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[1.12.x] DeepFreeze (v0.31.0) 12th Sep 2021


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14 hours ago, Deimos Rast said:

Here is the link to the proper config for the Sunburn Lab module and the DeepFreeze converter on Angel-125's github; search for DeepFreeze and you'll find it (it's at the bottom)


@PATH_SCIENCE[Sunburn]:FOR[Pathfinder]:NEEDS[DeepFreeze]
{
	MODULE
	{
		name = ModuleResourceConverter
		ConverterName = Glykerol
		StartActionName = Start Glykerol
		StopActionName = Stop Glykerol
		AutoShutdown = false
		GeneratesHeat = false
		UseSpecialistBonus = true
		SpecialistEfficiencyFactor = 0.2
		SpecialistBonusBase = 0.05
		Specialty = Engineer
		EfficiencyBonus = 1

		 
		INPUT_RESOURCE
		{
			ResourceName = Coolant
			Ratio = 0.01
			FlowMode = STAGE_PRIORITY_FLOW
		}

		INPUT_RESOURCE
		{
			ResourceName = RareMetals
			Ratio = 0.001
			FlowMode = STAGE_PRIORITY_FLOW
		}

		INPUT_RESOURCE
		{
			ResourceName = ExoticMinerals
			Ratio = 0.001
			FlowMode = STAGE_PRIORITY_FLOW
		}

		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 30
		}

		OUTPUT_RESOURCE
		{
			ResourceName = Glykerol
			Ratio = .0025
			DumpExcess = false
			FlowMode = STAGE_PRIORITY_FLOW
		}
	}

	RESOURCE
	{
		name = Glykerol
		amount = 600
		maxAmount = 600
		isTweakable = true
	}
}

 

 

14 hours ago, DStaal said:

Ah,  right: I had forgotten about Coolent. Could use water instead,  to stay CRP.

You could use LqdHelium as a replacement for Coolant, it's in the CRP and is probably one of the strongest coolants used in reality. It has a boiling point of 4 kelvin. It would be perfect for flash-freezing Kerbals and maintaining movement on a cellular level to a minimum. Also maybe replace RareMetals with something like Minerals? The rare metals thing doesn't make too much sense to me.

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Problem with LqdHelium is I'm not sure exactly how to "mine" it and we're trying to make this a somewhat renewable process. It makes sense from a realism perspective, but I'm not so sure on the gameplay aspect. Minerals could work though - I think RareMetals was just a way of increasing the expense/rarity of the reaction.

This is all just spitballiing for now, until JPLREPO decides on something:)

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9 hours ago, JPLRepo said:

That will be it...
Yeah don't use the symlink. and it will probably work...
But please use that dll if you can and run it both through physical path and symlink path to compare.
That dll will log a few extra lines in your log that will look like this:

[...]

I'd be interested to see the results.

Hey, @JPLRepo, here are the results: without symlinks the icon (and another one, named Lifesupport) shows fine.

I guess I'll have to change my desktop shortcut then...

Here are the logs (using the new DLL you sent me):

Thank you!

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1 hour ago, jlcarneiro said:

Hey, @JPLRepo, here are the results: without symlinks the icon (and another one, named Lifesupport) shows fine.

I guess I'll have to change my desktop shortcut then...

Here are the logs (using the new DLL you sent me):

Thank you!

Ok thanks for that. Glad we got it working again.
I've raised the issue on github to take a look at it when I have a bit more time.
https://github.com/JPLRepo/DeepFreeze/issues/55

3 hours ago, Deimos Rast said:

Problem with LqdHelium is I'm not sure exactly how to "mine" it and we're trying to make this a somewhat renewable process. It makes sense from a realism perspective, but I'm not so sure on the gameplay aspect. Minerals could work though - I think RareMetals was just a way of increasing the expense/rarity of the reaction.

This is all just spitballiing for now, until JPLREPO decides on something:)

Keep spitballing....
I'm happy to implement whatever you, the users, think.... with my final veto. :sticktongue:
Requirements are:
Has to be stock or CRP resources.
Has to be refinable, mineable, producable ISRU.
Has to be difficult to produce, but not unreasonable.
The mix has to at least make a little bit of sense.. But it doesn't have to necessarily by realistic, after all, DeepFreezing the kerbals isn't very realistic either. :P

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Quick yay or nays:

  • How long, ballpark number, to produce 1 Gly? We need 5 minimum remember.
  • Core Heat? Thermal efficiency?
  • Specialist bonus? If so, maybe scientist?
  • Same form factor or resizing this ISRU at all?
  • Multimodal (added ingredients for faster times)? See xenongas infused idea
  • Needs Gly to make more Gly? A "seed"
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4 hours ago, Deimos Rast said:

Problem with LqdHelium is I'm not sure exactly how to "mine" it and we're trying to make this a somewhat renewable process. It makes sense from a realism perspective, but I'm not so sure on the gameplay aspect. Minerals could work though - I think RareMetals was just a way of increasing the expense/rarity of the reaction.

This is all just spitballiing for now, until JPLREPO decides on something:)

Most current ideas are to get it from the Lunar (Munar) surface: http://www.esa.int/Our_Activities/Preparing_for_the_Future/Space_for_Earth/Energy/Helium-3_mining_on_the_lunar_surface

Also, from gas giants (although Jool, like Jupiter, is a long way to go).

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23 minutes ago, panarchist said:

Most current ideas are to get it from the Lunar (Munar) surface: http://www.esa.int/Our_Activities/Preparing_for_the_Future/Space_for_Earth/Energy/Helium-3_mining_on_the_lunar_surface

Also, from gas giants (although Jool, like Jupiter, is a long way to go).

That looks interesting, thanks! My point was more along the lines of "I don't know of a mod off hand that has LqdHelium mining already in it" so we might have to remedy that. I'll confess and say I don't have the most experience with ISRU, so if I can't find a ready example of a mod that does it already, I'd be reluctant to break new ground, as I'm probably not the best candidate for that task. The reason I like Ore/EC/Xenon or Water/Xenon is they're easy to understand, almost entirely stock, CRP adds them to asteroids and planets, thus making obtaining them easier. And I have a lot of mods that already have ISRU setups using similar resources that I can peek at. I know LqdHelium is in CRP (at least I'm pretty sure on that), but I personally have never used it.

So while LqdHelium seems spot on from a realism perspective (and much better than Coolant for example), personally, I'm not sold on it from a gameplay perspective, which is more where my mind is at. I should also add I'm one voice of many on this (I just talk a little louder than others:D) and JPLREPO has the final veto. Conceivably, if demand were high enough, someone could write a patch to convert whatever we come up with (assuming it's not considered "realistic" enough) to LqdHelium or whatever, similar to what the mod KerbalAtomics does with converting all Nuclear Rockets from LiquidFuel to LqdHydrogen.

Edited by Deimos Rast
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7 hours ago, Deimos Rast said:

That looks interesting, thanks! My point was more along the lines of "I don't know of a mod off hand that has LqdHelium mining already in it" so we might have to remedy that. I'll confess and say I don't have the most experience with ISRU, so if I can't find a ready example of a mod that does it already, I'd be reluctant to break new ground, as I'm probably not the best candidate for that task. The reason I like Ore/EC/Xenon or Water/Xenon is they're easy to understand, almost entirely stock, CRP adds them to asteroids and planets, thus making obtaining them easier. And I have a lot of mods that already have ISRU setups using similar resources that I can peek at. I know LqdHelium is in CRP (at least I'm pretty sure on that), but I personally have never used it.

So while LqdHelium seems spot on from a realism perspective (and much better than Coolant for example), personally, I'm not sold on it from a gameplay perspective, which is more where my mind is at. I should also add I'm one voice of many on this (I just talk a little louder than others:D) and JPLREPO has the final veto. Conceivably, if demand were high enough, someone could write a patch to convert whatever we come up with (assuming it's not considered "realistic" enough) to LqdHelium or whatever, similar to what the mod KerbalAtomics does with converting all Nuclear Rockets from LiquidFuel to LqdHydrogen.

Ah, got it - yeah, the closest is KSP Interstellar Extended.  They *use* He3 and He4, but they're not extracting either and only getting He3 from decaying Tritium.  I don't think there's another mod out there using He3 - KSPI-E is the "hardest" (think "Hard" Sci-Fi, not difficulty) of the gameplay mods out there, and I'm not sure that really fits the flavor of this mod. (like you said, though, that's JPLREPO's call) But Liquid He is as good as anything for a coolant.

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Hmm, in regard to liquid helium problem with mining it, one thing that could work is liquid hydrogen (20.28oK), since it is already within CRP.  What it could entail for harvesting is the conversion of liquid fuel to hydrogen gas, just dumping the rest of the materials from removing the hydrogen, and then the liquefaction of the gas.  It shouldn't be cheap though, and should use lots of power.

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8 hours ago, Itsdavyjones said:

Hmm, in regard to liquid helium problem with mining it, one thing that could work is liquid hydrogen (20.28oK), since it is already within CRP.  What it could entail for harvesting is the conversion of liquid fuel to hydrogen gas, just dumping the rest of the materials from removing the hydrogen, and then the liquefaction of the gas.  It shouldn't be cheap though, and should use lots of power.

Liquid Helium is also in the CRP.  So are a number of other liquified gases: Liquid Nitrogen, Liquid Hydrogen Peroxide, Liquid Methane, Liquid Fluorine and Liquid CO2, for instance.  There's a lot to choose from when limiting to just what's in the CRP.

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8 hours ago, Itsdavyjones said:

Hmm, in regard to liquid helium problem with mining it, one thing that could work is liquid hydrogen (20.28oK), since it is already within CRP.  What it could entail for harvesting is the conversion of liquid fuel to hydrogen gas, just dumping the rest of the materials from removing the hydrogen, and then the liquefaction of the gas.  It shouldn't be cheap though, and should use lots of power.

Not the worst idea actually...however, thinking about it though, LqdHydrogen is used a lot by Nertea's mods (Kerbal Atomics/Cryo Engines) and I believe it adds a LH2 ISRU patch to the stock ISRU. Not at my computer but I think it's pretty straightforward, but that complicates things if you have two conversions methods - one really complicated and one really simple. People will gravitate toward the simple one.

To try to winnow down the spitballing arbitrarily, I like the idea of asteroid mining for Gly resources, as opposed to planetary. That's not to say they still can't be found on planets, but if they can't be found on an asteroid (that atleast CRP adds) I think it should be excluded. My thinking is they are more prevalent, dynamic and most production will probably occur planet side, and having things a bit more spread out would add to the "fun."

I think I make a list of CRP & Stock planet/asteroid overlaps.

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Well, I made a spreadsheet of Asteroid resources and their planetary availability. You can find it here. Looking at it, I think Water would be a good choice for one of the ingredients (the "base") due to it's availability but it needs that extra kick. JPLREPO suggested XenonGas, which I like, as it can be mined from Asteroids at a low rate (and does have limited other availability, which I didn't include, since it's <1%). I'll be honest though, none of the ingredients besides XenonGas and Ore (or an Ore/Mineralish analogue) jumped out at me and I was hoping for something more. :mad:

We could look at gases, but then we might need to configure an Intake to act as a harvester (not the hardest thing to do). Not saying this makes any sense from a realism perspective, but CO2 has some interesting availability (EVE and Duna), whereas Oxygen has Kerbin and Laythe (*yawn*). Those are really the only two relevant gases available in the wild (Argon & Xenon being really low).

Edit:

I found out you can actually make harvesters (e.g. ModuleResourceHarvester) for Atmospheric (or Interplanetary) resources, aside from just standard ModuleResourceIntake. That opens up some possibilities.

 

Edited by Deimos Rast
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Was looking threw the CRP again, and found liquid nitrogen (77oK).  Perhaps the atmospheric harvester could gather the nitrogen from bodies with an atmosphere.  Was looking for real world analogies for Eve (Venus) and Duna (Mars), and they both have nitrogen in their atmospheres (3.5% Venus, 1.89% Mars).  Another thing that could be done is to have the atmospheric harvester be used on Jool, since gas giants are mostly hydrogen and helium, perhaps that could be the way to get liquid hydrogen or liquid helium.  Or perhaps liquid hydrogen/liquid helium could be swapped out with liquid nitrogen if the hydrogen/helium isn't available, but would need a cost associated with using a warmer liquid, perhaps more electricity used for maintaining the frozen kerbal.

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@Deimos Rast - yes you can harvest atmospheres.
So have we arrived at a concencus yet?
Supporting two modes in a converter is also possible.
So you could have more than one recipe with different input/output ratios (Ie.efficiencies). Freezing however would require Glykerol. So the output must always be Glykerol.
that kind of precludes @Itsdavyjones suggestion of using varying amounts of EC based on what was used to freeze the kerbal. (besides also then having to remember how they were frozen).
I think the easiest approach would be perhaps two recipes that are of roughly equal difficulty (one recipe would be better).
A stock ISRU unit could be re-configured to include support for a Glykerol Recipe,  plus any other mods who have them can also add support for the Glykerol Recipe.
I'm not thinking of creating a DeepFreeze ISRU part, simplly using the stock one, and any other mod can also support the recipe.

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It's 5am and I'm about to pass out, but look at my spread sheet for candidates. Basically, I think it needs to be found on an asteroid; bonus points if it's also planetary but not mandatory. I like Water a lot as the base, as you originally suggested, because of it's ready availability (planetary and asteroid mining) in game, is already supported by a lot of mods. LqdHelium and LqdNitrogen, while defined in CRP have no sources in the wild and thus cannot be currently mined without first adding them, which unleashes a headache...we want to keep this no fuss no muss. While they may exist in real world planetary atmospheres that is for all intents and purposes besides the point. Stock only adds Ore to planetary bodies which leaves us with CRP and planet packs (and I've also made a spread sheet of some of the bigger ones of those....well, mainly just OPM:D) and Custom Asteroids.

For the "kicker" I vote XenonGas due to it's availability in asteroids (CRP adds it). It also the opposite of Water in terms of rarity and expense (and they're both blue I might add). You could say the Xenon gels/crystalizes the water or something. XenonGas can also be harvested somewhat atmospherically (I believe), adding another dimension.

Since this is supposed to be a really slow process, I think we need an optional faster but expensive mod, with a third ingredient. I think Ore/Karbonite/etc would probably be best (so we have liquid gas and solid). Ore is even more readily available than Water, so to balance that we'd need a lot of it.

Of course all of this requires a lot of ElectricCharge.

Sorry if any of this comes across as brusque, but my head is on my desk and I need a nap.:0.0:

If you can, JPLREPO, can you answer the below? I already, more or less, have the part finished (do you want it as a patch or part.cfg?) but it'll probably need to be redone when we/you decide on things.

On 6/11/2016 at 5:32 PM, Deimos Rast said:

Quick yay or nays:

  • How long, ballpark number, to produce 1 Gly? We need 5 minimum remember.
  • Core Heat? Thermal efficiency?
  • Specialist bonus? If so, maybe scientist?
  • Same form factor or resizing this ISRU at all?
  • Multimodal (added ingredients for faster times)? See xenongas infused idea
  • Needs Gly to make more Gly? A "seed"

 

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2 hours ago, Deimos Rast said:

It's 5am and I'm about to pass out, but look at my spread sheet for candidates. Basically, I think it needs to be found on an asteroid; bonus points if it's also planetary but not mandatory. I like Water a lot as the base, as you originally suggested, because of it's ready availability (planetary and asteroid mining) in game, is already supported by a lot of mods. LqdHelium and LqdNitrogen, while defined in CRP have no sources in the wild and thus cannot be currently mined without first adding them, which unleashes a headache...we want to keep this no fuss no muss. While they may exist in real world planetary atmospheres that is for all intents and purposes besides the point. Stock only adds Ore to planetary bodies which leaves us with CRP and planet packs (and I've also made a spread sheet of some of the bigger ones of those....well, mainly just OPM:D) and Custom Asteroids.

For the "kicker" I vote XenonGas due to it's availability in asteroids (CRP adds it). It also the opposite of Water in terms of rarity and expense (and they're both blue I might add). You could say the Xenon gels/crystalizes the water or something. XenonGas can also be harvested somewhat atmospherically (I believe), adding another dimension.

Since this is supposed to be a really slow process, I think we need an optional faster but expensive mod, with a third ingredient. I think Ore/Karbonite/etc would probably be best (so we have liquid gas and solid). Ore is even more readily available than Water, so to balance that we'd need a lot of it.

Of course all of this requires a lot of ElectricCharge.

Sorry if any of this comes across as brusque, but my head is on my desk and I need a nap.:0.0:

If you can, JPLREPO, can you answer the below? I already, more or less, have the part finished (do you want it as a patch or part.cfg?) but it'll probably need to be redone when we/you decide on things.

 

What is the ballpark idea on the numbers for amount of water, xenon, ore/karbonite (I prefer karbonite imo :P) and electric charge to make 1 unit of Glykerol? I'm hoping it would take a lot of resources and energy to make the substance.

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6 hours ago, EleSigma said:

What is the ballpark idea on the numbers for amount of water, xenon, ore/karbonite (I prefer karbonite imo :P) and electric charge to make 1 unit of Glykerol? I'm hoping it would take a lot of resources and energy to make the substance.

I had these but everything needs a redo, and these are probably a bit severe if no background processing. This is the part I would also really like feed back on. Cold start refers to thermal efficency. Recipe was just ore + ec or ore + xe + ec at the time, as a placeholder. Note: infused mode is opposite probably of what I mentioned above (needs more ore).

Standard
~3hr to make 1Gly from cold start
2000 Ore; A LOT of EC (in excess of 40K)

Infused Mode:
Runs at x10 the speed
25 Minutes for 1Gly from cold start.
100 Ore
1000 Xenon

 

Edited by Deimos Rast
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Hmm, decided to take a try based of of @Deimos Rast's inputs, and this is what I came up with.

Standard

30h per unit

Input:

     EC: 10/s (1080k total charge)

     120 water (glykeral gets seperated from the water)

     2000 ore

Output:

     1 glykeral

     100 water

Enriched

10x faster

Input:

     EC: 20/s (216k total charge)

     120 water

     2000 ore

     700 Xenon (1 PB-X150 container)

Output:

     1 glykeral

     100 water

The units for the Xenon could be changed to be lower.

Edited by Itsdavyjones
preposted early
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30 hours? so then hyper warp it is then...the big unknown to me is how hyper warp affects ISRU. Based on your results and basic tests, my guess is that converters still work at hyper warp speed. What is not clear, however, if whether the Core Heat mechanic does. I'm pretty sure hyper warp strips out a lot of the extras and reduces processes to the bare essentials to better facilitate calculations at high time warp. I know Physics Warp respects Core Heat, because I ran my test using 80x physics warp (albeit with a somewhat reduced physics fidelity) and the part still warmed and cooled as expected. Switching to hyper warp seemed to cause the part to stop heating entirely. I'm assuming background processing, if it affects ISRU converters, functions similar to hyper warp, but I have no idea.

Why is this important? If we're sticking as close to the stock ISRU part config as possible (which I think we should), we have to deal with Thermal Efficiency and Core Heat. Personally, I like the mechanics it adds, since otherwise it just feels inert. No idea how any of this works under the hood, so jump on me if something is off. I'd like to run some tests ingame but alas I can't get in game because KSP is throwing an epic tantrum at the moment:mad:

----

@Itsdavyjones

The gigantor is 24.4 ec...I was thinking requiring at least 1 to 2 at full capacity (50ec). Not to mention ec expenses for radiators, etc. (Just a stray thought to consider, but this could require more than solar alone.:P )

500-1k Xe doesn't seem too bad; a 1.25m container holds (I think) ~5k and we need x5 gly, so that about fits.

I would up the water, since it can be found both on planet and asteroid. A 1.25m TACLS lifesupport mixed container, iirc, has like 553 water in it and costs a few hundred kredits (not mentioning the food and oxygen that come with it), with a unit cost of 0.0008. Not as exciting if we can just used bottled water from the KSC gift shoppe:lol:

Thanks for helping and the input by the way, especially since I can't do as much as I like right now.

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20 hours ago, EleSigma said:

What is the ballpark idea on the numbers for amount of water, xenon, ore/karbonite (I prefer karbonite imo :P) and electric charge to make 1 unit of Glykerol? I'm hoping it would take a lot of resources and energy to make the substance.

Do you have much experience with karbonite? I'm curious about it's rarity in relation to ore. Hypothetically, one could have a little folder of optional conversion patches (assuming roughly equivalent ingredients). I say hypothetically, because one, it's not my call and two, it assumes there is a working ISRU to begin with:P

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On 12 June 2016 at 8:32 AM, Deimos Rast said:

Quick yay or nays:

  • How long, ballpark number, to produce 1 Gly? We need 5 minimum remember.
  • Core Heat? Thermal efficiency?
  • Specialist bonus? If so, maybe scientist?
  • Same form factor or resizing this ISRU at all?
  • Multimodal (added ingredients for faster times)? See xenongas infused idea
  • Needs Gly to make more Gly? A "seed"

Ok, so 5glykerol should take about a day I think, we have to think about balance with life support mods.

it should be hot, and need say a large radiator to keep things going.

a scientist, yes.

reuse stock models and perhaps the USI and KPBS ones.

yes

nah.

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Ok, after taking into account all that has been added, this is what I think could work.

Standard:
	Time:6h
	Input:
		20k water
		2000 ore
		50 EC/S (1080000 total charge)
	Output:
		1 Gly
Infused:
	Time:30 minutes
	Input:
		20k water
		2000 ore
		700 Xenon
		100 EC/S (180000 total charge)
	Output:
		1 Gly

Maybe for the scientist bonus, we could reduce the electrical costs by 10% per level of the scientist, so with a level 5 scientist, the electrical usage would be down to 25/50.

And Deimos, no problem on helping out.

Edited by Itsdavyjones
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6 hours ago, Deimos Rast said:

Do you have much experience with karbonite? I'm curious about it's rarity in relation to ore. Hypothetically, one could have a little folder of optional conversion patches (assuming roughly equivalent ingredients). I say hypothetically, because one, it's not my call and two, it assumes there is a working ISRU to begin with:P

I think that may be an issue now that I think about it, I believe Karbonite is found almost everywhere. There is, however Karborundum from Karbonite+ (Roverdude also made that), which is very rare, It can only be found on Eeloo, Eve, and at 2000m from the kill-zone (the point where your ship explodes) of the sun. However Karborundum is a stock-alike analog to high-grade radioactive material so I don't know if that would fit. :(

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Here are some guidelines I think might be worth keeping in mind (as caps on ratios):

  • Large Ore Tank = 1500
  • Large XenonGas Tank = 5250
  • Large Water Container (TACLS) = 2200 (considered as minimum)
  • Gigantor Solar XL = 24.4 (x1 min for standard x2 min for turbo)
  • Fuel Cell Array = 18 (bit disappointed by this, devs plz fix:P)
  • Large Radiator Panel = 0.025 EC/s
  • Large Folding Radiator = 0.5 EC/s

I made a spreadsheet where I worked out what the ratios should be with the above rough guidelines as caps on ratios/inputs. It's vastly simplified the process, except for the minor problem that ingame results don't match up with the expected ones. But as I learned in high school chemistry, if the data doesn't match the hypothesis, the data must be changed! :sticktongue:

Current Formula in testing*:

  • Glykerol (Standard): 13.2 Water + 6 XenonGas + 24.4 EC/s = 0.006 Glykerol
    • (Normalized x1): 2200 Water + 1000 XenonGas + 4067 EC = 1.0 Glykerol
    • (Normalized x5): 11000 Water + 5000 XenonGas + 20333 EC = 5.0 Glykerol
  • Glykerol (Turbo): 13.2 Water + 6 XenonGas + 90 Ore + 73.2 EC/s = 0.06 Glykerol
    • (Normalized x1): 220 Water + 100 XenonGas + 1500 Ore + 1220 EC = 1 Glykerol
    • (Normalized x5): 1100 Water + 500 XenonGas + 7500 Ore + 6100 EC = 5 Glykerol

Goal is 1day or 6hrs for 1 Glykerol (or 5days or 30hrs for 5 Glykerol).

Note on the above "Normalized" quantities: those are total quantities, not rate. The first line of each formula is rate (per second I believe).

How Turbo mode works (I'm not entirely content with it's current incarnation): You're basically burning Ore to expedite the process. ElectricCharge is used at three times the rate, but because it's happening ten times faster (0.006 -> 0.06) less total EC is expended. It doesn't necessarily have to be ten times faster, but I think it needs to be significant to warrant the hassle of adding in an entire new resource into the supply chain. If we wanted to keep it at the same total EC cost expended...well EC/s would need to be something like 244 which is equivalent to ten Gigantor's which seems a tad high. Personally, I would just as soon this ISRU converter require the player to run it on a reactor (a la USI's Reactor Pack or NFE's Fission Reactors), but I can understand some people being hesitant about such things.

So, do we like this formula? Burning Ore seems a bit weird here. "Combustion" maybe, but that seems an odd word to associate with a gelatinous freezing process. I'd prefer it if the roles of XenonGas and Ore were switched, but then we'd have a Water + Ore reaction (essentially splashing rocks with water:D), which magically yields Glykerol, which I am even less fond of.

There are other resources to consider in place of Ore: some combination of Uraninite/Substrate/Minerals might not be too bad. But that would just be radioactive pitch clay, no?

Going to cut this wall short.

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