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[1.12.x] Space Dust - Atmospheric and Exospheric Harvesting (9/10/2024)


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On 2/3/2022 at 3:32 AM, zw_45 said:

Here’s the config for RSS and the patch for LqdMethane

***Make sure you remove the original resource definition in SpaceDust folder***
https://1drv.ms/u/s!Anlnec-q1Uv7gRELNz2nLIql_lSm

 

- The abundance data of LqdDuterium was from this site: https://www.esa.int/Science_Exploration/Space_Science/Rosetta/The_surprising_comet. Then times the percent of H2 in atmosphere.

- For LqdHe3, I didn’t find the exact value for each planet, but I found this paper: https://arxiv.org/pdf/astro-ph/9508086.pdf. The abundance is 1E-5 He3/He4 * precent of He in atmosphere

- For Liquid Fuel (long chain hydrocarbons), I didn’t find any credible source about their abundance in solar system, so I leave it blank. (complex hydrocarbons comes from biological activities on Earth, they are supposed to be rare in solar system.

- Trace amount of Xenon Gas was added to the atmosphere of Earth and Mars.

In order to harvest resource from gas giant, I increased the abundance data of those planets by a magnitude of 1E6. For example, LqdHe3 is harvestable at 1000000m in Saturn atmosphere.

I also increased the operating temperature of atmosphere scoop so it can works in Jupiter atmosphere.

Hi, your link is broken, can you provide the file again? 

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  • 1 month later...
On 11/12/2022 at 10:08 PM, Gordon Dry said:

You could let that stay online or put it on Github, instead of removing it. This is a forum thread, not a private conversation, so just because @mateusviccari got the file doesn't mean there is nobody else who wants to test it.

The file is back online, I can keep it here if you want.

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3 hours ago, zw_45 said:

The file is back online, I can keep it here if you want.

I agree with @Gordon Dry, you've done a good job writing these configs and it would be a good idea to post them on github. I could do it if it's ok for you (I would properly acknowledge you if that is to be done)

Edited by mateusviccari
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@zw_45 thank you

Is that RSS patch for a stockalike environment only, but not for RealFuels?
I see LiquidFuel and Oxidizer, that's why I'm asking.

I assume that most RSS players are RO-RSS players and so they use RealFuels, only a small fraction uses RSS without RO.

So I try to do some simple edits for NEEDS[!RealFuels] and NEEDS[RealFuels] to fulfill the needs of the mod environments and hope the best.

Edit:
Patches should always have failsafe checks, like NEEDS[RealSolarSystem] if anyone forgets to remove the folder in a non-RSS setup.

 

Edited by Gordon Dry
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3 hours ago, mateusviccari said:

I agree with @Gordon Dry, you've done a good job writing these configs and it would be a good idea to post them on github. I could do it if it's ok for you (I would properly acknowledge you if that is to be done)

Feel free to do that

 

1 hour ago, Gordon Dry said:

@zw_45 thank you

Is that RSS patch for a stockalike environment only, but not for RealFuels?
I see LiquidFuel and Oxidizer, that's why I'm asking.

I assume that most RSS players are RO-RSS players and so they use RealFuels, only a small fraction uses RSS without RO.

So I try to do some simple edits for NEEDS[!RealFuels] and NEEDS[RealFuels] to fulfill the needs of the mod environments and hope the best.

Edit:
Patches should always have failsafe checks, like NEEDS[RealSolarSystem] if anyone forgets to remove the folder in a non-RSS setup.

 

This is for stockalike environments. I can make a separate real fuel patch, but I think the only difference is oxidizer vs LqdOxygen, and maybe a few more resources.

Edited by zw_45
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2 hours ago, Gordon Dry said:

@zw_45 thank you

Is that RSS patch for a stockalike environment only, but not for RealFuels?
I see LiquidFuel and Oxidizer, that's why I'm asking.

I assume that most RSS players are RO-RSS players and so they use RealFuels, only a small fraction uses RSS without RO.

So I try to do some simple edits for NEEDS[!RealFuels] and NEEDS[RealFuels] to fulfill the needs of the mod environments and hope the best.

Edit:
Patches should always have failsafe checks, like NEEDS[RealSolarSystem] if anyone forgets to remove the folder in a non-RSS setup.

 

I have updated this patch to support realfuels, it would be better to put this to RSS release thread since the patch removes stock resource definitions. Rational resource support incoming.

https://1drv.ms/u/s!Anlnec-q1Uv7g1S8TUVTa6IswfD4

Edited by zw_45
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@zw_45 I had to update my zip as there were dumb MM errors of the kind "pass specifier detected on insert node (not a patch)":
https://www.dropbox.com/s/jv5vldrl8i2hilv/RSS-SpaceDust (GordonDry edit).zip?dl=1

@mateusviccari another update, I stick to my way to avoid confusing myself, added fixes derived from @zw_45 's latest patch and my own fixes

@mateusviccari @zw_45 and another round of tailoring out issues

@mateusviccari @zw_45 another small update

Edited by Gordon Dry
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  • 1 month later...
  • 5 months later...
  • 7 months later...

Hey, am I doing something wrong with the Bussard Ramscoop, I put it in front of the ship, the heat is managed, the power is flowing but even running it several days in high and low orbit of Kerbin I couldn't get any liquid hydrogen to enter the tanks. I also asked this question in Far Future tech thread.

Edited by Morbanth
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  • 4 weeks later...

I've been trying to integrate this mod with More Real Exoplanets, but any time I load in the game with my configurations they never appear on the actual planets despite having the patches (as far as I know) completely correct for both atmosphere and exospheres as well as enabling always discovered/identified. I've read the documentation on the Github and cross referenced that with other planet packs that use SpaceDust but I still cannot get it working. I'll link the patches in case anybody can look at them and determine any issues (Ignore the abundancies, I was going to balance them once I got the resources actually working. I also tried changing some of the discoverability data to include all tags but that didn't affect it either.)

https://www.dropbox.com/scl/fo/wtr6dn1tg24h6y4aya7be/h?rlkey=sqqc9ucrvp188eecqor2r1jup&dl=0

Edited by AbnormalVenegrade
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  • 2 months later...
  • 2 weeks later...

Hey I need help to undo some testing I did for a new (spacedust) part and antenna range. KSP now believes I have already been to Jool and offers me contracts for it. I believe it is because of the scenario=spacedust....... DISCOVERYDATA ... bodyName = Jool and then some discovery and indentify 100% lines in the persistens sfs. Deleting those lines or setting the values to 0 and restarting the game doesnt help. Deleting the mod does but I want to use it (I use CKAN). So how do I undo my mishap?

Any help would be very helpful!

SCENARIO
	{
		name = SpaceDustScenario
		scene = 5, 7, 8, 6
		DISCOVERYDATA
		{
			resourceName = Antimatter
			bodyName = Kerbin
			bandName = kerbRing
			discovered = True
			identified = False
			discoveryPercent = 100
			identifyPercent = 0
		}
		DISCOVERYDATA
		{
			resourceName = ArgonGas
			bodyName = Kerbin
			bandName = kerbinAtmo
			discovered = True
			identified = True
			discoveryPercent = 100
			identifyPercent = 100
		}
		DISCOVERYDATA
		{
			resourceName = LqdDeuterium
			bodyName = Jool
			bandName = joolAtmo
			discovered = True
			identified = False
			discoveryPercent = 100
			identifyPercent = 0
		}
		DISCOVERYDATA
		{
			resourceName = LqdHe3
			bodyName = Jool
			bandName = joolAtmo
			discovered = True
			identified = False
			discoveryPercent = 100
			identifyPercent = 0
		}
		DISCOVERYDATA
		{
			resourceName = LqdHydrogen
			bodyName = Jool
			bandName = joolAtmo
			discovered = True
			identified = False
			discoveryPercent = 100
			identifyPercent = 0
		}
		DISCOVERYDATA
		{
			resourceName = Oxidizer
			bodyName = Kerbin
			bandName = kerbinAtmo
			discovered = True
			identified = True
			discoveryPercent = 100
			identifyPercent = 100
		}
		DISCOVERYDATA
		{
			resourceName = XenonGas
			bodyName = Kerbin
			bandName = kerbinAtmo
			discovered = True
			identified = True
			discoveryPercent = 100
			identifyPercent = 100
		}
	}

 

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  • 2 weeks later...
  • 2 months later...

Is it intended that argon is extremely quick?

5.5E+7 rate on Kerbin and 1.5E+5 on Duna. Filling up even the largest Tanks in Seconds. 

On 5/23/2024 at 12:25 PM, Altersufisch said:

Is there support for Kcalbeloh System?If not can you add it please?

You would need to contact the author of Kcalbeloh for this. I would appreciate it. 

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3 hours ago, Kergarin said:

Is it intended that argon is extremely quick?

5.5E+7 rate on Kerbin and 1.5E+5 on Duna. Filling up even the largest Tanks in Seconds.

This is due to a weird issue where resource quantity gets divided by density twice, so since Argon has a density of ~0.000017 its resource flow rate is (presumably mistakenly) multiplied by ~60,000. I submitted a PR about that here though I'm not expecting it to be resolved soon. Honestly with how slow collecting stuff in space is even with the bugged multiplier, that might be intentional for all I know.

On 5/23/2024 at 4:25 AM, Altersufisch said:

Is there support for Kcalbeloh System?If not can you add it please?

3 hours ago, Kergarin said:

You would need to contact the author of Kcalbeloh for this. I would appreciate it. 

Kcalbeloh itself already has SpaceDust configs bundled (they're in the KcalbelohSystem/OtherFeatures folder).

Edited by arbsoup
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1 hour ago, arbsoup said:

This is due to a weird issue where resource quantity gets divided by density twice, so since Argon has a density of ~0.000017 its resource flow rate is (presumably mistakenly) multiplied by ~60,000. I submitted a PR about that here though I'm not expecting it to be resolved soon. Honestly with how slow collecting stuff in space is even with the bugged multiplier, that might be intentional for all I know.

Kcalbeloh itself already has SpaceDust configs bundled (they're in the KcalbelohSystem/OtherFeatures folder).

Thanks. Haven't tried it in space yet. Maybe it can be easily solved landed in atmosphere by editing the Planets space dust cfg by adding a lot of zeros behind the . ? Will try that later.

 

Edited by Kergarin
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  • 2 weeks later...
3 hours ago, Kazako said:

how does one specify what resource to scoop?

SpaceDust parts with ModuleSpaceDustHarvester will harvest all available resources that you have storage for simultaneously.

If you want to write a config for a harvester to scoop only one resource, the MODULE{} definition for ModuleSpaceDustHarvester includes a series of HARVESTED_RESOURCE{} sections; each defines one possible scooping option, its minimum concentration for harvesting, and its efficiency. So you'd just need one such section when modding in a single-resource scoop.

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