Jump to content

[0.23.5] Procedural mod resource storage parts


Eggman360

Would you like this sort of thing to be implimented into the original mods?  

2 members have voted

  1. 1. Would you like this sort of thing to be implimented into the original mods?

    • All mod containers should really be procedural
      52
    • Should be developed alongside other mods
      26
    • This is overpowered
      2
    • This is just a waste of time
      2
    • I would use this when i play KSP
      36
    • I would NOT use this when i play KSP
      5


Recommended Posts

I suggest to edit the TAC config. Carbon dioxide shouldn't be on the generic supply part; it should be on the waste management part.

Understandable but I used TAC parts to set the groups to which, as the generic life support pack contains a CO2 supply equal to the amount of O2 it can hold.

If you think it would be better I could add it to both, yet after release I'm reluctant to remove functions from parts due to ongoing player missions suddenly robbed of a way to recycle CO2 because their vessel can't store it, I could heavily nurf the amount but then balance is lost, I think it would be frustrating to have a long term mission to suddenly find that they can't recycle air.

I believe the generic part is for very basic trips where all you can do is store CO2 to recycle breathable air, not store waste and waste water to be re-processed, instead Kerbals would just vent the waste material into space.

Link to comment
Share on other sites

I've dabbled with making a procedural engine, it kind of works but seems it can be REALLY powerful, turns out by using the "surface/vacuum" settings from the SRB as a template I even tried making VERY specific settings, such as:

Lifters that offer 100% thrust at surface yet only 20-10% in vacuum yet keep a low isp.

mid stages that offer a good mix between the two and a mid range isp.

A vacuum setting that will make the engine practically useless in atmosphere and act like a nuclear engine in vacuum giving 2-5% thrust and high isp on the surface yet 100% thrust in vacuum with a really high isp (yet not as high as an ion engine.)

I've also dabbled in making a setting for that can run on argon or xenon using the VASIMR settings from near future propulsion including a scalable slider in flight to alter its thrust/isp settings for "emergency thrust" when you need/want it (it won't be a shameless wrap off of that mod part and won't be as powerful at the same size.)

I also plan on making a jet engine :)

Any interest in me finishing and releasing these parts?

(As far as realism goes don't ask how this is realistic :P lol, but it WILL be balanced, lol)

Edited by Eggman360
Link to comment
Share on other sites

Ahh, okay, that makes some sense. I just picked up TAC yesterday and first thing I did was delete all the tanks, just like I do for all other mods. I'm using procedural tanks/containers exclusively nowadays.

I do the same and yesterday morning (before coffee) I was like "O.o where the F are the kethane tanks? ...OMG has the kethane mod deleted itself!? :O" lol

Then it soon clicked that I'd deleted all the tanks from the other mods too :P lol

Edited by Eggman360
Link to comment
Share on other sites

I have a few tanks (not procedural) for the KAS storage system, and I'll look into making procedural tanks for them too but to be honest don't hold your breath because it doesn't work the same way as a resource...

Time to see how flexible the procedural parts configs are :P lol

Link to comment
Share on other sites

Nope. I'm pretty sure it's just meant to be Eggman's stock-alike addons.

I gave it a try and it works as is. I note Kerbin Engineer has no idea how to work out dV with it - it registers as a blank. A very handy part in keeping with the ethos of procedural parts, reducing inventory and part count. Not sure about the RTG functionality, don't see it in the cfg.

Link to comment
Share on other sites

I'm trying to figure out what the mod "KSP Add-on" is? It's a procedural service module from the cfgs, does it require a separate download?

Hey, sorry for the lack of clear descriptions, basically the service module still needs the Procedural parts core mod to be changeable, but it's meant to to add a very weak RTG, a battery and some mono-prop in one part, and the mono-prop and battery capacity scales with size, yet the RTG power doesn't.

I gave it a try and it works as is. I note Kerbin Engineer has no idea how to work out dV with it - it registers as a blank. A very handy part in keeping with the ethos of procedural parts, reducing inventory and part count. Not sure about the RTG functionality, don't see it in the cfg.

Hey, sorry for the lack of clear descriptions, basically the service module still needs the Procedural parts core mod to be changeable, but it's meant to to add a very weak RTG, a battery and some mono-prop in one part, and the mono-prop and battery capacity scales with size, yet the RTG power doesn't.

As far as I know none of the procedural parts work with Kerbal engineer, and I'm sure I even ready that Ion engines (even stock) doesn't register either, it must be an on-going issue.

Unless I made a mistake with the cfg its meant to generate power, but like 1/8th of that of the stocl RTG, i'll check if it even works, it did wen I made it but I might have uploaded the wrong file :/ lol

EDIT: Damn I'm such an idiot, lol, I uploaded the wrong file when I set up the drop-box, I've uploaded the new file, really sorry people, if you want you can download the new part from the "KSP Add-on" file or the "All" one, or if you like just add this the part cfg for the service module:

MODULE

{

name = ModuleGenerator

isAlwaysActive = true

OUTPUT_RESOURCE

{

name = ElectricCharge

rate = 0.75

}

}

Edited by Eggman360
Link to comment
Share on other sites

There's no harm having a second set of eyes scan your work, as the last post demonstrates (yep, you repeated a whole sentence :-D).

I doubt a real service module would use radioactive material (residents of Australia and South Pacific may object to that burning up over their heads), but it's a convenient abstraction. If anyone wants to do a proper fuel cell, the Universal Storage mod is up their street.

One thing that might be useful is some sort of mod part equivalence diagram, to give people an idea of what they can delete, safe in the knowledge they have a ready-made procedural replacement. For me, this cut a swathe through the hexcan hell of EPL, and Kethane and Interstellar tanks are under threat, though their pretty models have given them a stay of execution. I'd need to go through it in detail and make a list, but detail-oriented work like that really isn't my forte...

Link to comment
Share on other sites

There's no harm having a second set of eyes scan your work, as the last post demonstrates (yep, you repeated a whole sentence :-D).

I'm infamous for going back and editing posts when I see mistakes xD lol, and a second set is always good :)

I doubt a real service module would use radioactive material (residents of Australia and South Pacific may object to that burning up over their heads), but it's a convenient abstraction. If anyone wants to do a proper fuel cell, the Universal Storage mod is up their street.

Its more of a placeholder for now, I was actually looking into having a "Liquid battery" sort of idea, with a fluid that has mass, but holds a LOT of power, as the liquid is "used up" (it is replaced with uncharged fluid that can be recharged later) it keeps its mass, so basically it gives a balance, trade off having a seriously HUGE power storage yet it will have mass. Plus in real life Kerbals would NOT be trusted to make or fly rockets, using RTG's EVERYWHERE seems very Kerbal to me :P lol

One thing that might be useful is some sort of mod part equivalence diagram, to give people an idea of what they can delete, safe in the knowledge they have a ready-made procedural replacement. For me, this cut a swathe through the hexcan hell of EPL, and Kethane and Interstellar tanks are under threat, though their pretty models have given them a stay of execution. I'd need to go through it in detail and make a list, but detail-oriented work like that really isn't my forte...

That's a good point, as now we have the "Force Empty" function I can make tanks for Helium-3 and Anti-matter (Maybe), so don't delete ALL of your Interstellar tanks, due to this I get what you mean :/ lol

Link to comment
Share on other sites

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

I based my weight-to-capacity volumes on TAC itself, and I don't think I've tweaked the volumes if the tanks from the TAC life support mod have been updated lately, also I'm not really developing this mod anymore as swamp_ig found another partner to take over the mod compatibility side of procedural tanks :( lol, still it's refreshing to know people are still using my version :)

If support continues I'll take up the mantle once again and start developing and expanding this :)

So please show your support and let me know if I should take this up again :)

I take requests for specific mods, as I just made these tanks here to get started, I'm even looking into making procedural engines with configurable ISP/trust :) Let me know what you guys all think :)

Link to comment
Share on other sites

  • 6 months later...

I hate to be necroing... but, is there a status on this mod? Is it compatable with .90? And are there any more updates planned? Also, in the OP, you say its compatible with the Interstellar mod, is that the Interstellar mod itself? or the interstellar life support mod?

And I like the idea of a "liquid" battery, like the good ol' lead acid batteries! the only problem with them tho is the occasional leak... but hell, their kerbals whats the worst that could happen! *que spaceship rapidly dismantling itself on the launch pad from the weight alone* hmm... that's not the worst but you get it!

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...