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JadeOfMaar

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Everything posted by JadeOfMaar

  1. If ever there was a place that The Gold Standard (that $$ mining mod) would spam Unobtanium resource (rather than everywhere), it would be here.
  2. @Jaeburwahkei @Stone Blue I assume you're trying to use the all-white "Dark Energy" power spheres. By design they do not accept LFO. They are fusion reactor type devices. You don't see Nertea's nuclear power sources accepting LFO. Use the "Tidal Force" power sphere which does accept LFO, and add a tank to your spaceplane and set it as a battery. It will hold several thousand ElectricCharge and cushion the power demand of the engines. The LH2 tank option becomes available within OPT parts by either installing Rational Resources (without its parts pack), or Cryogenic Engines or Kerbal Atomics. Install only CryoTanks (as they are LH2 tanks) and use these if you're wary of adding parts that are irrelevant to you. In the case of something causing the engines to suddenly demand a lot more EC/s then you're using Cryogenic Engines or Kerbal Atomics and somehow the EC ratio on the engines is bad (some mod that affects EC gameplay and electric engines may be messing with them).
  3. @HotVector The Mk4 cargo is roughly measured against the volumes of the KIS mod's own container parts. I consider the amount (4000L) pretty fair (being modestly more generous than 2x IMIC-800 containers with 1550L volume).
  4. @Xyphos @HebaruSan ... The variant system allows for symmetry switching along with node sets. Once you set this number to be 1 (n - 1, where n is the total number of nodes, and assuming there are 2 nodes) for the particular variant, you have mirror symmetry.
  5. Texture files need to be DDS: DXT5 (alpha channel used by specular or metal reflectivity) or DDS: DXT1 (when alpha channel is not needed, like emissives) or DDS: DXT5_NM (for normals). DDS files (with MipMaps, most of the time) take up more file space but the GPU doesn't need to do the extra work of converting from other formats to DDS.
  6. @Clamp-o-Tron Keep it simplified. Ammonia + O2 + EC = Fertilizer + H2O is enough. Things already get pretty complex by switching out several of the mine-able LqdXResource resources for their gas forms and requiring the likes of the RR Boxed Compressor and Decompressor to switch their phases. If I provide for a new resource it needs to have a use case which both has wide impact and can easily become popular with anyone, so: Alumina: Mun is full of it and is used by KSPI hybrid SRBs. I took advantage of this and provided something like that with the clones of the Flea and Hammer engines. Phosphorus: (Not in CRP. Its definition is entirely mine.) I hope for it to be valuable to life support mods as it's a rare and vital material IRL. It has some modestly high value as well (not nearly as much as RareMetals or Gold though) so it can be profitable to setup a Mopedantte Splitter farm and harvest a lot of this alongside Oxygen for making Oxidizer and RareMetals for even more . Carbon: I knew there would be high potential in this but I didn't see it easily happening. The most I thought of would be a place in advanced part recipes for EL and so was provided for as a byproduct of some processes. It was an eye opener to be reminded that it's abstracted in TAC LS. ThermalPower: Both a complement and a partial substitute to the CoreHeat system for some eccentric processes (like in the Maine Coon NTJ and the extras config: RR_BlackSmith). inspired by its use in KSPI.
  7. I'm surprised at how much had to change for the recyclers. I must expand on this to cover Airline Kuisine and Station Parts Redux. They use the TacGenericConverter module also.
  8. @hemeac Evidently HabTech2 has a broken plugin which is somehow causing his plane (even with the drag cube problem I spotted, fixed) to be unable to pass Mach 1. As for the solar truss this happens to any part that has ModuleDeployableSolarPanel{} + mesh animation + procedural drag cubes. Define a DRAG_CUBE{} with a single/fixed state (and delete any such node that defines procedural or multiple states) in the part config and KSP will stop choking on it. But right now, as someone else pointed out, either the KSP install is corrupted or this is the effect of an incompatible plugin (whether in HabTech2 or its associated mods).
  9. @chris-kerbal I've tested this craft and found that its drag problem is in the convert-O-Tron. The center of that part is beyond the shielding radius of the forward cargo bay, or behind the collider of the part attached to an outer node of the bay so it's not being aero shielded. (It's clipping entirely through the forward docking port even.) When you fix it: Interestingly, I had no problem getting past Mach 1 with the drag problem. I know to fly low with spaceplanes that have certain engines like RAPIER.
  10. @hemeac No I haven't made a support ticket. Be my guest. The issue is simply: The upgrade system existed long before localization did, and wasn't updated to understand it.
  11. My suggestion is the best suggestion. All of you can eat it. Totally me and @damonvv. Totally worth it.
  12. There's no problem with providing new destinations. But that's how it has to be. Gotta go interstellar.
  13. GPP_Secondary exists. The Ciro system becomes an interstellar destination. This is correct. The very idea of this is tasteless.
  14. Unfortunately yes, it's an ugly fault of how the game works. It's a non-issue when atmosphere pressure is higher like on Laythe and the resource fraction of the atmosphere is not in the trace levels like Argon or Xenon so that there's a better guarantee that the production amount won't be rounded down to zero in timewarp. At some point atmosphere harvesting worked well but was changed to use some new ridiculous function and require an insane static speed multiplier value. To compensate for this and remain playable, it's better your CO2 harvester either be a self-powered aircraft or landed with drills in Duna's ice caps. This kind of trouble is part of why Nertea is making his Space Dust mod. It also may be provoking the problem a lot that I nerfed the ability of the stock air scoop when I added support for Stockalike Mining Expansion's own atmosphere scoops. Here's how to deal with it and troubleshoot. // Open GameData/RationalResourcesParts/CRP/Intake.cfg and, within this config node... @PART[airScoop]:NEEDS[CommunityResourcePack,!WarpPlugin,!Kerbalism] { // At each instance of ModuleResourceHarvester MODULE { name = ModuleResourceHarvester HarvesterType = 2 Efficiency = 0.2 // change this to 1 airSpeedStatic = 3000 // If Efficiency alone is not enough, change this to 5000 ResourceName = XXX ConverterName = XXX Filter (Atmo) ... INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 30 // change this to 6 if you end up needing 5x the EC input } } }
  15. @Clamp-o-Tron The thing with Lithium (I've discussed this with someone before, actually) is whether to place it directly into planets (which allows for it to have natural variation per planet but could cripple NFP Lithium ships if they ever need to stop for a refuel, which I don't mind from a practical sense) or have it be produced as a byproduct of sifting MetalOre (convenient and spares me from adding an entry for it to all the body templates but defeats the challenge and reward of prospecting for it).
  16. It's safe to uninstall and reinstall in your main game. As long as, in the end, all of JNSQ's planets and moons are still there, you have no problems. There is only a threat if you add or subtract planets mid-game. Contract progression breaks then. And if you have ships landed on, or otherwise in the SOI of planets that no longer exist, well... bye bye to them, I'm sure.
  17. @Nori This mod indeed makes a call for mods at large to change from using Ore... but it doesn't actually do/make the change except for the very few that I use, or other mod makers I'm close with make or use. Checking for and anticipating mods at large and making the patches for them is out of my scope. I leave that up to their user-bases to do for themselves or to ask me. Examples: Someone donated a set of patches to add B9-powered tank options to the fuel tanks of several part mods, and fuel support for KCT, and I've been asked to provide for OSE Workshop (an easy task). Rational Resources Parts (the included parts mod, I assume you don't have this) provides "Boxed Convert-O-Trons" with various new ISRU chains (mainly for fuels), adds these chains to the stock Convert-O-Trons, adds many resource options to the stock drills, adds input options to the stock fuel cells, adds a harvester for ocean and exosphere, fully integrates Mining Expansion and CryoTanks, and provides some concept engines that use diverse fuel mixes. There's an Extras folder which contains several configs, one of which is to remove the Ore-based options from the Convert-O-Trons, and another is the KCT integration. You'll see some hints of RR configuration in mods that I've contributed to since creating all this: Tundra Exploration's Methalox system and LS tank options. Endurance (from the Interstellar movie, for KSP 1.10+) OPT Spaceplane Built-in integration and endorsement of EL (Extraplanetary Launchpads). And it fits right in with most of the recommended mods you've listed already, but: I haven't released an ISRU chain to make Glykerol [DeepFeeze] I haven't done anything for Lithium [NF Propulsion] I haven't made alternate ISRU chains for producing MaterialKits [Global Construction, USI MKS].
  18. This little mod of mine has reached end of life. It is now fully integrated into the Endurance mod with its release v1.12 for KSP 1.10. Changelog: Added B9 tank support for the major LS mods (USI, TAC, Snacks, Kerbalism). Added MB-30 Experiment Cluster box part. Added Infirmary module part for Endurance ring with DeepFreeze support. Added improved feature support for these LS mods. Kerbalism: Added comforts. Raised science storage capacities. Raised ignition count and operation time on all engines. By a lot. USI: Added MedBay option to the Infirmary part. May need proof-reading. WBI: 2 low-output OmniConverter slots in Logistics module when WildBlueTools installed. Pathfinder templates. Air! and Stress! modules for Snacks! LS. Added probe control point and extreme range, low-bandwith antenna to command module. Fixed prior patches: USI LS, KIS. Fixed other parts being in less appropriate categories. Fixed docking ports not being in Coupling category, not having a manufacturer key, but also 2 of them actually being non-functional Structural category items (mount points) but saying that they're docking ports. Moved MB-25 Freight Box to Payload category. Hid deployable flag part. It's been broken and unplayable forever. Integrated Endurance Reconfig.
  19. I didn't make you actually do it though? I'm disappointed in myself. Somehow I left it out in my post... the orbiter has 4.5km/s dV.
  20. Intentional TSTO arrangement based on Saenger II hypersonic launcher and Horus orbiter. They separate at Mach 8+. The orbiter is mainly crew transport but has a cargo version for life support or KIS volume. It has The launcher has enough dV to fly back to an airbase or possibly do 1/3 (maybe 1/2) a lap of JNSQ Kerbin, and has a cargo bay in case it ever needs to carry something other than the orbiter.
  21. An intentional TSTO arrangement based on the concept Saenger II hypersonic launcher and "Horus" orbiter. The launcher has a cargo bay for loading things into (if that's ever needed) but also so that it does not hold too much fuel. The rear tanks and adapter that the J-60 engines clip into don't hold fuel (but the J tail and a short K tank after th cargo bay but before the engines do hold fuel). The front of it holds fuel too. It's meant to accelerate up to Mach 8 where the orbiter separates but this is currently difficult to do due to making the engines use low-density fuel instead of LiquidFuel, which causes them to use more units of said fuel to make up the mass flow, and by extension, to use more units of IntakeAir, which makes them starve for air easier in high altitudes. The orbiter has 4.5km/s dV and has been tested as crew version and cargo version (long Mk2 bay instead of the 2 cabins). It's not meant to deliver probes but more likely, life support resources and KIS boxes. 4th image is only to show off the engines. The wings there were replaced as in the 3rd image. They performed poorly.
  22. That's for you to find out. Kopernicus is not officially released for 1.10 so anyone playing on it should be doing so primarily for finding bugs or confirming fixes. The most obvious thing holding things back is the new gas planet shader. Until that's dealt with, all gas planets turn into Jool.
  23. From the source PDF I used I can add N2 myself (though I'll wait to see what you do). O2 isn't there (probably because IRL we have 100 better things to do with O2 than give it to an NTR) and because it has its own unique problem. It's incredibly reactive and would very actively try to oxidize and corrode the reactor core. N2 would actually be a very welcome option for NTR and B9 won't impose an upper limit on options. There's already a mechanism to make Mun ISRU more rewarding. Among RR Parts are a clone of the stock Flea and Hammer SRB, but hybrid and will use Metal + Oxidizer. You can easily get metal from splitting Alumina (which Mun overflows with) or refine from MetalOre (if you like EL or SimpleContruction). These SRB's can partially throttle, shutdown and restart like liquid engines, and yield higher Isp due to Metal (as used by them specifically) being assumed to be highly reactive alkali metals.
  24. Man. you shouldn't need to do that anymore. That was painful to think of, way back.
  25. @Bombaatu Are the files in RationalResources/CRP/ or RationalResourcesParts/CRP/ still showing as .cfg files? When you update, try forcing the play mode switcher by changing the value in GameData/WBIPlayMode.cfg to CRP, starting KSP just long enough to see it rename files, then change the value back and start KSP again. I'm not getting this problem.
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