Kerman Exploder
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About me
Serial Kerbal killer
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Making Kerbals explode in my funky experiments
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Rational Resources 3.0.2 [Sep 24, 2024]
Kerman Exploder replied to JadeOfMaar's topic in KSP1 Mod Releases
Actually, no need for notes. I can put the source/destination name right on the tank with custom text decals.- 1,050 replies
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Rational Resources 3.0.2 [Sep 24, 2024]
Kerman Exploder replied to JadeOfMaar's topic in KSP1 Mod Releases
Looks great. I'll try it. But WBI's fuel pump can also do something similar one tank at a time. This looks more polished though. Looks like it's physics range only if I'm understanding correctly. Might still need the WBI pipeline mass driver to get the equivalent of MKS planetary logistics. On second thought, I'm beginning to see the wisdom of the simple Automatic Supply Line in WBI. It doesn't look too hard to extend SImple Logistics to support planet-wide transfers. Problem is if we take resource from vessel outside physics range, does the unloaded vessel still re-generate the resource in the background? So what Angel-125 is doing isn't really that different from how KSP 1 handles resources in background vessels. One thing I can do is to add notes to my vessels about where resources are coming from and going to and deduct the right amount in my head. If we really want to do this right automatically, we need the per second rate of all resources on all vessels on the planet. Probably send excess resource to a planet-wide pool when the generator vessel is loaded. But record the per second rate instead of the amount. Then on the receive side, we could refill by taking the per second rate from the planet-wide total. It actually adds surprisingly little compared to just using Automatic Supply Line with good self-discipline.- 1,050 replies
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Rational Resources 3.0.2 [Sep 24, 2024]
Kerman Exploder replied to JadeOfMaar's topic in KSP1 Mod Releases
Sounds like a great idea. Equipment probably make more sense than MaterialKit since SandCastle is a WBI mod and should minimize the chance of any unexpected incompatibility. I'll play around with that idea. https://github.com/0xE1E10/RationalResources/tree/sandcastle I just want to make my spacecrafts are reasonably compatible with what you have in mind for future RR before I launch them on year long journeys. I'll do some field testing to shake out the bugs before sending a PR. Yeah the lack of MetallicOre on ice makes sense. I like the Equipment idea. Hauling it to the planet makes more sense than magical Ore. :-) For logistics, I like the conveyor belts idea. But it's probably too much part count for the KSP 1 engine. I'm currently at 20 fps even without large bases. There's an automatic supply line in WBI. https://github.com/Angel-125/WildBlueCore/blob/main/ReleaseFolder/GameData/WildBlueIndustries/00WildBlueCore/Parts/FuelTank/autoSupplier/autoSupplier.cfg https://github.com/Angel-125/WildBlueCore/blob/main/source/WildBlueCore/PartModules/Resources/ModuleSupplyLine.cs It seems to just periodically top up your tank out of thin air based on how long your supply trip took. It doesn't actually remove the resource from the source tank so the producers can be easily double booked and it no longer consume EC or produce heat since the producer is now permanently full. That really break immersion for me. I think BonVoyage makes a lot more sense. https://github.com/jarosm/KSP-BonVoyage/wiki/ It just respawns your ship at the destination later based on EC cost, dark time, and physical distance. Resources are actually removed from the producer. You can make a supply route by planting flags at the 2 endpoints to be dedicated parking for your truck. You could use the WBI fuel pump if you don't want to hook up the tank to your truck manually. But it could still get tedious if there's a lot of supply routes. This would be my ideal supply line if I can fully automated the resource pick up/drop off and make it happen periodically on its own. I don't like the long production chains in MKS but their supply line is much better thought out. https://github.com/UmbraSpaceIndustries/MKS/wiki/Functions-(Logistics) Basically you park a rover between 2 tanks and resources now flow between them just like the WBI fuel pump but over longer distances. The pipeline mass driver in Pathfinder does remove source resource if I'm understanding it correctly. https://github.com/Angel-125/Pathfinder/blob/master/GameData/WildBlueIndustries/Pathfinder/Parts/BoxedParts/Pipeline2.cfg https://github.com/Angel-125/Pathfinder/blob/master/Pathfinder/ResourceDistribution/WBIPipeEndpoint.cs I might try that later.- 1,050 replies
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Rational Resources 3.0.2 [Sep 24, 2024]
Kerman Exploder replied to JadeOfMaar's topic in KSP1 Mod Releases
Oh hi. I'm that E1E10 guy oh GitHub. :-) What are your thoughts on SandCastle using Ore that is now rare in RR? I saw your comment on the other thread. It seems easy to replace Ore with MetallicOre just like ELUtilities. But I noticed a few planet templates have Ore but no MetallicOre . They don't have any MetalOre neither. So I guess EL is equally dead on those planets. Do we do the replacement anyways and say well maybe you shouldn't be able to dig up a block of ice from this ice planet and make spacecraft from it? Or do we say yeah it should still use rare Ore because the original SandCastle is making it too irrationally easy? Looks like SandCastle allows adjusting the rate. But it cannot be less than 1. Or we could use MetallicOre for SandCastle but add a converter to convert Ore to MetallicOre for the ice planets. So construction on ice planets are just hard, not impossible. There are a lot of tradeoffs between being rational and game balance here.- 1,050 replies
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Submitted pull request for OmniShop in CRP mode. Rational Resource made way too many changes to adapt every building in Pathfinder. They also have a modlet that may change Workshop resources like Metal Ore and Metal. But they did provide OmniConverters. So simply turning on OmniShop seems to fix all problems. Note to other players trying to take it easy: Rational Resource comes with an easy mode that adds new resources but doesn't take the old Ore away so you can still have Ore to everything and get Minerals for Pathfinder production chains and try out the new resources for fun. Unexpected side effect of Rational Resource is that Sandcastle mod is suddenly hard because it uses Ore. Either play on easy mode or patch SandCastle's MATERIALS_LIST to use Metallic Ore instead.
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Learned something new while testing this change. The Workshop resource drills/converters might be added everywhere. But the resources themselves doesn't actually show up for you to drill unless MKS is installed. Looks like unlike Classic Stock, Community Resource doesn't actually define the planetary distribution. It's in MKS. But there's another mod called Rational Resource that brings that back. Now I can find Minerals everywhere to make Equipment and Konkrete. Rational Resource seems to completely change the gaming experience just like MKS. But instead of a deep production chain, they give you a different production chain on every planet. Ore is no longer plentiful and you'll have to get creative. It also come with some funky engines and ISRU chains for the funky planets. That actually sounds like it could be fun. Looks like it replaces the stock converters with OmniConverters. I gain the RR funky conversions but lose the omnipotent Ore to anything conversions. I might need to bring the OmniShop/OmniWorks/OmniLab from Classic Stock to CRP to get access to this in Hacienda and I'll be all set. Or I could try to get the Simplified mode to work and go back to Ore is everything. :-) There's already Ore to Equipment and Ore to Konkrete recipes elsewhere in Pathfinder. Hopefully KSP will get a single well thought out resource system instead of so many mutually incompatible ones.
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I tried all 3 play modes. I'm wondering if there's a way to play CRP mode with no MKS and use ores instead. I have all of Nertea's near/far future mods. They brought in Community Resources Pack as a dependency. But he seems to be taking a more easy going attitude more like Wild Blue's Simplified mode than MKS/USI. He patched all the stock converters to drill for all resources and convert from ore to LH2, LCH4, and even end game resources like enriched uranium, fission pellet, nuclear saltwater, etc. https://github.com/post-kerbin-mining-corporation/CryoTanks/blob/master/GameData/CryoTanks/Patches/CryoTanksISRU_patch.cfg https://github.com/post-kerbin-mining-corporation/NearFutureElectrical/blob/master/GameData/NearFutureElectrical/Parts/Resources/nuclear-recycler-25.cfg https://github.com/post-kerbin-mining-corporation/FarFutureTechnologies/blob/master/GameData/FarFutureTechnologies/Parts/Resources/fft-nuclear-smelter-375-1.cfg But he did revert it to the MKS production chain if MKS is detected. https://github.com/post-kerbin-mining-corporation/NearFutureElectrical/blob/master/GameData/NearFutureElectrical/Patches/NFElectricalUSIResources.cfg I also have OSE Workshop where they just patch all the stock drills to drill for dirt and let their converter convert dirt to rare metals and exotic minerals. They also patched the stock drill to drill for these directly. https://github.com/linuxgurugamer/Workshop/blob/master/GameData/Workshop/MM_Patches/MM_Workshop.cfg https://github.com/linuxgurugamer/Workshop/blob/master/GameData/Workshop/Parts/OSE_Converter/Converter.cfg Pathfinder seems to assume CRP means MKS/USI. Even essentials like Konkrete requires resources like Minerals which can only be obtained with the MKS specific drill. SCANSat wouldn't even show the resource without the MKS drill. It's not just about bringing in the drill. Every mod seems to switch to hard mode and require the entire MKS production chain for everything when they detect the presence of MKS. I thought about Classic Stock. It's a bit more involved than I'd like but close enough. Problem is mods like outer planets seems to be dropping support for it. https://github.com/Poodmund/Outer-Planets-Mod/releases/tag/2.2.6 So the best match for me is probably Simplified mode. But I noticed that templates defined in the "Common" directory such as green house and sandcastle still requires Equipment. So are templates introduced in patches for things like TAC-LS. Also, some boxed parts like the drilling rig requires Equipment and Konkrete to unpack. But with only the simple ISRU template, there's no way to make Konkrete and Equipment. I can't even have a workshop for OSE workshop. I can help code up a fix. I can: 1. Set payToRemodel = false in Simplified.cfg just like in Pristine.cfg and keep Simplified mode dead simple. Add the LCH4, RareMetal refining and Workshop functionality to the Simplified ISRU. 2. Add the appropriate production chain for Equipment and Konkrete to Simplified mode from ClassicStock and adapt accordingly. Still need to enhance the ISRU with new refining and Workshop. 3. Or change our CRP code so that we substitute every raw material with Ore if MKS is not present. Still need to add refining to the appropriate template to match the functionality these mods added to stock drill/converters. What do you think?
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Buffalo 2 Modular Space Exploration Vehicle
Kerman Exploder replied to Angelo Kerman's topic in KSP1 Mod Releases
I reported the problem and provided your temporary fix. https://github.com/Angel-125/Buffalo2/issues/8