DareMightyThingsJPL Posted February 27 Share Posted February 27 (edited) 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 February 27 by DareMightyThingsJPL Coding Fix Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted March 21 Author Share Posted March 21 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. 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. Quote Link to comment Share on other sites More sharing options...
DareMightyThingsJPL Posted March 21 Share Posted March 21 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. 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. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted March 21 Author Share Posted March 21 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. Quote Link to comment Share on other sites More sharing options...
teivospy Posted March 29 Share Posted March 29 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. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted April 5 Author Share Posted April 5 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. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted Tuesday at 07:00 AM Author Share Posted Tuesday at 07:00 AM 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. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted Wednesday at 01:06 AM Author Share Posted Wednesday at 01:06 AM 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. Quote Link to comment Share on other sites More sharing options...
arbsoup Posted Wednesday at 03:52 AM Share Posted Wednesday at 03:52 AM (edited) 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 Wednesday at 03:58 AM by arbsoup Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted Wednesday at 04:25 AM Author Share Posted Wednesday at 04:25 AM @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.) Quote Link to comment Share on other sites More sharing options...
arbsoup Posted Wednesday at 04:29 AM Share Posted Wednesday at 04:29 AM I think I'll run with RockIce for the time being, I don't really know how I'd try to rebalance these things. Thanks! Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted Wednesday at 04:38 AM Author Share Posted Wednesday at 04:38 AM @arbsoup In RR_templates.xlsx --> Crust sheet on the repo, you'll see the tables that are used for the median values of the abundances in the configs. The sum of all of these (per column/template) must be <= 100. You could download this for yourself and tinker with it. Quote Link to comment Share on other sites More sharing options...
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