Jump to content

TheProtagonists

Members
  • Posts

    328
  • Joined

  • Last visited

Everything posted by TheProtagonists

  1. Introducing Asgard, one of a few habitable subsatellite in the entire pack: On the other hand, several incidents happened that slightly set back the development process: 1. The majority of terrain scatterers for all the bodies do not work as intended, therefore they will be removed and added in updates after the initial mod release, and hopefully with custom terrain scatter textures. 2. The actual non-scaled terrain of Bahamut looks horrible and I have no idea why I thought it was OK oh my god what WAS I thinking less than ideal and will probably be remade
  2. New moon: Bahamut As you can see the highlands are slightly more colorful this time, and the plan is to make all the future terras even more colorful... This texture has been replaced, please see a few comments down below for the new look.
  3. Some new bodies are finished! ~now the only things left in Inner Dawn System are things in the Paradise systemwhich is very important so I left it until now~ Infinity: a monochrome world Noir, which is indeed, very dark This is what the super long period comet Border would look like if there's enough light... Because this is what it looks like most of the time On another note you can now see those stars at anytime and they will pretty much just sit there...
  4. Newly finished body of Qinglong! and also a closeup view with Traverse and Ascension in the background... this reminds me I haven't posted any closeup of any other bodies...
  5. The surface textures for Yama's moons are done! Zen. It's like Gersemi but blue, has less lakes and have mountains, ice caps and... you know what, forget about that Xuanwu, probably the only world in the entire pack that is green because of something other than plants. ゴ ゴ ゴ ゴ ゴ Leviathan ゴ ゴ ゴ ゴ ゴ Very menacing with 3g gravity and a super dense super high atmosphere. UPDATE: after some messing arounds I've reduced Leviathan's gravity to 2.3g so it would hopefully not break joints even without KJR FURTHER UPDATE: Zen had been completely remade, check page 3 for the updated look
  6. At this moment I'm thinking about Northeastern, NYU, Drexel and Champlain. My SAT score is slightly below average for the first two, so I'm looking to take that again and put some of my other works along with this mod into the portfolio.
  7. Click HERE to go to the release thread. Current Project: Update 1.2 New planets and moons Remake several old planets and moons Rearrange multiple bodies and systems If you are interested in contributing to sciencedefs, click HERE to help! General Roadmap Surface anomalies/easter eggs Better PQS Kopernicus Expansion effects Surface particles and comet trials More EVE effects INSTANTANITOR objects KSPedia diagrams Figure out how to make LandClasses work and add terrain scatterers Science definitions for stock and DMagic More systems Changelog v1.1.1 "Bridging Azure" Patch 1 2018-10-31 ============================================================================================================================================================================ +custom orbit icons for all stars +4 new flags +more loading screen tips +sunflare licenses +made more references *completely remade Barrier's pulsar jets *increased Dawn's orbital period so it's even more static *corrected AVC version checking, removed version file for each system so now the entire TWB folder have only one central version file *adjusted and recolored the orbits of planets of Eon *disabled new shader on Oblivion's rings so it is much more visible *tilted Amaterasu's ring so it looks nicer, and tilted its moons' orbits *further reduction to asteroid spawn rate for all systems *fixed numerous tpyos v1.1 "Bridging Azure" 2018-08-24 ============================================================================================================================================================================ +Dawn is now made "static" using the new period feature +3 new flags +more loading screen tips +more references *moved the Dawn Cluster much closer to the sun (42Tm to the current 12Tm), and compressed the cluster by moving the stars roughly 10 times closer and shrinking their SOI by 10 times *adjusted the orbit of many objects in accordance of the change above *adjusted the antenna stats, reduced the smallest and largest antennas' range, increased all antenna's EC storage and EC usage *renamed Guardian to Sentry due to the name being already taken by AK *corrected the license on KSPI parts *adjusted asteroid spawn rates for all systems *fixed numerous tpyos v1.0 INITIAL RELEASE "Resuming Odyssey" 2018-05-28 ============================================================================================================================================================================ +sunflares for all stars, including the nebula for Traverse and pulsar like emission for Barrier +Custom biome maps for every planet and a generic map for stars and gas giants +bundled 3 very big antennas for interstellar communication +7 flags for missions +a lot more references *updated texture paths to be compatible with CTTP 1.0.3 *fixed some typos on file names *fixed the orbit remover so it uses a more sensible FOR instead of FINAL *fixed some problems that caused extremely high ambient light v0.9 BETA RELEASE 2018-04-07 ============================================================================================================================================================================ +EVE clouds and auroras applied to all atmospheric bodies, along with some glows to rocky bodies +CRP, EL, TheGoldStandard and FarFutureTechnologies compatible resource config for all bodies +Custom Biomes for Tengu, Hyperion, Horu, Summit, Paradise, Hikari, Wyvern, Kaze, Yama and their moons +normalmaps for gas giants +onDemand loading enabled for all bodies +instead of adding mode key to individual stars, a new config is used to hide the orbit of stars, which will work on any star of any mod +more references *remade and adjusted scatterer values for EVE integration *adjusted gravity on many bodies v0.8 2018-03-18 ============================================================================================================================================================================ Reorganized folder structures (again) +scatterer config for all current 62 atmospheric bodies +support for TextureReplacer's oxygen bodies so you can actually take off your helmet +added AVC files for each star systems +CC BY-NC-ND 4.0 license +more references *border's SMA reduced to be somewhat more reasonable *slightly adjusted star coronas to be more subtle *fixed PQS offset on Sandalphon that sunk the entire terrain under ocean *adjusted Overture and Amaterasu's rings *all of Sora's moons are now on tilted orbit *fixed ambient colors on some planets, and made Horu, Epik and Seraph's extra bright so they glow in the dark *fixed PQS and scaled fading distance v0.7 2018-02-12 ============================================================================================================================================================================ +finished all gas giant textures +finished all sunspot textures and configurations of all stars (besides sunflares) +rings for 16 bodies, including a debris disc for Oblivion +added custom corona for every star (they are still horrible) +more references -due to Ori's glowing effect messes with atmosphere and ring shaders, the glowing effect is removed and replaced with a highly reflective surface *fixed intensityCurve and IVAItensityCurve for the stock sun for Kopernicus 1.3.1-3 *Barrier now spins even faster v0.6 2018-01-28 ============================================================================================================================================================================ +finished texturing for all bodies in the Traverse System: texture for all bodies with a surface for the initial release are complete +finished descriptions for every single body added so far +more references *remade Sandalphon, Nyarlathotep, and Zen (again) v0.5 2017-12-14 ============================================================================================================================================================================ Overhaul of the mod strcture: planned for *MODULAR* release +added textures for all bodies in the Eon, Oblivion and Wall System +finished descriptions for all bodies mentioned above +added all bodies in the Traverse and Ascension System +more references *changed ocean color for Heimdallr *remade Zen *changed descriptions for Dawn so it's just an A class main sequence and not a subdwarf v0.4 2017-12-02 ============================================================================================================================================================================ +added and finished textures for the rest of the bodies in Inner Dawn System +finished descriptions for all the stars +added planets in Wall and Eon System -removed all existing LandControl mod, as the vast majority of them are not working or not working as intended, they are now planned to be added in future updates after the initial release *changed some glitchy terrain textures and smoothed some pixelated terrains *stars' orbits are now invisible *overhauled science value v0.3 2017-11-18 ============================================================================================================================================================================ +added textures for Summit, Gersemi and its moons, all of Hikari's moons and the moons' moons, Fantasy, Wyvern and Guardian, and all of Kaze's moons (Ebott and Basin got completely remade during this time) +added ring to Summit +added and positioned Border +added and positioned the rest of the stars: Traverse, Fragment, Ascension, Eternal, Wall, Eon and Barrier (starlight color not changed) +more references -temporarily removed Raem, Tack and Tiamat, which will be added to another system *remade a lot of really ugly color maps (what WAS I thinking when I made those) *fixed some existing terrible PQS configurations v0.2.1 2017-11-05 ============================================================================================================================================================================ +added textures for Horu and Keter +more references *fixed the rim color on Oblivion *tweaked scaled material gradient for existing bodies *renamed some bodies so those names can be used somewhere else v0.2 2017-11-01 ============================================================================================================================================================================ +added the first actual textures for Tengu and Hyperion +finished all current bodies' descriptions +CTTP dependency +more references *concepts and plans to add a lot more stars and planets than originally intended *moved Dawn further away from the stock Sun and increased SOI *now requires more RAM v0.1.1 2017-10-29 ============================================================================================================================================================================ +finalized the worlds around Dawn, added a few moons such as Zhuque and Asgard and changed positions of some others +more descriptions (and adding references to existing ones) *overhauled atmospheres for Sagen, Zen and Basin *increased Dawn's light intensity and gravity *revamped Oblivion system v0.1 2017-10-25 ============================================================================================================================================================================ +added Oblivion and it's planets +descriptions for a few bodies *repositioned all bodies around Dawn *renamed some bodies *background music for trailer chosen v0.0.3 +added and positioned rest of the planets and moons in the Dawn system +added a patch that gives the stock Sun a intensity curve so it doesn't shine on everything *ocean on Horu and Epik are now very red, but can only be seen in closeup v0.0.2 +added and positioned Horu, Summit, Gersemi, Overture and Hikari ("borrowing" existing textures until the actual ones get made) +added all these bodies' moons v0.0.1 2017-10-02 +initial concept +added Dawn, Tengu and Hyperion (using templates) Credits A lot of inspirations in The World Beyond came from those existing planet packs and their great creators: @Gameslinx's Planet overhaul, Before Kerbin and After Kerbin @StarCrusher96's Kerbal Star Systems @Galileo's Planet Pack @Artyomka15's Kolyphemus and Krgantua System @Poodmund for creating the milky way skybox used in the screenshots @KillAshley for making the realistic atmosphere tool that all the bodies used The sunflares used in this mods are kindly provided by @JadeOfMaar's SunflaresOfMaar, used with permission Some of the EVE textures used for this mod is from Astronomer's Visual Pack created by @themaster401 I would also like to thank Thomas P for upkeeping Kopernicus, TheWhiteGuardian's tutorials and everyone in the Kopernicus Discord for helping me with my newbie planet making problems. *Also I think I've made countless typos throughout this post, which will hopefully be fixed
  8. For SSTOs I think it's probably better to use OPT's electric engines in atmosphere. They use significantly less EC (through still a lot) for quite a lot more thrust, and they function through the entire atmosphere and can put a craft into a pretty high apoapsis. However I'm not really sure if they work well under dense atmospheres since they produce more thrust the thinner the atmosphere is.
  9. by colors you mean the color key in each land class, not the noiseColor, is this correct?
  10. Is there any detailed documentation or explanation on how exactly the numbers of longitude range, latitude range, latitude double and altitude range in land classes works? After inspecting a lot of configs it's still voodoo magic to me...
  11. Blending multiple textures from terrain party works for me
  12. 16GB RAM installed I have about 130+ mods on 1.3 (not really expecting to update soon since quite a few of them aren't getting updated) When the game is initially loaded up (~8 min loading time) I get about 90%+ usage, but if I stay in VAB/SPH long enough it can drop to sub 70%, usually not a lot of waiting during scene change (about 30s lag) What's interesting is that even if I installed some huge mods right now I wouldn't see a huge impact in RAM use (still about 90%), and loading time doesn't increase by any significant amount of time...
  13. Ohhhhh...... nice concept! Will it be possible to add more than one spice planets? Because if so I'll certainly add a few in a large planet pack I'm working on! Also, a idea I just had since you guys are talking about Dune... Wouldn't it be great to make a spice powered alcubierre drive using RoverDude's wrap drive plugin?
  14. apologize in advance if this has been asked before, but how would I actually keep the changes after exporting the planet? After exporting, immediately I can see ingame that the scaled texture is correct: But after exiting the game and enter again it reverts back to the incorrect and pre-exported state (glithed poles, incorrect light): It doesn't seems like deleting the cache file helped, and using the exported texture (converted to dds) doesn't work either.
  15. Alright, I'll download and play with it when I have the time.
  16. If you use IntakeAtm instead of IntakeAir, it should allow engine to function in all atmospheres. However I'm not sure exactly which mod added it (maybe CRP?), but IntakeAtm is the resource most other mods use to make all atmosphere engines.
  17. Didn't know how much I deeded this until I stumbled upon it... Here's my patch to allow the drills to mine gold and unobtainium from TheGoldStandard and allow the ISRU to smelt MaterialKits from ore when GroundConstruction is installed. @PART[SMX_InlineDrill]:NEEDS[TheGoldStandard] { MODULE { name = ModuleResourceHarvester HarvesterType = 0 Efficiency = 0.3 ResourceName = GoldOre ConverterName = GoldOre Harvester StartActionName = Start GoldOre Harvester StopActionName = Stop GoldOre Harvester ToggleActionName = Toggle GoldOre Harvester ImpactTransform = ImpactTransform ImpactRange = 5 AutoShutdown = true UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Engineer EfficiencyBonus = 1 GeneratesHeat = true INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 3 } TemperatureModifier { key = 0 10000 key = 250 5000 key = 500 2500 key = 750 250 key = 1000 0 } UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Engineer EfficiencyBonus = 1 ThermalEfficiency { key = 0 0.1 key = 250 .1 key = 500 1 key = 750 .1 key = 1000 0 } HarvestThreshold = 0.015 } MODULE { name = ModuleResourceHarvester upgradeCost = 50 HarvesterType = 0 Efficiency = 0.2 ResourceName = Unobtainium ConverterName = Unobtainium Harvester StartActionName = Start Unobtainium Harvester StopActionName = Stop Unobtainium Harvester ToggleActionName = Toggle Unobtainium Harvester ImpactTransform = ImpactTransform ImpactRange = 5 AutoShutdown = true UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Scientist EfficiencyBonus = 1.5 GeneratesHeat = true INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 6 } TemperatureModifier { key = 0 10000 key = 250 5000 key = 500 2500 key = 750 250 key = 1000 0 } UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Engineer EfficiencyBonus = 1.5 ThermalEfficiency { key = 0 0.1 key = 250 .1 key = 500 1 key = 750 .1 key = 1000 0 } HarvestThreshold = 0.015 } } @PART[SMX_0mStackDrill]:NEEDS[TheGoldStandard] { MODULE { name = ModuleResourceHarvester HarvesterType = 0 Efficiency = 0.3 ResourceName = GoldOre ConverterName = GoldOre Harvester StartActionName = Start GoldOre Harvester StopActionName = Stop GoldOre Harvester ToggleActionName = Toggle GoldOre Harvester ImpactTransform = ImpactTransform ImpactRange = 5 AutoShutdown = true UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Engineer EfficiencyBonus = 1 GeneratesHeat = true INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 10 } TemperatureModifier { key = 0 10000 key = 250 5000 key = 500 2500 key = 750 250 key = 1000 0 } UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Engineer EfficiencyBonus = 1 ThermalEfficiency { key = 0 0.1 key = 250 .1 key = 500 1 key = 750 .1 key = 1000 0 } HarvestThreshold = 0.015 } MODULE { name = ModuleResourceHarvester upgradeCost = 50 HarvesterType = 0 Efficiency = 0.2 ResourceName = Unobtainium ConverterName = Unobtainium Harvester StartActionName = Start Unobtainium Harvester StopActionName = Stop Unobtainium Harvester ToggleActionName = Toggle Unobtainium Harvester ImpactTransform = ImpactTransform ImpactRange = 5 AutoShutdown = true UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Scientist EfficiencyBonus = 1.5 GeneratesHeat = true INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 20 } TemperatureModifier { key = 0 10000 key = 250 5000 key = 500 2500 key = 750 250 key = 1000 0 } UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Engineer EfficiencyBonus = 1.5 ThermalEfficiency { key = 0 0.1 key = 250 .1 key = 500 1 key = 750 .1 key = 1000 0 } HarvestThreshold = 0.015 } } @PART[SMX_1mInlineDrill]:NEEDS[TheGoldStandard] { MODULE { name = ModuleResourceHarvester HarvesterType = 0 Efficiency = 0.3 ResourceName = GoldOre ConverterName = GoldOre Harvester StartActionName = Start GoldOre Harvester StopActionName = Stop GoldOre Harvester ToggleActionName = Toggle GoldOre Harvester ImpactTransform = ImpactTransform ImpactRange = 5 AutoShutdown = true UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Engineer EfficiencyBonus = 1 GeneratesHeat = true INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 15 } TemperatureModifier { key = 0 10000 key = 250 5000 key = 500 2500 key = 750 250 key = 1000 0 } UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Engineer EfficiencyBonus = 1 ThermalEfficiency { key = 0 0.1 key = 250 .1 key = 500 1 key = 750 .1 key = 1000 0 } HarvestThreshold = 0.015 } MODULE { name = ModuleResourceHarvester upgradeCost = 50 HarvesterType = 0 Efficiency = 0.2 ResourceName = Unobtainium ConverterName = Unobtainium Harvester StartActionName = Start Unobtainium Harvester StopActionName = Stop Unobtainium Harvester ToggleActionName = Toggle Unobtainium Harvester ImpactTransform = ImpactTransform ImpactRange = 5 AutoShutdown = true UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Scientist EfficiencyBonus = 1.5 GeneratesHeat = true INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 25 } TemperatureModifier { key = 0 10000 key = 250 5000 key = 500 2500 key = 750 250 key = 1000 0 } UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Engineer EfficiencyBonus = 1.5 ThermalEfficiency { key = 0 0.1 key = 250 .1 key = 500 1 key = 750 .1 key = 1000 0 } HarvestThreshold = 0.015 } } @PART[SMX_1mHInlineDrill]:NEEDS[TheGoldStandard] { MODULE { name = ModuleResourceHarvester HarvesterType = 0 Efficiency = 0.3 ResourceName = GoldOre ConverterName = GoldOre Harvester StartActionName = Start GoldOre Harvester StopActionName = Stop GoldOre Harvester ToggleActionName = Toggle GoldOre Harvester ImpactTransform = ImpactTransform ImpactRange = 5 AutoShutdown = true UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Engineer EfficiencyBonus = 1 GeneratesHeat = true INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 15 } TemperatureModifier { key = 0 10000 key = 250 5000 key = 500 2500 key = 750 250 key = 1000 0 } UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Engineer EfficiencyBonus = 1 ThermalEfficiency { key = 0 0.1 key = 250 .1 key = 500 1 key = 750 .1 key = 1000 0 } HarvestThreshold = 0.015 } MODULE { name = ModuleResourceHarvester upgradeCost = 50 HarvesterType = 0 Efficiency = 0.2 ResourceName = Unobtainium ConverterName = Unobtainium Harvester StartActionName = Start Unobtainium Harvester StopActionName = Stop Unobtainium Harvester ToggleActionName = Toggle Unobtainium Harvester ImpactTransform = ImpactTransform ImpactRange = 5 AutoShutdown = true UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Scientist EfficiencyBonus = 1.5 GeneratesHeat = true INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 25 } TemperatureModifier { key = 0 10000 key = 250 5000 key = 500 2500 key = 750 250 key = 1000 0 } UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Engineer EfficiencyBonus = 1.5 ThermalEfficiency { key = 0 0.1 key = 250 .1 key = 500 1 key = 750 .1 key = 1000 0 } HarvestThreshold = 0.015 } } @PART[SMX_2mStackDrill]:NEEDS[TheGoldStandard] { MODULE { name = ModuleResourceHarvester HarvesterType = 0 Efficiency = 0.3 ResourceName = GoldOre ConverterName = GoldOre Harvester StartActionName = Start GoldOre Harvester StopActionName = Stop GoldOre Harvester ToggleActionName = Toggle GoldOre Harvester ImpactTransform = ImpactTransform ImpactRange = 5 AutoShutdown = true UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Engineer EfficiencyBonus = 1 GeneratesHeat = true INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 15 } TemperatureModifier { key = 0 10000 key = 250 5000 key = 500 2500 key = 750 250 key = 1000 0 } UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Engineer EfficiencyBonus = 1 ThermalEfficiency { key = 0 0.1 key = 250 .1 key = 500 1 key = 750 .1 key = 1000 0 } HarvestThreshold = 0.01 } MODULE { name = ModuleResourceHarvester upgradeCost = 50 HarvesterType = 0 Efficiency = 0.2 ResourceName = Unobtainium ConverterName = Unobtainium Harvester StartActionName = Start Unobtainium Harvester StopActionName = Stop Unobtainium Harvester ToggleActionName = Toggle Unobtainium Harvester ImpactTransform = ImpactTransform ImpactRange = 5 AutoShutdown = true UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Scientist EfficiencyBonus = 1.5 GeneratesHeat = true INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 25 } TemperatureModifier { key = 0 10000 key = 250 5000 key = 500 2500 key = 750 250 key = 1000 0 } UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Engineer EfficiencyBonus = 1.5 ThermalEfficiency { key = 0 0.1 key = 250 .1 key = 500 1 key = 750 .1 key = 1000 0 } HarvestThreshold = 0.01 } } @PART[SMX_Size0ISRU]:NEEDS[GroundConstruction] { MODULE { name = ModuleResourceConverter ConverterName = Ore Smelter StartActionName = Start Ore Smelter StopActionName = Stop Ore Smelter ToggleActionName = Toggle Ore Smelter Efficiency = 1 AutoShutdown = true GeneratesHeat = true UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = ConverterSkill EfficiencyBonus = 1 TemperatureModifier { key = 0 50000 key = 750 25000 key = 1000 5000 key = 1250 2500 key = 2000 2500 key = 4000 0 } GeneratesHeat = true DefaultShutoffTemp = .8 ThermalEfficiency { key = 0 0 0 0 key = 500 0.1 0.0004804444 0.0004804444 key = 1000 0.9 0.0008214114 0.0008214114 key = 1250 1 0 0 key = 1500 0.8 -0.0009670794 -0.0009670794 key = 3000 0 0 0 } ConvertByMass = true INPUT_RESOURCE { ResourceName = Ore Ratio = 0.005 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 8 } OUTPUT_RESOURCE { ResourceName = MaterialKits Ratio = 0.0015 } } } @PART[SMX_Mk2ISRURefinery]:NEEDS[GroundConstruction] { MODULE { name = ModuleResourceConverter ConverterName = Ore Smelter StartActionName = Start Ore Smelter StopActionName = Stop Ore Smelter ToggleActionName = Toggle Ore Smelter Efficiency = 1 AutoShutdown = true GeneratesHeat = true UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = ConverterSkill EfficiencyBonus = 1 AutoShutdown = true TemperatureModifier { key = 0 100000 key = 750 50000 key = 1000 10000 key = 1250 500 key = 2000 50 key = 4000 0 } GeneratesHeat = true DefaultShutoffTemp = .8 ThermalEfficiency { key = 0 0 0 0 key = 500 0.1 0.0004804444 0.0004804444 key = 1000 0.9 0.0008214114 0.0008214114 key = 1250 1 0 0 key = 1500 0.8 -0.0009670794 -0.0009670794 key = 3000 0 0 0 } ConvertByMass = true INPUT_RESOURCE { ResourceName = Ore Ratio = 0.025 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 50 } OUTPUT_RESOURCE { ResourceName = MaterialKits Ratio = 0.0075 } } } @PART[SMX_Size3ISRU]:NEEDS[GroundConstruction] { MODULE { name = ModuleResourceConverter ConverterName = Ore Smelter StartActionName = Start Ore Smelter StopActionName = Stop Ore Smelter ToggleActionName = Toggle Ore Smelter Efficiency = 1 AutoShutdown = true GeneratesHeat = true UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = ConverterSkill EfficiencyBonus = 1 AutoShutdown = true TemperatureModifier { key = 0 100000 key = 750 50000 key = 1000 10000 key = 1250 500 key = 2000 50 key = 4000 0 } GeneratesHeat = true DefaultShutoffTemp = .8 ThermalEfficiency { key = 0 0 0 0 key = 500 0.1 0.0004804444 0.0004804444 key = 1000 0.9 0.0008214114 0.0008214114 key = 1250 1 0 0 key = 1500 0.8 -0.0009670794 -0.0009670794 key = 3000 0 0 0 } ConvertByMass = true INPUT_RESOURCE { ResourceName = Ore Ratio = 0.05 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 80 } OUTPUT_RESOURCE { ResourceName = MaterialKits Ratio = 0.015 } } }
×
×
  • Create New...