linuxgurugamer Posted May 4, 2016 Share Posted May 4, 2016 (edited) I need a complete list of all possible propellant types. I know of the following which are standard in KSP: LiquidFuel Oxidizer MonoPropellant SolidFuel XenonGas I also found a spreadsheat from RealFuels which lists the following: SolidFuel LqdHydrogen LqdMethane LqdHydrogen Water LqdAmmonia HAN HTP Hydrazine MonoPropellant NitrousOxide Nitrogen LqdHydrogen LqdMethane Ethane Ethylene Kerosene Hydrazine Ethanol75 Pentaborane Diborane LqdHydrogen LqdMethane Ethane MMH Hydrazine LqdAmmonia Pentaborane LqdHydrogen LqdMethane Ethane Kerosene MMH Hydrazine Diborane Pentaborane LqdHydrogen Kerosene Kerosene MMH LqdMethane Ethylene MMH Hydrazine LqdAmmonia Pentaborane MMH Hydrazine Hydrazine UDMH MMH Hydrazine Aerozine50 Pentaborane UH25 MMH UDMH Aniline MMH UDMH MMH Hydrazine Kerosene Pentaborane Diborane Pentaborane Furfuryl Kerosene Hydrazine Aniline Tonka250 I need to know what, if any, other propellants are available in mods, and for the list from RealFuels, which ones are actually used by mods in the game? Thanks Edited May 4, 2016 by linuxgurugamer Link to comment Share on other sites More sharing options...
Warezcrawler Posted May 4, 2016 Share Posted May 4, 2016 What is your purpose? I guess that if you somehow need it in code, then you can simply look through all resources, and maybe evaluate if they have mass. Otherwise look through the resources in the community resources. Additionally each modder may introduce thier own resources, I will in time introduce some on my own, which could be why you are asking like this.... So if you could elaborate on the purpose, then it might be easier to help. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 4, 2016 Author Share Posted May 4, 2016 Just now, Warezcrawler said: What is your purpose? I guess that if you somehow need it in code, then you can simply look through all resources, and maybe evaluate if they have mass. Otherwise look through the resources in the community resources. Additionally each modder may introduce thier own resources, I will in time introduce some on my own, which could be why you are asking like this.... So if you could elaborate on the purpose, then it might be easier to help. I'm writing a mod to generate vessel names based on a template, one of the template items is the type of propellant . It will be configurable via a cfg file, so it isn't critical to get all the data now, but I'd like to have the cfg file contain as many of the propellant types as possible. Link to comment Share on other sites More sharing options...
stupid_chris Posted May 4, 2016 Share Posted May 4, 2016 If you want to do it through code, you'll have to look through the AvailableParts and just create a HashSet of all the propellants used by every ModuleEngine Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 5, 2016 Author Share Posted May 5, 2016 The reason I would like a list is so that I can have abbreviations pre-defined. I know I can get a list of the installed propellants, but I'd like to have as much pre-defined as possible so that the users won't come back to me saying "I use propellant X and it isn't showing up". This will all be configurable. For now, the basic propellents are: # fueltype is/are the type(s) of propellent(s) in the current stage fueltype { values = LiquidFuel Oxidizer SolidFuel MonoPropellant XenonGas LiquidFuel = L Oxidizer = SolidFuel = S MonoPropellant = M XenonGas = X } Link to comment Share on other sites More sharing options...
Crzyrndm Posted May 5, 2016 Share Posted May 5, 2016 (edited) Wouldn't it just be easier to generate abbreviations on the fly based on some simple rules. eg. Base abrev. is the capitalised first letter and then any following capitals (LiquidFuel => LF, oxidizer => O) For a conflict, add lowercase characters as required to whichever resource is later when sorted by <alphabetically, order added, ...> (Ore, Oxidizer => O, Ox) Provide yourself and your users with a means of overriding the generated abrev when required Edited May 5, 2016 by Crzyrndm Link to comment Share on other sites More sharing options...
Warezcrawler Posted May 5, 2016 Share Posted May 5, 2016 11 hours ago, linuxgurugamer said: The reason I would like a list is so that I can have abbreviations pre-defined. I know I can get a list of the installed propellants, but I'd like to have as much pre-defined as possible so that the users won't come back to me saying "I use propellant X and it isn't showing up". Ok.... I'm planning on adding the following resources to the game at some point..... I was always thinking that the goo experiments should result in some exotic means of propulsion... DarkGoo WhiteGoo PlasmaGoo ExoticGoo Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 5, 2016 Author Share Posted May 5, 2016 2 hours ago, Crzyrndm said: Wouldn't it just be easier to generate abbreviations on the fly based on some simple rules. eg. Base abrev. is the capitalised first letter and then any following capitals (LiquidFuel => LF, oxidizer => O) For a conflict, add lowercase characters as required to whichever resource is later when sorted by <alphabetically, order added, ...> (Ore, Oxidizer => O, Ox) Provide yourself and your users with a means of overriding the generated abrev when required Well, that's what I'm doing, but would like to be able to specify predefined abbreviations, otherwise there can be confusing conflicts. For now, I'm just pulling all the capitol letters that are in the name and using that as an abbreviation Link to comment Share on other sites More sharing options...
Padishar Posted May 6, 2016 Share Posted May 6, 2016 On 5/4/2016 at 4:49 AM, linuxgurugamer said: I need a complete list of all possible propellant types. I assume you realise that your list from RealFuels has a lot of duplication, e.g. pentaborane is listed 7 times, hydrazine 10 times... 18 hours ago, linuxgurugamer said: Well, that's what I'm doing, but would like to be able to specify predefined abbreviations, otherwise there can be confusing conflicts. The only possible conflicts I see in that list are the various ones beginning with E. Ethanol75 would be avoided by including numbers as well as upper case letters and can't see any point in trying to maintain a list of exceptions as other resources could be created at any time. Mind you, I don't really see the point of the whole thing, does anyone create enough different vessels all with similarly constructed names, that this would actually be helpful...? Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 6, 2016 Author Share Posted May 6, 2016 2 hours ago, Padishar said: I assume you realise that your list from RealFuels has a lot of duplication, e.g. pentaborane is listed 7 times, hydrazine 10 times... The only possible conflicts I see in that list are the various ones beginning with E. Ethanol75 would be avoided by including numbers as well as upper case letters and can't see any point in trying to maintain a list of exceptions as other resources could be created at any time. Mind you, I don't really see the point of the whole thing, does anyone create enough different vessels all with similarly constructed names, that this would actually be helpful...? I copied it from the spreadsheet. I don't even know if they are all actually used somewhere. 2 hours ago, Padishar said: The only possible conflicts I see in that list are the various ones beginning with E. Ethanol75 would be avoided by including numbers as well as upper case letters and can't see any point in trying to maintain a list of exceptions as other resources could be created at any time. Mind you, I don't really see the point of the whole thing, does anyone create enough different vessels all with similarly constructed names, that this would actually be helpful...? Well, yes. In my own games, I have had at one time 12 identical vessels, all going to different places. It became very difficult to keep track of. And I've seen other players on Twitch, who reuse the same ship over and over. That the beauty of mods. If you don't like it or see a need for it, then don't install it. Link to comment Share on other sites More sharing options...
Padishar Posted May 6, 2016 Share Posted May 6, 2016 11 minutes ago, linuxgurugamer said: Well, yes. In my own games, I have had at one time 12 identical vessels, all going to different places. It became very difficult to keep track of. And I've seen other players on Twitch, who reuse the same ship over and over. That the beauty of mods. If you don't like it or see a need for it, then don't install it. I totally understand where you're coming from with the "don't need it then don't install it" thing, and can understand your use case but I don't see that case as needing resource specific names and wonder if this particular part isn't a feature for features sake that will cause you extra work down the road for very little benefit. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 6, 2016 Author Share Posted May 6, 2016 2 minutes ago, Padishar said: I totally understand where you're coming from with the "don't need it then don't install it" thing, and can understand your use case but I don't see that case as needing resource specific names and wonder if this particular part isn't a feature for features sake that will cause you extra work down the road for very little benefit. I would rather anticipate a problem than react to a problem. Easier this way. Link to comment Share on other sites More sharing options...
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