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Rational Resources 3.1.3 [Apr 08, 2025]


JadeOfMaar

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I've been adding tank types for CRP's fuels of NeonGas, LqdNeon, LqdArgon, KryptonGas, LqdKrypton and LqdXenon. If anyone wants them, here they are -- just put them in their respective .cfgs, at the right location as listed in the comments ( // ) Furthermore, if @JadeOfMaar wants to, he can add these into RationalResources and Rational Resources Companion, and he has full permission to do so.

zTankTypes at RationalResources\TemplateDefault\CRPDefault

Spoiler
// Copy and paste under // Propellants
B9_TANK_TYPE:NEEDS[B9PartSwitch,CommunityResourcePack]
{
	name = RR_Neon
	tankMass = 0.000625
	tankCost = 0
	RESOURCE
	{
		name = NeonGas
		unitsPerVolume = 60
	}
}
B9_TANK_TYPE:NEEDS[B9PartSwitch,CommunityResourcePack]
{
	name = RR_Krypton
	tankMass = 0.000625
	tankCost = 0
	RESOURCE
	{
		name = KryptonGas
		unitsPerVolume = 60
	}
}

// Copy and paste into // Cryogenic Propellants
B9_TANK_TYPE:NEEDS[B9PartSwitch,CommunityResourcePack]
{
	name = RR_CryoNe
	tankMass = 0
	tankCost = 0.2
	RESOURCE
	{
		name = LqdNeon
		unitsPerVolume = 5
	}
}
B9_TANK_TYPE:NEEDS[B9PartSwitch]
{
	name = RR_CryoAr
	tankMass = 0
	tankCost = 0.2
	RESOURCE
	{
		name = LqdArgon
		unitsPerVolume = 5
	}
}
B9_TANK_TYPE:NEEDS[B9PartSwitch,CommunityResourcePack]
{
	name = RR_CryoKr
	tankMass = 0
	tankCost = 0.2
	RESOURCE
	{
		name = LqdKrypton
		unitsPerVolume = 5
	}
}
B9_TANK_TYPE:NEEDS[B9PartSwitch]
{
	name = RR_CryoXe
	tankMass = 0
	tankCost = 0.2
	RESOURCE
	{
		name = LqdXenon
		unitsPerVolume = 5
	}
}

 

 

TankTypes in RationalResourcesCompanion\CRPDefault

Spoiler
// Copy and paste under // Add secondary tank types without cryotanks
		SUBTYPE:NEEDS[NearFuturePropulsion]
		{
			name = NE
			tankType = RR_Neon
			title = NeonGas
			primaryColor = OrangeRed
			secondaryColor = OrangeRed
		}
		SUBTYPE:NEEDS[NearFuturePropulsion]
		{
			name = KR
			tankType = RR_Krypton
			title = KryptonGas
			primaryColor = IndigoBlue
			secondaryColor = IndigoBlue
		}

// Place under // Add non-redundant taank types if CryoTanks installed
// There are multiple of these lines for different parts, so make sure to do that
		SUBTYPE:NEEDS[NearFuturePropulsion]
		{
			name = NE
			tankType = RR_Neon
			title = NeonGas
			primaryColor = OrangeRed
			secondaryColor = OrangeRed
		}
		SUBTYPE:NEEDS[NearFuturePropulsion]
		{
			name = KR
			tankType = RR_Krypton
			title = KryptonGas
			primaryColor = IndigoBlue
			secondaryColor = IndigoBlue
		}

// Copy and paste under // The Cryotanks themselves
		SUBTYPE
		{
			name = LNe
			tankType = RR_CryoNe
			title = LqdNeon
			primaryColor = OrangeRed
			secondaryColor = OrangeRed
		}
		SUBTYPE
		{
			name = LAr
			tankType = RR_CryoAr
			title = LqdArgon
			primaryColor = Blush
			secondaryColor = Blush
		}
		SUBTYPE
		{
			name = LKr
			tankType = RR_CryoKr
			title = LqdKrypton
			primaryColor = IndigoBlue
			secondaryColor = IndigoBlue
		}
		SUBTYPE
		{
			name = LXe
			tankType = RR_CryoXe
			title = LqdXenon
			primaryColor = ResourceColorXenonGas
			secondaryColor = ResourceColorXenonGas
		}

 

 

Edited by DareMightyThingsJPL
Coding Fix
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  • 3 weeks later...
On 2/21/2025 at 8:52 PM, DareMightyThingsJPL said:

-snip- an engine to use hydrogen and fluorine

Only one? ... Nah.

Spoiler

I might be overdoing the struts. Only the 2.5m single nozzle really needs them. Maybe the quad-nozzle too.

uxomlfJ.png

I started cooking these up because, for the longest time I've wanted Classic Stock Resources to have an entry in chemical rocket progression that's very distinct from Equivalent Kerolox, meanwhile, Equivalent Hydrolox (using Propellium) and Equivalent Methalox (using Raptium which I introduced) quite figuratively and practically didn't get off the ground in @Angelo Kerman's mods. These will run on a classic stock oxidizer I'm introducing, named Halide Cider (representing either pure Fluorine or the likes of Bromine TriChloride). The fuel will be Propellium or maybe Water.

 By consequence they will be available as CRP engines that run Fluorine or whatever other super-powered forbidden bipropellant mix that players dream about.

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1 hour ago, JadeOfMaar said:
On 2/22/2025 at 11:52 AM, DareMightyThingsJPL said:

-snip- an engine to use hydrogen and fluorine

Only one? ... Nah.

  Hide contents

I might be overdoing the struts. Only the 2.5m single nozzle really needs them. Maybe the quad-nozzle too.

uxomlfJ.png

I started cooking these up because, for the longest time I've wanted Classic Stock Resources to have an entry in chemical rocket progression that's very distinct from Equivalent Kerolox, meanwhile, Equivalent Hydrolox (using Propellium) and Equivalent Methalox (using Raptium which I introduced) quite figuratively and practically didn't get off the ground in @Angelo Kerman's mods. These will run on a classic stock oxidizer I'm introducing, named Halide Cider (representing either pure Fluorine or the likes of Bromine TriChloride). The fuel will be Propellium or maybe Water.

 By consequence they will be available as CRP engines that run Fluorine or whatever other super-powered forbidden bipropellant mix that players dream about.

Sweet! Didn't think RR would get it's own (non-reskin) engines for a while, especially not chemical ones, but this is "A surprise to be sure, but a welcome one."

In all seriousness though, this is quite the welcome addition. There are more propellant combinations that these engines could use (many would unfortunately require new resource definitions)

Spoiler

Beryllium+Fluorine

Beryllium+Fluorine+Hydrogen

Beryllium+Oxygen

Beryllium +Oxygen+Hydrogen

Lithium+Fluorine

Lithium+Fluorine+Hydrogen (The infamous classic of chemical hazard-symbol bingo)

Pentaborane+Fluorine

Pentaborane+Fluorine+Hydrogen

Pentaborane+Oxygen

Pentaborane+Oxygen+Hydrogen

Sodium+Fluorine

Sodium+Fluorine+Hydrogen

Sodium+Oxygen

Sodium+Oxygen+Hydrogen

I do not expect all of these to be added, but some would be nice.

On a similar note, can we get Waterfall plume switching for these too? Would be nice.

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8 hours ago, DareMightyThingsJPL said:

On a similar note, can we get Waterfall plume switching for these too? Would be nice.

I'm not sure if this is where the fun begins but the fun surely will be there afterward.

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  • 2 weeks later...

I noticed some likely unintended behavior when using RationalResourcesSquad in conjunction with Mk2Expansion and CryoTanks. Specifically the supplied RR_MoreTankSwitches.cfg which adds RR tanktypes to parts from the Mk2Expansion.

The issue stems from Mk2Expansion using B9PartSwitch transform keys inside the SUBTYPE nodes of a few parts that contain B9PartSwitch fuelswitch modules. This leads to selectable RR TankTypes without the needed transforms which causes a vanishing model when these tank types are selected in game. 

Specifically the parts are M2X_Servicebay and M2X_UST. I'm fairly certain there aren't any other instances aside from these two, but with that being said I didn't manually verify this in the part cfgs of Mk2Expansion. So there may be additional instances?

I fiddled with modifying your supplied config in order assist with a fix, but the relevant patch in RR_MoreTankSwitches.cfg applies to many Mk2Expansion parts appropriately without issue, so perhaps a specific patch to these specific parts might be warranted. During the course of creating a temporary solution for myself I noticed that just using MM to simply copy the transform keys from the initial SUBTYPE leads to the potential for thematically questionable meshes being applied to certain tanktypes, e.g. clearly identifiable monopropellant tanks holding LOx.  Luckily there are relevant mesh transforms included in the parts for the tank types added to these parts by RR.  For both parts there is a base mesh or meshes necessary regardless of tank type, as well as supplemental transforms used to indicate the currently selected tank type. Relevant transforms provided below.

Spoiler

For the M2X_Servicebay part, the base mesh transforms supplied by Mk2Expansion are:

transform = ServiceBay
transform = SupportMesh

Two additional meshes are required for the tanks located inside the rigid support structure, using the transforms supplied in the Xenon SUBTYPE results in tank meshes that are appropriate for the tank types added by RR. These mesh transforms are:

transform = Xenon1
transform = Xenon2

For the M2X_UST part, the base mesh transform is:

transform = ServiceTank

An additional transform is necessary for the hull texture, that varies based on the tank type. Appropriate for most tanktypes is:

transform = LiquidFuel

and for the LOx tanktypes:

transform = LFO

Lastly, and much less pertinent, both these parts include a "Monoprop" tanktype, which creates a redundancy when the relevant patch supplied in RR_MoreTankSwitches.cfg applies the base B9PartSwitch "MonoPropellant" tanktype.

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Release 3.1.2

  • Added/Updated detection of Classic Stock Resources vs Community Resource Pack in RationalResourcesJetFamily, RationalResourcesNuclearFamily.
  • Added System Heat integration for engines on Classic Stock Resources in RationalResourcesNuclearFamily.
  • Fixed texture path error with SolidFuel ramjet in the demo parts.
  • Fixed major issue with mass and volume of inline cryo tanks and inline gas cache tanks.
  • Fixed issues due to providing for Sterling Systems Kerbalism: Removed those things so they can be a modlet by themselves.
  • Fixed issues with engine detection in RationalResourcesJetFamily:
    • Should not care about engineID when ignoring multimode engines.
    • Only respect ModuleEnginesFX and ignore other variants of this module.
  • Revised fuel cell config in RationalResourcesKerbalism.
    • Provide Hydrogen and Carbon Monoxide options.
  • Updated detection for Kerbal Star systems 2: Aethera system.
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On 3/29/2025 at 3:02 PM, teivospy said:

I noticed some likely unintended behavior when using RationalResourcesSquad in conjunction with Mk2Expansion and CryoTanks. Specifically the supplied RR_MoreTankSwitches.cfg which adds RR tanktypes to parts from the Mk2Expansion.

The issue stems from Mk2Expansion using B9PartSwitch transform keys inside the SUBTYPE nodes of a few parts that contain B9PartSwitch fuelswitch modules. This leads to selectable RR TankTypes without the needed transforms which causes a vanishing model when these tank types are selected in game. 

Specifically the parts are M2X_Servicebay and M2X_UST. I'm fairly certain there aren't any other instances aside from these two, but with that being said I didn't manually verify this in the part cfgs of Mk2Expansion. So there may be additional instances?

I fiddled with modifying your supplied config in order assist with a fix, but the relevant patch in RR_MoreTankSwitches.cfg applies to many Mk2Expansion parts appropriately without issue, so perhaps a specific patch to these specific parts might be warranted. During the course of creating a temporary solution for myself I noticed that just using MM to simply copy the transform keys from the initial SUBTYPE leads to the potential for thematically questionable meshes being applied to certain tanktypes, e.g. clearly identifiable monopropellant tanks holding LOx.  Luckily there are relevant mesh transforms included in the parts for the tank types added to these parts by RR.  For both parts there is a base mesh or meshes necessary regardless of tank type, as well as supplemental transforms used to indicate the currently selected tank type. Relevant transforms provided below.

  Reveal hidden contents

For the M2X_Servicebay part, the base mesh transforms supplied by Mk2Expansion are:

transform = ServiceBay
transform = SupportMesh

Two additional meshes are required for the tanks located inside the rigid support structure, using the transforms supplied in the Xenon SUBTYPE results in tank meshes that are appropriate for the tank types added by RR. These mesh transforms are:

transform = Xenon1
transform = Xenon2

For the M2X_UST part, the base mesh transform is:

transform = ServiceTank

An additional transform is necessary for the hull texture, that varies based on the tank type. Appropriate for most tanktypes is:

transform = LiquidFuel

and for the LOx tanktypes:

transform = LFO

Lastly, and much less pertinent, both these parts include a "Monoprop" tanktype, which creates a redundancy when the relevant patch supplied in RR_MoreTankSwitches.cfg applies the base B9PartSwitch "MonoPropellant" tanktype.

Fixed and indeed needed to catch Mk3 Expansion's equivalent parts.

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Release 3.1.3

  • Updated RationalResourcesKerbalism:
    • Undid removal of stock fuel cell options.
  • Updated RationalResourcesSquad:
    • Fixed missing mesh name keys for the service tanks in Mk2 & Mk3 Expansion.
    • Excluded service bays in Mk2 & Mk3 Expansion from getting tank options.

 

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What's the recommended template for a carbonaceous asteroid? RockIce probably seems best from the deployment to e.g. Ceres and Vesta in RSS, but I just don't feel super confident — it feels like there's some ambiguity with it also being used for some outer moons. Or is there a more appropriate, less "planetary" template that I'm missing (probably not MetalCarbon)?

Edited by arbsoup
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@arbsoup RockIce would be the best fit. If you have any suggestions for dealing with the ambiguity and the outer moons I'd like to hear it.

I could reduce the CO2 content in IceMethane and reduce the CO2 content further in IceWater and IceNitrogen, both of which should then fit very nicely for those outer moons. (And I don't know which so you'll have to name them or update the config yourself and PR me.)

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