Clamp-o-Tron Posted August 21, 2021 Share Posted August 21, 2021 @JadeOfMaar for the most part, those look pretty good. I do have a few suggestions: Spoiler * Oxidizer/LqdOxygen should be combined into just Oxidizer, having LqdOxygen as well is redundant if they are the same thing (implied by the conversion). * Carbon Monoxide shouldn't be obtained with C + CO2 at all. The stoichiometry I would suggest (+intended) was 2CO2 + energy --> 2CO + O2 * I like the LF chain, which effectively marks it as propylene (C3H6). The stats of propylene/LOX as a fuel are essentially the same as RP-1. * Deuterium extraction should be moved to another process, both because you can't sort out deuterium with electrolysis IRL and because 95% of players will never have a need for it. (Yes, I'm aware we're playing fast and loose with chemistry realism. As long as the stoichiometry is right it's good enough tbh.) * CO should be put into the configurable nuclear rockets, just to give a use for it (without MoreFuels). * Not specific to this update, but you should really overwrite some of the Kerbalism processes- especially the ones involving liquid fuel and oxidizer, which it has decided are methane and HTP. Since RR has a different interpretation of LF (either kerosene or propylene) and methane and HTP are resources used elsewhere, this would solve many problems and prevent confusion. * Also not specific to this update, but be prepared for a PR essentially duplicating some of the RealFuels configs for when the MoreFuels update sees the light of day. Looking pretty good so far, and I'm also working on some tech for the next major MoreFuels update that I think you'll find some use for (related to my plea for help on the MM page). Quote Link to comment Share on other sites More sharing options...
décepteur Posted August 21, 2021 Share Posted August 21, 2021 4 hours ago, Clamp-o-Tron said: Oxidizer/LqdOxygen should be combined into just Oxidizer, having LqdOxygen as well is redundant if they are the same thing (implied by the conversion). But that would render the config unusable for RealFuels-configured engines Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted August 21, 2021 Author Share Posted August 21, 2021 Re: suggestions: Spoiler I keep Oxidizer and LqdOxygen separate because of the slightly annoying situation where: RealFuels and other RO mods explicity use LqdOxygen but; CryoTanks and other mods outside of RO use Oxidizer, treating it as LqdOxygen but; Kerbalism uses Oxidizer but treats it as HTP. The two resources are fundamentally redundant, yes, but they still have diverse use cases. I'm not about to try to add to RR's dictatorship over main engines' propellants. For the presence of RealFuels, the freeze and thaw Oxidizer options will disappear. This is not explicitly noted anywhere but the subtractive NEEDS is there in the config. I placed the current CO production options based on popular existing industrial methods, with consultation from someone on Discord. About LF, thanks. But the name Propylene didn't occur to me as I consistently had tunnel vision on the Alkane (single bond) column of this simple hydrocarbons table on Wikipedia. I've treated LiquidFuel as Dodecane (C12H26) simply because of stock density. About Deuterium...that's there for the very visible fraction of players who use fusion rockets. I have it occur in-game nearly everywhere that Water can be mined...But I wouldn't know what process to move it to, and I don't want to as I can't think of a way to sift Deuterium without providing an exploit where, with time, you could possibly produce as much Deuterium as you had water. CO as an option in RR Nuclear Family. Gotcha. This overwrite that you're proposing...concerns RealFuels alone, right? I may consider it if so, but in the general/wider scope, that makes me nervous. I don't play Kerbalism so I'm not eager to rip out basic options of those who do play it. RR without Kerbalism treats LFO as Kerosene + LOX, but RR with Kerbalism respects that LFO is treated as Methane + HTP. I'll look out for that PR then. 4 hours ago, Clamp-o-Tron said: Looking pretty good so far, and I'm also working on some tech for the next major MoreFuels update that I think you'll find some use for (related to my plea for help on the MM page). ahhh, cool. I just peeked. Quote Link to comment Share on other sites More sharing options...
flart Posted August 21, 2021 Share Posted August 21, 2021 (edited) ksp 1.12.2, Looks like something about rock asteroid mining is off — two 3.75m inline drill from the Mining Expansion mine only 0.07 Rock/s, and mass of the vessel (include asteroid and rock tank) is not persist. ksp.log https://1drv.ms/u/s!Alncj27YxKc-h3W8OuSigdTM5sC2 Spoiler UPD. I put both ore and rock tanks on a vessel, and largest MEx drill (3.75m) mines an asteroid at 3.22 ore/s, and just 0.04 rock/s, is it intended? Edited August 22, 2021 by flart Quote Link to comment Share on other sites More sharing options...
Tonas1997 Posted August 22, 2021 Share Posted August 22, 2021 I'm on vacation and just came across your mod(s), truly amazing stuff! I will add them ASAP to my modpack once I'm back on the big city One quick question: I play with RSS/RO, so I'm really excited for RealFuel support. I've been checking the work-in-progress and I'm not sure I understand the diagram you uploaded here. Correct me if I'm wrong, but I imagine the following process would be feasible on the Moon, as the Srf_Alumina template contains Hydrates: Hydrates -> split into Water and other products -> split into Hydrogen, Oxygen and Deuterium -> freeze into LqdHydrogen and LqdOxygen -> get fuel to power, say, an RL-10 engine -> profit! Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted August 23, 2021 Author Share Posted August 23, 2021 7 hours ago, Tonas1997 said: Hydrates -> split into Water and other products -> split into Hydrogen, Oxygen and Deuterium -> freeze into LqdHydrogen and LqdOxygen -> get fuel to power, say, an RL-10 engine -> profit! Among the things I didn't mention in the tables are that the Hydrolox and Methalox converters will change to produce LqdOxygen and not Oxidizer. Your process would actually be shorter: [Hydrates Splitter] split into Water and other products --> [Hydrolox] split Water and make LqdHydrogen + LqdOxygen --> Tank it and go! On 8/21/2021 at 7:35 PM, flart said: Looks like something about rock asteroid mining is off — two 3.75m inline drill from the Mining Expansion mine only 0.07 Rock/s, and mass of the vessel (include asteroid and rock tank) is not persist. I'm not sure what to say about that. RR does not touch asteroid resources and asteroid harvesters (there's only one flavor of asteroid in stock and I don't play with asteroids and comets so I have little incentive to mod them). Perhaps your ship needs an engineer on it? On 8/21/2021 at 7:35 PM, flart said: UPD. I put both ore and rock tanks on a vessel, and largest MEx drill (3.75m) mines an asteroid at 3.22 ore/s, and just 0.04 rock/s, is it intended? No. That's not intended. Perhaps the harvest rate scales with the fraction of the resource's presence in the asteroid. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted August 23, 2021 Author Share Posted August 23, 2021 (edited) @Clamp-o-Tron I...just remembered to change the CO production process, but otherwise, I think I'm absolutely finished setting up the whole CO ecosystem ........As it turns out I couldn't avoid making tank options as some engines have tanks built-in and they may become more popular for it without RF. For non-RF, I wound up with the CO+Oxidizer ratio of 11:1 units Revised the Fuel Cell patching into an opt-in system. This system is also rigged to not activate when CryoTanks is installed as that mod adapted the same system and purges RR's (or any other mod's) setup for Hydrolox and Methalox. I've also adapted SMX's Ore-burning fuel cell mode and made it into an option available to any fuel cell under the tag: "OreBurner = True" Also, also, this system integrates Extraplanetary Launchpad's fuel cell patch. Edited August 23, 2021 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
Clamp-o-Tron Posted August 23, 2021 Share Posted August 23, 2021 2 hours ago, JadeOfMaar said: @Clamp-o-Tron I...just remembered to change the CO production process, but otherwise, I think I'm absolutely finished setting up the whole CO ecosystem ........As it turns out I couldn't avoid making tank options as some engines have tanks built-in and they may become more popular for it without RF. For non-RF, I wound up with the CO+Oxidizer ratio of 11:1 units Revised the Fuel Cell patching into an opt-in system. This system is also rigged to not activate when CryoTanks is installed as that mod adapted the same system and purges RR's (or any other mod's) setup for Hydrolox and Methalox. I've also adapted SMX's Ore-burning fuel cell mode and made it into an option available to any fuel cell under the tag: "OreBurner = True" Also, also, this system integrates Extraplanetary Launchpad's fuel cell patch. Looks excellent! Though if you weren’t referring to it, changing the CO production would be nice because you wouldn’t use industrial production methods in space, you’d use SOE (like MOXIE), and in fact that’s the only reason CO+O2 is ever considered. I’m not at my PC with the MoreFuels update partially done, not will I be for another few days, but I think I arrived at something similar for CO/LOX ratios. Quote Link to comment Share on other sites More sharing options...
Tommy99534 Posted September 24, 2021 Share Posted September 24, 2021 there's some sort of bug with this mod that causes it to break procedural parts and make the editor very annoying to use, i've written details here Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted September 25, 2021 Author Share Posted September 25, 2021 (edited) On 9/23/2021 at 9:59 PM, Tommy99534 said: there's some sort of bug with this mod that causes it to break procedural parts and make the editor very annoying to use, i've written details here Rational Resources is mistakenly adding one or more tank types to a part where it already exists. XenonGas is the tank type. That's been fixed. Seriously, thanks for reporting this issue. Edited September 25, 2021 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted September 27, 2021 Author Share Posted September 27, 2021 (edited) I'm finally nearly finished with everything. Aside from little things that I may come up with, now I'm just waiting on someone who knows Kerbalism to find what I can't see in the new mod folder RationalResourcesKerbalismRF that causes nulls, and fix it for me. Side note: I've already delayed quite a bit due to burnout/overload and hoping to deliver those intake parts. I ponder whether to delay further in order to deliver them. Edited September 27, 2021 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
Tonas1997 Posted September 30, 2021 Share Posted September 30, 2021 On 9/27/2021 at 2:43 AM, JadeOfMaar said: I'm finally nearly finished with everything. Aside from little things that I may come up with, now I'm just waiting on someone who knows Kerbalism to find what I can't see in the new mod folder RationalResourcesKerbalismRF that causes nulls, and fix it for me. Side note: I've already delayed quite a bit due to burnout/overload and hoping to deliver those intake parts. I ponder whether to delay further in order to deliver them. What sort of nulls do you get? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted October 1, 2021 Author Share Posted October 1, 2021 4 hours ago, Tonas1997 said: What sort of nulls do you get? Generic, unhelpful ones. I need someone who knows the anatomy of a Kerbalism profile. Quote Link to comment Share on other sites More sharing options...
Davi SDF Posted October 1, 2021 Share Posted October 1, 2021 Sorry if this has been already asked, but is it normal for RR TankSwitchForSquad to disable Cryo Tanks Liquid Hydrogen boilof? If so, is there a way to prevent this? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted October 1, 2021 Author Share Posted October 1, 2021 53 minutes ago, Davi SDF said: Sorry if this has been already asked, but is it normal for RR TankSwitchForSquad to disable Cryo Tanks Liquid Hydrogen boilof? If so, is there a way to prevent this? That config neither tries to add nor remove the boiloff function from Squad's tanks. Am I to assume you're asking for Squad's tanks to get the boiloff feature? Quote Link to comment Share on other sites More sharing options...
Tonas1997 Posted October 1, 2021 Share Posted October 1, 2021 (edited) 12 hours ago, JadeOfMaar said: Generic, unhelpful ones. I need someone who knows the anatomy of a Kerbalism profile. Oh, that's unfortunate I saw your post on Kerbalism's Discord a few days ago, so I'd also recommend the KSP-RO server. People over there are extremely helpful and there's also a dedicated channel for Kerbalism-related questions. Besides, since you're working on ISRU for RealFuels you might get a lot of people interested! Edited October 1, 2021 by Tonas1997 Quote Link to comment Share on other sites More sharing options...
Davi SDF Posted October 1, 2021 Share Posted October 1, 2021 11 hours ago, JadeOfMaar said: That config neither tries to add nor remove the boiloff function from Squad's tanks. Am I to assume you're asking for Squad's tanks to get the boiloff feature? Yes, sorry if i wasn't very precise! Quote Link to comment Share on other sites More sharing options...
Tonas1997 Posted October 3, 2021 Share Posted October 3, 2021 Quick question: wouldn't the "Srf_Silica" template fit the Moon better? Quote Link to comment Share on other sites More sharing options...
SebastianPahlsson Posted October 3, 2021 Share Posted October 3, 2021 (edited) On 9/24/2021 at 3:59 AM, Tommy99534 said: there's some sort of bug with this mod that causes it to break procedural parts and make the editor very annoying to use, i've written details here I´m having this issue aswell, with the github master branch. Did you solve this somehow or do I need to wait for the next update? Edit: It seems that this mod, cryotanks, and procedural parts is conflicting somehow.MMaybe because of conflicting tank type names? https://imgur.com/a/tcBe885 Edited October 4, 2021 by SebastianPahlsson Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted October 5, 2021 Author Share Posted October 5, 2021 (edited) On 10/3/2021 at 5:00 PM, SebastianPahlsson said: Edit: It seems that this mod, cryotanks, and procedural parts is conflicting somehow. Oh. That's the exact same problem (repeating tank types break the plugin). I was not aware that CryoTanks also patches Procedural Parts. I'll do what needs to be done about that. On 10/3/2021 at 3:34 PM, Tonas1997 said: Quick question: wouldn't the "Srf_Silica" template fit the Moon better? Not really, I'd say. That template doesn't provide the huge fraction of Alumina that the Moon is known for, and why the Srf_Alumina template exists. On 10/1/2021 at 8:58 AM, Tonas1997 said: Oh, that's unfortunate I saw your post on Kerbalism's Discord a few days ago, so I'd also recommend the KSP-RO server. People over there are extremely helpful and there's also a dedicated channel for Kerbalism-related questions. Besides, since you're working on ISRU for RealFuels you might get a lot of people interested! I got the help I needed. And for a very tiny issue as I expected. Release 1.20 DOWNLOAD :: GitHub :: SpaceDock Added KerbalChangelog support. Added support for RealFuels: Applies to any opted-in Convert-O-Trons (including any WBI OmniConverters), Kerosene ocean harvesting and a CarbonMonoxide + Oxidizer option for fuel cells. Does not add fuel cell options to Kerbalism. Does not include configs for tanks, RCS or engines. Renamed some prior converter options to prevent conflict or confusion. Added/Adjusted support for RealFuels In Kerbalism. Added profile/mod folder: RationalResourcesKerbalismRF. Changed the 4 built-in processes that involve stock propellants to instead involve equivalent real propellants and include blue "RealFuels edition" in the description. Enabled missing Alumina, Hydrates, Spodumene Splitters since they don't involve non-CRP Metal/MetalOre. Enabled slot count (as per the opt-in system) to +1 when upgrades applied. If a mod part opts in with, example: 4 slots, it will automatically have 5 when upgraded. Ensured that the micro-sized Kerbalism Chemical Plant part gets all RR processes and properly scaled. Adjusted throughputs in some converters. Some are faster. Some are slower. Added Opt-in system for fuel cells: Fills in some nasty blanks that were left open in the previous fuel cells patch for Stockalike Mining Extension. Preserves and extends the re-balance given in Extraplanetary Launchpads. Provides for RealFuels. Will not apply to tagged parts if CryoTanks is installed due to CryoTanks having this system also. Fixed Procedural Parts patch: It added a tank option (XenonGas) that already existed and caused that mod to break the ship editors. It added cryofuels options and was not aware of CryoTanks doing the same. Moved demo parts into their own folder: RationalResourcesDemoParts so players can opt out of having them. Moved JNSQ config out of JNSQ and into this mod's package. Renamed original RationalResourcesParts to RationalResourcesCompanion. RationalResourcesParts is now home to only added parts and can be more easily ignored. Updated Extras/RR_NuclearFamily: Added CarbonMonoxide NTR option. Updated Extras/RR_TankswitchForSquad: Added CarbonMonoxide + Oxidizer option. Does not support RealFuels. CKAN metadata update @HebaruSan @linuxgurugamer The following 5 major items are all folders in the download now and I'd like for them to be handled as given. Many thanks! RationalResources abstract: Makes resource placement no longer random but fit to composition templates. Promotes cryofuel mods and planet pack to life support compatibility. recommends (+): CommunityResourcePack, ClassicStock, RationalResourcesCompanionLet CRP and Classic Stock's mutual exclusion settle things for them. depends (-): CommunityResourcePack tags (-): plugin tags (+): config provides: RationalResourcesCompanion, RationalResourcesKerbalism, RationalResourcesKerbalismRF, RationalResourcesParts RationalResourcesCompanion name: Rational Resources Companion abstract: Provides diverse resource chains and easy opt-in systems to make ISRU parts compatible. tags: config, resources depends: RationalResources RationalResourcesKerbalism name: Rational Resources Kerblism abstract: Kerbalism integration. tags: config, resources depends: RationalResources, RationalResourcesCompanion, Kerbalism RationalResourcesKerbalismRF name: Rational Resources Kerblism + RealFuels abstract: Kerbalism & RealFuels integration. tags: config, resources depends: RationalResources, RationalResourcesCompanion, RationalResourcesKerbalism, RealFuels RationalResourcesParts name: Rational Resources Parts abstract: Provides dedicated parts. Some are demos for concept tech. Some are niche ISRU parts. depends: RationalResources, RationalResourcesCompanion Edited October 5, 2021 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
HebaruSan Posted October 5, 2021 Share Posted October 5, 2021 3 hours ago, JadeOfMaar said: RationalResources provides: RationalResourcesCompanion, RationalResourcesKerbalism, RationalResourcesKerbalismRF, RationalResourcesParts Should this say "suggests"? The "provides" property doesn't seem to fit here. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted October 5, 2021 Author Share Posted October 5, 2021 @HebaruSan oh? I guess I've lost my understanding of that--or never fully grasped. In that case: recommends: RationalResourcesCompanion suggests: RationalResourcesParts (I'm not too inclined to suggest the others, really.) supports: KerbalChangelog (Forgot to mention this. I had some fun learning it. Thanks for producing it. ) Quote Link to comment Share on other sites More sharing options...
Tonas1997 Posted October 5, 2021 Share Posted October 5, 2021 Is the new version only compatible with KSP 1.12.2? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted October 5, 2021 Author Share Posted October 5, 2021 28 minutes ago, Tonas1997 said: Is the new version only compatible with KSP 1.12.2? No. RR is only configs, and its version file doesn't apply version restrictions. It should work just fine as far back as you need to go. Quote Link to comment Share on other sites More sharing options...
Tonas1997 Posted October 5, 2021 Share Posted October 5, 2021 (edited) I'm trying to use the latest version with a RSS/RO install and most of the converters have weird PAWs: Kerbalism's ISRU seems to have a proper configuration module, whereas the stock Convert-O-Tron 250 and the Chemical Plant have a gigantic PAW since all processes are listed and lack a configuration module I don't expect you to add custom compatibility to Kerbalism's RO profile, but how could I solve this with a couple of :FINAL patches? Here's the cache of the Convert-O-Tron: Spoiler { parentUrl = Squad/Parts/Resources/ISRU/ISRU.cfg PART { name = ISRU module = Part author = RoverDude mesh = ISRU.mu scale = 1 rescaleFactor = 1 node_stack_top = 0.0, 1.5, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -1.5, 0.0, 0.0, -1.0, 0.0, 2 TechRequired = shortTermHabitation entryCost = 24000 cost = 8000 category = Utility subcategory = 0 title = Convert-O-Tron 250 manufacturer = Kerbodyne description = <#acfffc><b>Buoyancy</b>: 0.3</color><br>This mobile processing plant can take raw materials containing even trace amounts of oxygen and hydrogen, and crack them into useful fuel products. When operated by a skilled engineer, you will be able to operate with better efficiency. These modules operate best at their ideal operating temperatures, and feature auto-shutdown in the event of excessive overheating. Radiators can be used to help manage excessive heat. attachRules = 1,1,1,0,0 mass = 3.36 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 bulkheadProfiles = size2, srf tags = conver isru mine )mining (ore process resource cck-rr _kerbalism buoyancy = 0.3 rationalBuoyancy = Yes RRConverter = isSet RRPower = 1 RRSlots = 1 isStock = True RRConverterRF = isSet maxTemp = 1073.15 crashTolerance = 12 gTolerance = 100 maxPressure = 20000 breakingForce = 250 breakingTorque = 250 rationalPressure = No MODULE { name = ModuleAnimationGroup deployAnimationName = activeAnimationName = ProcessorLarge_running deployActionName = Deploy <<1>> retractActionName = Retract <<1>> toggleActionName = Toggle <<1>> moduleType = Converter autoDeploy = true } MODULE { name = Driftless active = True } MODULE { name = CollisionFX scrapeSparks = true collisionSound = CollisionFXReUpdated/Sounds/Bang1 scrapeSound = CollisionFXReUpdated/Sounds/GroundSkid sparkSound = CollisionFXReUpdated/Sounds/SparkSqueal } MODULE { name = ProcessController resource = _MRER title = Molten Regolith Electrolysis (Rock) Tag = Sabe capacity = 1 } MODULE { name = ProcessController resource = _AmmoniaBrew title = Ammonia Brewer Tag = RR capacity = 1 } MODULE { name = ProcessController resource = _AmmoniaToMono title = Ammonia to MonoPropellant Tag = RR capacity = 1 } MODULE { name = ProcessController resource = _CarbonExtractor title = Carbon Extractor Tag = RR capacity = 1 } MODULE { name = ProcessController resource = _CarbonFuser title = Carbon Fuser Tag = RR capacity = 1 } MODULE { name = ProcessController resource = _SplitterAl2O3 title = Alumina Splitter Tag = RR capacity = 1 } MODULE { name = ProcessController resource = _SplitterCO2 title = Carbon Dioxide Splitter Tag = RR capacity = 1 } MODULE { name = ProcessController resource = _SplitterH2O title = Water Splitter Tag = RR capacity = 1 } MODULE { name = ProcessController resource = _SplitterHydrates title = Hydrates Splitter Tag = RR capacity = 1 } MODULE { name = ProcessController resource = _SplitterMona title = Mopedantte Splitter Tag = RR capacity = 1 } MODULE { name = ProcessController resource = _SplitterSpod title = Spodumene Splitter Tag = RR capacity = 1 } MODULE { name = TweakScale type = stack defaultScale = 2.5 } MODULE { name = GeometryPartModule } MODULE { name = FARAeroPartModule } MODULE { name = FARPartModule } MODULE { name = ProcessController resource = _MRER title = Molten Regolith Electrolysis (Rock) Tag = Sabe capacity = 90 } MODULE { name = ProcessController resource = _AmmoniaBrew title = Ammonia Brewer Tag = RR capacity = 1 } MODULE { name = ProcessController resource = _AmmoniaToMono title = Ammonia to MonoPropellant Tag = RR capacity = 1 } MODULE { name = ProcessController resource = _CarbonExtractor title = Carbon Extractor Tag = RR capacity = 1 } MODULE { name = ProcessController resource = _CarbonFuser title = Carbon Fuser Tag = RR capacity = 1 } MODULE { name = ProcessController resource = _CarbonMonoA title = Carbon Monoxide A Tag = RR capacity = 1 } MODULE { name = ProcessController resource = _CarbonMonoB title = Carbon Monoxide B Tag = RR capacity = 1 } MODULE { name = ProcessController resource = _GlykerolBrew title = Glykerol Brewer Tag = RR capacity = 1 } MODULE { name = ProcessController resource = _SplitterAl2O3 title = Alumina Splitter Tag = RR capacity = 1 } MODULE { name = ProcessController resource = _SplitterCO2 title = Carbon Dioxide Splitter Tag = RR capacity = 1 } MODULE { name = ProcessController resource = _SplitterH2O title = Water Splitter Tag = RR capacity = 1 } MODULE { name = ProcessController resource = _SplitterHydrates title = Hydrates Splitter Tag = RR capacity = 1 } MODULE { name = ProcessController resource = _SplitterMona title = Mopedantte Splitter Tag = RR capacity = 1 } MODULE { name = ProcessController resource = _SplitterSilica title = Silicates Splitter Tag = RR capacity = 1 } MODULE { name = ProcessController resource = _SplitterSpod title = Spodumene Splitter Tag = RR capacity = 1 } MODULE { name = Reliability type = ProcessController title = #KERBALISM_ChemicalPlant_title repair = Engineer mtbf = 72576000 extra_cost = 1.0 extra_mass = 0.2 } MODULE { name = ProcessController resource = _HydroloxRF title = Hydrolox Tag = RRRF capacity = 1 } MODULE { name = ProcessController resource = _MethaloxRF title = Methalox Tag = RRRF capacity = 1 } MODULE { name = ProcessController resource = _Aerozine50 title = Aerozine50 Tag = RRRF capacity = 1 } MODULE { name = ProcessController resource = _EthanolA title = Ethanol A Tag = RRRF capacity = 1 } MODULE { name = ProcessController resource = _EthanolB title = Ethanol B Tag = RRRF capacity = 1 } MODULE { name = ProcessController resource = _Ethanol75A title = Ethanol75 A Tag = RRRF capacity = 1 } MODULE { name = ProcessController resource = _Ethanol75B title = Ethanol75 B Tag = RRRF capacity = 1 } MODULE { name = ProcessController resource = _HTP title = HTP Tag = RRRF capacity = 1 } MODULE { name = ProcessController resource = _HydrazineRF title = Hydrazine Tag = RRRF capacity = 1 } MODULE { name = ProcessController resource = _Kerosene title = Kerosene Tag = RRRF capacity = 1 } MODULE { name = ProcessController resource = _MMHA title = MMH A Tag = RRRF capacity = 1 } MODULE { name = ProcessController resource = _MMHB title = MMH B Tag = RRRF capacity = 1 } MODULE { name = ProcessController resource = _MMHC title = MMH C Tag = RRRF capacity = 1 } MODULE { name = ProcessController resource = _NTO title = NTO Tag = RRRF capacity = 1 } MODULE { name = ProcessController resource = _UDMH title = UDMH Tag = RRRF capacity = 1 } MODULE { name = ProcessController resource = _UH25 title = UH25 Tag = RRRF capacity = 1 } MODULE { name = ProcessController resource = _SplitterHTP title = HTP Splitter Tag = RRRF capacity = 1 } MODULE { name = ProcessController resource = _SplitterHydrazine title = Hydrazine Splitter Tag = RRRF capacity = 1 } MODULE { name = ModuleResourceConverter ConverterName = LOX StartActionName = Start ISRU [LOX] StopActionName = Stop ISRU [LOX] AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Engineer EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = Ore Ratio = 0.5 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 37.2 } OUTPUT_RESOURCE { ResourceName = LqdOxygen Ratio = 0.4578 DumpExcess = false } } MODULE { name = ModuleResourceConverter ConverterName = Oxygen StartActionName = Start ISRU [Oxygen] StopActionName = Stop ISRU [Oxygen] AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Engineer EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = Ore Ratio = 0.5 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 33.9 } OUTPUT_RESOURCE { ResourceName = Oxygen Ratio = 0.4578 DumpExcess = false } } MODULE { name = ModuleResourceConverter ConverterName = Water StartActionName = Start ISRU [Water] StopActionName = Stop ISRU [Water] AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Engineer EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = Ore Ratio = 0.5 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 24.0 } OUTPUT_RESOURCE { ResourceName = Water Ratio = 0.0761 DumpExcess = false } } MODULE { name = ModuleResourceConverter ConverterName = LqdHydrogen StartActionName = Start ISRU [LqdHydrogen] StopActionName = Stop ISRU [LqdHydrogen] AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Engineer EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = Ore Ratio = 0.5 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 36.3 } OUTPUT_RESOURCE { ResourceName = LqdHydrogen Ratio = 0.01135 DumpExcess = false } } MODULE { name = ModuleResourceConverter ConverterName = LqdMethane StartActionName = Start ISRU [LqdMethane] StopActionName = Stop ISRU [LqdMethane] AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Engineer EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = Ore Ratio = 0.5 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 37.0 } OUTPUT_RESOURCE { ResourceName = LqdMethane Ratio = 0.0454 DumpExcess = false } } MODULE { name = PlannerController title = converter considered = true } MODULE { name = ModuleAeroReentry skinHeatConductivity = 0.001 leaveTemp = True } MODULE { name = Reliability type = ModuleResourceConverter title = Converter repair = Engineer mtbf = 72576000 extra_cost = 1.0 extra_mass = 0.2 } } } P.S.: I don't know how Kerbalism's processes work that well, but AFAIK my problem exists because ISRU parts are left with ProcessController modules vs. all processes being contained inside a Configure module. Am I correct? Edited October 5, 2021 by Tonas1997 Quote Link to comment Share on other sites More sharing options...
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