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Everything posted by toric5
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so im trying to add lithium conversion into all ISRUs that are able to make monopropellant. couple of problems. this should be targeting the module i need it to (anything that can convert ore into mono), but it does not seem to. anything blatanly wrong? ive been beating my head against it for a while, and fournd a few things, but even with them removed, still does not get the things i want it to. also need to add an exclusion for things that already have an ore to lithium converter, but if i can figure out whats wrong with this, i think i can do that. second, how to i import the values for the monoprop converter, then multiply them by certain values? (see code) //adding NFP ISRU stuff to all mono prop ISRUs @PART[*]:HAS[@MODULE[ModuleResourceConverter]:HAS[@OUTPUT_RESOURCE[Monoprop]&@INPUT_RESOURCE[Ore]]] { MODULE { name = ModuleResourceConverter ConverterName = Lithium StartActionName = Start ISRU [Li] StopActionName = Stop ISRU [Li] AutoShutdown = //samevalue TemperatureModifier { key = //samevalues key = //samevalues key = //samevalues key = //samevalues key = //samevalues key = //samevalues } GeneratesHeat = //samevalues ThermalEfficiency { key = //samevalues key = //samevalues key = //samevalues key = //samevalues key = //samevalues } DefaultShutoffTemp = //samevalues UseSpecialistBonus = //samevalues SpecialistEfficiencyFactor = //samevalues SpecialistBonusBase = //samevalues Specialty = Engineer EfficiencyBonus = //samevalues INPUT_RESOURCE { ResourceName = Ore Ratio = //oreinputValue*2 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = //electricinputValue*.6 } OUTPUT_RESOURCE { ResourceName = Lithium Ratio = //monpropOutput*18 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } } }
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[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
toric5 replied to Nertea's topic in KSP1 Mod Releases
not really looking at porkjet right now, but definitely on a list. (selfishly doing the mods i use for now.) RLA stockalike has one nuke, and SXT has a couple more. after that, ill probably tackle FTT from roverdude, if no one beats me to it. thanks for the numbers. im not hugely familiar with eh under the hood aspects of the mod, i was just going to start messing around until the in game stats looked right, but if you have any, could you point me to the relevant documentation? edit: as for the radistope rocket, i would not change that. you would almost want to make a plugin similar to decaying RTGs, decreasing its ISP (keeping fuel flow the same) over a half life. that is well out of my skill. -
@Lack would you be intrested? if so, should i send stuff you you through github? im thinking mostly mod support patches, but there are also a few things that i personally feel are out of place, sutch as using FScoolant instead of intakeatmo, as most other mods do. (not really a problem, exept for diffrent installs of firespitter overwriting eatch other if your not carefull. also, it honstly looks a bit strange.) i cant do anything mroe than CFG patches, but i would be happy to help with those.
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at least for me, and the people i have talked to, its nothing to do with that. it is instead anger about their buisness practices. EA DLC is one thing, but it only really hurts the consumer. still, i would rather have that than know that the employees have been mistreated to a large extent, multiple great modders taken from the community by squad, seemingly to have a good job doing the work they were doing before, only to be used and thrown away.
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[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
toric5 replied to Nertea's topic in KSP1 Mod Releases
not sure what you men by combatability, as the engines are compatible out of the box. im talking about giving other mods the same reactor mechanics that you find in these mods engines. (only mod that i know of that did this was mk2 expantion, as i requested it.) im pretty sure i know how to write the patch, ive been MM modding for a while for my own use. i just am not sure what @Nertea uses as a rule of thumb for the stats of enignes. (radiator need, uranium capacity, overall core lifetime, ETC.) -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
toric5 replied to Nertea's topic in KSP1 Mod Releases
im working on making patches to give other atomic engines these modules, but im honestly a bit lost as to what balance numbers i should plug in. any rule of thumbs you used? -
[1.12.x] USI Core (Reactors and Kontainers)
toric5 replied to RoverDude's topic in KSP1 Mod Releases
@RoverDude, would you want the patch yourself after i finished it, or for that matter, should i just directly change the cfgs and submit a pull request to you on git for inclusion? -
[1.12.x] USI Core (Reactors and Kontainers)
toric5 replied to RoverDude's topic in KSP1 Mod Releases
ok. i think ill have it in both then. -
[1.12.x] USI Core (Reactors and Kontainers)
toric5 replied to RoverDude's topic in KSP1 Mod Releases
im trying to write a MM patch for this to add lithium storage to kontaners if NFP is installed, and i have 2 questions for @RoverDude. first, cargo contaners or the foil tanks? (its a solid, but its also used for a fuel. might just make it available for both.) second, what rules do you use for the capacity of these tanks? what should the capacity b in relation to the other resources they store? can you give me a reference density for a resource that each type of kontanier stores so i can match it by volume? (can use LH2 for the tanks, but what is the intended density of say, enriched uranium?) -
[1.12.x] Freight Transport Technologies [v0.6.0]
toric5 replied to RoverDude's topic in KSP1 Mod Releases
just a minor annoyance, would someone mind writing NFT/kerbalatomics patches for the nuke engines? (as in, they behave like an NFE reactor) -
Is it true that most KSP players never go interplanetary?
toric5 replied to KerikBalm's topic in KSP1 Discussion
i havent been anywhere other than duna since .19. the main reason is that i really dont like timewarping more than a month or so in game, now ive installed UKS and am planning a jool expedition, but the transfer window isnt for 6 years. -
[1.11] RemoteTech v1.9.9 [2020-12-19]
toric5 replied to tomek.piotrowski's topic in KSP1 Mod Releases
we already have that. the 2.5 m inline probe can controll other probes if there are 6+ kerbals on its ship. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
toric5 replied to cybutek's topic in KSP1 Mod Releases
a single orange tank with a mainsail. should have .02 KNm of tourqe. a twin boar, by itself, give .01 KNm. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
toric5 replied to cybutek's topic in KSP1 Mod Releases
i love this mod, but i also sometimes hate it. it really bothers me that many engines exert a couple of newton metres of tourqe on a perfectly balanced craft. the offset tool and small weights have become my savior! -
well, i play with UKS and RT, and i think that has affected me somewhat (although i was still a bit like this pre mods) huge, but reusable. i hate seeing entire stages that just end up floating out there, crash into a body, or burn up in atmosphere. engines are expensive! and i launch a lot! so i build huge, but recoverable. i have a 75 ton lifter (i think it did 75 ton, NRAP was giving me a bit of trouble) made of 3m parts and kickback SRBs that is fully reusable, landing on legs. the most that ever burns up are one or two solar panels. also have a 2m version. same philosiphy with my other designs: long missions typicaly use electric propultion from NFT, enabling me to use the transfer stage for orbital manuvers and return, with appollo style landers.
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What is your most usefull mod?
toric5 replied to Jeb-head-mug kerman's topic in KSP1 Mods Discussions
oh jeez. so many. for parts, all of USI and all of neretas stuff. also rla stockalike and litobrake tech by necrobones. plugins/features well, KER, trajectories, SCANSAT, remottech, smartparts, (really useful with RT) precisemauver, docking port alignmnent indicator, KJR, KIS, KAS, FMRS, FAR, BBT, KAC, and a fuel switcher (usually provided by neretas cryoengines.) not in that order. however, most important: modulemanager. dont quite like the way a part works? change it! (for example, i used it to make the massive solar panel in NFS retractable.) just need to get a hang for the script, and you can change stats without mod updates resetting your changes. (most mods use this to modify parts outside their mods.) -
anyone know how to define a new 'measurement system' in either of these? (preferrably libreoffice.) what i want to do, at least at first, is give a spreadsheet im working on the ability to work with kerbin days and years. (day is 6 hours, year is 462.1 days) does anyone know how do do this? is this the right place to ask?
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
toric5 replied to stupid_chris's topic in KSP1 Mod Releases
could we be able to re-scale the chutes to 3m? also, i havent been quite able to figure this out, but do larger chutes have higher max stats? (such as diametr, strength, and sutch?) -
dont worry, not directly changing the configs, learning to use module manager. ill give it another go!
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i had a good amount of multipliers, as i said, ive set the inflatable ring to 4. also have several cupolas and a kerbitat. the ship is getting unreasonably large, and i haven't even set up propulsion. (thank kod i have NFT, or propulsion would be a nightmare.) also, as i understand the design goals of UKS, as written on the wiki, one of the goals is 100% sustainability with significant investment. currently, the hab timer is the only thing that is not sustainable for a base.
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