leonardfactory Posted January 23, 2022 Share Posted January 23, 2022 Some updates! I nearly completed the localization support, except for the "System/Science/" patches, Stock Ore, and something in the between, but I think it's in a good shape. I've updated the files directly on Github. By the way, I added support for US2 Fuel Cells and Base & Stations Contract Pack, which I found out requiring "Food" resource for some contracts, and replaced it with Consumables so Jeb in that lonely munar outpost will finally get a snack. Quote Link to comment Share on other sites More sharing options...
theJesuit Posted January 25, 2022 Author Share Posted January 25, 2022 On 1/23/2022 at 2:54 PM, leonardfactory said: Some updates! I nearly completed the localization support, except for the "System/Science/" patches, Stock Ore, and something in the between, but I think it's in a good shape. I've updated the files directly on Github. By the way, I added support for US2 Fuel Cells and Base & Stations Contract Pack, which I found out requiring "Food" resource for some contracts, and replaced it with Consumables so Jeb in that lonely munar outpost will finally get a snack. Thnak you @leonardfactory for the work that you have done on this! Also picking up the Transmission EC in the settings which I am so sure i have fixed before. I started looking at it this morning as I do have some 3.7 unreleased changes from November that have been waiting for me to have time (my haphazard 30min ish a day) I'm just working my way through and updating my master copy and making some tweaks to your suggestions... not on Github sorry. I'm about half way through though. Hopefully a new release by the weekend then. Then I need to work out the issues some people are having with B9 and multiple combinations of mods with Simplex Resources. Quote Link to comment Share on other sites More sharing options...
leonardfactory Posted January 26, 2022 Share Posted January 26, 2022 Awesome @theJesuit! Can't wait for the release. Don't worry about Github, I'll download your release, just replace the files in my local environment and see the changes and eventual differences! Thanks for your work as always Quote Link to comment Share on other sites More sharing options...
theJesuit Posted January 28, 2022 Author Share Posted January 28, 2022 On 1/26/2022 at 1:13 PM, leonardfactory said: Awesome @theJesuit! Can't wait for the release. Don't worry about Github, I'll download your release, just replace the files in my local environment and see the changes and eventual differences! Thanks for your work as always Update nearly ready with the localisation with english and italian :). Upto what you have done to 2 days ago. Ive also localised the name of the configurs for the simplex ore isrus. 125 mini, 250 standard, 375 heavy and 500 quantum. When im back at my pc I'll post the additon to en-us Quote Link to comment Share on other sites More sharing options...
theJesuit Posted February 5, 2022 Author Share Posted February 5, 2022 Updated to SIMPLEX Kerbalism 3.7 Quote Link to comment Share on other sites More sharing options...
leonardfactory Posted February 12, 2022 Share Posted February 12, 2022 (edited) Hi @theJesuit! I've seen the translations added, thank you! I'd like to update you even about my latest findings, let me know if they sound right to you: I've seen some stock Converters Modules still showing in some parts, for example forKeridian Dynamics. I thought about a late-patch (like AFTER[zzzKerbalismSimplex] like here (config snippet) , do you think it is the right direction? The patch linked is only for stock ISRU, maybe something like that should be added to a wider selection like PART[*] or HAS:ConverterModule I saw in latest release some localization tags are missing / have some issues (like here where a "title =" is removed. or here). In the Pull Request you can find all the relevant changes. I'm still working on further Universal Storage 2 patches & Simplex ISRU localization, will update you As always, thank you for your efforts! Edited February 12, 2022 by leonardfactory Quote Link to comment Share on other sites More sharing options...
caipi Posted February 27, 2022 Share Posted February 27, 2022 @theJesuit I'm currently playing 1.12.3 with, amongst other mods, Kerbalism and Kerbalism Simplex (or Simplex Kerbalism, whichever way you prefer ) as well as Stockalike Mining Extension/Expansion (the name seems to vary ;-) ), which is listed as supported mods in your initial post. My current issue is that the SME drills/harvester have no functionality, only reliability. So I just looked at the corresponding GameData\KerbalismSimplex\Support\SimplexMiningExpansion.cfg and noticed that the drills have only patches for when you also have SimplexResources installed, which I have not. (See ex.1). If I compare it to the KPBS/Planetary Base cfg file, I notice that this file has patches for two scenarios, one for a case with SimplexResources (see ex.2) and one without SimplexResources.(see ex.3). Spoiler Ex.1 @PART[SMX_0mStackDrill,SMX_1mInlineDrill,SMX_1mHInlineDrill,SMX_InlineDrill]:NEEDS[Profilesimplex,AngleCanMods/SIMPLEXResources,MiningExpansion]:FOR[Kerbalism] Ex.2 @PART[KKAOSS_drill]:FOR[PlanetarySurfaceStructures]:NEEDS[Kerbalism&ProfileSimplex&AngleCanMods/SIMPLEXResources] Ex.3 @PART[KKAOSS_drill]:NEEDS[Kerbalism&ProfileSimplex,!AngleCanMods/SIMPLEXResources] I think the SME-support file is missing support for users who are not using SimplexResources (I know, their/our loss and "what's the point?" :D). Would it be possible to get support for this mod as well in the scenario as described above (with Kerbalism, Kerbalism Simplex, but without SimplexResources)? Or am I just missing something? (Please don't say Simplex Resources ) Quote Link to comment Share on other sites More sharing options...
leonardfactory Posted March 1, 2022 Share Posted March 1, 2022 (edited) Hi @caipi, well I think the main reason is that all these harvesters are pretty much useless if you don't use Simplex Resources, anyway if you're using a plain setup (with just Ore) I can provide you the necessary patches. (Besides that, you should really try Simplex Resources, it's awesome ) Edit: Just to be sure, didn't mean to be rude. What I mean with useless is that most of the tools are moar awesome if you need different tools to extract different resources, different sizes provide different extraction capacity, etc.. As I said before, if you're just using plain Ore I'll be happy to setup the patches for you. Edited March 1, 2022 by leonardfactory Quote Link to comment Share on other sites More sharing options...
theJesuit Posted March 2, 2022 Author Share Posted March 2, 2022 Thanks @caipi . Yes, as @leonardfactory states the mining expansion isnt setup for anything with kerbalism simplex as this removes the need for Community Resource Pack. With Simplex Resources it beomes more useful. Been away from the PC as work is busy and family covid issues. Not sure when I'm going to spend any time on KSP in the near future. Quote Link to comment Share on other sites More sharing options...
caipi Posted March 2, 2022 Share Posted March 2, 2022 (edited) First things first, I've found a bug that was driving me krazy - and the game as well as it created NaN errors en masse. The error is in KerbalismSimplex\System\ScienceRework\ScienceDefs-Stock.cfg in line 96. It prevented Gravity Scans from working properly. Spoiler This: @EXPERIMENT_DEFINITION:HAS[#id[gravityScan]]:NEEDS[FeatureScience]:FOR[zzzKerbalismSimplex] { @baseValue = #$@KERBALISM_EXPERIMENT_VALUES/STOCK/gravityScan/value$ @dataScale = #$@KERBALISM_EXPERIMENT_VALUES/STOCK/gravityScan/size$bgfg5KATIE @dataScale /= #$baseValue$ KERBALISM_EXPERIMENT { Situation = Surface@Biomes Situation = InSpaceLow Situation = InSpaceHigh } } (I hope bgfg5KATIE really isn't somebody's password xD) Should be this: @EXPERIMENT_DEFINITION:HAS[#id[gravityScan]]:NEEDS[FeatureScience]:FOR[zzzKerbalismDefault] { @baseValue = #$@KERBALISM_EXPERIMENT_VALUES/STOCK/gravityScan/value$ @dataScale = #$@KERBALISM_EXPERIMENT_VALUES/STOCK/gravityScan/size$ @dataScale /= #$baseValue$ KERBALISM_EXPERIMENT { Situation = Surface@Biomes Situation = InSpaceLow Situation = InSpaceHigh } } On 3/1/2022 at 1:24 AM, leonardfactory said: Hi @caipi, well I think the main reason is that all these harvesters are pretty much useless if you don't use Simplex Resources, anyway if you're using a plain setup (with just Ore) I can provide you the necessary patches. (Besides that, you should really try Simplex Resources, it's awesome ) Well, for one, I disagree that without Simplex Resources all these harvesters -or the mod in general, which offers so much more- become pretty much useless. For one because Kerbalism Simplex requires Kerbalism, which in turn requires CRP. CRP has more than just Ore that is minable. And even if I'm only looking for Ore to mine, the different shapes and profiles still have value. But that's really debatable and not my point here and I'm not here to advertise any mod. My issue is that Kerbalism Simplex states compatibility with SME - without stating that it required Simplex Resources - when it actually completely removes the drill functions of these drills. See here: Spoiler On the left are the stock and KPBS drills working as intended. On the right are three SME examples not having any functionality anymore with just Kerbalism, Kerbalism Simplex, SME, CRP, and some other basic mods not relevant here. As for the necessary patches: Thank you very much! I really appreciate the offer. In the meantime, I've already created a "dirty" edit to satisfy my needs (oops, that sounded dirtier than intended ). I'll provide it here just as a basis if you or anybody else wants to expand on it. It doesn't have any localizations and the NEEDS requirements should also be reworked, probably best with excluded Simple Resources requirements. Also, since I'm using EPL/EL, I wanted them to have the option to drill for Metal Ore. As for the Water harvesting ability of the ocean drills... I don't know! Thought it'd be cool and make sense. I don't know if I'll have any utility for it, though. This one is essentially if you're using Kerbalism + Kerbalism Simplex (+CRP) + EPL (metal ore instead of CRP's metallic ore). Also, I don't really consider it "balanced" as I have no patience to properly balance it, nor do I feel objective enough to do balancing. I feel like always ending up overpowering stuff. Or the opposite because of the fear of making something OP. Spoiler // *** ======================================================================== // *** Mining Expansion // Really should use SIMPLEX Resources with this - otherwise, what's the point? // *** Contents // FuelCells // Drills // Ocean Harvesters // *** Fuel Cells @PART[SMX_Size0Generator,SMX_Size1Generator,SMX_Mk2Generator,SMX_Size2Generator]:NEEDS[MiningExpansion]:FOR[Kerbalism] { MODULE { name = ProcessController resource = _MonopropFuelCell title = #KerbalismSimplex_monoprop_air_fuel_cell_process capacity = 5 } MODULE { name = ProcessController resource = _SRLFOFuelCell title = #KerbalismSimplex_lfo_fuel_cell_process capacity = 1 } MODULE { name = Configure title = #KerbalismSimplex_fuel_cell slots = 1 SETUP { name = MonoPropellant and Air Fuel Cell title = #KerbalismSimplex_monoprop_air_fuel_cell_name desc = #KerbalismSimplex_monoprop_air_fuel_cell_desc MODULE { type = ProcessController id_field = resource id_value = _MonopropFuelCell } } SETUP { name = LiquidFuel and Oxidizer Fuel Cell title = #KerbalismSimplex_lfo_fuel_cell_name desc = #KerbalismSimplex_lfo_fuel_cell_desc MODULE { type = ProcessController id_field = resource id_value = _SRLFOFuelCell } } } MODULE:NEEDS[FeatureReliability] { name = Reliability type = ProcessController title = Fuel Cell redundancy = Power Generation repair = Engineer mtbf = 72576000 extra_cost = 1.0 extra_mass = 0.5 } } @PART[SMX_Size0Generator]:NEEDS[MiningExpansion]:FOR[Kerbalism] { @MODULE[ProcessController],* { @capacity *= 4 } } @PART[SMX_Size1Generator]:NEEDS[MiningExpansion]:FOR[Kerbalism] { @MODULE[ProcessController],* { @capacity *= 30 } } @PART[SMX_Mk2Generator]:NEEDS[MiningExpansion]:FOR[Kerbalism] { @MODULE[ProcessController],* { @capacity *= 48 } } @PART[SMX_Size2Generator]:NEEDS[MiningExpansion]:FOR[Kerbalism] { @MODULE[ProcessController],* { @capacity *= 80 } } // *** Drills // // *** MINING EXPANSION @PART[SMX_InlineDrill,SMX_0mStackDrill,SMX_1mInlineDrill,SMX_1mHInlineDrill,SMX_1mStackDrill,SMX_2mStackDrill,SMX_3mStackDrill,SMX_1mInlinePump,SMX_1mStackPump,SMX_2mStackPump,SMX_Size1AtmCondenser,SMX_Size2AtmCondenser]:NEEDS[MiningExpansion]:FOR[Kerbalism] { !MODULE[ModuleAsteroidDrill],* {} !MODULE[ModuleCometDrill],* {} !MODULE[ModuleOverheatDisplay],* {} !MODULE[ModuleCoreHeat],* {} !MODULE[ModuleResourceHarvester],* {} MODULE { name = Reliability type = Harvester title = Harvester repair = Engineer mtbf = 72576000 extra_cost = 1.0 extra_mass = 0.2 } } @PART[SMX_0mStackDrill,SMX_1mInlineDrill,SMX_1mHInlineDrill,SMX_InlineDrill]:NEEDS[MiningExpansion]:FOR[Kerbalism] { MODULE { name = Harvester title = Ore Extraction type = 0 resource = Ore min_abundance = 0.02 rate = 0.0025 ec_rate = 1.0 } MODULE { name = Harvester title = MetalOre Extraction type = 0 resource = MetalOre min_abundance = 0.02 rate = 0.0025 ec_rate = 0.5 } MODULE { name = Configure title = #KerbalismSimplex_drill slots = 1 SETUP { name = Ore Extraction title = Ore Extraction desc = Ore Extraction MODULE { type = Harvester id_field = resource id_value = Ore } RESOURCE { name = Ore amount = 0 maxAmount = 50 } } SETUP { name = MetalOre Extraction title = MetalOre Extraction desc = MetalOre Extraction MODULE { type = Harvester id_field = resource id_value = MetalOre } RESOURCE { name = MetalOre amount = 0 maxAmount = 50 } } } } @PART[SMX_1mStackDrill,SMX_2mStackDrill,SMX_3mStackDrill]:NEEDS[MiningExpansion]:FOR[Kerbalism] { MODULE { name = Harvester title = Ore Extraction type = 0 resource = Ore min_abundance = 0.02 rate = 0.0025 ec_rate = 1.0 } MODULE { name = Harvester title = MetalOre Extraction type = 0 resource = MetalOre min_abundance = 0.02 rate = 0.0025 ec_rate = 0.5 } MODULE { name = Configure title = #KerbalismSimplex_drill slots = 1 SETUP { name = Ore Extraction title = Ore Extraction desc = Ore Extraction MODULE { type = Harvester id_field = resource id_value = Ore } RESOURCE { name = Ore amount = 0 maxAmount = 50 } } SETUP { name = MetalOre Extraction title = MetalOre Extraction desc = MetalOre Extraction MODULE { type = Harvester id_field = resource id_value = MetalOre } RESOURCE { name = MetalOre amount = 0 maxAmount = 50 } } } } @PART[SMX_0mStackDrill]:NEEDS[MiningExpansion]:FOR[Kerbalism] // 1.5 eff .3 { @MODULE[Harvester],* { drill = ImpactTransform length = 5 @rate *= .3 @ec_rate *= 1.5 } } @PART[SMX_1mInlineDrill]:NEEDS[MiningExpansion]:FOR[Kerbalism] // 15 { @MODULE[Harvester],* { drill = ImpactTransform length = 3.5 } } @PART[SMX_1mHInlineDrill]:NEEDS[MiningExpansion]:FOR[Kerbalism] // 15 { @MODULE[Harvester],* { drill = ImpactTransform length = 3.5 } } @PART[SMX_InlineDrill]:NEEDS[MiningExpansion]:FOR[Kerbalism] // 10 { @MODULE[Harvester],* { drill = ImpactTransform length = 3.5 } } @PART[SMX_1mStackDrill]:NEEDS[MiningExpansion]:FOR[Kerbalism] // 10 eff 5 { @MODULE[Harvester],* { drill = ImpactTransform length = 5 @rate *= 10 @ec_rate *= 7.5 } } @PART[SMX_2mStackDrill]:NEEDS[MiningExpansion]:FOR[Kerbalism] // 6 eff 20 { @MODULE[Harvester],* { drill = ImpactTransform length = 5 @rate *= 20 @ec_rate *= 20 } } @PART[SMX_3mStackDrill]:NEEDS[MiningExpansion]:FOR[Kerbalism] // 4.5 eff 20 { @MODULE[Harvester],* { drill = ImpactTransform length = 5 @rate *= 40 @ec_rate *= 40 } } // *** Ocean Harvesters @PART[SMX_1mInlinePump|SMX_1mStackPump|SMX_2mStackPump]:NEEDS[MiningExpansion]:FOR[Kerbalism] { MODULE { name = Harvester title = Water type = 1 resource = Water min_abundance = .01 rate = 0.05 ec_rate = 1.0 } } @PART[SMX_1mStackPump|SMX_2mStackPump]:NEEDS[MiningExpansion]:FOR[Kerbalism] { MODULE { name = Harvester title = Ore type = 1 resource = Ore min_abundance = 0.01 rate = 0.0005 ec_rate = 1.0 } MODULE { name = Harvester title = MetalOre type = 1 resource = MetalOre min_abundance = 0.01 rate = .0005 ec_rate = 1.0 } } @PART[SMX_1mInlinePump]:NEEDS[MiningExpansion]:FOR[Kerbalism] { @MODULE[Harvester],* { @rate *= 1 @ec_rate *= 1 } } @PART[SMX_1mStackPump]:NEEDS[MiningExpansion]:FOR[Kerbalism] { @MODULE[Harvester],* { @rate *= 3 @ec_rate *= 2 } } @PART[SMX_2mStackPump]:NEEDS[MiningExpansion]:FOR[Kerbalism] { @MODULE[Harvester],* { @rate *= 24 @ec_rate *= 16 } } // *** Atmospheric Harvester @PART[SMX_Size1AtmCondenser|SMX_Size2AtmCondenser]:NEEDS[MiningExpansion]:FOR[Kerbalism] { MODULE { name = Harvester title = #KerbalismSimplex_air_atmo_filtering type = 2 resource = Air min_abundance = .01 rate = 0.05 // Keep same for longer days effecitivly the same for a day's collection ec_rate = 1 } MODULE { name = Harvester title = #KerbalismSimplex_badair_atmo_filtering type = 2 resource = BadAir min_abundance = .01 rate = 0.05 // Keep same for longer days effecitivly the same for a day's collection ec_rate = 1 } MODULE { name = Harvester title = #KerbalismSimplex_xenon_atmo_filtering type = 2 resource = XenonGas min_abundance = .01 rate = 0.0005 ec_rate = 4 } } @PART[SMX_Size1AtmCondenser]:NEEDS[MiningExpansion]:FOR[Kerbalism] { @MODULE[Harvester],* { @rate *= 1 @ec_rate *= 1 } } @PART[SMX_Size2AtmCondenser]:NEEDS[MiningExpansion]:FOR[Kerbalism] { @MODULE[Harvester],* { @rate *= 9 @ec_rate *= 9 } } 3 hours ago, theJesuit said: Thanks @caipi . Yes, as @leonardfactory states the mining expansion isnt setup for anything with kerbalism simplex as this removes the need for Community Resource Pack. With Simplex Resources it beomes more useful. You mean Kerbalism Simplex removes the necessity for the complexity that CRP provides, right? With KS you have no need for all the resources of CRP. Yeah, I agree with you there. Still, you might still use other mods with KS which require CRP. And SR is not a requirement for KS, is it? I mainly use KS to simplify Kerbalism and its life support a bit. I actually don't use (most of) the resources defined and used in CRP, but I'm also not looking to introduce any new ones (such as natural ore, rare ore, etc.), either. I think this is my first playthrough without USI and its vast resource system. I like it, I like it a lot. But I found myself being more busy with building bases and what not and less with exploring any of the great planet mods and the planets themselves. So this playthrough, I wanted to focus on exploring JNSQ even though it's not my first JNSQ playthrough. But I still want the added challenge of Kerbalism. KS is actually exactly what I'm looking for in the life support and environment department. I still want to be able to build off planet, though. So I went with an all-time favorite of mine, extraplanetary launchpad/EPL/EL. It's fairly lightweight. So now, all I need to do is mine ore for fuel (cryo and regular) and for life support resources (-> organic slurry and air), and metal ore for rocket parts -> building off planet. As much as I appreciate all the resource packs out there, and I know there's a logic and reason behind all of them and they are all valid and great, I actually dislike the fact that there are so many out there as it makes it tedious for mod compatibility. I can't just go and say "oh, I want that mod, and that mod, and that mod, but not that one". I always have to pay attention if their resources and resource mods are compatible. I think I even tried SR before I started my current playthrough, but it created some issues which I would have had to investigate first - and frankly, I just didn't want to because I didn't see the added value. I actually hope that for KSP 2 we only get one Resource Pack Mod where all potential resources get defined and added (I know, this was CRP's original goal) and which gets an ingame option to activate and deactivate resources at will (or at the very least an easy config option to disable unneeded resources). That would be so great as it would declutter the game from unnecessary resources while still increasing mod compatibility. Especially if mods then only need to check if that resources is activated (e.g. in drills or ISRUs). But I'm afraid that even in KSP 2 and even if we had such a mod, someone would eventually find a valid reason to make another resource pack and we would end up where we are right now. Just to clarify, I don't want to chide, shame, or discredit any of the mod authors or their mods. I also don't want to discourage any (potential) modder. This game is only so much fun because of all of you and all of the variety you offer. They are all great in what they are aiming for and all have their more than valid reason to exist (not that they need my approval!). I just find it cumbersome to manage mod compatibility. Having all of them exist simultaneously just creates problems and extra work, as some mods or authors prefer this CRP, others Rational Resources or Simplex Resources, others introduce their own resources again. *sigh* Sorry for going a bit off-topic here and thank you for indulging me Edited March 2, 2022 by caipi Quote Link to comment Share on other sites More sharing options...
theJesuit Posted March 2, 2022 Author Share Posted March 2, 2022 You are right. I just havent added in the mechanics for SME to harvest CRP resources. Just as I'm on a tight time, energy and mind focus budget currently, are you able to mine resources smusing the stock mining with SME? Quote Link to comment Share on other sites More sharing options...
caipi Posted March 2, 2022 Share Posted March 2, 2022 What exactly do you mean by "smusing the stock mining with SME"? The way Simplex Kerbalism is right now (version 3.7), SME drills (in the scenario as previously described, with CRP and without Simplex Resources) have no functionality/mining option at all, not even for stock ore. All they have is "reliability" (see screenshot above). With my dirty cfg-edit that I provided above, I'm able to mine stock ore (and EL's metal ore, because I wanted it that way) with SME drills - if that is what you are asking. Just to clarify, this isn't so much a "please fix it for me". I got it working for me and I don't need any immediate help with it. (Though I do of course always appreciate a proper working config.) Please consider my report just as a general bug report about something (probably) not entirely working as intended. Take care of yourself and your health first! Don't stress yourself out over this. Quote Link to comment Share on other sites More sharing options...
theJesuit Posted March 2, 2022 Author Share Posted March 2, 2022 *using Thanks for the bug report. Kerbalism simplex probably removes the stock behaviour but doesn't replace it with anything if Simplex Resources isnt installed. Quote Link to comment Share on other sites More sharing options...
leonardfactory Posted March 3, 2022 Share Posted March 3, 2022 @caipiI understand your point, I feel the compatibility really frustrating sometimes, even if as you do, I respect all the mod authors. Given that, and premising that I don't want to convince anyone, my opinion on SIMPLEX Resources is that it's not just an alternative to CRP but a simplification of CRP; it provides a way to play KSP with different resources besides simple Ore, while trying to minimize its impact in actual gameplay. I've found myself with more than 20 different resources to manage on a bases and I felt like the gaming pleasure vanished. While using SIMPLEX Resources instead I've found a sweet compromise between complexity and fun. Anyway,I'm happy you've got a working config (plus, your bug finding about gravity sensor is awesome!) @theJesuit I'm sorry to hear that, I wish you and your family all the best. Quote Link to comment Share on other sites More sharing options...
theJesuit Posted March 9, 2022 Author Share Posted March 9, 2022 Update 3.8 - US2 support and valves fixed. Thanks @leonardfactory Quote Link to comment Share on other sites More sharing options...
Saul Retav Posted March 22, 2022 Share Posted March 22, 2022 Hey, I love the mod! It definitely makes Kerbalism more digestible for noobs like me. I did encounter one bug with it today where a mini ISRU with ore can create LfO but not OrganicSlurry. It says "running" when clicked on, but nothing happens. I spotted a persistent NullReferenceException but I don't have the full error log yet (I'll get it in the morning). Quote Link to comment Share on other sites More sharing options...
theJesuit Posted March 22, 2022 Author Share Posted March 22, 2022 4 hours ago, Saul Retav said: Hey, I love the mod! It definitely makes Kerbalism more digestible for noobs like me. I did encounter one bug with it today where a mini ISRU with ore can create LfO but not OrganicSlurry. It says "running" when clicked on, but nothing happens. I spotted a persistent NullReferenceException but I don't have the full error log yet (I'll get it in the morning). Interesting. A miniISRU should only create Oxidizer. So you'll need the bigger ISRU for Organic Slurry. Maybe i have this wrong. I too will check in the morning. Quote Link to comment Share on other sites More sharing options...
Saul Retav Posted March 23, 2022 Share Posted March 23, 2022 5 hours ago, theJesuit said: Interesting. A miniISRU should only create Oxidizer. So you'll need the bigger ISRU for Organic Slurry. Maybe i have this wrong. I too will check in the morning. Hmm, the description says "The ISRU and mini ISRU converts Ore to LiquidFuel and Oxidizer, to MonoPropellant, or to OrganicSlurry and Air", so I assumed the mini should work too. As soon as I click on the mini ISRU in the VAB, it triggers the unending NullReferenceException. And here are the screenshots of the big vs mini ISRUs with the OrganicSlurry config: I don't think I have other mods that might affect the ISRUs; I'm on 1.12 and just using the stock ore. Quote Link to comment Share on other sites More sharing options...
theJesuit Posted March 23, 2022 Author Share Posted March 23, 2022 That helps. I'm in New Zealand so tomorrow morning for looking at it is about 7 hours away. I think i should change the in game description. But the null ref is annoying. Quote Link to comment Share on other sites More sharing options...
Saul Retav Posted March 23, 2022 Share Posted March 23, 2022 Got it. Thanks! I guess if the mini isn't supposed to have OS support then I need to come up with a new strategy to keep Bob and Bill alive as they're running out of air on Minmus. Quote Link to comment Share on other sites More sharing options...
theJesuit Posted March 23, 2022 Author Share Posted March 23, 2022 13 hours ago, Saul Retav said: Got it. Thanks! I guess if the mini isn't supposed to have OS support then I need to come up with a new strategy to keep Bob and Bill alive as they're running out of air on Minmus. Might be the weekend. Not enough time this morning. Just get them to hold their breath Quote Link to comment Share on other sites More sharing options...
caipi Posted March 29, 2022 Share Posted March 29, 2022 Hey everybody, just to make sure I haven't missed or overlooked something: The only way to get Bad Air right now is either by Kerbals breathing (and thereby producing bad air, maybe through farting and sweating too...) or by Atmospheric filters, right? There is no ISRU process for e.g. ore -> bad air (even as by-product), is there? Means on a planet without atmosphere, I cannot have an in situ bad air production and am limited to my current supply/closed loop. Thank you in advance. P.S.: Not a criticism or suggestion. It makes sense. Just checking if I missed anything. Quote Link to comment Share on other sites More sharing options...
theJesuit Posted March 29, 2022 Author Share Posted March 29, 2022 I cant remember. Havent had time to look at it. Quote Link to comment Share on other sites More sharing options...
synapticknob Posted April 15, 2022 Share Posted April 15, 2022 (edited) Really love the mod however I have came to the point in my save where I want to do manned missions to Jool however I can't get the NearFuture Electrical nuclear reactors to work. They turn on however don't produce any power. If I switch to the default Kerbalism config they work however all my ships are geared up for this config. Has anyone else encountered this problem? I couldn't find anything specific in the logs however let me know if you need any more information. Edited April 16, 2022 by synapticknob Quote Link to comment Share on other sites More sharing options...
theJesuit Posted April 16, 2022 Author Share Posted April 16, 2022 4 hours ago, synapticknob said: Really love the mod however I have came to the point in my save where I want to do manned missions to Jool however I can't get the NearFuture Electrical nuclear reactors to work. They turn on however don't produce any power. If I switch to the default Kerbalism config they work however all my ships are geared up for this config. Has anyone else encountered this problem? I couldn't find anything specific in the logs however let me know if you need any more information. Are you using SimplexResources as well? If not j really do need to address it Quote Link to comment Share on other sites More sharing options...
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