Astatine85 Posted January 17, 2021 Share Posted January 17, 2021 2 hours ago, Poodmund said: Would anyone be against the idea of adding the LiquidFuel resource to Tekto's seas/lakes to be able to be pumped up and stored? Will this feature be available for stock parts or it will require other mods? Quote Link to comment Share on other sites More sharing options...
Poodmund Posted January 17, 2021 Author Share Posted January 17, 2021 Well... its using the stock LiquidFuel resource but its dependent on whatever parts you know of that can pump resources from 'splashed down' states. I don't think any of the Stock drills do this so you'd either be reliant on a Module Manager patch to give the Stock parts that ability or download a mod that contains parts to do this. Off the top of my head there is Stockalike Mining Extension, Karbonite and Kerbalism; although the last two probably change the game too much for your liking if you're inquiring about Stock parts. Quote Link to comment Share on other sites More sharing options...
Astatine85 Posted January 17, 2021 Share Posted January 17, 2021 So... does the condition for gathering resources depends on current situation? If it just requires the craft to be in the lake biome, it is possible to place the craft near the shore and use the stock drills Quote Link to comment Share on other sites More sharing options...
Poodmund Posted January 17, 2021 Author Share Posted January 17, 2021 There are 4 types of resource collection, regolith drilling, oceanic pumping, atmospheric collection and interplanetary scooping. Stock only uses the first type but all 4 exist in the base game for mods to extend upon. I 'expect' (but don't quote me) that any collector has to raycast and hit ocean/lake surface for it to allow for the oceanic pumps to work. I have no concrete knowledge on this but I can definitely add LiquidFuel to the lakes on Tekto, however it works. Quote Link to comment Share on other sites More sharing options...
Quoniam Kerman Posted January 17, 2021 Share Posted January 17, 2021 When I said usin stock parts, I meant fuel tanks. Of course, harvesting liquid is impossible in stock game. And thus maybe most people wanting to harvest liquids would already use exotic fuel parts on their ships to the point of making this feature (liquid fuel oceans) useless. But someplayers might not want to have many mods or mght have a limited computer capacity and so use mostly stock parts except for the harvester and the planet pack. It should be a config based on other mods included into the player's set up. Quote Link to comment Share on other sites More sharing options...
Poodmund Posted January 17, 2021 Author Share Posted January 17, 2021 (edited) Oh, well it'd be any parts that have the ability to store the LiquidFuel resource natively. So Stock tanks would have a penalty in that regard as they share capacity with Oxidiser unless you use a fuel switching mod, like B9 Part Switch and the relevant patches, to allow Stock fuel tanks to be used in different resource configurations, such as LiquidFuel only. EDIT: I'm just giving the ability to get the resource in this mod. OPM is in no way either a parts mod, a resource gathering mod or a fuel switcher mod. You'll have to decide what mod suite you want to use to fulfil your resource collection desires... but yes, OPM already allows for the collection of a small amount of LqdHe3 in Tekto's oceans but I can also add LqdMethane if the CryoTank's special patch is active. Edited January 17, 2021 by Poodmund Quote Link to comment Share on other sites More sharing options...
ExtremeSquared Posted January 20, 2021 Share Posted January 20, 2021 On 1/2/2021 at 1:08 PM, Poodmund said: On 11/17/2019 at 9:39 PM, ExtremeSquared said: Hi ExtremeSquared, I know it has been over a year but did this change provide any positive outcome for you with regards to contract lengths? Sorry... never really got back to it. I decided that my expectation that I save a few % on deltaV to do a standard max-efficiency low-speed Hohmann transfer to Plock was unreasonable, and therefore my complaint was fundamentally flawed. At no point were the contract lengths technically unreasonable. Quote Link to comment Share on other sites More sharing options...
Poodmund Posted January 20, 2021 Author Share Posted January 20, 2021 3 hours ago, ExtremeSquared said: Sorry... never really got back to it. I decided that my expectation that I save a few % on deltaV to do a standard max-efficiency low-speed Hohmann transfer to Plock was unreasonable, and therefore my complaint was fundamentally flawed. At no point were the contract lengths technically unreasonable. In any case... I gave Neidon and Plock a little boost. Quote Link to comment Share on other sites More sharing options...
justcausebr0 Posted January 21, 2021 Share Posted January 21, 2021 I am in version 1.8.1 of KSP as I am running an extensive mod pack, there for I am using the 1.8.1 versions of this mod and Kopernicus and I am not willing to update to a different version of either the game or the mods. Now that that is out of the way, one mod i am attempting to run concurrently with outer planets is ScanSat. DOes anyone know if Outer Planets in its 1.8.1 version is compatible with the 1.8.1 version of ScanSat? Quote Link to comment Share on other sites More sharing options...
OhioBob Posted January 21, 2021 Share Posted January 21, 2021 1 hour ago, justcausebr0 said: DOes anyone know if Outer Planets in its 1.8.1 version is compatible with the 1.8.1 version of ScanSat? Should be. I see no reason why there would be a problem. Quote Link to comment Share on other sites More sharing options...
justcausebr0 Posted January 21, 2021 Share Posted January 21, 2021 21 minutes ago, OhioBob said: Should be. I see no reason why there would be a problem. thank you, I ran it by the ScanSat forum and they say I should be fine as well Quote Link to comment Share on other sites More sharing options...
Messeno Posted January 24, 2021 Share Posted January 24, 2021 (edited) hi, currently playing in 1.9.1 I have installed both the mod and its dependencies, I use the Kopernicus Unified "Bleeding Edge" Branch for 1.9.1, unfortunately of the new planets only sarnus appears to me, ideas on how to solve? Edited January 24, 2021 by Messeno Quote Link to comment Share on other sites More sharing options...
Poodmund Posted January 24, 2021 Author Share Posted January 24, 2021 Probably because you're using the Research Bodies mod or something. Quote Link to comment Share on other sites More sharing options...
Noah Foloni Posted January 24, 2021 Share Posted January 24, 2021 This mod works just fine for 1.11 believe it or not, only problem is a “lazer light show” appears when you pan the camera in a certain way Quote Link to comment Share on other sites More sharing options...
Messeno Posted January 24, 2021 Share Posted January 24, 2021 1 hour ago, Poodmund said: Probably because you're using the Research Bodies mod or something. so the two mods are not compatible? Quote Link to comment Share on other sites More sharing options...
Poodmund Posted January 24, 2021 Author Share Posted January 24, 2021 You might want to check what the mod Research Bodies actually does first. Quote Link to comment Share on other sites More sharing options...
darwinpatrick Posted January 25, 2021 Share Posted January 25, 2021 8 hours ago, DaBakonAder said: This mod works just fine for 1.11 believe it or not, only problem is a “lazer light show” appears when you pan the camera in a certain way That's an issue that's been around for quite a while; I think it's with Kopernicus. You get used to it Quote Link to comment Share on other sites More sharing options...
Noah Foloni Posted January 25, 2021 Share Posted January 25, 2021 23 hours ago, Messeno said: hi, currently playing in 1.9.1 I have installed both the mod and its dependencies, I use the Kopernicus Unified "Bleeding Edge" Branch for 1.9.1, unfortunately of the new planets only sarnus appears to me, ideas on how to solve? Have you tried zooming out more? because planets like Urlum and Neidon are Far As Heck away. Like, SUPER FAR Quote Link to comment Share on other sites More sharing options...
Chrisbburn Posted January 30, 2021 Share Posted January 30, 2021 (edited) On 1/24/2021 at 5:02 PM, DaBakonAder said: This mod works just fine for 1.11 believe it or not, only problem is a “lazer light show” appears when you pan the camera in a certain way Am I doing something wrong because I cannot for the life of me get the Ouer Planets to appear. Fresh install on 1.11 with just OPM, Kopernicus BE for 1.11, MM, MFI & CTTP I get the warning that Kopernicus isn't compatible on load and no outer planets Ignore me I think I have found my problem Edited January 30, 2021 by Chrisbburn Short sightedness Quote Link to comment Share on other sites More sharing options...
obney kerman Posted February 1, 2021 Share Posted February 1, 2021 On 1/30/2021 at 1:55 PM, Chrisbburn said: Ignore me I think I have found my problem What was the problem? Something similar happened to me. Quote Link to comment Share on other sites More sharing options...
Chrisbburn Posted February 2, 2021 Share Posted February 2, 2021 8 hours ago, obney kerman said: What was the problem? Something similar happened to me. I was still on 1.11.0.3 Since upgrading to latest all seems fine Quote Link to comment Share on other sites More sharing options...
Kerbal Productions Posted February 5, 2021 Share Posted February 5, 2021 Sad that it replaced Eeloo. But that's not an issue, lemme install it now Quote Link to comment Share on other sites More sharing options...
Spaceman.Spiff Posted February 5, 2021 Share Posted February 5, 2021 17 minutes ago, Helvica_Ring_Scientist said: Sad that it replaced Eeloo. Eeloo is still there. Quote Link to comment Share on other sites More sharing options...
Kerbal Productions Posted February 5, 2021 Share Posted February 5, 2021 oh ok. thank God. Quote Link to comment Share on other sites More sharing options...
Poodmund Posted February 12, 2021 Author Share Posted February 12, 2021 Outer Planets Mod v2.2.9 Added LiquidFuel as a mineable resource in Tekto's oceans. Fixed contracts from spawning requiring players to drill Ore from gas giants. Increased Neidon and Plock's (plus moons) Science Recovery Values slightly to increase their contract duration times. Hopefully this increase in potential science gain around Neidon and Plock will not unbalance the tech tree progression rate. https://github.com/Poodmund/Outer-Planets-Mod/releases/latest Quote Link to comment Share on other sites More sharing options...
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