N3N Posted April 26, 2022 Share Posted April 26, 2022 (edited) 3 hours ago, N3N said: EDIT 2: No, the B9PS error still is there. Hey @JadeOfMaar, Sorry, for bothering you again, after >3 hours of searching and stripping down the GameData-folder and the logs, I found the culprit, but I don't know why it is and how to solve it... This B9PS error is shown only when the "RationalResourcesSquad" folder is in GameData. Even with the empty folder the B9PS error persist. But when I delete it, the problem doesn't show up anymore. Here are the logs with it: https://tancredi.nl/logs_with.zip And without it: https://tancredi.nl/logs_without.zip Can you or someone here please help me? I posted it here, too: Edited April 26, 2022 by N3N Quote Link to comment Share on other sites More sharing options...
Flipper028 Posted April 26, 2022 Share Posted April 26, 2022 @N3N If your using CKAN i got kerbalism and RR to work properly by installing, RR, RR Companion, RR Kerbalism. Adding any other RR submods would give me errors or not let harvesters work. So only those 3 Quote Link to comment Share on other sites More sharing options...
N3N Posted April 27, 2022 Share Posted April 27, 2022 (edited) On 4/27/2022 at 12:55 AM, Flipper028 said: @N3N If your using CKAN i got kerbalism and RR to work properly by installing, RR, RR Companion, RR Kerbalism. Adding any other RR submods would give me errors or not let harvesters work. So only those 3 Hey, Yes I installed the mods with CKAN. I installed almost all RR mods. @JadeOfMaar could you please write here, which RR configs/mods are not recommended? (Like the "RR_SquadJetsCRP.cfg" and "RR_SquadJetsClassic.cfg"...) EDIT: After checking the logs it seems that "RationalResourcesCompanion\CRP\TankTypes.cfg" is incompatible with "RationalResourcesSquad". But why? And how can this be resolved? EDIT2: What is "!CryoTanksMethalox"? (see: "RationalResourcesCompanion\CRP\TankTypes.cfg") Shouldn't that be "!CryoTanks"? EDIT3: For full logs and the ERROR lines, please see here: Edited April 27, 2022 by N3N Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted April 28, 2022 Author Share Posted April 28, 2022 On 4/25/2022 at 6:26 PM, N3N said: Your "RR_SquadJetsCRP.cfg" is incompatible with the "Squad.cfg" of "Advanced Jet Engines"! Thanks for spotting that. I can add a detection quick to stop this from happening again. And I'll take a swing at resolving the duplicate subtypes bug On 4/25/2022 at 10:20 PM, N3N said: This B9PS error is shown only when the "RationalResourcesSquad" folder is in GameData. RationalResourcesSquad can be found in both the folder and in a FOR patch somewhere. You might have been in an odd position concerning that since it was a big deal. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted April 29, 2022 Author Share Posted April 29, 2022 (edited) Release 1.40 DOWNLOAD :: GitHub :: SpaceDock Added Advanced Jet Engine detection to RationalResourcesSquad jet engine patch to prevent a significant conflict. Added LqdDeuterium + LqdHe3 options to ProcTanks. Fixed tag issue with opt-in system in RationalResourcesNuclearFamily. Fixed SSPXr TACLS patch in RationalResourcesTACLS. An error in root node configs was the cause of serious problems. Thanks to @Vexxel. Fixed "duplicate subtypes: Methane, Methalox" B9 issue. Fixed repeat tank types in ProcTanks (causes game-breaking bug): MetallicOre, Metals Major change: Rational Resources now favors MetallicOre and Metals instead of Extraplanetary Launchpads' own MetalOre and Metal. Authored by @Veronika Kerman. Added extra: RationalResourcesELCRP. Forces Extraplanetary Launchpads to use MetallicOre and Metals instead of its own MetalOre and Metal. CKAN metadata update @HebaruSan Hi again and thanks in advance. I have another modlet to add, in RR's Extras directory. RationalResourcesELCRP name: Rational Resources EL-CRP abstract: Changes Extraplanetary Launchpads to use CRP resources. tags: config depends: Extraplanetary Launchpads, Community Resource Pack Edited April 29, 2022 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
N3N Posted April 29, 2022 Share Posted April 29, 2022 (edited) 7 hours ago, JadeOfMaar said: Thanks for spotting that. I can add a detection quick to stop this from happening again. And I'll take a swing at resolving the duplicate subtypes bug RationalResourcesSquad can be found in both the folder and in a FOR patch somewhere. You might have been in an odd position concerning that since it was a big deal. Hey @JadeOfMaar, THANK YOU very much!! EDIT: Hey, I have a question, because I might misunderstand what exactly this two "Extras" do. (English is only my third language...) Is it generally always recommanded to install the Extras "RationalResourcesELCRP" and "RationalResourcesAluminium", when this mods are installed: JNSQ, RR (+Blacksmith/Companion/Kerbalism/NuclearFamily/Parts/RCSFamily/Squad/SSPXRTanks), Kerbalism, CRP, Extraplanetary Launchpads and many more (CKAN says 300). Or are there situations/installs where it's not recommanded? 3 hours ago, JadeOfMaar said: Major change: Rational Resources now favors MetallicOre and Metals instead of Extraplanetary Launchpads' own MetalOre and Metal. Authored by @Veronika Kerman. Added extra: RationalResourcesELCRP. Forces Extraplanetary Launchpads to use MetallicOre and Metals instead of its own MetalOre and Metal. RationalResourcesELCRP name: Rational Resources EL-CRP abstract: Changes Extraplanetary Launchpads to use CRP resources. tags: config depends: Extraplanetary Launchpads, Community Resource Pack Edited April 29, 2022 by N3N Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted April 29, 2022 Author Share Posted April 29, 2022 @N3N You're welcome. About RationalResourcesAluminium: You only need this if you actually have a use for the "Alumina" and "Aluminium" resources. This is only likely (as far as I know) if you enjoy KSPIE's hybrid SRB which burns Aluminium + LqdOxygen. About RationalResourcesELCRP: It is recommended if you use Kerbalism and Extraplanetary Launchpads. This extra was written by someone who loves and uses those two mods, and doesn't want Launchpads to continue to exclude itself by using its own non-CRP resources. This is the only condition that matters. Quote Link to comment Share on other sites More sharing options...
N3N Posted April 29, 2022 Share Posted April 29, 2022 11 hours ago, JadeOfMaar said: @N3N You're welcome. Hey @JadeOfMaar, Now everything works perfect, THANK YOU! 11 hours ago, JadeOfMaar said: About RationalResourcesAluminium: You only need this if you actually have a use for the "Alumina" and "Aluminium" resources. This is only likely (as far as I know) if you enjoy KSPIE's hybrid SRB which burns Aluminium + LqdOxygen. About RationalResourcesELCRP: It is recommended if you use Kerbalism and Extraplanetary Launchpads. This extra was written by someone who loves and uses those two mods, and doesn't want Launchpads to continue to exclude itself by using its own non-CRP resources. This is the only condition that matters. OK, Thank you for this fast and understandable answer. Quote Link to comment Share on other sites More sharing options...
jimmymcgoochie Posted April 30, 2022 Share Posted April 30, 2022 On 4/29/2022 at 4:16 AM, JadeOfMaar said: Release 1.40 DOWNLOAD :: GitHub :: SpaceDock Added Advanced Jet Engine detection to RationalResourcesSquad jet engine patch to prevent a significant conflict. Added LqdDeuterium + LqdHe3 options to ProcTanks. Fixed tag issue with opt-in system in RationalResourcesNuclearFamily. Fixed SSPXr TACLS patch in RationalResourcesTACLS. An error in root node configs was the cause of serious problems. Thanks to @Vexxel. Fixed "duplicate subtypes: Methane, Methalox" B9 issue. Fixed repeat tank types in ProcTanks (causes game-breaking bug): MetallicOre, Metals Major change: Rational Resources now favors MetallicOre and Metals instead of Extraplanetary Launchpads' own MetalOre and Metal. Authored by @Veronika Kerman. Added extra: RationalResourcesELCRP. Forces Extraplanetary Launchpads to use MetallicOre and Metals instead of its own MetalOre and Metal. CKAN metadata update @HebaruSan Hi again and thanks in advance. I have another modlet to add, in RR's Extras directory. RationalResourcesELCRP name: Rational Resources EL-CRP abstract: Changes Extraplanetary Launchpads to use CRP resources. tags: config depends: Extraplanetary Launchpads, Community Resource Pack I have an existing save file with some rudimentary EL production systems up and running using that mod's metal and metal ore resources in storages and Kerbalism-configured drills. If I update to this release and add RR-EL-CRP, will they still work or will I need to do some save hacking? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted April 30, 2022 Author Share Posted April 30, 2022 @jimmymcgoochie The most that I expect you will need to do is switch your tanks and dump your supply of EL's resources. @Veronika Kerman prepared this change all by themselves with Kerbalism compatibility in mind so the bump in the road should be quite soft. Quote Link to comment Share on other sites More sharing options...
Szymex99 Posted May 2, 2022 Share Posted May 2, 2022 (edited) This is great, but is it compatible with OPM? Or space dust? Edited May 2, 2022 by Szymex99 Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted May 2, 2022 Author Share Posted May 2, 2022 8 hours ago, Szymex99 said: This is great, but is it compatible with OPM? Or space dust? Yes. And no. (In that order) Quote Link to comment Share on other sites More sharing options...
jimmymcgoochie Posted May 7, 2022 Share Posted May 7, 2022 On 4/30/2022 at 7:41 PM, JadeOfMaar said: @jimmymcgoochie The most that I expect you will need to do is switch your tanks and dump your supply of EL's resources. @Veronika Kerman prepared this change all by themselves with Kerbalism compatibility in mind so the bump in the road should be quite soft. I've had no success trying to get this to work. First it was Kerbalism drills not being able to get the right resources, then it was EL smelters still wanting the old resources (and Sandcastle parts too), then more configuration weirdness with the drills getting stuck in a config loop of three resources and being unable to select anything else but those three. I'm going back to v1.33 for now, so far that seems to be working. Quote Link to comment Share on other sites More sharing options...
Veronika Kerman Posted May 22, 2022 Share Posted May 22, 2022 On 5/7/2022 at 2:15 PM, jimmymcgoochie said: I've had no success trying to get this to work. First it was Kerbalism drills not being able to get the right resources, then it was EL smelters still wanting the old resources (and Sandcastle parts too), then more configuration weirdness with the drills getting stuck in a config loop of three resources and being unable to select anything else but those three. I'm going back to v1.33 for now, so far that seems to be working. Thanks for testing. Can you please say what relevant mods you use, so I can add them to a QA? Second, what parts do you have on the mining station related to smelters, approximate levels of stored resources and the ore concentrations before the update? Please pay distinction to metal and metals, metalore and metallic ore. Quote Link to comment Share on other sites More sharing options...
jimmymcgoochie Posted May 22, 2022 Share Posted May 22, 2022 4 hours ago, Veronika Kerman said: Thanks for testing. Can you please say what relevant mods you use, so I can add them to a QA? Second, what parts do you have on the mining station related to smelters, approximate levels of stored resources and the ore concentrations before the update? Please pay distinction to metal and metals, metalore and metallic ore. Current mod list is below, I don't think I've added anything new recently but did a few updates when they came out. Spoiler 4kSP_Expanded (4kSPExpanded 0.2.1.6) Ablative-Airbrake (AblativeAirbrake 1.0.3) B9 Part Switch (B9PartSwitch v2.20.0) Background Resources (BackgroundResources 1:v0.18.0.0) BetterTimeWarpContinued (BetterTimeWarpCont 2.3.13) Beyond Home (BeyondHome 1.5.2) BonVoyage (BonVoyage 1:1.4.0) Breaking Ground (BreakingGround-DLC 1.7.1) ClickThrough Blocker (ClickThroughBlocker 1:0.1.10.17) Community Category Kit (CommunityCategoryKit v5.2.0.0) Community Resource Pack (CommunityResourcePack 1.4.2) Community Tech Tree (CommunityTechTree 1:3.4.4) Cryo Tanks (CryoTanks 1.6.4) Cryo Tanks Core (CryoTanks-Core 1.6.4) Cryogenic Engines (CryoEngines 1:2.0.6) Cryogenic Engines - Near Future Aeronautics (CryoEngines-NFAero 2.0.6) Custom Pre Launch Checks (CustomPreLaunchChecks 1.8.1.1) DeepFreeze Continued... (DeepFreeze V0.31.0.0) Deployable Engines Plugin (DeployableEngines 1.3.1) DeployableBatteries (DeployableBatteries 0.2.0.9) Distant Object Enhancement /L (DistantObject v2.1.1.7) Distant Object Enhancement /L default config (DistantObject-default v2.1.1.7) Dynamic Battery Storage (DynamicBatteryStorage 2:2.2.5.0) Easy Vessel Switch (EVS) (EasyVesselSwitch 2.3) Environmental Visual Enhancements Redux (EnvironmentalVisualEnhancements 3:1.11.6.1) Extra Docking Ports (ExtraDockingPorts v1.2.0) Extraplanetary Launchpads (ExtraPlanetaryLaunchpads 6.99.1.0) Far Future Technologies (FarFutureTechnologies 1.2.0) Hangar Extender (HangerExtenderExtended 3.6.0.2) Harmony 2 (Harmony2 2.2.1.0) Heat Control (HeatControl 0.6.1) IndicatorLights (IndicatorLights 1.8.2) IndicatorLights Community Extensions (IndicatorLightsCommunityExtensions 1.6.2) Kerbal Actuators (KerbalActuators v1.8.4) Kerbal Alarm Clock (KerbalAlarmClock v3.14.0.0) Kerbal Atomics (KerbalAtomics 1:1.3.3) Kerbal Atomics - Other Mod Support (KerbalAtomics-NTRModSupport 1.3.3) Kerbal Attachment System (KAS 1.10) Kerbal Engineer Redux (KerbalEngineerRedux 1.1.9.0) Kerbal Inventory System (KIS 1.29) Kerbal Joint Reinforcement Continued (KerbalJointReinforcementContinued v3.6.1) Kerbal Konstructs (KerbalKonstructs v1.8.3.0) Kerbal Reusability Expansion (SpaceXLegs 2.9.2) Kerbal Space Transport System (KSTS 2.0.2.1) Kerbalism (Kerbalism 3.14) Kerbalism - Default Config (Kerbalism-Config-Default 3.14) Kopernicus Planetary System Modifier (Kopernicus 2:release-1.12.1-90) KSP Community Fixes (KSPCommunityFixes 1.13.2) KSP GroundEffect (GroundEffect v1.1.1-catalpa) KSP Recall (KSP-Recall v0.2.2.3) KSP_PartVolume (KSP-PartVolume 0.0.3.1) Making History (MakingHistory-DLC 1.12.1) Mark IV Spaceplane System (MarkIVSpaceplaneSystem 3.2.0) MechJeb 2 (MechJeb2 2.14.1.0) Minimum Ambient Lighting Updated (MinAmbLightUpd 1.2.6.2) ModularFlightIntegrator (ModularFlightIntegrator 1.2.10.0) Module Manager (ModuleManager 4.2.1) Near Future Aeronautics (NearFutureAeronautics 2.1.1) Near Future Construction (NearFutureConstruction 1.3.1) Near Future Electrical (NearFutureElectrical 1.2.3) Near Future Electrical Core (NearFutureElectrical-Core 1.2.3) Near Future Exploration (NearFutureExploration 1.1.2) Near Future IVA Props (NearFutureProps 1:0.7.1) Near Future Launch Vehicles (NearFutureLaunchVehicles 2.2.0) Near Future Propulsion (NearFuturePropulsion 1.3.5) Near Future Solar (NearFutureSolar 1.3.2) Near Future Solar Core (NearFutureSolar-Core 1.3.2) Near Future Spacecraft (NearFutureSpacecraft 1.4.3) Netherdyne Mass Driver (NetherdyneMassDriver 1:1.3.4.2) Parallax (Parallax 1.0.1) PlanetShine (PlanetShine 0.2.6.6) PlanetShine - Default configuration (PlanetShine-Config-Default 0.2.6.6) Rational Resources (RationalResources 1.33) Rational Resources Companion (RationalResourcesCompanion 1.33) Rational Resources Kerbalism (RationalResourcesKerbalism 1.33) Rational Resources SSPXR Tanks (RationalResourcesSSPXRTanks 1.40) Real Plume (RealPlume 2:v13.3.2) Real Plume - Stock Configs (RealPlume-StockConfigs v4.0.8) Recycled Parts Mk2 Solar Batteries (RecycledPartsMk2SolarBatteries 0.2.3) REPOSoftTech-Agencies (REPOSoftTech-Agencies V1.5.9.0) ReStock (ReStock 1.4.3) ReStock+ (ReStockPlus 1.4.3) Sandcastle (Sandcastle v1.0.9) SCANsat (SCANsat v20.4) Scatterer (Scatterer 3:v0.0835) Scatterer Default Config (Scatterer-config 3:v0.0835) Scatterer Sunflare (Scatterer-sunflare 3:v0.0835) Service Bay Limiter (ServiceBayLimiter 1.12.2) SimpleLogistics (SimpleLogistics 2.0.5.0) SmokeScreen - Extended FX Plugin (SmokeScreen 2.8.14.0) Space Dust (SpaceDust 0.4.3) SpaceTux Library (SpaceTuxLibrary 0.0.8.4) Special Delivery - Stockalike Cygnus (SpecialDelivery 1.1)SRB Waterfall Effects (SWE) (SRBWaterfallEffects 1.4.2) Stockalike Station Parts Expansion Redux (StationPartsExpansionRedux 2.0.6) System Heat (SystemHeat 0.5.6) System Heat - Nuclear Engine Configuration (SystemHeat-FissionEngines 0.5.6) System Heat - Nuclear Reactor Configuration (SystemHeat-FissionReactors 0.5.6) TAC Fuel Balancer (TacFuelBalancer v2.21.5.2) Tarsier Space Technology with Galaxies Continued... (TarsierSpaceTechnologyWithGalaxies 1:7.13) Tea Kettle RCS (TeaKettleRCS 1.1) The Janitor's Closet (JanitorsCloset 0.3.7.8) The SSR MicroSat: 0.35m Probe Parts Revived (MicroSatRevived 0.1.4.1) Toolbar (Toolbar 1:1.8.0.8) Toolbar Controller (ToolbarController 1:0.1.9.6) Tracking Station Evolved (TrackingStationEvolved 7.0) Trajectories (Trajectories v2.4.3) Waterfall - Restock (WaterfallRestock 0.2.3) Waterfall Core (Waterfall 0.8.1) Zero MiniAVC (ZeroMiniAVC 1:1.1.2.4) I don't have the craft files any more but from memory there was one EL smelter, one Sandcastle printing arm and I was getting ore and metal ore concentrations of around 3%. Metal and metal ore work in RR 1.33, but neither metal/metal ore or metals/metallic ore worked in RR 1.40. Quote Link to comment Share on other sites More sharing options...
cinemagic Posted May 23, 2022 Share Posted May 23, 2022 How can I make some tanks to hold lqdHe3 with this mod and other mods combined? I tried RR-Real Fuel-kerbalism patch with cryo tanks but no use, lqdhe3 doesn't show up in Real Fuel UI Quote Link to comment Share on other sites More sharing options...
Veronika Kerman Posted May 23, 2022 Share Posted May 23, 2022 5 hours ago, cinemagic said: How can I make some tanks to hold lqdHe3 with this mod and other mods combined? I tried RR-Real Fuel-kerbalism patch with cryo tanks but no use, lqdhe3 doesn't show up in Real Fuel UI LqdHe3 is configured for RationalResourcesParts' Bread tanks by RationalResourcesSquad, and all tanks with B9PartSwitch module if CryoTanks is not installed. Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted May 23, 2022 Share Posted May 23, 2022 5 hours ago, cinemagic said: How can I make some tanks to hold lqdHe3 with this mod and other mods combined? I tried RR-Real Fuel-kerbalism patch with cryo tanks but no use, lqdhe3 doesn't show up in Real Fuel UI To add LqdHe3 to Real Fuels cryo tanks try this UNTESTED MM patch Spoiler @TANK_DEFINITION[Cryogenic]:HAS[!TANK[LqdHe3]:NEEDS[RealFuels,FarFutureTechnologies]:FINAL { TANK { name = LqdHe3 mass = 5.6E-07 // 3.2E-07 for LqdH2 // density at 1 atm is 70.85g/L for LqdH2, 125 g/L for LqdHe utilization = 1 fillable = True amount = 0.0 maxAmount = 0.0 temperature = 3.1 // 20.15 - Wikipedia say H2 boiling point is 20.28K at 1 atm, He3 is 3.2K // guessing insulation and wall thickness to be double LqdH2 wallThickness = 0.005 // 0.0025 wallConduction = 205 // no idea - left this same as LqdH2 insulationThickness = 0.0762 // 0.0381 insulationConduction = 0.028 // 0.014 note = (has insulation) cost = 0.025 // LqdH2 is 0.015 techRequired = nuclearPropulsion } } @TANK_DEFINITION[Cryogenic]:HAS[@TANK[LqdHe3]]:NEEDS[RealFuels,FarFutureTechnologies,CommunityTechTree]:FINAL { @TANK[LqHe3] { @techRequired = advFusionReactions } } Quote Link to comment Share on other sites More sharing options...
cinemagic Posted May 23, 2022 Share Posted May 23, 2022 (edited) 3 hours ago, Veronika Kerman said: LqdHe3 is configured for RationalResourcesParts' Bread tanks by RationalResourcesSquad, and all tanks with B9PartSwitch module if CryoTanks is not installed. Thanks. It works, though lqdHe3 cryo tank not having cooling EC cost slightly breaks immersion. Edited May 23, 2022 by cinemagic Quote Link to comment Share on other sites More sharing options...
cinemagic Posted May 23, 2022 Share Posted May 23, 2022 (edited) 2 hours ago, Aelfhe1m said: To add LqdHe3 to Real Fuels cryo tanks try this UNTESTED MM patch Hide contents @TANK_DEFINITION[Cryogenic]:HAS[!TANK[LqdHe3]:NEEDS[RealFuels,FarFutureTechnologies]:FINAL { TANK { name = LqdHe3 mass = 5.6E-07 // 3.2E-07 for LqdH2 // density at 1 atm is 70.85g/L for LqdH2, 125 g/L for LqdHe utilization = 1 fillable = True amount = 0.0 maxAmount = 0.0 temperature = 3.1 // 20.15 - Wikipedia say H2 boiling point is 20.28K at 1 atm, He3 is 3.2K // guessing insulation and wall thickness to be double LqdH2 wallThickness = 0.005 // 0.0025 wallConduction = 205 // no idea - left this same as LqdH2 insulationThickness = 0.0762 // 0.0381 insulationConduction = 0.028 // 0.014 note = (has insulation) cost = 0.025 // LqdH2 is 0.015 techRequired = nuclearPropulsion } } @TANK_DEFINITION[Cryogenic]:HAS[@TANK[LqdHe3]]:NEEDS[RealFuels,FarFutureTechnologies,CommunityTechTree]:FINAL { @TANK[LqHe3] { @techRequired = advFusionReactions } } Sorry I don't know anything about patching ksp. I simply create a new .cfg file and paste into it, then throw it into a randomly created folder in gamedata. But it doesn't work. (I have all of the mods, RR - Kerbalism(science-only) - RF - Cryogenic tanks & engines- FFT, and patches from CKAN) Did I make something wrong? Edited May 23, 2022 by cinemagic Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted May 23, 2022 Share Posted May 23, 2022 15 minutes ago, cinemagic said: I simply create a new .cfg file and paste into it, then throw it into a randomly created folder in gamedata. That sounds right. Looking at what I posted there was an error on the first line (should be two ] after LqHe3 ). It should be: @TANK_DEFINITION[Cryogenic]:HAS[!TANK[LqdHe3]]:NEEDS[RealFuels,FarFutureTechnologies]:FINAL If that doesn't work I'd need to see copies of your GameData/ModuleManager.ConfigCache and Logs/ModuleManager/MMPatch.log files to see what might be going wrong (post them to a file sharing service like Dropbox then copy the links here) Quote Link to comment Share on other sites More sharing options...
Veronika Kerman Posted May 23, 2022 Share Posted May 23, 2022 3 hours ago, cinemagic said: Thanks. It works, though lqdHe3 cryo tank not having cooling EC cost slightly breaks immersion. Are you using 3helium for far future tech? Is it used as a liquid or gas? Does the mod also use deuterium and natural helium? Quote Link to comment Share on other sites More sharing options...
cinemagic Posted May 24, 2022 Share Posted May 24, 2022 14 hours ago, Aelfhe1m said: That sounds right. Looking at what I posted there was an error on the first line (should be two ] after LqHe3 ). It should be: @TANK_DEFINITION[Cryogenic]:HAS[!TANK[LqdHe3]]:NEEDS[RealFuels,FarFutureTechnologies]:FINAL If that doesn't work I'd need to see copies of your GameData/ModuleManager.ConfigCache and Logs/ModuleManager/MMPatch.log files to see what might be going wrong (post them to a file sharing service like Dropbox then copy the links here) https://mega.nz/file/PpBCmK6R#Y6aXXzzPxnl0Dvy5QQbYgs7lgBMODSwY1VfQurQ3NWo https://mega.nz/file/foATSBJZ#IotJ1xWhP0PFOwCHlopcuGspPfPe-6fbdmRAknGO1Qg It works for stock tank and procedural parts tank, other mod tanks like NFLV, cryo tank still don't have lqdHe3 option. 12 hours ago, Veronika Kerman said: Are you using 3helium for far future tech? Is it used as a liquid or gas? Does the mod also use deuterium and natural helium? Yes. FFT uses both liquid He3 and lqdD. So for I don't find any parts using natural Helium. Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted May 24, 2022 Share Posted May 24, 2022 7 hours ago, cinemagic said: https://mega.nz/file/PpBCmK6R#Y6aXXzzPxnl0Dvy5QQbYgs7lgBMODSwY1VfQurQ3NWo https://mega.nz/file/foATSBJZ#IotJ1xWhP0PFOwCHlopcuGspPfPe-6fbdmRAknGO1Qg It works for stock tank and procedural parts tank, other mod tanks like NFLV, cryo tank still don't have lqdHe3 option. Yes. FFT uses both liquid He3 and lqdD. So for I don't find any parts using natural Helium. OK so the patch I gave you only updated tanks of type "Cryogenic" but CryoTank tanks use "BalloonCryo". You can patch all types of "cryo" tanks by changing both instances of: @TANK_DEFINITION[Cryogenic] to @TANK_DEFINITION[*Cryo*] in my patch. The NFLV tanks are not currently enabled as cryogenic tanks at all. They use type "Default". To make ALL tanks that use "Default" also able to handle Cryo fuels you would need an additional patch: Spoiler // Convert RealFuels tanks of type Default to be switchable between all types of tanks // Does NOT affect ServiceModule or Fuselage type tanks @PART[*]:HAS[@MODULE[ModuleFuelTanks]:HAS[#type[Default],~typeAvailable[*]]]:NEEDS[RealFuels]:FINAL { // add comment to description flavour text to show that tank is switchable @desctiption = #$description$ Can be switched between unpressurised, balloon, cryogenic, ballooon cryo, and service module types. @MODULE[ModuleFuelTanks] { typeAvailable = Default typeAvailable = Cryogenic typeAvailable = ServiceModule typeAvailable = Fuselage typeAvailable = Balloon typeAvailable = BalloonCryo typeAvailable = Structural typeAvailable = ElectricPropulsion } } NOTE: again this is an UNTESTED patch. Other tanks may be specifically defined as ServiceModule (life support and RCS fuels) or Fuselage (plane/spaceplane) tanks and will not be affected by the above patch. Quote Link to comment Share on other sites More sharing options...
cinemagic Posted May 24, 2022 Share Posted May 24, 2022 (edited) 42 minutes ago, Aelfhe1m said: OK so the patch I gave you only updated tanks of type "Cryogenic" but CryoTank tanks use "BalloonCryo". You can patch all types of "cryo" tanks by changing both instances of: @TANK_DEFINITION[Cryogenic] to @TANK_DEFINITION[*Cryo*] in my patch. The NFLV tanks are not currently enabled as cryogenic tanks at all. They use type "Default". To make ALL tanks that use "Default" also able to handle Cryo fuels you would need an additional patch: Hide contents // Convert RealFuels tanks of type Default to be switchable between all types of tanks // Does NOT affect ServiceModule or Fuselage type tanks @PART[*]:HAS[@MODULE[ModuleFuelTanks]:HAS[#type[Default],~typeAvailable[*]]]:NEEDS[RealFuels]:FINAL { // add comment to description flavour text to show that tank is switchable @desctiption = #$description$ Can be switched between unpressurised, balloon, cryogenic, ballooon cryo, and service module types. @MODULE[ModuleFuelTanks] { typeAvailable = Default typeAvailable = Cryogenic typeAvailable = ServiceModule typeAvailable = Fuselage typeAvailable = Balloon typeAvailable = BalloonCryo typeAvailable = Structural typeAvailable = ElectricPropulsion } } NOTE: again this is an UNTESTED patch. Other tanks may be specifically defined as ServiceModule (life support and RCS fuels) or Fuselage (plane/spaceplane) tanks and will not be affected by the above patch. I think I'll settle with RR Squad+Parts, for now. Thanks for your time. Is there a tutorial for making ksp mod or patch? I tried to search for a guide last time I play ksp months ago but didn't find one. Edited May 24, 2022 by cinemagic Quote Link to comment Share on other sites More sharing options...
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