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Rational Resources 3.0.2 [Sep 24, 2024]


JadeOfMaar

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Is it possible to have excess products of a converter be dumped automatically? I was running a hydrates splitter pre 1.2 for water for TAC LS, but now it’s making oxygen and metal ore, they gum up the system when they fill up

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1 hour ago, JadeOfMaar said:

Actual atmosphere? No. But if you've tried mining Karbonite or Karborundum while orbiting, it's just like that.

Didn't try that, but I noticed the big scoops. How would I detect the presence of gases? Are there any science points for that? Since I prefer a realistic playing style, I probably won't use it for mining.

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There's a scanner for ocean (needs to be submerged to work), for ground, and for sky/space. They are in the science category. These are in case you do have a change of heart and decide to go mining.

veedoda.png

There is no science gain to discovering resource bands directly, but an experiment somewhat like what you describe is added to the Narrowband Scanner.

yK44Z5i.jpg

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On 3/16/2020 at 11:12 AM, ждун said:

 

You are probably right, but i have no idea with which of my other mods it might be conflicting.

The Ore tanks seems to be fine, i have that switcher on them. its just complaining about errors when patching, but i didn't see anything seriously broken. 

my mod list

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AlphaMensae's Modular Launch Pads (ModularLaunchPads 2.0.8)
AmpYear (AmpYearPowerManager 1:V1.5.7.0)
AT Utils (AT-Utils v1.9.0)
B9 Part Switch (B9PartSwitch v2.13.0)
Background Resources (BackgroundResources v0.14.0.0)
BurstAtomicThrustModule (BurstAtomicThrust 0.1.0)
Camera Focus Changer (CameraFocusChanger 1:1.1.0)
Chatterer (Chatterer 0.9.98)
Chatterer Extended (ChattererExtended 0.6.2)
ClickThrough Blocker (ClickThroughBlocker 0.1.9.5)
Community Category Kit (CommunityCategoryKit 5.0.0.0)
Community Resource Pack (CommunityResourcePack 1.3.0.0)
Community Tech Tree (CommunityTechTree 1:3.4.1)
Configurable Containers (ConfigurableContainers 2.4.8)
Configurable Containers Core (ConfigurableContainers-Core 2.4.8)
Connected Living Space (ConnectedLivingSpace 2.0.0.3)
Contract Configurator (ContractConfigurator 1.28.0)
Cryo Tanks (CryoTanks 1.4.2)
Cryo Tanks Core (CryoTanks-Core 1.4.2)
Cryogenic Engines (CryoEngines 1:1.1.1)
Cryogenic Engines - Near Future Aeronautics (CryoEngines-NFAero 1.1.1)
DeepFreeze Continued... (DeepFreeze V0.28.0.0)
Deployable Engines Plugin (DeployableEngines 1.2.1)
Dynamic Battery Storage (DynamicBatteryStorage 2:2.1.5.0)
Easy Vessel Switch (EVS) (EasyVesselSwitch 2.1)
Firespitter Core (FirespitterCore v7.15)
Fuel Tank Expansion Rebuilt (MunarIndustriesFTX 0.9.7)
Fuel Tanks Plus (FuelTanksPlus 2.0.2)
Global Construction (GroundConstruction 2.6.0)
Global Construction Core (GroundConstruction-Core 2.6.0)
Heat Control (HeatControl 0.5.1)
Interstellar Fuel Switch (InterstellarFuelSwitch 3.14.2.5)
Interstellar Fuel Switch Core (InterstellarFuelSwitch-Core 3.14.2.5)
JSI Advanced Transparent Pods (JSIAdvancedTransparentPods V0.1.22.0)
Kerbal Attachment System (KAS 1.5)
Kerbal Inventory System (KIS 1.24)
Kerbal Planetary Base Systems (KerbalPlanetaryBaseSystems v1.6.10)
KW Rocketry Rebalanced (KWRocketryRebalanced 3.2.7.1)
Lithobrake Exploration Technologies (LithobrakeExplorationTechnologies 0.4)
Mark IV Spaceplane System (MarkIVSpaceplaneSystem 3.1.1)
MechJeb 2 (MechJeb2 2.9.2.0)
Mk2 Stockalike Expansion (Mk2Expansion 2:1.8.6.6)
Mk2.5 Spaceplane Parts (RaginCaucasian 1.5.3.1)
Modular Rocket Systems LITE (ModularRocketSystemsLITE 1.13.2)
Module Manager (ModuleManager 4.1.3)
Near Future Construction (NearFutureConstruction 1.2.2)
Near Future Electrical (NearFutureElectrical 1.1.1)
Near Future Electrical Core (NearFutureElectrical-Core 1.1.1)
Near Future Exploration (NearFutureExploration 1.0.6)
Near Future IVA Props (NearFutureProps 1:0.6.2)
Near Future Solar (NearFutureSolar 1.2.1)
Near Future Solar Core (NearFutureSolar-Core 1.2.1)
Near Future Spacecraft (NearFutureSpacecraft 1.3.1)
Near Future Spacecraft - LFO Engines (NearFutureSpacecraft-OrbitalLFOEngines 1.3.1)
Orbital Utility Vehicle Updated (OrbitalTug 1.3.1)
Patch Manager (PatchManager 0.0.17.1)
PersistentRotation (PersistentRotation 1.8.6)
PicoPort (PicoPort 0.1.6)
PicoPort Shielded (PicoPortShielded 1.0.1.1)
PlanetShine (PlanetShine 0.2.6.3)
PlanetShine - Default configuration (PlanetShine-Config-Default 0.2.6.3)
RasterPropMonitor (RasterPropMonitor 1:v0.31.3)
RasterPropMonitor Core (RasterPropMonitor-Core 1:v0.31.3)
Rational Resources (RationalResources 1.2.0)
Rational Resources Parts (RationalResourcesParts 1.2.0)
REPOSoftTech-Agencies (REPOSoftTech-Agencies V1.5.7.0)
ReStock (ReStock 1.0.3)
ReStock+ (ReStockPlus 1.0.3)
SCANsat (SCANsat v18.14)
Sequential Animate Generic Module (ModuleSequentialAnimateGeneric 0.0.1)
Ship Manifest (ShipManifest 6.0.0.2)
Simple Adjustable Fairings - KW Rocketry Pack (SimpleAdjustableFairings-KWRocketry v1.2.1)
Simple Adjustable Fairings - Plugin (SimpleAdjustableFairings v1.7.2)
Soylent (Soylent 0.06.4)
Stockalike Mining Extension (StockalikeMiningExtension 0.99.4)
Stockalike Station Parts Expansion Redux (StationPartsExpansionRedux 1.3.3)
Structural Tubing Restructured (StructuralTubing 1.0.8.1)
TAC Life Support (TACLS) (TACLS v0.14.0.0)
The Janitor's Closet (JanitorsCloset 0.3.7)
Tokamak Refurbished Parts (TokamakRefurbishedParts 0.2.0.2)
Toolbar (Toolbar 1:1.8.0.5)
Toolbar Controller (ToolbarController 1:0.1.9.4)
TweakScale - Rescale Everything! (TweakScale v2.4.3.11)
USI Tools (USITools 1.3.0.0)
Ventral Drill for Stock ISRU (VentralDrill 1.9.1)
Zero MiniAVC (ZeroMiniAVC 1:1.1.0.1)

 

 

On 3/18/2020 at 10:15 AM, JadeOfMaar said:

That's what experience told me too. I don't get it and I'm sure I fixed it. So I have no suggestions.

There is one guy on /r/ksp discord has the same problem. ConfigurableContainers modifies ore tanks and he removed it and the errors are gone

Edited by ssd21345
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Release 1.3.1

DOWNLOAD :: GitHub :: SpaceDock

  • Added converters:
    • Carbon Extractor
    • CO2 Fuser
  • Added detection of Configurable Containers (stops the Ore tank B9PS problem for some players).
  • Enabled "dump excess" on outputs of other converters (namely: Hydrates Splitter)
  • Fixed resource definition issue with SimpleConstruction.
Edited by JadeOfMaar
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Having problem when RR and B9 part switch and Simple Construction are installed at the same time

No problem when only 2 of the above are installed

B9 part switch will complain:

Fatal exception while loading tank type RR_MetalOre

 

installed from ckan with KSP1.8.1

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  • 2 weeks later...

I do not know if it is intended, but when I use the convert-O-tron (large one) with 1.5T of input water, I get a measly ~75kg of HydroLox (95% loss)

 

Quote

    +MODULE[ModuleResourceConverter],0
    {
        @ConverterName = Hydrolox
        @StartActionName = Start ISRU [Hydrolox]
        @StopActionName = Stop ISRU [Hydrolox]
        @ToggleActionName = Toggle ISRU [Hydrolox]
        @INPUT_RESOURCE:HAS[#ResourceName[Ore]]
        {
            @ResourceName = Water
            @Ratio = 3.6 // 20
        }
        @OUTPUT_RESOURCE:HAS[#ResourceName[LiquidFuel]]
        {
            @ResourceName = LqdHydrogen
            @Ratio = 0.56 // 20
        }
        @OUTPUT_RESOURCE:HAS[#ResourceName[Oxidizer]]
        {
            @Ratio = 0.03 // 10
            @DumpExcess = True
        }
    }

 

It looks like output = input * (output_ration) / (input_ratio)

It works for LH2, but for LOx I get 12.5 units instead of 25.0

1500 (H2O) * ((0.028)/(0.18)) =  233 LH2 and 1500 (H2O) * ((0.003)/(0.18)) = 25.0 LOx

On top of it, it seems the ratio is off as can be seen here :

Spoiler

W2U9hti.png

Since mass should be conserved, I would expect 3720 units of LH2 and 248.27 units of LOX for an input of 1500 H2O.

I haven't dug too deep yet, but it also seems that I get more Xenon than Hydrolox from the Hydrate spliter.

 

Edited by Muetdhiver
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@Muetdhiver Huh. I've been doing my math based on molar mass and not resource unit density. (Not all the resources I use/add are defined well or at all in-game.) My using molar mass would therefore cause some things to turn out funny. I also can't claim that I'm great at this math so thanks very much for pointing out the Hydrolox imbalance. Also I'm aware of the Xenon thing. I fixed that and was just about to do a release, actually.

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2 minutes ago, dlrk said:

I'm confused about dirt being stripped out. Is this compatible with MKS? Also, what does the strip stock converters do?

I strongly disagree with the concept of Dirt. With the kind of abundances it's given, it gives me the impression that planets are on average 25% loose dirt...like a sand planet but imagine the entire crust and maybe some of the mantle is dirt, and missing the layers of solid (and liquid) rock you'd expect. Apart from Dirt, Karbonite and Kaborundum, this is compatible with MKS.

"Strip stock converters" erases the default options in the Convert-O-Trons since they become redundant when this mod adds its alternatives to them.

 

17 minutes ago, Muetdhiver said:

I'm trying to figure out the way to converter config works, but TBH I'm flailing and failing. Could you enlighten me ?

  1. The Convert-O-Trons have more options/ resource chains and require diverse inputs. it's not "Ore -> X" and "Ore -> Y" as usual. Each of these options require the given amount of radiator cooling power so if the converter says it requires 250K of cooling but you run more than one converter then you need 250K * the number of running converters. They all also require an engineer to be on the ship just like the stock options.
  2. The Ore tanks use B9 Part Switch to be switchable between all of the "input" resources. You'll end up wanting more and smaller Ore tanks as you explore and get accustomed to the new resource chains.
  3. Various resources (not just fuel) are supported among the "output" sort. There is an optional config in the extras folder ( RR_TankswitchForSquad.cfg )  which adds resource switching and enables access to all of these in all of the stock tanks. This patch will not activate or will cause conflicts when other mods are installed that also modify all the stock tanks (like CryoTanks or Configurable containers)
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32 minutes ago, dlrk said:

Am I OK to use this without the added parts? They throw a bunch of B9 errors that would be hard to track down

Yeah, it's okay to do so. Show me a log and post a screenshot of the B9 errors. I'd like to see what you're dealing with. I don't use MKS so I bet the conflict is specific to MKS.

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Release 1.4.1

DOWNLOAD :: GitHub :: SpaceDock

  • Added RationalResourcesAU pseudo-mod for planet packs that rename or purge the stock planets.
  • Added some resources to ground scanner.
  • Added support (resource distributions and science) for Beyond Home (planet pack) made and owned by @Gameslinx.
  • Added templates for gas giants (Sudarsky class II, III) and lava oceans.
    • Updated sky and sea scanners accordingly.
    • Lava ISRU configs not released. That's still WIP and TBD.
  • Fixed Hydrolox converter outputs (huge waste of Water).
  • Fixed Xenon, Argon outputs in Hydrates Splitter (way too high).
  • Nerfed Oxygen presence in Mun, buffed Alumina presence.
  • Updated mine-able exo resources for AtmceWaterThick template.
  • You will need to create the folder RationalResourcesAU inside GameData for yourself if you use BeyondHome.
Edited by JadeOfMaar
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Thanks for the fixes.

hydrolox works fine now (103% yield, so a tiny weeny bit too much but hey :) )

Hydrate mining is way better now, I get about 1,2 tons of fuel for 2,2 tons of mineral input.

Something is still off with Xenon.

2.2 tons of hydrates will yield 10kg of argon (i.e. 1% of the remaining mass once water is out). But for xenon I get a whopping 372kg. Which seems a bit much from 1000kg of dehydrated hydrates ^^

I think 10kg of Xenon would be better (IMO).

Edited by Muetdhiver
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@Muetdhiver Thanks for the valuable feedback there. That kind of math is beyond me, though (I wouldn't know where to look for the exact mass fraction of Argon or Xenon in some hydrates). I can simply multiply or divide to fix the Argon output if you tell me what the proper amount in kg should be vs the 10kg.

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@JadeOfMaar you are in luck since I'm doing some pad testing of my Gilly refinery.

here is my tweaked numbers :

Spoiler

    +MODULE[ModuleResourceConverter],0
    {
        @ConverterName = Hydrates Splitter
        @StartActionName = Start ISRU [Hydrates Splitter]
        @StopActionName = Stop ISRU [Hydrates Splitter]
        @ToggleActionName = Toggle ISRU [Hydrates Splitter]
        @INPUT_RESOURCE:HAS[#ResourceName[Ore]]
        {
            @ResourceName = Hydrates
            @Ratio = 0.224 // 2
        }
        @OUTPUT_RESOURCE:HAS[#ResourceName[LiquidFuel]]
        {
            @ResourceName = Water
            @Ratio = 0.18 // 1
            %DumpExcess = True
        }
        @OUTPUT_RESOURCE:HAS[#ResourceName[Oxidizer]]
        {
            @ResourceName = XenonGas
            @Ratio = 0.014933// 0.2; nerfed to 1/317 for gameplay balance
            %DumpExcess = True
        }
        +OUTPUT_RESOURCE,0:NEEDS[NearFuturePropulsion]
        {
            @ResourceName = ArgonGas
            @Ratio = 0.896 // 0.02; nerfed to 1/100 for gameplay balance
        }
        +OUTPUT_RESOURCE,0
        {
            @ResourceName = MetalOre
            @Ratio = 0.018 // 4
        }
        +OUTPUT_RESOURCE,0
        {
            @ResourceName = Oxygen
            @Ratio = 68.085 // 3
        }
    }

 

It will provide 10kg argon (6000u) and 10kg Xenon (100u) from the 1000kg of "not water" in the hydrates.

I have not checked the MetalOre nor the oxygen. Is the MetalOre for SimpleConstruction or something ?

 

Edited by Muetdhiver
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