Ignath Posted August 5, 2014 Share Posted August 5, 2014 that could be potentially cool . instead of steady thrust, the Karbonite based thruster blocks would work in discreet charges. each charge imparting some impulse. player can adjust the impulse with the thrust slider. we can link a nice explosion sound and a burst of flames and sparks to it.Heck yes, that sounds too Kerbal! Link to comment Share on other sites More sharing options...
aristurtle Posted August 5, 2014 Share Posted August 5, 2014 So, I'm thinking about taking the Karbonite parts and ORS and rejuggle the whole thing to produce RealFuels resources in a moderately realistic-ish manner (i.e. without the Karbonite resource -- electrolize Water to get LiquidH2 and LiquidOxygen, etc). I know KSPI does something vaguely similar, but it's not exactly what I'm aiming at. Is anyone else doing something like this already? If not, I'm going to jump right in on it. Link to comment Share on other sites More sharing options...
RoverDude Posted August 5, 2014 Author Share Posted August 5, 2014 So, I'm thinking about taking the Karbonite parts and ORS and rejuggle the whole thing to produce RealFuels resources in a moderately realistic-ish manner (i.e. without the Karbonite resource -- electrolize Water to get LiquidH2 and LiquidOxygen, etc). I know KSPI does something vaguely similar, but it's not exactly what I'm aiming at. Is anyone else doing something like this already? If not, I'm going to jump right in on it.Awesome! btw - go see my post RE Community Resource Pack, as there are some complexities to ORS that may cause sadness if we are all not careful. Link to comment Share on other sites More sharing options...
nli2work Posted August 5, 2014 Share Posted August 5, 2014 dooooo it! I can handle the visuals... is there anything in stock or otherwise that allows the impulse mechanic? every key press fires off one shot thrust until next time key is pressed. can't think of any modules that would allow me to do this. Link to comment Share on other sites More sharing options...
Whirligig Girl Posted August 5, 2014 Share Posted August 5, 2014 that could be potentially cool . instead of steady thrust, the Karbonite based thruster blocks would work in discreet charges. each charge imparting some impulse. player can adjust the impulse with the thrust slider. we can link a nice explosion sound and a burst of flames and sparks to it.Pehaps Nyrath's Orion Nuclear Pulse Rocket plugin could help with that. Link to comment Share on other sites More sharing options...
sober667 Posted August 5, 2014 Share Posted August 5, 2014 I can handle the visuals... is there anything in stock or otherwise that allows the impulse mechanic? every key press fires off one shot thrust until next time key is pressed. can't think of any modules that would allow me to do this.http://forum.kerbalspaceprogram.com/threads/28428-Orion-aka-Ol-Boom-boom those engine has similar mechanic that what u wana do a litlle presentation may help Link to comment Share on other sites More sharing options...
nli2work Posted August 5, 2014 Share Posted August 5, 2014 aha! nice! Will look into it asap Link to comment Share on other sites More sharing options...
aristurtle Posted August 5, 2014 Share Posted August 5, 2014 Awesome! btw - go see my post RE Community Resource Pack, as there are some complexities to ORS that may cause sadness if we are all not careful.I've got some resource chains planned right now and I think the only resource that's not already in either RealFuels or TACLS/MKS is a "Hydrogen" resource for gaseous H2, and maybe a "Nitrogen" resource for atmospheric nitrogen (or is that already in ORS?). Universal Storage has a "Hydrogen" resource used for its fuel cell, and I'll stick to the stats of that until told otherwise:// Mol: H2// State: Gas at STP// Units: LiterRESOURCE_DEFINITION { name = Hydrogen density = 0.0000000899 unitCost = 0.015 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = true } Link to comment Share on other sites More sharing options...
RoverDude Posted August 5, 2014 Author Share Posted August 5, 2014 I've got some resource chains planned right now and I think the only resource that's not already in either RealFuels or TACLS/MKS is a "Hydrogen" resource for gaseous H2, and maybe a "Nitrogen" resource for atmospheric nitrogen (or is that already in ORS?). Universal Storage has a "Hydrogen" resource used for its fuel cell, and I'll stick to the stats of that until told otherwise:// Mol: H2// State: Gas at STP// Units: LiterRESOURCE_DEFINITION { name = Hydrogen density = 0.0000000899 unitCost = 0.015 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = true }Thanks - I think there's one in KSPI already btw, I have to do a run through of all of their stuff - although I think they do horrible things like convert Hydrogen into LFO....So my thought was to go through KSPI/ORS and remove anything that is not used by KSPI (i.e. any demo fluff) and do a pull request. Link to comment Share on other sites More sharing options...
sober667 Posted August 5, 2014 Share Posted August 5, 2014 Thanks - I think there's one in KSPI already btw, I have to do a run through of all of their stuff - although I think they do horrible things like convert Hydrogen into LFO....So my thought was to go through KSPI/ORS and remove anything that is not used by KSPI (i.e. any demo fluff) and do a pull request.if i good remember they make from it liquid fulel and from absorbed oxygen oxidiser... Link to comment Share on other sites More sharing options...
Stage Posted August 5, 2014 Share Posted August 5, 2014 KSPI treats LiquidFuel as Hydrogen afaik (or was it the other way round?) Link to comment Share on other sites More sharing options...
RoverDude Posted August 5, 2014 Author Share Posted August 5, 2014 KSPI uses the ORS resource Hydrogen as the KSP resource LiquidFuel. Link to comment Share on other sites More sharing options...
leops1984 Posted August 5, 2014 Share Posted August 5, 2014 Help - I am having some difficulty in getting the SCANsat integration working. I followed the instructions in the Youtube video that RoverDude posted. However, when I try to turn on the Karbonite overlay in the big SCANsat map, the whole window goes transparent gray. None of the SCANsat buttons are there, etcetera. If I turn off the ORS layer, the window returns to normal. I honestly have no idea what's going on here. Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 5, 2014 Share Posted August 5, 2014 I can handle the visuals... is there anything in stock or otherwise that allows the impulse mechanic? every key press fires off one shot thrust until next time key is pressed. can't think of any modules that would allow me to do this.A Project Karbonite sounds awesome! I can see not just RCS but a karbonite powered pulse rocket. Link to comment Share on other sites More sharing options...
RoverDude Posted August 5, 2014 Author Share Posted August 5, 2014 Help - I am having some difficulty in getting the SCANsat integration working. I followed the instructions in the Youtube video that RoverDude posted. However, when I try to turn on the Karbonite overlay in the big SCANsat map, the whole window goes transparent gray. None of the SCANsat buttons are there, etcetera. If I turn off the ORS layer, the window returns to normal. I honestly have no idea what's going on here.Try this in the SCANSat dev thread as it sounds.. weird Link to comment Share on other sites More sharing options...
undercoveryankee Posted August 5, 2014 Share Posted August 5, 2014 KSPI uses the ORS resource Hydrogen as the KSP resource LiquidFuel.I know representing hydrogen as LiquidFuel isn't perfectly realistic - LF is closer in density to RP-1, and the LF/O mixture ratio is closer to RP-1/N204 or UDMH/N204 - but I haven't found an alternative that I like better, mainly because there are a lot of engines in stock and other mods that are based on or similar in performance to hydrogen-burning engines. If you leave those burning LF, you're left with the incongruity of hydrogen being used for everything except chemical rockets. If you try to convert them, that's a pretty big zoo of configs to maintain if you're not otherwise interested in RealFuels. Link to comment Share on other sites More sharing options...
elfindreams Posted August 5, 2014 Share Posted August 5, 2014 One request, can we get the:deactivateIfFull = truechanged to false on the converter parts to bring it in line with the behavior of the KSP-I (ISRU) and MKS parts? The reason is so you can set up a production chain and leave it running just adding parts/fuel and taking away finished product as needed.So say I have a station I use for Karbonite refining, and I am using the MKS orbital logistics part. I set up the converters and set up a orbital delivery of Karbonite, the way it is now the converters will stop before the Karbonite arrives. Link to comment Share on other sites More sharing options...
mike9606 Posted August 5, 2014 Share Posted August 5, 2014 One request, can we get the:deactivateIfFull = truechanged to false on the converter parts to bring it in line with the behavior of the KSP-I (ISRU) and MKS parts? The reason is so you can set up a production chain and leave it running just adding parts/fuel and taking away finished product as needed.So say I have a station I use for Karbonite refining, and I am using the MKS orbital logistics part. I set up the converters and set up a orbital delivery of Karbonite, the way it is now the converters will stop before the Karbonite arrives.Well they stop if the fuelt anks youa re convering into are full so you don't waster karbonite. Link to comment Share on other sites More sharing options...
RoverDude Posted August 5, 2014 Author Share Posted August 5, 2014 One request, can we get the:deactivateIfFull = truechanged to false on the converter parts to bring it in line with the behavior of the KSP-I (ISRU) and MKS parts? The reason is so you can set up a production chain and leave it running just adding parts/fuel and taking away finished product as needed.So say I have a station I use for Karbonite refining, and I am using the MKS orbital logistics part. I set up the converters and set up a orbital delivery of Karbonite, the way it is now the converters will stop before the Karbonite arrives.(See below)Well they stop if the fuelt anks youa re convering into are full so you don't waster karbonite.Also bear in mind MKS has an on-rails converter, this particular converter does not.(Edit) provide me some samples of KSP-I parts that work on rails please so I can see what converter they are using. Although KSPI itself unfortunately does not have a permissive license. Link to comment Share on other sites More sharing options...
nli2work Posted August 5, 2014 Share Posted August 5, 2014 (See below)(Edit) provide me some samples of KSP-I parts that work on rails please so I can see what converter they are using. Although KSPI itself unfortunately does not have a permissive license.I'm pretty sure KSPI Antimatter collector works on rails. Link to comment Share on other sites More sharing options...
RoverDude Posted August 5, 2014 Author Share Posted August 5, 2014 I know representing hydrogen as LiquidFuel isn't perfectly realistic - LF is closer in density to RP-1, and the LF/O mixture ratio is closer to RP-1/N204 or UDMH/N204 - but I haven't found an alternative that I like better, mainly because there are a lot of engines in stock and other mods that are based on or similar in performance to hydrogen-burning engines. If you leave those burning LF, you're left with the incongruity of hydrogen being used for everything except chemical rockets. If you try to convert them, that's a pretty big zoo of configs to maintain if you're not otherwise interested in RealFuels.My thought would be that Hydrogen is Hydrogen, and if a mod wants to convert it to LiquidFuel, go for it with a standard converter. Especially since there are lots of uses for Hydrogen and by having it transform into LiquidFuel it pulls it off of the list of stuff people can play with. But I want to see what comes with KSPI stock vs ORS stock. Link to comment Share on other sites More sharing options...
RoverDude Posted August 5, 2014 Author Share Posted August 5, 2014 I'm pretty sure KSPI Antimatter collector works on rails.True, but I think there is some different trickery going on there (also low collection rates and no supply chain mechanics) Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 5, 2014 Share Posted August 5, 2014 I'm starting a new playthrough with Karbonite, and it looks like BasicRocketry has the BSP-1 karbonite Converter. Most of the basic tech seems to be under fuel systems, which I haven't reached yet. With no drills or tanks or collectors yet, it might make sense to have the converted listed under fuel systems, where most of the basic tech seems to be. Right now, having the converter under basic rocketry is like having a teaser. Link to comment Share on other sites More sharing options...
RoverDude Posted August 5, 2014 Author Share Posted August 5, 2014 I'm starting a new playthrough with Karbonite, and it looks like BasicRocketry has the BSP-1 karbonite Converter. Most of the basic tech seems to be under fuel systems, which I haven't reached yet. With no drills or tanks or collectors yet, it might make sense to have the converted listed under fuel systems, where most of the basic tech seems to be. Right now, having the converter under basic rocketry is like having a teaser. Ahh that should be under Heavy Rocketry Link to comment Share on other sites More sharing options...
driftwood11 Posted August 5, 2014 Share Posted August 5, 2014 Could you or someone else please release a couple craft files of planes and/or rockets using carbonate parts,I'm really struggling and it would be a great help. Link to comment Share on other sites More sharing options...
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