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Need complete list of propellant types


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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 by linuxgurugamer
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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.

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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.

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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
		}

 

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Wouldn't it just be easier to generate abbreviations on the fly based on some simple rules. eg.

  1. Base abrev. is the capitalised first letter and then any following capitals (LiquidFuel => LF, oxidizer => O)
  2. For a conflict, add lowercase characters as required to whichever resource is later when sorted by <alphabetically, order added, ...> (Ore, Oxidizer => O, Ox)
  3. Provide yourself and your users with a means of overriding the generated abrev when required
Edited by Crzyrndm
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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

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2 hours ago, Crzyrndm said:

Wouldn't it just be easier to generate abbreviations on the fly based on some simple rules. eg.

  1. Base abrev. is the capitalised first letter and then any following capitals (LiquidFuel => LF, oxidizer => O)
  2. For a conflict, add lowercase characters as required to whichever resource is later when sorted by <alphabetically, order added, ...> (Ore, Oxidizer => O, Ox)
  3. 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

 

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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...?

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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.  

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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. 

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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.

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