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redteddy23

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Everything posted by redteddy23

  1. Just like to thank you for this, jumping into and existing KSP mod and making a fix is never easy.
  2. With this excellent mod providing rockets that use liquid Hydrogen I have been using the DunaDirect and TACLS (modified by SETI balance) split water and sabatier process. The only drawback to all this ISRU fun is that I sometimes need hydrogen to be liquid and sometimes a gas. My solution was a gasifier/liquidifer! Here is a Module Manager patch to create a half sized ISRU unit and make it turn liquid hydrogen in to hydrogen and back. It also can turn oxygen into oxidizer and back but you can always strip that out if you want to. Hopefully anyone else who needs this feature can take this and modify it to suit them. I’m not a particularly seasoned MM patcher so it’s a good idea to double check everything and perhaps fiddle with the ratios to suit. +PART[ISRU]:NEEDS[Squad] { @name = TED_liquidgasifier @rescaleFactor = 0.5 @node_stack_top = 0.0, 1.5, 0.0, 0.0, 1.0, 0.0, 1 @node_stack_bottom = 0.0, -1.5, 0.0, 0.0, -1.0, 0.0, 1 @TechRequired = advScienceTech @entryCost = 12000 @cost = 4000 @title = Liquid-Gasifier @description = Developed to solve the age old problem of liquids being gases and gases being liquids. @mass = 2 @dragModelType = default @maximum_drag = 0.1 @minimum_drag = 0.1 @angularDrag = 1 @crashTolerance = 7 @maxTemp = 2000 -MODULE,* { } MODULE { name = ModuleResourceConverter ConverterName = HydrogenCompressor StartActionName = Start Hy Comp StopActionName = Stop Hy Comp AutoShutdown = true GeneratesHeat = false UseSpecialistBonus = false INPUT_RESOURCE { ResourceName = Hydrogen Ratio = 10 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 10 } OUTPUT_RESOURCE { ResourceName = LqdHydrogen Ratio = 0.01269 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } } MODULE { name = ModuleResourceConverter ConverterName = HydrogenDecompressor StartActionName = Start Hy Decomp StopActionName = Stop Hy Decomp AutoShutdown = true GeneratesHeat = false UseSpecialistBonus = false INPUT_RESOURCE { ResourceName = LqdHydrogen Ratio = 10 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 10 } OUTPUT_RESOURCE { ResourceName = Hydrogen Ratio = 7880 DumpExcess = false } } MODULE { name = ModuleResourceConverter ConverterName = OxygenCompressor StartActionName = Start Ox Comp StopActionName = Stop Ox Comp AutoShutdown = true GeneratesHeat = false UseSpecialistBonus = false INPUT_RESOURCE { ResourceName = Oxygen Ratio = 10 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 10 } OUTPUT_RESOURCE { ResourceName = Oxidizer Ratio = 0.00282 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } } MODULE { name = ModuleResourceConverter ConverterName = OxygenDecompressor StartActionName = Start Ox Decomp StopActionName = Stop Ox Decomp AutoShutdown = true GeneratesHeat = false UseSpecialistBonus = false INPUT_RESOURCE { ResourceName = Oxidizer Ratio = 10 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 10 } OUTPUT_RESOURCE { ResourceName = Oxygen Ratio = 35460 DumpExcess = false } } MODULE { name = ModuleAnimationGroup deployAnimationName = activeAnimationName = ProcessorLarge_running moduleType = Converter autoDeploy = true } }
  3. I have been using DunaDirect along with Cryogenic Engines and TAC LS and found a problem with my supply chain, sometimes I want to split water into oxygen and hydrogen and use the hydrogen in a liquid form to power rockets or fuel a Sabatier process! My solution was a gasifier/liquidifer! Here is a Module Manager patch to create a half sized ISRU unit and make it turn liquid hydrogen in to hydrogen and back. It also can turn oxygen into oxidizer and back but you can always strip that out if you want to. Hopefully anyone else who needs this feature can take this and modify it to suit them. I’m not a particularly seasoned MM patcher so it’s a good idea to double check everything. +PART[ISRU]:NEEDS[Squad] { @name = TED_liquidgasifier @rescaleFactor = 0.5 @node_stack_top = 0.0, 1.5, 0.0, 0.0, 1.0, 0.0, 1 @node_stack_bottom = 0.0, -1.5, 0.0, 0.0, -1.0, 0.0, 1 @TechRequired = advScienceTech @entryCost = 12000 @cost = 4000 @title = Liquid-Gasifier @description = Developed to solve the age old problem of liquids being gases and gases being liquids. @mass = 2 @dragModelType = default @maximum_drag = 0.1 @minimum_drag = 0.1 @angularDrag = 1 @crashTolerance = 7 @maxTemp = 2000 -MODULE,* { } MODULE { name = ModuleResourceConverter ConverterName = HydrogenCompressor StartActionName = Start Hy Comp StopActionName = Stop Hy Comp AutoShutdown = true GeneratesHeat = false UseSpecialistBonus = false INPUT_RESOURCE { ResourceName = Hydrogen Ratio = 10 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 10 } OUTPUT_RESOURCE { ResourceName = LqdHydrogen Ratio = 0.01269 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } } MODULE { name = ModuleResourceConverter ConverterName = HydrogenDecompressor StartActionName = Start Hy Decomp StopActionName = Stop Hy Decomp AutoShutdown = true GeneratesHeat = false UseSpecialistBonus = false INPUT_RESOURCE { ResourceName = LqdHydrogen Ratio = 10 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 10 } OUTPUT_RESOURCE { ResourceName = Hydrogen Ratio = 7880 DumpExcess = false } } MODULE { name = ModuleResourceConverter ConverterName = OxygenCompressor StartActionName = Start Ox Comp StopActionName = Stop Ox Comp AutoShutdown = true GeneratesHeat = false UseSpecialistBonus = false INPUT_RESOURCE { ResourceName = Oxygen Ratio = 10 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 10 } OUTPUT_RESOURCE { ResourceName = Oxidizer Ratio = 0.00282 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } } MODULE { name = ModuleResourceConverter ConverterName = OxygenDecompressor StartActionName = Start Ox Decomp StopActionName = Stop Ox Decomp AutoShutdown = true GeneratesHeat = false UseSpecialistBonus = false INPUT_RESOURCE { ResourceName = Oxidizer Ratio = 10 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 10 } OUTPUT_RESOURCE { ResourceName = Oxygen Ratio = 35460 DumpExcess = false } } MODULE { name = ModuleAnimationGroup deployAnimationName = activeAnimationName = ProcessorLarge_running moduleType = Converter autoDeploy = true } }
  4. You have nothing to worry about permissions wise. Roughly a year ago I contacted SodiumEyes via twitter and they gave permission to update the mod but I never got round to it. Nice work, love those ion rcs.
  5. Just tested something practically identical and it's all working very nicely.
  6. Just a thought but do you have Kerbal Alarm Clock? Even the new v2.7.7.0 seems to cause my game to crash while toolbar seems to work fine with other toolbar mods. Not totally sure yet as I am double checking everything but it's worth a try. Edit: Scratch that seems to be x64 only error that occurs repeatedly even once all mods removed :-/
  7. No probs glad to help. I didn't do more stations as I thought you might still want to alter the locations.
  8. Yep that was a strange design choice, I wish it just copied the tech tree from the mod plugin folder.
  9. Having a look at RemoteTech_Settings.cfg it seems you add STATION nodes in the GroundStations node. The location of a station is Latitude = ... Longitude = ... So the best way to find them out would be to put a ship where you want them and use mechjeb or engineer to get the data and add them to the file. Should be relatively simple. The only problem is the like AlphaAsh says the location is hard coded and the file made when you first start, hopefully there is a check for if the settings file is already there. Will do some tests. Well did a simple test and starting a game with remote tech then quit and edit the RemoteTech_Settings.cfg by adding the following node after the first STATION node STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc489 Name = KC East Latitude = -5.790278000000000 Longitude = -83.406667000000 Height = 23 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } Then started it up again and there is a com station at the Kerbin City communications mast...
  10. I agree. Your mods live on in my installs, with slight updates. Not archiving the useful mods on Spaceport was a frustrating and senseless thing to do. Especially for someone like me that enjoys modifying classic mods for my own use. You have every right as the creator of your content to control it anyway you want to.
  11. Not sure if it's been fixed in the latest upload but I made a comment on curse as I didn't see your forum post. The faring on this is named so it conflicts with large decoupler. Need to rename GameData\Orbital Sciences\Fairing\part.cfg name = decoupler1-2
  12. Yeah no engine.cfg from 01 in the folder. I think that the model section in KAPCombustion.cfg might be the problem as these paths do not exist in the version of LLLFull im using LLL-12-2_2.zip. The texture but not the model is there in 2013-12-22-LLL-Lite-v1.zip. And everything in the path for LLL-0-10-6.zip which i guess is the correct one. MODEL { model = LLL/Parts/FuelTank/LLL2x1/thirdlength texture = model001_NRM , LLL/Parts/Structural/LLL2x1Hull/HullNorm } Edit: Yep using LLL-0-10-6.zip cause the the 3 missing parts to appear.
  13. Made a new install and mostly working fine just a few notes: ModuleManager found 1 error in KAPLLL.cfg Truck Cab air intake doesn't seem to work. I'm not familiar with ModuleResourceIntake but perhaps tweak it so you can get a bit of air at 0 velocity. KAPCombustion.cfg isn't creating the Mk2x1 Hull with Internal Combustion Engine part for my install. Not sure what is causing this. Game Data Directory looks like this at the moment: 000_Toolbar ActiveTextureManagement B9_Aerospace blackheart blizzy BoulderCo CabanaCorp_Other_Addatives.cfg DMagic Orbital Science DMModuleScienceAnimateGeneric.dll EditorExtensions EnhancedNavBall Firespitter Goodspeed Hyomoto JSI KAP kapblurb.txt KAS KAX KerbonTech Kethane KSO LLL MechJeb2 MechJeb2RPM ModsByTal ModuleManager.2.1.5.dll NASAmission NavyFish RealChute RemoteTech2 ResearchThemAll.dll SCANsat SCANsatRPM ShipManifest SH_mods SimplePartOrganizer Squad SXT TAC_changeunits.cfg ThunderAerospace toolbar-settings.dat TouhouTorpedo TriggerTech TweakScale
  14. Very nice. Looking forward to it. Might be an idea to "tier" the mods with, I'm guessing aerospace (B9, Firespitter, KAX) being more essential than others. Just a thought.
  15. Loved the new Switcher so I made a build from github. Very nice and no problems testing on my RSS install. Looking forward to extra launch sites for 6.4:1 Kerbin.
  16. Building a testing install with all the requirements. Just one question, is RemoteTech (with the temp fix) a requirement at the moment?
  17. Thanks very much. I found myself adding to the stockalike file but didn't have the time to do a very good job of it. I really appreciate the time you put into this.
  18. This is going to be really helpful for long distance EVA. Nice job.
  19. If have attempted to contact SodiumEyes for permission to update this. Possibly as an add-on to Near Future Propulsion I am not sure how much functionality I would want to recreate but the idea of ion RCS is too good to pass up. I am not ready to create a thread for this as I only just tried to get in touch but any suggestions are more than welcome.
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