

jcxl233
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
jcxl233 replied to RoverDude's topic in KSP1 Mod Releases
For anyone having problems with Rational Resources installed and WOLF not being able to harvest Oxygen on Kerbin or other planets with oxygenated atmosphere, a MM patch can be found over on RR to allow the harvesting of LqdOxygen and conversion to Oxygen using WOLF parts. -
Even more MM patches. Rational Resources removes Oxygen from atmosphere and replaces them with LqdOxygen. This will break MKS Wolf Oxygen harvesting recipes on Kerbin or other planets with oxygenated atmosphere, because the amount of WOLF resources are calculated from the normal resource system at the time of WOLF biome survey. Here is a MM patch to allow the harvesting of LqdOxygen and conversion to Oxygen [recipe name: Oxygen (L)] with MKS Wolf parts. If you have already WOLF surveyed a biome, you have to manually edit your save to add LqdOxygenVein before the harvesting recipe could work. This patch has the side effect that MKS Wolf can do exosphere harvesting of LqdOxygen, as WOLF calculation never checks ResourceType and orbit is a biome. You can go further and add other resources and recipes so that entire refueling stations can be WOLF virtualized. @WOLF_CONFIGURATION:NEEDS[RationalResources,KolonyTools] { @AllowedHarvestableResources ^= :$:,LqdOxygen: } // Harvest LqnOxygen and output Oxygen @PART[WOLF_Harvester_125]:NEEDS[RationalResources,KolonyTools] { %MODULE[WOLF_RecipeOption]:HAS[#RecipeDisplayName[Oxygen??L?]] { %name = WOLF_RecipeOption %RecipeDisplayName = Oxygen (L) %InputResources = LqdOxygenVein,5 %OutputResources = Oxygen,2 } } @PART[WOLF_Harvester_375]:NEEDS[RationalResources,KolonyTools] { %MODULE[WOLF_RecipeOption]:HAS[#RecipeDisplayName[Oxygen??L?]] { %name = WOLF_RecipeOption %RecipeDisplayName = Oxygen (L) %InputResources = Power,5,LqdOxygenVein,5 %OutputResources = Oxygen,10 } }
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For those want to hold RR resources in Configurable Containers, here is a simple patch. Now you can put whatever propellant your SSTO uses into those B9 Procedural Wings. // Allow some common fuel and propellants from Rational Resources to be stored in Configurable Containers // Adpated from 000_AT_Utils/TankTypes.cfg // Liquid chemical tank always exists. Add resources if not added already. @TANKTYPE[LiquidChemicals]:NEEDS[RationalResources,!WarpPlugin] { @PossibleResources ^= :$: LqdAmmonia 1;: } // Create Cryogenic tank if not exist and add resources if not added already. TANKTYPE:NEEDS[RationalResources,!WarpPlugin,!KolonyTools,!Karbonite,!NearFuturePropulsion,!CryoEngines,!zzz_CryoTanks,!FFT] { name = Cryogenic UsefulVolumeRatio = 0.99 TankCostPerSurface = 20 //no active cooling AddMassPerVolume = 0.01 //only insulation Boiloff = true PossibleResources = } @TANKTYPE[Cryogenic]:NEEDS[RationalResources,!WarpPlugin,!KolonyTools,!Karbonite,!NearFuturePropulsion,!CryoEngines,!zzz_CryoTanks,!FFT] { @PossibleResources ^= :$: LqdHydrogen 2;: } @TANKTYPE[Cryogenic]:NEEDS[RationalResources,!WarpPlugin] { @PossibleResources ^= :$: LqdMethane 1; LqdCO 1; LqdCO2 1; LqdDeuterium 1; LqdHe3 1; LqdNitrogen 1; LqdOxygen 1;: } // Create CryoCooling tank if not exist and add resources if not added already. TANKTYPE:NEEDS[RationalResources,!WarpPlugin,!KolonyTools,!Karbonite,!NearFuturePropulsion,!CryoEngines,!zzz_CryoTanks,!FFT] { name = CryoCooling UsefulVolumeRatio = 0.95 TankCostPerSurface = 200 //active cooling AddMassPerVolume = 0.1 Cooling = true PossibleResources = } @TANKTYPE[CryoCooling]:NEEDS[RationalResources,!WarpPlugin,!KolonyTools,!Karbonite,!NearFuturePropulsion,!CryoEngines,!zzz_CryoTanks,!FFT] { @PossibleResources ^= :$: LqdHydrogen 2;: } @TANKTYPE[CryoCooling]:NEEDS[RationalResources,!WarpPlugin] { @PossibleResources ^= :$: LqdMethane 1; LqdCO 1; LqdCO2 1; LqdDeuterium 1; LqdHe3 1; LqdNitrogen 1; LqdOxygen 1;: } // Gas tank always exists. Add resources if not added already. @TANKTYPE[Gases]:NEEDS[RationalResources,!WarpPlugin,!NearFuturePropulsion] { @PossibleResources ^= :$: ArgonGas 209.47892118355594;: } // Soil tank always exists. Add resources if not added already. @TANKTYPE[Soil]:NEEDS[RationalResources,!KolonyTools] { @PossibleResources ^= :$: Hydrates 1; Silicates 1; Silicon 1;: } @TANKTYPE[Soil]:NEEDS[RationalResources] { @PossibleResources ^= :$: Spodumene 1;: } // Create Metal tank if not exist and add resources if not added already. TANKTYPE:NEEDS[RationalResources,!Launchpad,!KolonyTools,!Hangar,!KarbonitePlus,!WarpPlugin] { name = Metal UsefulVolumeRatio = 1 TankCostPerSurface = 1 PossibleResources = } @TANKTYPE[Metal]:NEEDS[RationalResources,!WarpPlugin,!NearFuturePropulsion] { @PossibleResources ^= :$: Lithium 1;: } // Create radioactive tank if not exist and add resources if not added already. TANKTYPE:NEEDS[RationalResources,!KolonyTools,!WarpPlugin,!KerboNerdLaboratories] { name = Radioactives UsefulVolumeRatio = 0.9 TankCostPerSurface = 500 AddMassPerVolume = 0.80 PossibleResources = EnrichedUranium 1; DepletedFuel 1; } @TANKTYPE[Radioactives]:NEEDS[RationalResources,!KolonyTools] { @PossibleResources ^= :$: Uraninite 1;: } // Create water tank if not exist and add resources if not added already. TANKTYPE:NEEDS[RationalResources,!TacLifeSupport,!KolonyTools,!WarpPlugin] { name = Water UsefulVolumeRatio = 1 TankCostPerSurface = 2 PossibleResources = Water 1; }
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
jcxl233 replied to RoverDude's topic in KSP1 Mod Releases
For those struggling with uncontrollable Karibou Modular Wheels, I have adapted the fix from Github (more than 2 years old PR, yet to be merged) into a MM patch. All the thanks go to zajc3w for providing this patch on Github. Tested working on mks 112.0.1, ksp 1.12.5. @PART[KER_Wheel_01]:FINAL { @MODULE[ModuleWheelBase] { %radius = 0.5 %useNewFrictionModel = true %wheelType = MOTORIZED %adherentStart = 0.5 %frictionAdherent = .3 %peakStart = 3 %frictionPeak = 1.5 %limitStart = 6 %frictionLimit = 1.3 } @MODULE[ModuleWheelSuspension] { %maximumLoad = 40.0 } @MODULE[ModuleWheelSteering] { %autoSteeringAdjust = true %steeringResponse = 1.5 -steeringCurve {} steeringCurve { key = 0 20 key = 20 20 } steeringMaxAngleCurve { key = 0 1 0 0 key = 3 1 0.0001624425 0.0001624425 key = 7.5 0.33 -0.05674612 -0.05674612 key = 20 0.12 -0.003158088 -0.003158088 key = 30 0.1 -0.002872917 -0.002872917 } } } -
[1.12.5] Sterling Systems v0.4.10 [Feb 02, 2025]
jcxl233 replied to JadeOfMaar's topic in KSP1 Mod Development
A quick patch for radiators can be made relatively easily by adapting the existing patches for SystemHeat and B9PartSwitch. KSPI-E uses FlatFNRadiator module to handle all of its radiator logic. Here is something I cobbled up. Changes in radiator surface area and max temperature with B9PS have all been handled, though maximum temperature has been increased by quite a lot due to the insane amount of waste heat that KSPI-E reactors tend to generate. https://pastebin.com/VJb4h5Fz I tested 2 10x20 LFR radiators with a simple reactor setup and it does seem to work properly. -
[1.8.1 - 1.12.2] KSP Interstellar Extended 1.29.5 Release Thread
jcxl233 replied to FreeThinker's topic in KSP1 Mod Releases
There seems to be a conflict Pathfinder. Pathfinder will add WBIOmniStorage to many parts, and sometimes KSPI-E will add ModuleB9PartSwitch to the same part. If this happens and you reconfigure storage with Omni Storage option in the editor and delete the existing resources, those deleted resources will be added back once the craft is launched. I found this happening to OPT Spaceplane fuel tanks, probe cores and command pods. Currently I created my own patch (zzzKSPIEPatches) to remove ModuleB9PartSwitch added by KSPI-E from parts that have WBIOmniStorage. @PART[*]:HAS[@MODULE[ModuleB9PartSwitch]:HAS[#moduleID[KSPIE]],@MODULE[WBIOmniStorage]]:AFTER[zzzKSPIEPatches] { !MODULE[ModuleB9PartSwitch]:HAS[#moduleID[KSPIE]] {} } A more elegant solution might be stopping the addition of ModuleB9PartSwitch by blacklisting parts with module WBIOmniStorage in the file WarpPlugin\Patches\B9PartSwitch\CryoTanksFuelTankSwitcher.cfg -
This is not an extensive list because I don't have thousands of hours in KSP. Colony & Exploration There are quite a lot of mods you can choose from. Wild Blue Industries series of mods by Angle-125: Buffalo for rovers and ground exploration, DSEV for spaceships, Pathfinder handles colony building and resource harvesting, and Snacks for life support. USI series of mods by Roverdude: MKS is the ultimate colonization mod, where maintaining a self-sufficient colony almost always requiring the setup of multiple outposts and transport logistics. Parts of this mod allow for "virtualized factories" so your game won't lag out. It plays very well with other mods within the USI series. If you are planning to use MKS, then I recommend stick with USI and do not install other life support or colonization mods. Kerbal Planetary Base Systems: parts to build planetary bases. It does not feature any life support or other systems, but it plays well with almost all life support mods. Stockalike Station Parts Expansion Redux: parts to build orbital stations and colony ships. It does not feature any life support or other systems, but it plays well with almost all life support mods. TAC Life Support (TACLS): a standalone life support mod. Can be used with many other mods. Interstellar Near Future Technologies and Far Future Technologies: reactors for power generation, ion, fission, fusion and antimatter engines. A few well-known ones (e.g. Daedelus) are missing, but still very good series of mods. They also run surprisingly well and mostly expands and uses stock systems. KSP Interstellar Extended: the most comprehensive interstellar mod. Reactors for power generation and propulsion, all kinds of crazy engines, photon sail, beamed power, and end-game warp drives. This mod is very complicated, performance heavy, introduces many new mechanics, and many tutorials are out-of-date, so be prepared to spend a lot of time researching and testing spaceship designs. Recommend start a sandbox save first and search on KerbalX for craft designs and Youtube for tutorials if you get stuck. This mod does not play well with Near Future Solar or Near Future Electric because they will nerf KSPI-E reactors into completely unusable.
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Encountered a problem with scoop not harvesting resources from Jool atmosphere, despite the game says it should be harvesting close to 1k LqdDeuterium per second. https://imgur.com/a/KyF31EB ksp.log https://justpaste.it/fcm4t
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Science per sample upon recovery: Look under EXPERIMENT_DEFINITION. baseValue tells you science upon recovery of sample, and scienceCap tells you the maximum science points for this experiment. Transmission efficiency: xmitDataScalar under ModuleScienceExperiment (and DMModuleScienceAnimate for DMagic Orbital Science.)