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JadeOfMaar

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Everything posted by JadeOfMaar

  1. 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.
  2. 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.
  3. @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 } }
  4. 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.
  5. 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.
  6. 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.
  7. @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.
  8. 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.
  9. 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.
  10. 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.
  11. ... ... 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.
  12. Unless I'm mistaken, @Rakete is approaching things from the perspective of a Factorio player, "I love heavy industry gameplay. I love lengthy and specific resource chains leading to the thing I want. I love having a sprawling factory that does all the things and needs lots of good-looking, functional, supportive hardware. But also, Graviolium is my choice end-game resource so I see far more pleasure in having an infrastructure leading to synthesizing this. Simply finding it and planting a drill is underwhelming." ... ... 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.
  13. @dandoesstuff Discord image link already expired.
  14. @starship26 That's an aspect of the concept of procedural engines and there's no true mod for that. The closest you can get to proper in-game Isp tweaking is Kerbal RnD which lets you spend excess science points to do so (and to upgrade other aspects of a given engine). That aside, the most practical things to do to boost your ship's performance are: Get away from stock-ish chemical engines. (Isp x2 on LFO??? Never happening.) Try out FTmN Atomic Rockets (Improved) (within SpaceTux Recycled Parts) as it was recently updated into a proper bootleg Kerbal Atomics pack. It has some high performance nuclear rockets. Cut down on dry mass. If you still like heavy lifters then CryoTanks and Methane engines should work well. If you want to be really intense, use SMURFF on stock scale (and don't tell anyone. SMURFF is for 3.2x scale and higher)
  15. @Charle_Roger Substrate's total vagueness (literally: Any medium where a living thing can grow on the face of it) indeed has always bothered me. I do like the idea of cutting down that universal presence but it'll require some guess work (make the most fitting templates have whatever amount of it) and some manual work (someone has to decide and write configs for what planets in every planet pack are more life-bearing than others). I only left it alone because it's an "MKS legacy" thing, which I define as "MKS assumes every planet has every resource, and the gameplay paradigm that results from it." Making this change (reducing Substrate and placing mineable Organics) will put probably another pot hole in the road for MKS + RR players but, well, they knew what they signed up for. Here are a few things to do concerning deleting from templates: // All instances, within or without a template !PLANETARY_RESOURCE:HAS[#ResourceName[Metal]]:BEFORE[RationalResources] {} !PLANETARY_RESOURCE:HAS[#ResourceName[MetalOre]]:BEFORE[RationalResources] {} // Instances in a certain template !PLANETARY_RESOURCE:HAS[#ResourceName[Metal],#Tag[SrfRockIce]]:BEFORE[RationalResources] {} !PLANETARY_RESOURCE:HAS[#ResourceName[MetalOre],#Tag[SrfRockIce]]:BEFORE[RationalResources] {} // Global (rather, universal). Affects whether it appears in SCANsat !GLOBAL_RESOURCE:HAS[#ResourceName[Metal]]:BEFORE[RationalResources] {} !GLOBAL_RESOURCE:HAS[#ResourceName[MetalOre]]:BEFORE[RationalResources] {} Be mindful that EL-compatible mods will break because they depend on EL's Metal and MetalOre. You may want to try out and then recommend or possibly require RR EL Utilities which tries to make them use Metals and MetallicOre instead.
  16. @Charle_Roger Howdy. I've seen your thread and I rather like what's going on there. Honestly, I'm in a tough position. I feel somewhat forced to keep an LFO production chain as legacy given most players might not be included to install CryoEngines and put up with the trouble of Hydrogen storage. I'm aware that it really shouldn't be easy to come by outside of a planet that has Crude Oil, which requires life and isn't something that can be synethesized or isn't worth the effort to try. As an attempt to make LF/Kerosene production less attractive I've made Hydrogen and Methane production to be much faster. As I see things now, I can assume Ore represents Crude Oil or natural Organics. LiquidFuel can be extracted quickly but the player will have to build up a huge supply of this beforehand, and there would need to be large parts to make this idea attractive. (But now... the Oxygen content in Ore -> LFO makes no sense.) According to the MKS wiki, Organics is a manufactured resource which simply requires Water + Substrate. RR places Substrate and lots of Hydrates which contains Water. All of my planetary surface templates provide some amount of Substrate (for lack of knowledge of any specific nature it's implied to have) so perhaps you or someone else could run away with that. I'm not an MKS player and not currently interested in the WOLF-ish resources like Polymers and Machinery. You're welcome to produce your own RR templates which are totally separate or add onto existing. For example, there are standalone templates for Graviolium, by which a given planet or moon can explicitly be given a "light" amount or a "heavy" amount. To add onto or change the existing templates before they're unpacked and applied to all planets you have the option of doing :BEFORE[RationalResources] like this example: // I want all Rock-Mineral type planets to have naturally occuring Organics PLANETARY_RESOURCE:NEEDS[CommunityResourcePack,!ClassicStock]:BEFORE[RationalResources] { ResourceName = Organics ResourceType = 0 PlanetName = None Tag = SrfRockMineral Distribution { PresenceChance = 80 MinAbundance = 3 MaxAbundance = 7 Variance = 50 Dispersal = 3 } } You may find this part mod very interesting. Within its concept (exotic greenhouses) and among its parts are bioreactors which employ Algae and Photoculture (resources) to produce propellants. They could be just the thing to facilitate your organic chemistry pathway(s).
  17. Release 0.4.0.1 Fixes Updated Sterling Tankage: Fixed tank ratios of D+3He. @KspNoobUsernameTaken Updated Sterling Thermals: Reduced waste heat generation of thermal reactors further. As a fraction it was tiny but as absolute values it was still too much. DOWNLOAD :: GitHub
  18. @Xithyl515 Thanks. Glad you're happy. I'm trying to avoid Enriched Uranium because its use in-game largely implies the use of nuclear reactors that use solid fuel rods that can't be pumped around are a big issue when they're spent. It's normal for the film radiators to flicker. This is due to, probably, how thin and close the meshes for the visuals are and that they use two transparent materials. If I had access to a custom shader with the specs I needed, I could have just one mesh for visuals and then the flickering would be gone.
  19. I bet that doesn't burn as hot as an NTR does so that would probably be plenty safe.
  20. No, it's not intentional. Aaaaand Rational Resources has this too. You can go to GameData/SterlingSystems/Tankage/zPataches/B9PS_PillTankOptions.cfg, line 240 and edit the ratio values there. Perhaps SimpleConstruction is causing this. It brings EL with it but as it dodges the use of MetalOre resource it chooses to have EL not define that resource, therefore, the fatal error.
  21. It's nice that you mention that. Per a nerd friend's advice I had made a test config for engines to burn CO + Oxidizer at 90% the original (LFO) Isp. And I believe CO is produced by merely using electrolysis so yeah, this may be quite possible IRL. I don't think we can. If you dare to make concentrated Oxygen hot enough to produce thrust you're making it hot enough to react with its heater. There's a reason an incandescent bulb's filament is sealed in vacuum or inert gas.
  22. @steddyj Ah. Actually the situation is that RRNF breaks BDB's prior existing B9 config that adds features to the engine. The most sensible answer to this would be for RRNF to no longer affect these engines but also you could create a patch to erase the stat upgrades and let the mesh switching remain. Mesh switching alone doesn't care about engine ID but you lose the gameplay value of choosing between a spike nozzle or bell nozzle on that other BDB engine. I just looked and I can see that at least some (among the bunch of NTRs) have mesh switching tied to their stat upgrades. Carelessly disabling those to prefer RRNF would lead to all mesh options showing and Z-fighting and the parts being treated as broken. RRNF only affects BDB because users of BDB want it (or that the dev of Skyhawk Science wanted it) but I'm not a BDB user so I did not anticipate this conflict. I only accepted the config edit/suggestion from someone who asked but did not know B9's limitations. To de-list or opt out the engines that need to, get their part names and remove them from GameData/RationalResourcesNuclearFamily/00_Opt-in_NuclearFamily.cfg (line 25 of this config on GitHub) and show me the change/edit so I can accept it and publish.
  23. And if the rocket itself isn't much larger than a 2L bottle. If it's big enough then it's too heavy and you just have a controlled, very powerful leak.
  24. Banned for repeated use of domesticated animals as shields.
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