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JadeOfMaar

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Everything posted by JadeOfMaar

  1. It is. One of my other mods, Rational Resources, enables OPT tanks to hold (specifically) LqdAmmonia, LqdCO2, LqdHydrogen, LqdMethane and LqdNitrogen. But I figure you don't want your ISRU experience to change, and if I may assume, you use KSP Interstellar? OPT_B9PS_Cryo.cfg is setup to only activate if you install CryoEngines or KerbalAtomics.
  2. See my previous post... 2 posts up from yours. (And it's meters, not feel ) I have no answers to why your performance loss happens.
  3. @Rainyeenah You must have OPT Reconfig installed more than once. Its patches are firing repeatedly. Find it wherever you accidentally have it inside of another folder within GameData, and delete that.
  4. By pure coincidence (unless I've been subconsciously driven by @gilflo's project) I decided to build and test my own Eve Ascent Vehicle. For use in JNSQ of course. It's meant to be relatively small so it's short on wing span (which turns out to be a bad thing for atmospheric entry, especially if manned). It suffers from "Fall Like A Stone" syndrome when it brakes to safe speeds near 2km/s and it needs to tumble wildly to not get shredded in the resulting deep dive slope of 45°. (17 gees observed while tumbling.) With its LF supply dry and having only its IntakeAtm supply to use (currently only accessible in the drop tanks and Mk2 nose), this plane has 2.8km/s in vacuum (to be used by the SAGE warpjet closed cycle at 3K Isp).
  5. Did you install Community Resource Pack? Without this, the SAGE and SURGE will use IntakeAir. Are you using OPT Legacy 1.6.2 and OPT Reconfig 1.9.3? My ModuleManager cache looks just fine. I don't see your problem.
  6. The stock Dawn has 2kN so I gave this MET only 5x the thrust then. I changed the EC ratio but not by much. The Dawn's EC ratio is 1.8, mine is 2.6. If I do raise the MET's thrust to 20kN then it would definitely be appealing for heavy ion SSTO shenanigans. I just added the engines to Github so you can download their configs and try in-game. The Hybrid SRMs' Isp are simply 1.5x that of the stock versions. Notes: Their plumes will be broken as they currently depend on Plume Party and I did not deal with that. The Tweakscale patch is updated to apply to them. The Convert-O-Trons patch is updated to produce Metal and not Metals. You may want to re-download/reinstall all of RR and RR Parts since there are several supporting changes scattered between them. Metals is in CRP and has identical density with Metal (but has a lot more monetary value) so I think I should accommodate Metal fully (define it within RR so it never needs another mod present...) but now I feel really conflicted about them. EL's Metal costs 0.5 per unit and is equated to Iron. But what does CRP's Metals equate to? It costs 14.24 per unit. Such difference in value makes it hard to see one as a dummy equivalent of the other. I've decided to not support Metals. But if you think I should fully accommodate it in addition to Metal, let me know. I can make the SRBs switch between them (and change Isp respectively) if necessary. We can assume that Metals is a rather highly reactive transition metal. (I've thought of Lithium as well, which is used by NF Propulsion's heavy ion engines.)
  7. @Muetdhiver I got around to making those engine configs but I didn't look into Unmanned Before Manned. I took a guess with EC and thrust balance and kept things small since this kind of tech is described as being for microsats. (10kN is a lot, I bet, for microsats, but I'm anticipating folks will want to build a little big with this.) I cloned the Flea and Hammer but no other solid rockets. Apparently resource flow mode can't be controlled within ModuleEngines so a player could cheat the SRM's tankage and spam Metal tanks for dV. (Or use a Metal tank stack as an extended body for the SRM like some other mods allow, which is fine in that way.)
  8. I've been thinking of asking you to work out Aluminum, Metals and Metal (these three outputs, and assuming all are the same thing) for the Alumina Splitter. The Aluminum output is entirely a "What if" and is only really important in the edge case that someone wants to use an RR converter for their KSPI hybrid/reusable SRB (this can shutoff and restart but its minimum thrust is non-zero...something like 40%). I got to see a KSPI SRB in action in a very recent episode of a YouTube series. Maybe I should reproduce that engine and include it in the RR Parts pack? It could go viral, possibly.
  9. I meant not* to get spread thin-- by how many mods you've taken on. (So ...feeling the burn)
  10. oh my. Be careful that you get spread thin really fast. You're taking on a whole lot, there.
  11. @zer0Kerbal oooooooh. Keridian Dynamics. Sure.
  12. @Climberfx Ohhh. That's unfortunate. Sorry for wasting your time. Thanks for the info. (And thanks to AlphaMensae for the heads-up on the stock module.)
  13. @gilflo I just tried watching your second video (Eve entry) but its link actually leads to the first video, the takeoff from Kerbin. I'm enjoying everything else.
  14. @gilflo I couldn't help but notice that you're still a bit far behind on your version of Legacy and Reconfig. I created these power spheres which are capable of meeting the electric demands of OPT engines. The sphere with black top is like a fuel cell and accepts LFO and produces 150 EC/s. The other spheres hold the Dark Goo as known of the Dark Drive engine, but don't take LFO (they need LH2) and produce 300 EC/s and 5400 EC/s respectively. Their abilities don't scale when Tweakscaled, unfortunately, since Tweakscale does not support their ability to change their fuel inputs.
  15. I found the cause of that. It's something that @zer0Kerbal (owner of SimpleConstruction) will need to clean up. What's happening is: RR adds two converters named Mono-<something> (so you have stock: Monoprop, and RR's MonoPropellant and MonoPropellant + Hydrogen) but SimpleConstruction copies any and all converters whose converter name starts with "Mono" so before SC activates, there are three converters named "Mono..." @PART[*ISRU*,Smelter*]:NEEDS[LaunchPad,SimpleConstruction]:FOR[SimpleConstruction] { +MODULE[ModuleResourceConverter]:HAS[#ConverterName[Mono*]] { @ConverterName = Metal @StartActionName = Start Metal Refining zer0kerbal's patch(es) (as there are more than one that does this) should target the converter's exact name: Monoprop +MODULE[ModuleResourceConverter]:HAS[#ConverterName[Mono*]] // change this +MODULE[ModuleResourceConverter]:HAS[#ConverterName[Monoprop]] // to this // also, the FlowMode key should get a % prefix on it. // The FlowMode key occurs twice in some of these nodes whn MM is finished with them. // --> +MODULE[ModuleResourceConverter]:HAS[#ConverterName[Monoprop]]:NEEDS[Karbonite,SimpleConstruction] { // ... @OUTPUT_RESOURCE:HAS[#ResourceName[MonoPropellant]] { @ResourceName = Metal @Ratio /= 4 %FlowMode = STAGE_PRIORITY_FLOW } }
  16. There are two problems with what you're trying to accomplish: KSP has changed in a very major way at version 1.8, as @blowfish has pointed out. That animation module is not stock and is part of an opposing mod that provides mesh and fuel switching. You're better off using the stock animation module as the stock one is definitely supported (as in the highly versatile Modular Launchpads mod where many parts have several parallel animations in them). Therefore, I highly recommend you download it, mess around a bit, and study its configs.
  17. While you're doing SCANsat orbital scanning: no. But afterward, yes. They're necessary when you're scouting (for precision scanning) and you want to see the abundances of all resources at once while at the active vessel's location: whether its altitude in space or in atmo; its precise coordinates while landed; or at any point when splashed. The Sea Scanner only works when the active vessel is touching an ocean, and SCANsat only shows resources in the crust. The RR scanners will show percentages of all configured resources immediately around you, whether landed, splashed, flying or orbiting. Shown below:
  18. Useful difference? Yes. MetallicOre is used in the USI + Global Construction realm(s) but MetalOre is used in the Extraplanetary Launchpads (EL) + WBI + SimpleConstruction realms. The EL resources (MetalOre, Metal, RocketParts, ScrapMetal) were originally defined by EL and weren't part of CRP, but now they are in there, and EL has not changed over to using the CRP/USI equivalents (MetallicOre, Metals, MaterialKits + SpecializedParts). So preserving and providing for MetallicOre and MetalOre is important. Nertea's station parts can hold MetalOre but when you install EL and none of these: (SimpleConstruction, MKS). The reason I don't provide MetallicOre storage is because USI users will likely have Configurable Containers or USI's tank pack installed, and I'm biased away from USI and towards EL. That is an unfamiliar issue. I'll need to see your KSP.log, your GameData/ModuleManager.ConfigCache, and your MM logs ( KSPinstall/Logs/ModuleManager/ ).
  19. oooh. thanks much. the MetalOre is for use by Extraplanetary Launchpads/SimpleConsutrction, yes.
  20. @Muetdhiver Thanks for the valuable feedback there. That kind of math is beyond me, though (I wouldn't know where to look for the exact mass fraction of Argon or Xenon in some hydrates). I can simply multiply or divide to fix the Argon output if you tell me what the proper amount in kg should be vs the 10kg.
  21. For life support you can try [easiest] USI LS or WBI Snacks! with their hab features turned off. Bump difficulty a bit [medium-low] by turning on USI habitation or Stress! (within Snacks!) respectively. Or [medium] not activate those hab features and install Kerbal Health which is a complementary habitation mod (not a life support mod in the typical sense). It brings a Kerbalism lite kind of experience and works well with all life support mods. Instead of USI or WBI, there's TAC of course, but that has no built-in habitation feature. As for parts and propulsion I'd look at anything that makes spaceplanes more attractive. BH has many worlds with atmospheres, seemingly 12, and 8 of these are breathable so you can use all sorts of fancy air-breathing engines like ramjets and scramjets, and nuclear jet engines for the remaining 4 un-breathable atmospheres. NF Aeronautics is a pack of engines for every occasion. It has VTOL fans and should have turbofans/propfans allowing for exceptional flight times, a few multimode engines, and atomic jets and rockets for planes, and intakes for days. I specifically list this one first. If I could persuade @Gameslinx to add just one more part mod to his playthrough, it would be this. It would help loads with his science planes. NF Propulsion expands the selection of ion engines. You have bigger tanks and engines for Xenon, and you get options for Argon gas. Cheaper, more abundant, lower density though. NF Electric, NF Solar to power your ion engines and your life support devices. Mk2 or Mk3 Stockalike Expansion, Mk3 Hypersonic Systems for plane parts of all sorts, and jet engines, especially scramjet engines if you ever feel the itch to attempt aerodynamic ascent vehicles that operate at hypersonic speeds (Mach 6+) on LF + Air...like a "Gateway Ascent Vehicle." APUS or Mk2.5 Shuttle for 2.5m-ish spaceplane bodies. There are really only two mods that enable off-world construction: Extraplanetary Launchpads (EL) which uses RocketParts to build crafts. Its parts aren't too eye-pleasing but I believe it's the less complex of the two. SimpleConstruction reduces EL to just its features added to stock parts and integrates well with simpler base parts mods. Global Construction uses MaterialKits (and I think SpecializedParts). Its parts do look great but I do believe it's a more complex mod. It integrates easily with MKS. The popular base parts mods: SSPXr - Nertea's station parts are well suited for building bases in the form of tall/standing cylinders. It includes cradles and adjustable legs that adapt to terrain slope. Its compatibility with ISRU-centered mods is on a level on its own. It's quite compatible with USI, EL, TAC, surely Kerbalism (needs confirmation) and WBI Snacks! but not so much the rest of the WBI ecosystem. USI MKS (with the Machinery requirement and hab gameplay switches both in the off position) becomes a big and beautiful parts pack that won't make any demands and will keep gameplay simple...Except that you'll still have several kerbal traits (other than Pilot, Engineer, Scientist) to deal with. WBI Pathfinder provides inflatable/deflatable pieces and has a heavy reliance on KIS, KAS. It was originally intent on being mobile. You deflate and pack away your base when you're done in one biome, then you can take it to another biome and do science etc. Its industrial activity gameplay is like what you'd expect with USI MKS, but isn't as intensive, and things are very, very configurable. It even has a "play mode" where it dumps all its converters and modules and becomes purely aesthetic. It integrates with Extraplanetary Launchpads and OSE Workshop very nicely. KPBS is the top stockalike system for permanent bases. Its parts don't inflate so you're going to need the usual tedious things like cranes and rovers to move segments around, and lots of docking ports in order to connect them. Planetary Domes is a very nice but very basic mod for glass domes and connecting tunnels. It has some support in it for TAC and USI. Other mods I'd name are SCANsat & Waypoint Manager. An epic QoL mod combination. The mapping and waypoint marker features are leagues above those of KerbNet. Finally, (shameless self promo time) if you really like ISRU, I just released configs for BH in a mod of mine which changes the resource load-outs on planets, adds several ISRU chains focused on fuel and life support (mainly TAC and Kerbalism), and adds an orbiting-only experiment to the Narrowband Scanner. Rational Resources. Screenshot is in sandbox mode so no science value. Its bundled parts mod adds a few sample engines that you can get creative with, namely a Panther nuclear turbojet and two clones of the NERV which are able to use other resources for more thrust/less Isp in new and convenient situations, particularly water, for double thrust and half the Isp.
  22. .. Release 1.4.1 DOWNLOAD :: GitHub :: SpaceDock Added RationalResourcesAU pseudo-mod for planet packs that rename or purge the stock planets. Added some resources to ground scanner. Added support (resource distributions and science) for Beyond Home (planet pack) made and owned by @Gameslinx. Added templates for gas giants (Sudarsky class II, III) and lava oceans. Updated sky and sea scanners accordingly. Lava ISRU configs not released. That's still WIP and TBD. Fixed Hydrolox converter outputs (huge waste of Water). Fixed Xenon, Argon outputs in Hydrates Splitter (way too high). Nerfed Oxygen presence in Mun, buffed Alumina presence. Updated mine-able exo resources for AtmceWaterThick template. You will need to create the folder RationalResourcesAU inside GameData for yourself if you use BeyondHome.
  23. Yeah, it's okay to do so. Show me a log and post a screenshot of the B9 errors. I'd like to see what you're dealing with. I don't use MKS so I bet the conflict is specific to MKS.
  24. I strongly disagree with the concept of Dirt. With the kind of abundances it's given, it gives me the impression that planets are on average 25% loose dirt...like a sand planet but imagine the entire crust and maybe some of the mantle is dirt, and missing the layers of solid (and liquid) rock you'd expect. Apart from Dirt, Karbonite and Kaborundum, this is compatible with MKS. "Strip stock converters" erases the default options in the Convert-O-Trons since they become redundant when this mod adds its alternatives to them. The Convert-O-Trons have more options/ resource chains and require diverse inputs. it's not "Ore -> X" and "Ore -> Y" as usual. Each of these options require the given amount of radiator cooling power so if the converter says it requires 250K of cooling but you run more than one converter then you need 250K * the number of running converters. They all also require an engineer to be on the ship just like the stock options. The Ore tanks use B9 Part Switch to be switchable between all of the "input" resources. You'll end up wanting more and smaller Ore tanks as you explore and get accustomed to the new resource chains. Various resources (not just fuel) are supported among the "output" sort. There is an optional config in the extras folder ( RR_TankswitchForSquad.cfg ) which adds resource switching and enables access to all of these in all of the stock tanks. This patch will not activate or will cause conflicts when other mods are installed that also modify all the stock tanks (like CryoTanks or Configurable containers)
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