-
Posts
1,123 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Posts posted by Rakete
-
-
Hi there.
I noticed something odd. Since I upgraded from Kopernicus 150 to the most recent version I noticed that all AG-assigned Solarpanels were removed from the respective action groups.
I reinstalled Kopernicus 150 and they were back again upon loading craft files. Something along the way to version 206 must have broken the AG-assignments.
Greetings
12 hours ago, R-T-B said:mods you find where panels
Here some that contain solar panels aside from the well known NearFuture-Suite:
-SpikeX
-Planetside
Don't know if they work in the latest Kopernicus iteration
-
On 7/14/2024 at 11:56 PM, Angelo Kerman said:
Will we be able to print whole vessels (without having to use extraplanetary Launchpads)? E.g. a whole buggy?
-
Hello,
I have a question. I had issues with waterfall plumes when using scatterer with TAA. They were flixckering wildly - as seen here:
And reported here
Since TAA and SMAA got updated, I want to know, if these are fixed with the newest version as well.
Currently I am not near my computer to test it myself.
-
53 minutes ago, Manul said:
I had always been skeptical about orbital resource processing plants because the only two "resources" available in orbit are vacuum and microgravity, while every other resource should be brought from elsewhere by huuuge freighters that burn huge amounts of fuel, compromising the whole idea of accelerating resources to orbital velocity before processing them. And this station utilizes both vacuum and microgravity while using very little mass of physical resources so it is a totally reasonable and efficient orbital processing plant.
It depends... Is it more efficient to bring the plant as huge ship to all collection sites? Maybe. Is it efficient to gather some materials by relatively small freighters? Maybe... e.g. I wouldn't collect ore and take it to a facility to extract the needed uranium. The conversion ratio is too bad. I'd rather do some conversion steps in situ out there in the black and only take preprocessed materials home to the central fabrication facility.
In fact, the end-game sub-light-engines from FFT offer so much dV, that efficiency in transport doesn't matter anymore. You can easily build a ship with 100.000 m/s dV and more.
Producing gravi yourself is endgame content of FFT for me - it marks the transition to the FTL era for me.
-
On 7/9/2024 at 9:52 PM, Angelo Kerman said:
Anyway, I am banging my head on the wall trying to redo the warp effects so it doesn’t look like you’re traveling through a neon tube. Once that is done I will work on a proper 3D model for the contragravity generator. Once that is done, Blueshift will be out of pre-release.
What are you going to change about the warp effects? I like them. Maybe you want to collect feedback about new visuals with some photos?
Whats that new device gonna be? Does it make the craft hover?
-
5 hours ago, KspNoobUsernameTaken said:
Ooh, that lines up perfectly with my preferred playstyle. The whole reason I messed around with Space Dust was because I like dedicated stations in orbit, dedicated to providing infrastructure for future missions. I might try that patch, once I finish my current modding endeavor.
Feel free to try it and to adjust the values to your liking. Keep in mind, you'll need the almost complete compendium of Nertea's near and far future tech mod suite as it is full of dependencies. I'd also propose the Station Part Part Expansion Redux Mod (SSPXr) by Nertea for such huge stations. - and some heavy lifter tech. The patch above just adds another conversion mode to the nova facility. Once you get antimatter, you have gravi. You may add other ressources to your liking, e.g. some Hydrogen do make those protons interact with the antimatter to generate those exotic gravi particles.
11 hours ago, JadeOfMaar said: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."
Kinda true. I like building dedicated orbital installations that offer new gameplay loops. Yes, i also have a fleet of particle harvesters and drilling machines. But once you built one, you simple exchange the storage tanks and use it for every drillable / collectable ressource. That might become a grind a some point. That's why I like to have the possibility to have several ways to do so... e.g. send a harvest mission to jool for several kerbal years... or invest many funds/sciencepoints in technology to create the stuff at home in an efficient industrial process. I wish, that I could enable the process of making graviolium after natural gravi was found and brought home. But that would be to complex. I just play it that way.
Here some eyecandy on how I got my first graviolium by getting an ansteroid to kerbin (using a big nuclear salt water rocket propelled tug) and using a gravi harvester SSTO afterwards. Sending a harvester directly would have been too easy. The SSTO is inspired by Matt Lowne's Argus class
-
1 hour ago, Angelo Kerman said:
I like it. It’s a great alternative to going out and mining the stuff?
Honestly, I do both. Just like what ever i like more innthat very moment. Going to dres is also fun. And if I need to fill up a huge warp vessel, than I use the orbital facility to avoid grinding. I also have an Gravi-harvester ssto to mine asteroids,... so to me everything is fun and i alter my sources just depending on mood. Out in the wild of other star systems I will define some gravibelts (my planet mods come without those spacedust belt patches, so I will have to define them myself unfortunately.... it breaks the moment of surprise, since I define it beforehand, but... anyway,... maybe I'll forget what I defined until next time playing) and construct a harvester to replenish the warp fleet out there in the middle of nowhere.
-
20 hours ago, Angelo Kerman said:
Using antimatter to generate Graviolium is a novel idea.
Yeah... I had much fun patching the stuff and building a highly experimental station in LKO. The antimatter (part of Nerteas Far Future Tech Mod) is highly instable and can go boooom if not contained properly. Really nice mechanisms... Patch and pics of the respective facility in orbit should be somewhere around page 66 of this thread.
So here is the way to go for me: This monstrosity is needed to produce gravi in LKO instead of harvesting it. There is many a cooling loop to keep stuff stable. All the black panels are just cooling... for reactors, for ressource converters and so on. On the bottom you can the Tokamak-style fusion reactor (FFT by Nertea) to power that huge machine. The long huge part in the foreground is just one giant part (FFT -> Nova Facility)
This is the Cochrane Center in LKO.
Anyways... here is my patch from my live-game:
Spoiler// Optional Patch by KSP-Forum user Rakete
@PART[fft-antimatter-factory-1]:NEEDS[FarFutureTechnologies]
{MODULE
{
name = ModuleResourceConverter
// must be unique
moduleID = GraviConversion
// ModuleSystemHeat moduleID to link to
systemHeatModuleID = isru
// The shutdown temperature of the part
shutdownTemperature = 1300// The temperature the system contributes to loops
systemOutletTemperature = 500// Map loop temperature to system efficiency (0-1.0)
systemEfficiency
{
key = 0 0.0
key = 500 1.0
key = 700 0.0
}
// Heat generation (kW)
systemPower = 9500
ConverterName = Graviolium Conversion
StartActionName = Start Factory [Graviolium Conversion]
StopActionName = Stop Factory [Graviolium Conversion]
ToggleActionName = Toggle Factory [Graviolium Conversion]
AutoShutdown = trueGeneratesHeat = false
DefaultShutoffTemp = .8
UseSpecialistBonus = true
SpecialistEfficiencyFactor = 0.2
SpecialistBonusBase = 0.05
ExperienceEffect = ConverterSkill
EfficiencyBonus = 1
INPUT_RESOURCE
{
ResourceName = Antimatter
Ratio = 0.125
FlowMode = STAGE_PRIORITY_FLOW
}
INPUT_RESOURCE
{ResourceName = ElectricCharge
Ratio = 10000
}
OUTPUT_RESOURCE
{
ResourceName = Graviolium
Ratio = 0.25
DumpExcess = false
FlowMode = STAGE_PRIORITY_FLOW
}
}
}The thing is.... you need to build a very complex production chain to turn natural ressources into graviolium. There is a whole path from stuff you find in Nerteas Near and Far future mods to finally make antimatter. The patch above does offer one last conversion step, which can be done using huge amounts of electricity... (which requires to master Nerteas Fusion reactor tech)... So it fits quite well in a technological evolution of the kerbal race... Mining is a step before producing the stuff by technology. In my head it makes sense for the kerbal race to have an industrial production of gravi before going interstellar... Yes, first warp flights are done using harvested natural gravi... Later on the tech evolution kicks in and makes it produceable thus making the kerbals really an independent interstellar travelling race.
-
Wow, so many Winupdates after booting up the computer after such a long time.... soooo here is my current config - live from my KSP install:
Spoiler// SpaceDust config for Blueshift
// affects visibility of Graviolium belts in UI
@SPACEDUSTSETTINGS:NEEDS[!WildBlueIndustries/FlyingSaucers,SpaceDust]
{
@ResourceVisibilities
{
name = Graviolium
}
@ResourceColors
{
Graviolium = 0, 0.63, 0.91, 1
}
}// Space Dust bands
SPACEDUST_RESOURCE:NEEDS[!WildBlueIndustries/FlyingSaucers,SpaceDust]
{
resourceName = Graviolium
body = SunRESOURCEBAND
{
name = KerbolGraviolium
title = Kerbol Graviolium BeltminAbundance = 0.000000000000000000000000000017
maxAbundance = 0.000000000000000000000000000020alwaysDiscovered = false
alwaysIdentified = false
allowRemoteDiscovery = true
allowRemoteIdentification = true
remoteDiscoveryScale = 0.1
remoteIdentifyScale = 0.1useAirDensity = false
distributionType = SphericalaltLowerBound = 261600000
altUpperBound = 2616000000
altPeak = 0
altVariability = 0
altFalloffType = LinearlatLowerBound = -5
latUpperBound = 5
latPeak = 0
latVariability = 0
latFalloffType = Linear
countScale = 200000
}
}SPACEDUST_RESOURCE:NEEDS[!WildBlueIndustries/FlyingSaucers,SpaceDust]
{
resourceName = Graviolium
body = EveRESOURCEBAND
{
name = EveGraviolium
title = Eve Graviolium BeltminAbundance = 0.00000000000000000000000000000013
maxAbundance = 0.00000000000000000000000000000015
alwaysDiscovered = false
alwaysIdentified = false
allowRemoteDiscovery = true
allowRemoteIdentification = true
remoteDiscoveryScale = 0.1
remoteIdentifyScale = 0.1useAirDensity = false
distributionType = SphericalaltLowerBound = 80000
altUpperBound = 500000
altPeak = 90000
altVariability = 0
altFalloffType = LinearlatLowerBound = -5
latUpperBound = 5
latPeak = 0
latVariability = 0
latFalloffType = Linear
}
}SPACEDUST_RESOURCE:NEEDS[!WildBlueIndustries/FlyingSaucers,SpaceDust]
{
resourceName = Graviolium
body = KerbinRESOURCEBAND
{
name = KerbinGraviolium
title = Kerbin Graviolium BeltminAbundance = 0.00000000000000000000000000000010
maxAbundance = 0.00000000000000000000000000000012
alwaysDiscovered = false
alwaysIdentified = false
allowRemoteDiscovery = true
allowRemoteIdentification = true
remoteDiscoveryScale = 0.1
remoteIdentifyScale = 0.1useAirDensity = false
distributionType = SphericalaltLowerBound = 60000
altUpperBound = 525000
altPeak = 130000
altVariability = 0
altFalloffType = LinearlatLowerBound = -5
latUpperBound = 5
latPeak = 0
latVariability = 0
latFalloffType = Linear
}
}SPACEDUST_RESOURCE:NEEDS[!WildBlueIndustries/FlyingSaucers,SpaceDust]
{
resourceName = Graviolium
body = JoolRESOURCEBAND
{
name = JoolGraviolium
title = Jool Graviolium BeltminAbundance = 0.00000000000000000000000000000017
maxAbundance = 0.00000000000000000000000000000020alwaysDiscovered = false
alwaysIdentified = false
allowRemoteDiscovery = true
allowRemoteIdentification = true
remoteDiscoveryScale = 0.1
remoteIdentifyScale = 0.1useAirDensity = false
distributionType = SphericalaltLowerBound = 180000
altUpperBound = 10000000
altPeak = 200000
altVariability = 0
altFalloffType = Linear
altitudeSquish = 0.9latLowerBound = -15
latUpperBound = 15
latPeak = 0
latVariability = 1
latFalloffType = Linear
countScale = 20
}
}SPACEDUST_RESOURCE:NEEDS[!WildBlueIndustries/FlyingSaucers,SpaceDust,OPM]
{
resourceName = Graviolium
body = SarnusRESOURCEBAND
{
name = SarnusGraviolium
title = Sarnus Graviolium BeltminAbundance = 0.00000000000000000000000000000023
maxAbundance = 0.00000000000000000000000000000025alwaysDiscovered = false
alwaysIdentified = false
allowRemoteDiscovery = true
allowRemoteIdentification = true
remoteDiscoveryScale = 0.1
remoteIdentifyScale = 0.1useAirDensity = false
distributionType = SphericalaltLowerBound = 1325000
altUpperBound = 6625000
altPeak = 2000000
altVariability = 0
altFalloffType = Linear
altitudeSquish = 0.9latLowerBound = -5
latUpperBound = 5
latPeak = 0
latVariability = 1
latFalloffType = Linear
countScale = 20
}
}SPACEDUST_RESOURCE:NEEDS[!WildBlueIndustries/FlyingSaucers,SpaceDust,OPM]
{
resourceName = Graviolium
body = UrlumRESOURCEBAND
{
name = UrlumGraviolium
title = Urlum Graviolium BeltminAbundance = 0.00000000000000000000000000000027
maxAbundance = 0.00000000000000000000000000000030alwaysDiscovered = false
alwaysIdentified = false
allowRemoteDiscovery = true
allowRemoteIdentification = true
remoteDiscoveryScale = 0.1
remoteIdentifyScale = 0.1useAirDensity = false
distributionType = SphericalaltLowerBound = 5442500
altUpperBound = 8163750
altPeak = 7000000
altVariability = 0
altFalloffType = Linear
altitudeSquish = 0.9latLowerBound = -1
latUpperBound = 1
latPeak = 0
latVariability = 1
latFalloffType = Linear
countScale = 20
}
}SPACEDUST_RESOURCE:NEEDS[!WildBlueIndustries/FlyingSaucers,SpaceDust,OPM]
{
resourceName = Graviolium
body = NeidonRESOURCEBAND
{
name = NeidonGraviolium
title = Neidon Atmospheric GravioliumminAbundance = 0.000000000000000000000000000038
maxAbundance = 0.00000000000000000000000040alwaysDiscovered = false
alwaysIdentified = false
allowRemoteDiscovery = true
allowRemoteIdentification = true
remoteDiscoveryScale = 0.1
remoteIdentifyScale = 0.1useAirDensity = false
distributionType = Spherical
altLowerBound = 0
altUpperBound = 260000
altPeak = 180000
altVariability = 0
altFalloffType = Linear
altitudeSquish = 0.9latLowerBound = -90
latUpperBound = 90
latPeak = 0
latVariability = 1
latFalloffType = Linear
countScale = 20
}
}SPACEDUST_RESOURCE:NEEDS[!WildBlueIndustries/FlyingSaucers,SpaceDust,JNSQ]
{
resourceName = Graviolium
body = LindorRESOURCEBAND
{
name = LindorGraviolium
title = Lindor Graviolium BeltminAbundance = 0.0000000000000000012
maxAbundance = 0.00000000000000000250alwaysDiscovered = false
alwaysIdentified = false
allowRemoteDiscovery = true
allowRemoteIdentification = true
remoteDiscoveryScale = 0.1
remoteIdentifyScale = 0.1useAirDensity = false
distributionType = SphericalaltLowerBound = 0
altUpperBound = 5400000
altPeak = 0
altVariability = 0
altFalloffType = LinearlatLowerBound = -5
latUpperBound = 5
latPeak = 0
latVariability = 0
latFalloffType = Linear
countScale = 1000
}
}SPACEDUST_RESOURCE:NEEDS[!WildBlueIndustries/FlyingSaucers,SpaceDust,GEP]
{
resourceName = Graviolium
body = Grannus
RESOURCEBAND
{
name = GrannusGraviolium
title = Grannus Graviolium BeltminAbundance = 0.0000000000000012
maxAbundance = 0.00000000000000125alwaysDiscovered = false
alwaysIdentified = false
allowRemoteDiscovery = true
allowRemoteIdentification = true
remoteDiscoveryScale = 0.1
remoteIdentifyScale = 0.1useAirDensity = false
distributionType = SphericalaltLowerBound = 1000000
altUpperBound = 5000000
altPeak = 2500000
altVariability = 0
altFalloffType = LinearlatLowerBound = -5
latUpperBound = 5
latPeak = 0
latVariability = 0
latFalloffType = Linear
countScale = 1000
}
}// adds Graviolium scanning to FFT gas scanner
@PART[fft-scanner-gas-1]:NEEDS[!WildBlueIndustries/FlyingSaucers,FarFutureTechnologies]
{
@MODULE[ModuleSpaceDustScanner]
{
SCANNED_RESOURCE
{
name = Graviolium
// How to discover resources. Possible values are None, Local, SOI, Altitude
DiscoverMode = Altitude
// How to discover resources. Possible values are None, Local, SOI, Altitude
IdentifyMode = Altitude
// Range for Altitude mode
DiscoverRange = 5000000
// Range for Altitude mode
IdentifyRange = 500000
}
}
}// SpaceDust scanning parts
@PART[spacedust-gas-analyzer-1,spacedust-spectrometer-1]:NEEDS[!WildBlueIndustries/FlyingSaucers,SpaceDust]
{
@MODULE[ModuleSpaceDustScanner]
{
SCANNED_RESOURCE
{
name = Graviolium
// How to discover resources. Possible values are None, Local, SOI, Altitude
DiscoverMode = Altitude
// How to discover resources. Possible values are None, Local, SOI, Altitude
IdentifyMode = Altitude
// Range for Altitude mode
DiscoverRange = 5000000
// Range for Altitude mode
IdentifyRange = 500000
}
}
}SPACEDUST_INSTRUMENT:NEEDS[!WildBlueIndustries/FlyingSaucers,SpaceDust]
{
Name = GravioliumSpectrometer
Title = Graviolium Spectrometer
ResourceName = Graviolium
Discovers = true
Identifies = true
Wavelength = 500
Sensitivity = 20
}@PART[spacedust-telescope-1]:NEEDS[!WildBlueIndustries/FlyingSaucers,SpaceDust]
{
@MODULE[ModuleB9PartSwitch]:HAS[#moduleID[instrumentSlot1]]
{
SUBTYPE
{
name = GravioliumInstrument
title = Graviolium Spectrometer
descriptionSummary = Detects <b>Graviolium</b> around celestial bodies
descriptionDetail = <b>Discovers:</b> <color=#06ff00>Yes</color> \n<b>Identifies:</b> <color=#06ff00>Yes</color> \n<b>Wavelength:</b> 500 nm \n<b>Sensitivity:</b> <color=#f3a000>Medium</color>
primaryColor = #00A2E8
secondaryColor = #00A2E8
addedMass = 0.2
addedCost = 50000
MODULE
{
IDENTIFIER
{
name = ModuleSpaceDustTelescope
}
DATA
{
SLOT
{
name = slot1
Instrument = GravioliumSpectrometer
}
}
}
}
}
@MODULE[ModuleB9PartSwitch]:HAS[#moduleID[instrumentSlot2]]
{
SUBTYPE
{
name = GravioliumInstrument
title = Graviolium Spectrometer
descriptionSummary = Detects <b>Graviolium</b> around celestial bodies
descriptionDetail = <b>Discovers:</b> <color=#06ff00>Yes</color> \n<b>Identifies:</b> <color=#06ff00>Yes</color> \n<b>Wavelength:</b> 500 nm \n<b>Sensitivity:</b> <color=#f3a000>Medium</color>
primaryColor = #00A2E8
secondaryColor = #00A2E8
addedMass = 0.2
addedCost = 50000
MODULE
{
IDENTIFIER
{
name = ModuleSpaceDustTelescope
}
DATA
{
SLOT
{
name = slot2
Instrument = GravioliumSpectrometer
}
}
}
}
}
}@PART[spacedust-atmosphere-processor-125-1,spacedust-atmosphere-processor-25-1]:NEEDS[!WildBlueIndustries/FlyingSaucers,SpaceDust]
{
@MODULE[ModuleSpaceDustHarvester]
{
HARVESTED_RESOURCE
{
Name = Graviolium
MinHarvestValue = 0.00000000000000000001
BaseEfficiency = 1
}
}
}@PART[wbiS2BussardCollector]:NEEDS[SpaceDust]
{
!MODULE[ModuleResourceHarvester] {}MODULE
{
name = ModuleSpaceDustHarvester
ModuleID = harvesterSystemPower = 150
SystemEfficiency
{
key = 0 1.0
key = 400 1.0
key = 600 0.0
}PowerCost = 200
CheckOcclusion = false
HarvestType = Exosphere
HarvestIntakeTransformName = Intake
IntakeArea = 1000
IntakeSpeedStatic = 0
IntakeVelocityScale
{
key = 0 0
key = 1 1
}
HARVESTED_RESOURCE
{
Name = XenonGas
BaseEfficiency = .2
MinHarvestValue = 0.0000000001
}
HARVESTED_RESOURCE
{
Name = Oxidizer
BaseEfficiency = .25
MinHarvestValue = 0.00000001
}
HARVESTED_RESOURCE
{
Name = LiquidFuel
BaseEfficiency = .2
MinHarvestValue = 0.0000000001
}
HARVESTED_RESOURCE
{
Name = Graviolium
BaseEfficiency = .2
MinHarvestValue = 0.0000000001
}
HARVESTED_RESOURCE:NEEDS[WildBlueIndustries/ClassicStock]
{
Name = Hexagen
BaseEfficiency = .2
MinHarvestValue = 0.0000000001
}HARVESTED_RESOURCE:NEEDS[WildBlueIndustries/ClassicStock]
{
Name = Hydrokerbon
BaseEfficiency = .2
MinHarvestValue = 0.0000000001
}
HARVESTED_RESOURCE:NEEDS[WildBlueIndustries/ClassicStock]
{
Name = Oxium
BaseEfficiency = .2
MinHarvestValue = 0.0000000001
}
HARVESTED_RESOURCE:NEEDS[WildBlueIndustries/ClassicStock]
{
Name = Propellium
BaseEfficiency = .2
MinHarvestValue = 0.0000000001
}
HARVESTED_RESOURCE:NEEDS[WildBlueIndustries/ClassicStock]
{
Name = Rock
BaseEfficiency = .2
MinHarvestValue = 0.0000000001
}
HARVESTED_RESOURCE:NEEDS[WildBlueIndustries/ClassicStock]
{
Name = Water
BaseEfficiency = .2
MinHarvestValue = 0.0000000001
}
HARVESTED_RESOURCE:NEEDS[FarFutureTechnologies]
{
Name = LqdHydrogen
BaseEfficiency = .2
MinHarvestValue = 0.00000000000000000001
}
HARVESTED_RESOURCE:NEEDS[FarFutureTechnologies]
{
Name = LqdHe3
BaseEfficiency = .2
MinHarvestValue = 0.00000000000000000001
}
HARVESTED_RESOURCE:NEEDS[FarFutureTechnologies]
{
Name = LqdDeuterium
BaseEfficiency = .2
MinHarvestValue = 0.00000000000000000001
}
HARVESTED_RESOURCE:NEEDS[FarFutureTechnologies]
{
Name = Antimatter
BaseEfficiency = .2
MinHarvestValue = 0.00000000000000000001
}}
}@PART[wbiS1BussardCollector]:NEEDS[SpaceDust]
{
!MODULE[ModuleResourceHarvester] {}MODULE
{
name = ModuleSpaceDustHarvester
ModuleID = harvesterSystemPower = 37.5
SystemEfficiency
{
key = 0 1.0
key = 400 1.0
key = 600 0.0
}PowerCost = 50
CheckOcclusion = false
HarvestType = Exosphere
HarvestIntakeTransformName = Intake
// HarvestAnimationName =
// LoopAnimationName =
IntakeArea = 250
IntakeSpeedStatic = 0
IntakeVelocityScale
{
key = 0 0
key = 1 1
}
HARVESTED_RESOURCE
{
Name = XenonGas
BaseEfficiency = .1
MinHarvestValue = 0.0000000001
}
HARVESTED_RESOURCE
{
Name = Oxidizer
BaseEfficiency = .125
MinHarvestValue = 0.00000001
}
HARVESTED_RESOURCE
{
Name = LiquidFuel
BaseEfficiency = .1
MinHarvestValue = 0.0000000001
}
HARVESTED_RESOURCE
{
Name = Graviolium
BaseEfficiency = .1
MinHarvestValue = 0.0000000001
}
HARVESTED_RESOURCE:NEEDS[WildBlueIndustries/ClassicStock]
{
Name = Hexagen
BaseEfficiency = .1
MinHarvestValue = 0.0000000001
}HARVESTED_RESOURCE:NEEDS[WildBlueIndustries/ClassicStock]
{
Name = Hydrokerbon
BaseEfficiency = .1
MinHarvestValue = 0.0000000001
}
HARVESTED_RESOURCE:NEEDS[WildBlueIndustries/ClassicStock]
{
Name = Oxium
BaseEfficiency = .1
MinHarvestValue = 0.0000000001
}
HARVESTED_RESOURCE:NEEDS[WildBlueIndustries/ClassicStock]
{
Name = Propellium
BaseEfficiency = .1
MinHarvestValue = 0.0000000001
}
HARVESTED_RESOURCE:NEEDS[WildBlueIndustries/ClassicStock]
{
Name = Rock
BaseEfficiency = .1
MinHarvestValue = 0.0000000001
}
HARVESTED_RESOURCE:NEEDS[WildBlueIndustries/ClassicStock]
{
Name = Water
BaseEfficiency = .1
MinHarvestValue = 0.0000000001
}
HARVESTED_RESOURCE:NEEDS[FarFutureTechnologies]
{
Name = LqdHydrogen
BaseEfficiency = .1
MinHarvestValue = 0.00000000000000000001
}
HARVESTED_RESOURCE:NEEDS[FarFutureTechnologies]
{
Name = LqdHe3
BaseEfficiency = .1
MinHarvestValue = 0.00000000000000000001
}
HARVESTED_RESOURCE:NEEDS[FarFutureTechnologies]
{
Name = LqdDeuterium
BaseEfficiency = .2
MinHarvestValue = 0.00000000000000000001
}
HARVESTED_RESOURCE:NEEDS[FarFutureTechnologies]
{
Name = Antimatter
BaseEfficiency = .1
MinHarvestValue = 0.00000000000000000001
}}
}@PART[wbiMk2BussardCollector]:NEEDS[SpaceDust]
{
!MODULE[ModuleResourceHarvester] {}MODULE
{
name = ModuleSpaceDustHarvester
ModuleID = harvesterSystemPower = 75
SystemEfficiency
{
key = 0 1.0
key = 400 1.0
key = 600 0.0
}PowerCost = 100
CheckOcclusion = false
HarvestType = Exosphere
HarvestIntakeTransformName = Intake
// HarvestAnimationName =
// LoopAnimationName =
IntakeArea = 500
IntakeSpeedStatic = 0
IntakeVelocityScale
{
key = 0 0
key = 1 1
}
HARVESTED_RESOURCE
{
Name = XenonGas
BaseEfficiency = .2
MinHarvestValue = 0.0000000001
}
HARVESTED_RESOURCE
{
Name = Oxidizer
BaseEfficiency = .25
MinHarvestValue = 0.00000001
}
HARVESTED_RESOURCE
{
Name = LiquidFuel
BaseEfficiency = .2
MinHarvestValue = 0.0000000001
}
HARVESTED_RESOURCE
{
Name = Graviolium
BaseEfficiency = .2
MinHarvestValue = 0.0000000001
}
HARVESTED_RESOURCE:NEEDS[WildBlueIndustries/ClassicStock]
{
Name = Hexagen
BaseEfficiency = .2
MinHarvestValue = 0.0000000001
}HARVESTED_RESOURCE:NEEDS[WildBlueIndustries/ClassicStock]
{
Name = Hydrokerbon
BaseEfficiency = .2
MinHarvestValue = 0.0000000001
}
HARVESTED_RESOURCE:NEEDS[WildBlueIndustries/ClassicStock]
{
Name = Oxium
BaseEfficiency = .2
MinHarvestValue = 0.0000000001
}
HARVESTED_RESOURCE:NEEDS[WildBlueIndustries/ClassicStock]
{
Name = Propellium
BaseEfficiency = .2
MinHarvestValue = 0.0000000001
}
HARVESTED_RESOURCE:NEEDS[WildBlueIndustries/ClassicStock]
{
Name = Rock
BaseEfficiency = .2
MinHarvestValue = 0.0000000001
}
HARVESTED_RESOURCE:NEEDS[WildBlueIndustries/ClassicStock]
{
Name = Water
BaseEfficiency = .2
MinHarvestValue = 0.0000000001
}
HARVESTED_RESOURCE:NEEDS[FarFutureTechnologies]
{
Name = LqdHydrogen
BaseEfficiency = .2
MinHarvestValue = 0.00000000000000000001
}
HARVESTED_RESOURCE:NEEDS[FarFutureTechnologies]
{
Name = LqdHe3
BaseEfficiency = .2
MinHarvestValue = 0.00000000000000000001
}
HARVESTED_RESOURCE:NEEDS[FarFutureTechnologies]
{
Name = LqdDeuterium
BaseEfficiency = .4
MinHarvestValue = 0.00000000000000000001
}
HARVESTED_RESOURCE:NEEDS[FarFutureTechnologies]
{
Name = Antimatter
BaseEfficiency = .2
MinHarvestValue = 0.00000000000000000001
}}
}and here is some footage right from my KSP install:
Here my Gravi-Ring.
Here an ugly test vessel. You can see the gravi flow in the harvester part itself, in the ressource panel (0.00, since the value is very very low). Also the gravi tank is filled with 0.01 unit (started absolutely empty).
hope it helps...
Maybe I changed my config after delivering it to be inputed into Blueshift. So that's why I delivered my current version from my live install on my computer. Maybe give it a try. @KspNoobUsernameTaken.
So for completeness: Here is my Mod setup: But I tend to change things in the mod configs make them fit to each other balancingwise... so your results may vary...
I'm not trying to deliver proof, but only want to help... There must be some reason, why this works on my computer and does not work for you. I run KSP on a Win 10 x64.
-
12 minutes ago, Angelo Kerman said:
Personally I haven’t seen issues with the Graviolium belts but mostly I mine asteroids and the occasional GoldStrike deposits. I also use the Bussard collectors mostly for show.
I personally use the orbital graviolium facillity that turns antimatter into graviolium (see page 66 of this thread). Patch is there, for those who like the idea. Works for me and hopefully for others too. Near and Fae Future Mods by Nertea required.
Last time I played I had a lot of fun by feeding the production chain,... producing gravi is kinda more fun to me than collecting natural gravi particles. I love, that there are so many ways now to get the illusive particle.
17 minutes ago, Angelo Kerman said:Putting on my moderator hat for a moment, let’s keep things civil, please.
Alright for me. My text was meant totally un-emotional. But i am not a native english speaker, so I may not have met the correct tone (?). I can only provide, what worked for me. But sinnce I hadn't have any gaming time in ksp in the last months i can't help debugging. I juat can tell that I had no issues last time i collected gravi from a belt. But since I cook gravi nowadays, I didn't test for at least 1,5 years for sure. But as far as I remember everything worked, since the last time i worked on the gravibelt config. That's all I can say.
-
On 5/17/2024 at 4:35 AM, KspNoobUsernameTaken said:
From what I have seen, @Rakete seems to have a magic install that Just Works(tm).
No reason to get offensive. I currently have to time to boot up ksp make an image as proof.
You may change your config to you liking. If you found a config, that works for you, fine. If Blueshift adopts your config, also fine. I will put in my config in my game anyways... so... do what you like. Maybe I changed some values later on in my config, that are not in BS''s package... maybe not. Don't know anymore... I currently have no time to play ksp, so I can't tell. Haven't booted up my computer for months... Other RL stuff is currently more fun. So... have some fun... if the majority has the same issues like you, i don't mind if BS will be adopting your config. I just say, I have no issues.
You pic shows no Gravi belt... have you scanned for it using right scanner?
-
On 4/30/2024 at 6:21 AM, KspNoobUsernameTaken said:
Assuming you use Space Dust, I think I figured out this issue; space dust configs were incorrect. Posted here
and made some pull requests.
If you were trying to use the stock exospheric gathering system, I believe you need to be at either 6000 meters or 600000m orbit. I'll check the configs and get back to you.
I can confirm that my provided spacedust ressource configs work well in my install with unchanged spacedust mod. From my point of view no need to change anything.
Please explain what you want to have changed with your pull requests. From my point of view there is no need to change the harvester efficiency and the PR.
Topic might also interest @Angelo Kerman
-
Mhmmm... warp dragging seems to be not my cup of tea...
Maybe there are others sci-fi-ish ideas, that could be implemented. But this dragging... i don't see me enabling it. Thanks for making it optional. For me it's more an immersion breaker to take everything in physics range with me instead of leaving a space station's vicinity with warp speed, like the enterprise did in StarTrek III.
-
On 4/13/2024 at 7:24 PM, Angelo Kerman said:
I've had an insane work schedule coupled with moving for the past month and a half, and am still working on the multi-segment warp coils. No ETA as yet. Part of my goal is to not put timelines out as that caused a lot of burnout before. It depends upon time, interest, work, etc.
Alright. Just take your time. I love your stuff. Just take all the time you need. Juat don't burn out and have a nice cup of tea.
Best greetings from central europe
-
Any info when to expect the new mass effect-ish mass manipulator?
Looking forward to it.
-
2 hours ago, Pipcard said:(crossposting from the MKS thread)I am currently testing base designs, but I am having issues with the nuclear reactors. The info for the USI/MKS or Near Future Electrical nuclear reactors shows that there is a "Nuclear Fuel Container" that allows for Enriched Uranium transfer, but when I try to transfer fuel from an EnrU container, it says that the "Selected part can't handle radioactive storage, exiting transfer mode." Note that the reactors are patched to work with System Heat, so I am not sure how transferring fuel works.
In order to transfer Uranium you need a well trained engineer on board. I don't know where the limit is exactly but a 5☆ engineer will enable the transfer for sure.
-
23 hours ago, Heller Kerman said:
No, I never managed to get them to work, I suspect that there is a problem with Helium 3 resource generation in my install. Your post made me think about it again and an idea came to mind - edit the miner's config to make it harvest regolith (it's regolith miner afterall) instead of He 3 and then add ISRU like capability to convert it to He 3. I have no experience in ksp modding so don´t get your hopes up.
In my install out of the box without any changes iirc the regolith harvesters mine He3 directly from the mun surface when placed in an area with regolith. Make sure you have the appropriate tanks with you
-
On 3/7/2024 at 10:06 PM, Angelo Kerman said:
In game terms, as an example, the ship’s mass will go from 1,000 tonnes to 1 tonne and its engines will suddenly be more powerful. That is how the Mass Effect works too. The field is set up so that engine propellants are somehow not affected by the Mass Effect the moment that combustion occurs. The part will also have a structural integrity field to strengthen joints so the ship doesn’t fly apart.
There is a wiki for how the mass effect works somewhere…
Yeah, I really see fast ships coming. I mean let's test those impact-o-meters on the mun, right ?!
Un-kerbaled of course
-
Addendum... the more i think of it, the more i am curious...
Does reducing the mass instantly result in acceleration? In terms of conservation of energy it should, right?
Or will the mass reduction not result in orbital changes but make the vessel more susceptable to accerlation by applying thrust after Ezo-device-activation? And how will rocket motors will react to the mass reduction (Ziolkowski-Equotion)? Will they reduce thrust due to exhausting less mass? Or will the rocket exhaust have the normal mass and normal thrust due to leaving the Ezo-device's effect range ?
In fact, i am not that hardcore enthusiast, so any nice-gameplay-compatible solution will be fine for me. I am just curios about your concept.... I am really looking forward to it
-
23 hours ago, Angelo Kerman said:
They will not interact. You can either use the warp engine or the mass effect core, but neither at the same time.
I like, that they'll work completely different and offer variety in design rules for different vessel propulsion strategies. So you will implement hard locks between each other to prohibit nast side effects, right? Sounds cool.
The mass effect core will result in massive vessel speeds (not translation, where the intial impulse is kept like the warp engines do...) I think the Breaking Ground impact messurement experiments will see maaaaaassive impacts on the mun . I am almost sure, that I will ram a rocket at almost relativistic speeds into the mun surface. Let's see if we can break those cheap seismic sensors of those deployable experiments.
12 hours ago, Manul said:There is an option to change part mass for beam cannons, but I don't remember if it was ever implemented. There are currently 2 "gravity guns": repulsor and tractor beam, both of them don't mess with mass, they just push/pull things very hard. The first one is good for making a tank that uses tanks as projectiles, the second one is single-use only because you always get smashed by your target whenever you use it.
Sure ? Some gun I have in my BDA inventory says in the description, that it alters mass.... but i am not sure which one it was, because i am currently not in range of my computer. It was some two-tipped fork look-a-like sci fi turret, that worked well. Could have been from some BDA extending part pack. I can't look it up right now. I just wanted to say, this mass altering during flight rapidly could be a summoming device for the kraken - which can also be very funny.... like you get a chance of 25% to blow up your vessel due to KSPs physics engine sending you its love.
-
21 minutes ago, Angelo Kerman said:
Yup, that’s the plan. It will interfere with the warp engine and vice versa, but the ship’s mass will be reduced when the part is active. It has to disrupt the warp engine since warp tech is built on vessel mass and the mass effect will mess that up.
Mhhhh.... are they intended to be combined? I somehow feel this could have unforeseen side effects. Sure you want to allow mass change and warp tech to be active at the same time on a vessel?
Sidenote: BDA+ has a sci fi turret, that iirc destroys vessels by rapidly changing vessel mass values... changing the mass of parts of an active vessel could summon the kraken.
-
Yeah.... got it. Element Zero in terms of the mass effect game series. But what will we be able to do with it? Will we be able to use the device to change the mass of the vehicle like in the lore of MassEffect?
-
21 hours ago, Angelo Kerman said:
Ok here is a hint: neutronium has no protons.
Okay, I should be more precise: please give us an understandable usable hint, what's around the corner in terms of the new device
-
Just now, Angelo Kerman said:
It also isn’t a gravitic engine from Kerbal Flying Saucers, but it is something that I wanted to build before I created the gravity field engine. The gravitic engine was a fallback design, actually…
And... it will be... ? A gravitic mass driver to accelerate other vessels into space ?
Give us a hint, pleeeeease
[1.12.x] Kopernicus Stable branch (Last Updated August 29th, 2024)
in KSP1 Mod Releases
Posted
Yeah, didn't much time to play ksp since then... so hadn't have time to test out the versions between 150 and 206... Have been away from ksp for a while due to other games and RL.