighting the crustal gas resource trend at some point but I would like to have my own drill models to offer and make it worth players' while. Nothing yet, I suppose. The point of Carbon is so it can be tanked mid-process between the Carbon n-Oxides and Methane (or, primarily, after it's broken off from CO2 to make O2 for breathing) and that it can indeed be used for some niche process that asks for it. I've had a vision for the production (through EL) of lightweight? and very strong structural parts that primarily consist of Graphene or other Carbon allotropes. SandCastle is evolving to become a complete alternative to EL and is provoking me to introduce a Factorio-like gameplay loop through it: To print parts requires stackable interim parts which represent packets of resources and not require the target part's weight in resources. This is aimed at producing parts in certain upper size classes where mass begins to lose value as a balance point. I've thought about it but Space Dust is among the mods I didn't bother to get deep into with playtesting. The main things are the extra tedium that I have to work out to make a template system for it and that the only options for heights/altitudes are in meters and there's no option to normalize (make ranges into 0 ~ 1). This means the configs will break quickly when the planets are rescaled. What does attract me, though, is that it escapes from a savage stock bug and I would like for stars to have differing flavors of solar wind resources. (Doable here.) The stock bug is: Where you expect peak abundance you get 0. Where abundance should be 0 it becomes infinite. This happens because a star's radius or a function thereof, exceeds some unknown threshold so the calculations break. At a glance I can say that you don't want to try changing the same parameter ( DATA{ } --> ResourceName ) that you're using to identify the module ( INDENTIFIER { } --> ResourceName ). I recommend inserting some other key to use as the identifier. Also, if you have System Heat and all its extras you want to target ModuleSystemHeatResourceHarvester, not ModuleResourceHarvester.
  8. SSPXr has TAC support. If you mean SSPX (the ancient version) then I wish you well...
  9. If you had FAR installed before but not now then make sure you don't have these lurking in your GameData: An empty FerramAerospaceResearch folder; A config file named "CustomFARAeroData" or something like it.
  10. I'm both sad and hopeful if you're not already doing the texture switch like this. It seems to work well for me since I absolutely need this for my own upgradeable solar panels. SUBTYPE { name = Type1 // no change, no "currentTexture" references } SUBTYPE { name = Type2 TEXTURE { texture = Path/texture2 shaderProperty = _MainTex } } SUBTYPE { name = Type3 TEXTURE { texture = Path/texture3 shaderProperty = _MainTex } } If this has already been tried and has failed then do try this next one. I haven't had to use its components together like this (welding repeat models; stock texture replace; giving names to the model nodes) but the components have worked for me so this altogether should work. (Sorry. Haven't tested it as a whole but OPT's aerodynamic RCS uses repeat models with variant textures baked in, and I learned about named models by learning that I could make another model be the child of, and swing with, a cargo bay door). If this example works then you can use it to have one part be all the different variants of drill or refinery you have planned. PART { MODEL { name = DrillYellow model = Path/Model } MODEL { name = DrillCyan model = Path/Model texture = default, Path/texture2 } MODEL { name = DrillMagenta model = Path/Model texture = default, Path/texture3 } MODULE { name = ModuleB9PartSwitch SUBTYPE { name = Type1 transform = DrillYellow } SUBTYPE { name = Type2 transform = DrillCyan } SUBTYPE { name = Type3 transform = DrillMagenta } } } RR Squad does handle the stock tanks, with and without CryoTanks. However, it won't do so if it detects other major fuel switch plugins (namely: Configurable Containers (Allista's mods), Interstellar Fuel Switch, Modular Fuel Tanks/Real Fuels). I'm curious to the fusion fuel situation. Is there something other than D +3He and FusionPellets that's popular outside of KSPIE? The purpose of LqdOxygen is that it seems really weird to have Oxygen gas (used by TAC and Kerbalism) be turned into Oxidizer resource when liquefied, meanwhile, RealFuels and KSPIE prefer LqdOxygen over Oxidizer and Kerbalism treats Oxidizer as Hydrogen Peroxide. Did you really sculpt this? It's reeeeeally good. I encourage you to avoid patching the stock parts and make your own. Too many ISRU mods already do it and make for a mess. Rational Resources would have its own refinery suite (in spite of Stockalike Expansion) but I'm saving the energy for that for the refinery suite in Sterling Systems.
  11. (My guess) this mod won't interact with Kerbalism, and especially, it won't conflict. If it does it would have to use the swappable converter/harvester module in all its parts. For @Charle_Roger that means every part can have a slot count and each slot can be assigned a drill module or converter recipe. Some of the config work has to take the form of a Kerbalism support profile which serves as an extension to the active profile. All of this is a bit tedious to do but it's better than abusing B9PS.
  12. I've thought of Waterfall but I was deterred by the idea of the complexity that Waterfall would add. Complexity that was perceived by my observation of what had to be done for Blueship's warp bubble effect to work and that my radiator models are complex or tedious (with their loop temp and emissive options) full of things that are offset from the global center/origin. I wasn't too inclined to face that.
  13. Minmus Strawberry Ripple mantle confirmed. Buckle up, miners! We're going deeper! Until now I didn't see enough value in asteroids to mess around with them. So... finally I made some configs and did some testing. From my observation: "The asteroid will contain whatever combination of resources as given by the RNG. The one asteroid harvester module on your drill will extract every resource that the asteroid contains and you keep what you have tanks for but the mass that belongs to the resources you didn't cater for gets dumped. Since mass is lost there's no coming back to the asteroid to mine it for resource B after you've already mined it dry just for resource A." I can't think of any trick that might be pulled to increase resource yields but it looks like just puffing up the mins and maxes of all the resources is very much needed... That said, Rock already has a high min and max. It shouldn't be possibe to reach down to < 1% as in the screenshot below. I might have to push some maxes beyond 100 and hope KSP doesn't break. (Apparently the sum of the % of the resources shown is only 30-something.) Screenshots: Fresh asteroid. Resources shown, not mined yet. Mined dry for just Minerals. 1740 units collected. Mined dry for Hydrates and Minerals. Same amount of Minerals collected. The asteroid and comet configs will eventually be released in my coming update. On the subject of manipulating RR's templates, I've made some progress. I have to put the templates in another folder, currently GameData/000_RationalResources/ and I've gotten a patch to work to remove resources before RR spreads them around. Patch ordering is fixed. Now I think I just have to figure out what the exact syntax error is because targeting by tag + resource name doesn't work.
  14. I won't be making those. Everyone's build is different and will need different wing size and placement offset. You're better off getting as creative as I did with proc wings if you want the perfect fit. Also, some existing OPT wings are what you're asking for but are undersized.
  15. How I produce the effect is: The glow effect mesh is already thin, say 0.1m deep. This uses a stock emissive shader, just like plume particles do. The rain mesh is even thinner, say 0.04m deep. This uses the practically unknown stock scrolling unlit (non-emissive, no specular) shader. This mesh is what the ModuleB9DisableTransform config is targeting to always hide. Due to both of these meshes being super thin and very close, and/or possibly an inherent problem of multiple transparent shaders being layered, you get something akin to Z-fighting. The annoying flicker. If someone could make a certain complex scrolling emissive shader then I wouldn't need to have multiple meshes to represent a film curtain.
  16. @Xithyl515 @KspNoobUsernameTaken Save this as a new config. All rain effect meshes will be hidden, leaving only the static glow. @PART[strl-rad-lfr-sta*] { MODULE { name = ModuleB9DisableTransform transform = Scroll } }
  17. The 1.25m RR Therm-O-Tron exists (but it has a bunch of phase change recipes in it already. See: The Hydrogen and Oxygen issue). Feel free to clone it and use distinctly. That's among my reasons too.
  18. That problem has been around forever but I finally fixed it (for 4 parts, not just that 1). On the GitHub page for each file linked below, on the toolbar that stars with "Code" and Blame" buttons, go to the set of 3 buttons at the right. Click the 3rd button "Download raw file" to get the updated files. Then find and replace them in your GameData: Avatar ramp (config) Avatar ramp (model) J Deployment Bay (config) J Deployment Bay (model) J Large Docking Port (config) J Large Docking Port (model) (different commit than the rest) Humpback ramp (config) Humpback ramp (model) If you're interested in trying the WIP BETA with a bunch of other changes, do check this out. DOWNLOAD 3.4.9.3 It breaks TURD compatibility (in case you use that). Sorry.
  19. I got around to testing and figured out why this probably is. The patch method I suggested to you is in conflict. The same MM patch pass I told you to use is what's being used to create the templates so I have to move the templates into a new pass and declare a new mod just for those operations which would then allow your edits to run "before" that. I've started carving away at some custom ones of my own which I had sidelined since my concept for the furnace/smelter was lacking in depth. That has changed now since you came along. The models are 2.5m (tall) and 3.75m (short) and should have equal capacity but that waits to be seen (measured). I have the impression that anything smaller is questionable and a bother to make. That's either another entry under "MKS legacy" or I didn't think hard enough on the weight of the words "Rare" and "Exotic." The presence chance (usually 70% if not 100%) could bump down but that would break people's mining rigs that use these resources so there's only the safe option of reducing the abundance values and maybe increasing the variance and/or dispersal values which, iirc, respectively affect the resolution and the contrast of the noise map of the resource abundance.
  20. @BlueZeus Howdy. About Hydrogen being full, you can open GameData\RationalResourcesCompanion\CRP\Opt-in_ConvertOTrons.cfg line 234 and insert the line DumpExcess = True under that like in the other OUTPUT_RESOURCE config nodes. That line "DumpExcess = True" means "Don't stop when the tanks for this are full." Thanks for pointing out the missing Deuterium gas tank option. I just updated the file for that and you can download it from here by going to the toolbar that contains the "Code" and "Blame" buttons, looking near the right edge and clicking the "Download raw file" button in the set of 3 buttons. You want to overwrite the file at GameData/RationalResourcesParts/Patches/Features_GasTanks.cfg. Don't put it anywhere else or it will repeat activate and break the parts.
  21. Woo! Nice to see that you're starting this. Seeing the part suites and chains in point form really helps to present a simplified view of all this. I like the Smelt-O-Tron bit in particular. It's a very nice expansion to my concept for the RR Blacksmith furnace.
  22. Spodumene is...eh...since it's just Silicates with Lithium and Aluminium tacked on. Lithium is mainly provided by RR in case of players who may want to refuel their Lihitum-fueled NF Propulsion ion ships. I've made crewed Duna Ascent Vehicles that run on Argon and Lithium. My guess (without even installing KSPIE) is that KSPIE uses Spodumene as the ore for the uncommon Lithium-6 which is used for breeding Tritium. MetallicOre is treated as Hematite ( Fe2O3 ) as both Metal and Metals seem to represent Iron. Currently, I have my sights set on Pezzottaite ( Cs(Be2Li)Al2Si6O18 ) as the analogue for ExoticMinerals but I may add to or replace this depending on someone's mod that I'm watching out for. That mod aside, Sterling Systems (my other mod) has use for Be, Al and Si and may be updated to have a use for Li (and another unnamed resource) too. Sounds fine, I think. I might need some further examples to really get it. Another thought: Hydrates could be expanded to replace Minerals entirely (at least on ice worlds but not on inner dry worlds. This actually sounds really nice for a mechanic. (I've seen a few minerals whose formulas feature a lump of water so all of those could possibly count as hydrates). In this case, more output resources could be given to the Hydrates Splitter recipe. A chemistry nerd friend gave me the idea of having refineries produce a lot of slag in order to reflect inefficiency and the consumption of a lot of ore...but the idea of inventing a waste resource for ISRU doesn't fly for me in a game like KSP. I now see that having lots of useful outputs but one's playstyle likely having no use for most of them would work better. The refinery will just dump every output and it's up to the player to have tanks to catch what is wanted. The refinery would be set to not stop for any resource (when there's no tank or its tanks are full or locked). The stock refineries are set to stop when either LF or OX is full or locked. This is why they feature the additional recipes for LF alone or OX alone. Mining liquids directly vs converting from gases should be a thing already. If anything, I'm at odds with that for Kerbalism which needs Hydrogen and Oxygen to be in gas form for its fuel cell process. But RR provides phase change parts so there shouldn't be any lingering gas resources, I hope.
  23. Odd. Maybe there's some minor syntax issue I didn't think of. I'll test my examples and get back to you. I have other things to test and deliver in a coming update. Semi-related: I'm looking for real analogues for Minerals and ExoticMinerals so I can add or update splitter recipes for them. Upon choosing some tempoerary ones it began to occur to me that other resources quickly become redundant and needless. Minerals can easily tend to be a few rare or semi-rare metals bound to a heap of common metals (Aluminium and/or Silicon) and a heap of Oxygen or Water. Metal(s) largely represents refined Iron but I can equate it to the mineral Smaltite (Co,Fe,Ni)As2 which contains two other very popular metals used in construction of things. (idk about Arsenic. Hah.) In EL Utilities' SandCastle recipe, the resource input is changed from Ore to Minerals + Metals but nearly anything that is mined is a mineral and most of the periodic table is metals so I have to rethink that formula, and others. I find myself getting further in among the modmakers who would like to see the CRP slimmed down.
  24. ... ... I wish the forum notified me of this post at some point other than the very moment I posted my guesstimate above. Then my guestimate could have been better or I wouldn't have felt the need to try it. Ignore me, then.
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