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Vexxel

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Everything posted by Vexxel

  1. @Angel-125 Can't currently make a pull request, but the particle count is changed in each RESOURCEBAND node of the SPACEDUST_RESOURCE node like so: RESOURCEBAND { //name stuff here, abundance etc //integer starting at 1 countScale = 100 //float default 1.0 rotateRate = 0.5 //altitudes, latitudes } It's kinda hard to judge what to use for the countScale because it heavily depends on amounts of the resource in the band and just how big of a radius each band goes out to. Most of the stars containing Graviolium I gave like 1000-2000, and the planets got about 5-20. rotateRate isn't really necessary to mess with but if you don't slow it down on huge bodies the particles will go screaming by in the map view. I think it's kinda thematic for Graviolium to be hyper fast though for some reason so all the ones I made were pretty fast.
  2. @Rakete Another thing that I found was that graviolium is in such low quantities (relative to the distances you would find a band of it around a star) in the bands that you REALLY need to crank up the countScale in the spacedust definition (similar to antimatter definitions). Like 200+ for "normal" amounts. For GU's Seirios A star for SDU I have: countScale = 1000 Otherwise they are so incredibly faint that they will just not show. Planets and moons that have it as a band will show it fine at normal levels due to the band being significantly smaller (countScale of 2 shown here at this planet)
  3. @Rakete The infinite units/sec happens because Graviolium is defined as a massless resource. I have a compatibility mod (mainly for galaxies unbound but it will work without) Space Dust Unbound that gives it just a TINY amount of mass (pretty sure less than antimatter's definition) to avoid that bug, adds Graviolium visibility to the tracking station, and gives the FFT gamma spectrometer the ability to discover it (or the negative gravioli detector if you don't have FFT). You can go into the mod itself and just copy what I did for graviolium to put it wherever you want.
  4. I really like the balance this mod adds and I also happen to really like OPM, so I made ScienceParamModifier configs for each OPM body with similar balance to the default. Download Merge contents with your GameData folder Source
  5. I made a (nuclear) MM patch to completely disable ullage for the time being because I couldn't get it to disable in game either. //Optional patch to remove ullage requirement @PART[*]:HAS[@MODULE[ModuleEngineIgnitor]]:FINAL { @MODULE[ModuleEngineIgnitor] { %UseUllageSimulation = false %ChanceWhenUnstable = 1.0 } } Besides that the mod works great. Thanks for keeping this one up to date LGG!
  6. I've forked this project for personal use and to make it work with a bunch of bodies in Galaxies Unbound and I made full OPM support too. Turns out a few people wanted it so I put it on spaceport. https://spacedock.info/mod/2970/SpaceDustUnbound Very incompatible with SpaceDustBunnies so only use one (I bundle the SDB definitions with some tweaks anyway). You don't need GU installed to get the OPM definitions, but if I forgot something terrible you can easily just go into the folders and delete every system folder that isn't /Kerbol.
  7. I threw together a quick clean test instance (1.12.3, both DLC, MM, RR, RRTACLS, B9partswitch, TACLS, SSPXR, CRP, all most recent versions). Unfortunately still having the same issue. Player.log ModuleManager.log Edit: ----------- As for my edit to make it work I tried every manner of manipulating the actual TAC templates in SSPXR using MM patches but I just couldn't get them to do anything at all. I resorted to the sledgehammer method of just editing SSPXR-TACLS-00.cfg in SSPXR directly, substituting the input and output resources with what was in the RR_TACLS_SSPXr.cfg. I can probably slap together a real MM patch later if I can figure out what exactly to do. Edit 2: Editor's Boogaloo----------------- I figured it out (on the RR end even). I submitted a pull request to your github with the fix. Module manager REALLY didn't like that wildcard in the node.
  8. I updated SpaceDustUnbound to 1.0.1. Had some sneaky errors that I didn't even think of until using it with less GU systems installed than the max released! It now checks for the filepath of any installed GU systems before attempting to populate the spacedust definitions. This doesn't work if you leave the system installed but disable it in the GU settings unfortunately. https://github.com/Vexxel/SpaceDustUnbound/releases/tag/v1.0.1
  9. Found something that might not be working correctly: I installed the RR-TACLS module and it works fine for the bundled converters that TAC comes with, but the StockalikeStationParts patch does nothing for me currently. All of the relevant logs don't even so much as have a mention of the .cfg file. Could only find references to the bundled ones. I went ahead and just edited SSPXR's TACLS configs directly to solve it. It could well be another mod interaction as I do have quite the handful of them but I'm not too sure. Never tested with just RR, TACLS, and SSPXR.
  10. Alright SpaceDust fans, I was on the grind for a few days while recovering from covid. Let me know if it's horribly broken or something. https://github.com/Vexxel/SpaceDustUnbound/releases Not every system is included but I tried to hit all the more recent ones. Not balanced yet but I tried my best. I mainly looked at the tags given by RationalResources for the target body to get an idea for composition. If you've got better ideas for balance or suggestions, have a go at it. I'll most likely accept the pull request.
  11. Made an account to say that I'm currently working on configs due to being sick and in quarantine. I know it's not official, but I'm taking heavy inspiration from both Space Dust and the Space Dust Bunnies addon's default configs. Resources include antimatter, argon, liquid fuel, deuterium, xenon, ammonia, co2, helium-3, hydrogen, methane, nitrogen, oxidizer, rock, and water (just like the mentioned addon) + graviolium for Blueshift. Building the file structure so each resource can be easily disabled. I might have to take a few "liberties" like and sprinkle in comically large amounts of for some true kerbal touches, but it shouldn't be too much longer if you're interested. A lot of it is just copy-paste while shifting a few numbers and reference bodies around.
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