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Open Resource System (ORS) - Mod Resource API - version 1.4.2


Fractal_UK

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I don't suppose anyone has a master list somewhere with all of the resources that use ORS. I'm looking for planetary resources specifically, but anything would do.

I need to explicitly add support for each resource type in order for it to work with SCANsat and to avoid any mix up between different resources. All I have so far are the four KSPI resources.

The same goes for Kethane resources if anyone should have a list of those.

You have no idea how thrilled I would be if there was a mod that worked with ScanSat. If there's anything you need from me to help, let me know. Seriously.

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You have no idea how thrilled I would be if there was a mod that worked with ScanSat. If there's anything you need from me to help, let me know. Seriously.

One thing I can suggest is to make sure your maps match up on their left and right sides. It looks a bit goofy, especially in a polar projection, when there is a sudden dividing line where the resource distribution abruptly changes.

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One thing I can suggest is to make sure your maps match up on their left and right sides. It looks a bit goofy, especially in a polar projection, when there is a sudden dividing line where the resource distribution abruptly changes.

Indeed. Photoshop's Offset -> Wrap Around is your friend. :P

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One thing I can suggest is to make sure your maps match up on their left and right sides. It looks a bit goofy, especially in a polar projection, when there is a sudden dividing line where the resource distribution abruptly changes.

Thanks - I'll take a look. I believe they were based off of some re-highlighted ScanSat maps so it should be all good. Most definitely keep me posted on this - it was one of the things that initially put me off of ORS.

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Ehh I have slight problem with it - game lags as hell, when going into MUN SOI.

Here are logs and my persistence file:

http://www53.zippyshare.com/v/25423679/file.html

http://www53.zippyshare.com/v/35259934/file.html

It was constantly repeating this error in logs, it seems like Open Resource are derping.

ArgumentException: An element with the same key already exists in the dictionary.

at System.Collections.Generic.Dictionary`2[system.String,OpenResourceSystem.ORSPlanetaryResourceInfo].Add (System.String key, OpenResourceSystem.ORSPlanetaryResourceInfo value) [0x00000] in <filename unknown>:0

at OpenResourceSystem.ORSPlanetaryResourceMapData.loadPlanetaryResourceData (Int32 body) [0x00000] in <filename unknown>:0

at OpenResourceSystem.ORSPlanetaryResourceMapData.getResourceAvailability (Int32 body, System.String resourcename, Double lat, Double lng) [0x00000] in <filename unknown>:0

at FNPlugin.VanAllen.getRadiationDose (.Vessel vessel, Double rad_hardness) [0x00000] in <filename unknown>:0

at FNPlugin.FNModuleRadiation.OnUpdate () [0x00000] in <filename unknown>:0

at Part.ModulesOnUpdate () [0x00000] in <filename unknown>:0

at Part.Update () [0x00000] in <filename unknown>:0

I use following mods:

Load on Demand V2.2: http://forum.kerbalspaceprogram.com/threads/73236-WIP-Loading-textures-only-as-required

Module Manager V2.1.0: http://forum.kerbalspaceprogram.com/threads/55219-Module-Manager-1-5-6-%28Jan-6%29

000_Toolbar V1.7.1: http://forum.kerbalspaceprogram.com/threads/60066-0-23-5-Toolbar-Plugin-1-7-1-Common-API-for-draggable-resizable-buttons-toolbar

Active Texture Management V3.1:http://forum.kerbalspaceprogram.com/threads/59005-0-23-5-Release-3-1-Active-Texture-Management-Save-RAM-without-reduction-packs!

blizzy (Achievements) V1.6.0: http://forum.kerbalspaceprogram.com/threads/52535-0-23-5-Achievements-1-6-0-Earn-136-achievements-while-playing

Aerojet Kerbodyne V1.1: http://forum.kerbalspaceprogram.com/threads/76170-0-23-5-Aerojet-Kerodyne-%28Service-Module-NASA-Extension%29

B9_Aerospace V4.0c: http://forum.kerbalspaceprogram.com/threads/25241-0-22-B9-Aerospace-Pack-R4-0c-New-pods-IVAs-engines-fuselages-structures

BahaSP (Taurus) v1.0.1: http://forum.kerbalspaceprogram.com/threads/75074-Taurus-HCV-3-75-m-Stock-ish-Crew-Pod-now-with-internals!-v1-0-1-April-20-2014

BoJaN (Q Struts): http://forum.kerbalspaceprogram.com/threads/71030-Quantum-Struts-Continued-%282014-02-27%29-Tweakables-KAS-grab-attach

BoulderCo (EVE/Better Atmosphere) V4: http://forum.kerbalspaceprogram.com/threads/77523-Better-Atmospheres-V4-April-23rd-2014?p=1111947

ConnectedLivingSpace V1.0.4.1: http://forum.kerbalspaceprogram.com/threads/70161.

Crew Manifest V0.5.7.0: http://forum.kerbalspaceprogram.com/threads/60936-0-23-5-Kerbal-Crew-Manifest-v0-5-7-0

Deadly Reentry V4.7: http://forum.kerbalspaceprogram.com/threads/54954-0-23-5-Deadly-Reentry-Continued-v4-7-5-5-14

Distant Object Enhancement V1.3: http://forum.kerbalspaceprogram.com/threads/69907-0-23-Distant-Object-Enhancement-v1-3-Planets-satellites-in-the-night-sky!-%283-3%29

Editor Extensions V1.1: http://forum.kerbalspaceprogram.com/threads/38768-0-23-5-Editor-Extensions-v1-1-2-Apr-2014-%28EdTools-Editor-Tools-replacement%29

EnvironmentalVisualEnhancements V7.3: http://forum.kerbalspaceprogram.com/threads/55905-0-23-5-7-3-EnvironmentalVisualEnhancements-NEW!-VolumetricClouds!

ExsurgentEngineering (B9's plugin.)

Ferram Aerospace Research V0.13.3: http://forum.kerbalspaceprogram.com/threads/20451-0-23-5-Ferram-Aerospace-Research-v0-13-3-4-30-14

Firesplatter V6.3: http://forum.kerbalspaceprogram.com/threads/24551-Firespitter-propeller-plane-and-helicopter-parts-v6-3-%28May-6th%29-for-KSP-0-23-5

ImprovedChaseCamera V1.3: http://forum.kerbalspaceprogram.com/threads/80112-0-23-5-Improved-Chase-Camera-v1-2

Kerbal Attachment System V0.4.7 http://forum.kerbalspaceprogram.com/threads/53134-Kerbal-Attachment-System

Kermazit - Procedural Fairings V2.4.4: http://forum.kerbalspaceprogram.com/threads/39512-0-23-Procedural-Fairings-2-4-4-tech-tree-and-minor-improvements-%28March-31%29

Kethane V0.8.5: http://forum.kerbalspaceprogram.com/threads/23979-Kethane-Pack-0-8-5-Find-it-mine-it-burn-it!-0-23-5-%28ARM%29-compatibility-update

Klockheed_Martian (Asteroids) V0.3: http://forum.kerbalspaceprogram.com/threads/79675-Klockheed-Martian-Asteroid-Cities-V0-2-Improved-conversion-and-detection

Kine Tech Animation (B9's plugin?)

KSPScienceLibrary V1.1: http://forum.kerbalspaceprogram.com/threads/78305-0-23-5-Science-Library-v1-1

KW Rocketry V2.5.6B: http://forum.kerbalspaceprogram.com/threads/51037-0-21-X-KW-Rocketry-v2-5-29-09-2013

MagicSmokeIndustries (Infernal Robotics) V0.15:b http://forum.kerbalspaceprogram.com/threads/37707-0-23-5-Magic-Smoke-Industries-Parts-Infernal-Robotics-0-14-stable%29

MechJeb V2.2.1: http://forum.kerbalspaceprogram.com/threads/12384-PART-0-23-5-Anatid-Robotics-MuMech-MechJeb-Autopilot-v2-2-1

Nereid (Final Frontier) V0.3.9: http://forum.kerbalspaceprogram.com/threads/67246-0-23-Final-Frontier-0-3-9

NovaPunch V2.04: http://forum.kerbalspaceprogram.com/threads/3870

Open Resource System V1.1.0: http://forum.kerbalspaceprogram.com/threads/64595-Open-Resource-System-%28ORS%29-Mod-Resource-API-version-1-1-0

Part Catalog V2.4-3.0 RC2: http://forum.kerbalspaceprogram.com/threads/35018-0-23-5-PartCatalog-2-4-3-0-RC2-released

Protractor V2.4.5: http://forum.kerbalspaceprogram.com/threads/21544-23-Protractor-Rendezvous-Plugin-v-2-4-5

R&SCapsuledyne (Taurus) V1.0.1: http://forum.kerbalspaceprogram.com/threads/75074-Taurus-HCV-3-75-m-Stock-ish-Crew-Pod-now-with-internals!-v1-0-1-April-20-2014

RealChute V1.1.0.1: http://forum.kerbalspaceprogram.com/threads/57988-0-23-x-RealChute-Parachute-Systems-Presets!-v1-1-0-1-27-04-14

ResGen V0.28: http://forum.kerbalspaceprogram.com/threads/28895-0-20-2-Resource-Generation-Module-%280-28%29

ROMFARER (Lazor) V33: http://forum.kerbalspaceprogram.com/threads/9923-0-23-5-Lazor-System-v33-%28April-17%29

SCANSat + SCANsatRPM V6.0: http://forum.kerbalspaceprogram.com/threads/80369

ScienceAlert V1.5: http://forum.kerbalspaceprogram.com/threads/76793-0-23-5-ScienceAlert-1-5-Experiment-availability-feedback-%28April-26%29

Smoke Screen V0.23: http://forum.kerbalspaceprogram.com/threads/71630-0-23-SmokeScreen-Extended-FX-plugin

ShipManifest V0.23.5.3.2.3: http://forum.kerbalspaceprogram.com/threads/62270-0-23-5-Ship-Manifest-%28Crew-Science-Resources%29-v0-23-5-3-2-3-11-May-14

VNG V1.2: http://forum.kerbalspaceprogram.com/threads/25305-0-23-Vanguard-Technologies-EVA-parachutes-23!-Sry-4-not-fixing-earlier-%28Dec-30%29

TAC V0.8: http://forum.kerbalspaceprogram.com/threads/40667-0-23-0-23-5-WIP-TAC-Life-Support-0-8-22Dec

TimeControl V11.1: http://forum.kerbalspaceprogram.com/threads/69363-0-23-5-Time-Control-4-23-14-v11-1

Timmers (KeepFit): V1.0.43: http://forum.kerbalspaceprogram.com/threads/67739-0-23-WIP-PLUGIN-KeepFit-Kerbal-fitness-degradation-mod-v1-0-43

TreeLoader V1.0: http://forum.kerbalspaceprogram.com/threads/53192-0-22-TreeLoader-Custom-Career-Tech-tree-Loader-1-0

TriggerTech (Alt. Resource Display) V2.2.0.0: http://forum.kerbalspaceprogram.com/threads/60227-0-23-5-KSP-Alternate-Resource-Panel-v2-2-0-0-%28April-19%29

UmbraSpaceIndustries (MKS) V0.16.5: http://forum.kerbalspaceprogram.com/threads/79588

WarpPlugin (Interstellar) V0.11: http://forum.kerbalspaceprogram.com/threads/43839-0-23-5-KSP-Interstellar-%28Toolbar-Integration-New-Models-New-Tech%29-Version-0-11

And my big-ass scienceship (AAA Class Launcher or something) uses following mods: Nova Punch 2, KW Rocketry, B9_Areospace, Interstellar, Deadly Reentry, Kethane, Thunder Areospace, MechJeb 2, Protractor, RealChute and ScanSat.

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Thanks - I'll take a look. I believe they were based off of some re-highlighted ScanSat maps so it should be all good. Most definitely keep me posted on this - it was one of the things that initially put me off of ORS.

Indeed, the ORS-maps for MKS are altered/combined ScanSat altimeter and slope-maps (ScanSat is awesome :D), so their sides should match

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I have the Same problem with the Mun Orbit thingi.

Modlist:

Active Texture Management

Biomass Science

Envrimental Effects (this mod with the cool clouds)

Connected LifeSpace

Distand Object Enhancer

Extraplanetary Launchpads

Firespitter (only the needed dll stuff that trotation works)

HabitatPack

KAS

Hyperedit (to test fast and need not everytime to make 2 orbits..)

Kethane

MagicSmoke (Infernal Robotics)

CargoEnhanc eMod (the one you suggest)

NASA Mission (Squad)

Docking Port Alignment

NearFture (Only the Condensators and Batterys)

Open ResourceSystem

Procedual Fairings

RealChute

SCANsat

Scienc ealert

A Mod that imrpoves one of the Stock Cockpits (the 2. Pilot Jetcockpit that has total no deco)

ShipManifest

SimplePartOrganiser

TAC Lifesupport

Techtree Loader

KerbalAlarmClock & alternate Resource Panel

Kerbal SpaceInterstellar

ModuleManager 2.1.0

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I have the Same problem with the Mun Orbit thingi.

Modlist:

Active Texture Management

Biomass Science

Envrimental Effects (this mod with the cool clouds)

Connected LifeSpace

Distand Object Enhancer

Extraplanetary Launchpads

Firespitter (only the needed dll stuff that trotation works)

HabitatPack

KAS

Hyperedit (to test fast and need not everytime to make 2 orbits..)

Kethane

MagicSmoke (Infernal Robotics)

CargoEnhanc eMod (the one you suggest)

NASA Mission (Squad)

Docking Port Alignment

NearFture (Only the Condensators and Batterys)

Open ResourceSystem

Procedual Fairings

RealChute

SCANsat

Scienc ealert

A Mod that imrpoves one of the Stock Cockpits (the 2. Pilot Jetcockpit that has total no deco)

ShipManifest

SimplePartOrganiser

TAC Lifesupport

Techtree Loader

KerbalAlarmClock & alternate Resource Panel

Kerbal SpaceInterstellar

ModuleManager 2.1.0

Hmm so it could be SCANsat's fault - Kethane was working just fine before, and it happened after I updated SCANSat.

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Here's my list of ORS planetary resources so far:


ORS_1 Uranium - KSPI
ORS_2 Thorium - KSPI
ORS_3 Alumina - KSPI
ORS_4 Water - MKS
ORS_5 Ore - MKS
ORS_6 Minerals - MKS
ORS_7 Substrate - MKS
ORS_8 Reserved - Unreleased

At some point down the line I think I can add support for more resources in SCANsat using a config file, but for now each type is hard coded. Did I miss any? It's only planetary have the map right, so the KSPI version of water isn't needed here?

I'd also like to know if it's possible to include some kind of color definition in the resource file. Kethane resources define their color that way, so it's easy to assign each resource its proper color. ORS has no such system, so we're stuck with either the default pink (which shows up pretty well on SCANsat maps) or me hand-selecting alternate colors. If anyone wants a specific color keep in mind that greens, yellows and reds aren't going to show up well overlayed on top of a SCANsat map.

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Here's my list of ORS planetary resources so far:


ORS_1 Uranium - KSPI
ORS_2 Thorium - KSPI
ORS_3 Alumina - KSPI
ORS_4 Water - MKS
ORS_5 Ore - MKS
ORS_6 Minerals - MKS
ORS_7 Substrate - MKS
ORS_8 Reserved - Unreleased

At some point down the line I think I can add support for more resources in SCANsat using a config file, but for now each type is hard coded. Did I miss any? It's only planetary have the map right, so the KSPI version of water isn't needed here?

I'd also like to know if it's possible to include some kind of color definition in the resource file. Kethane resources define their color that way, so it's easy to assign each resource its proper color. ORS has no such system, so we're stuck with either the default pink (which shows up pretty well on SCANsat maps) or me hand-selecting alternate colors. If anyone wants a specific color keep in mind that greens, yellows and reds aren't going to show up well overlayed on top of a SCANsat map.

What sort of overlay are we talking about here? Why exactly do green, yellow, and red not show-up well (exactly why and what ranges of colour matters)? With more information, I could probably offer some suggestions (maybe even proof some colours).

I don't think you missed any resources. Not unless MKS defines water differently. (I'm afraid I haven't taken a look at MKS' maps yet. >.< )

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What sort of overlay are we talking about here?

These kind: http://forum.kerbalspaceprogram.com/threads/80661-0-23-5-DEV-SCANsat-v-7-0-Real-Scanning-Real-Science-at-Warp-Speed%21

Why exactly do green, yellow, and red not show-up well

SCANsat maps use those colors heavily. The slope map is almost entirely yellow, and the biome map is varying shades of green. The altimetry map is somewhat of a lost cause for picking ideal colors. Depending on the planet pretty much any color can be present, so using the grey scale map works better there. But for Kerbin at least (and other planets with similar surface heights) the colors skew to the blue, green and yellow side.

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Ooooooooohhhhhh, I see. Yes...that is...unfortunate. I'll make a test image with some swatches later and try to come-up with some colours. There might be a few ideal ones buried in the colour spectrum, though I sincerely doubt it. Finding a solution in there that would work for all cases seems nigh on impossible, if the goal is to communicate which resource you're looking at with colour as well as where it is, especially on the colour height map. What you have going-on with the ore overlay might work, or just relegating it to greyscale-only altitude maps, namely to have better colour-blind support.

Edit: A quick test in Photoshop revealed that the colour map actually has terrible support for colour-blindness, and the resource overlay's pink actually completely disappears for protanopia and deuteronopia. It's not a huge problem as a greyscale is readily available but something to be aware of.

Edited by phoenix_ca
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What sort of overlay are we talking about here? Why exactly do green, yellow, and red not show-up well (exactly why and what ranges of colour matters)? With more information, I could probably offer some suggestions (maybe even proof some colours).

I don't think you missed any resources. Not unless MKS defines water differently. (I'm afraid I haven't taken a look at MKS' maps yet. >.< )

We just call it Water :)

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Question - why not use a ScanSat map in greyscale for resources, and do the color overlays in color based on a concentration threshold (which OWS has) so you would see a bunch of small splotches of different colors (Kethane, Ore, etc.) although they'd be a bit muddy in the overlap but folks would get the idea. especially if you could turn resources on and off.

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Question - why not use a ScanSat map in greyscale for resources, and do the color overlays in color based on a concentration threshold (which OWS has) so you would see a bunch of small splotches of different colors (Kethane, Ore, etc.) although they'd be a bit muddy in the overlap but folks would get the idea. especially if you could turn resources on and off.
if the goal is to communicate which resource you're looking at with colour as well as where it is

Overlays are only one-at-a-time for now. For ORS resources it might be possible to add more than one (though it seems like it would have to be limited to some degree), but I'm afraid things will just end up looking muddled. It's doubtful that a reasonable method for viewing multiple Kethane resources, or viewing both types together, will be added. Kethane has much more significant performance issues to deal with and the big map is already slow enough.

Edit: A quick test in Photoshop revealed that the colour map actually has terrible support for colour-blindness, and the resource overlay's pink actually completely disappears for protanopia and deuteronopia. It's not a huge problem as a greyscale is readily available but something to be aware of.

Color-blind support is an issue in several areas. I'm thinking it might be best to find some suitable color/shade to use for the greyscale map and use that for all resource types (assuming that only one type is displayed at a time).

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Color-blind support is an issue in several areas. I'm thinking it might be best to find some suitable color/shade to use for the greyscale map and use that for all resource types (assuming that only one type is displayed at a time).

Works for me

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  • 2 weeks later...

I have a question of the definition of crustal resources, mainly the dimensions of the maps. How does this work? The ones in the interstellar mod seem rather different dimensions than the maps I seem to have.

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  • 1 month later...

There have not been any posts here for a while, so I am not sure if this mod is still supported or not.... but I am having a hard time with the Surface Resources.

I have defined the resources:

RESOURCE_DEFINITION

{

name = Substrate

density = 0.008

flowMode = ALL_VESSEL

transfer = PUMP

isTweakable = true

}

and also added to ORS:

PLANETARY_RESOURCE_DEFINITION

{

name = Substrate

celestialBodyName = Kerbin

resourceName = Substrate

mapUrl = OpenResourceSystem/PlanetResourceData/kerbin_substrate

resourceScale = LINEAR_SCALE

scaleMultiplier = 100

displayTexture = OpenResourceSystem/PlanetResourceData/yellow_resource_point

displayThreshold = 1

}

with detector:

MODULE

{

name = ORSResourceScanner

resourceName = Substrate

mapViewAvailable = true

}

with a png I made myself, and have also tried with the ones from Interstellar. I have set the scale to 100 in order to show SOMETHING, but I am never able to get any resources generated. Detectors always show 0 ppm, and extractors produce nothing. What am I doing wrong?

All the file paths are correct. I was using Kethane mod previously, however I would rather use ORS due to the way it works (or should work).

The atmospheric resources work fine with atmospheric extractor.

The only thing I can think of... is I am trying to use the 64bit version. I have seen that mentoned in the Interstellar forum thread, but that it did work for those that tried...

Edited by themongoose
more info
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  • 3 weeks later...
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