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[1.12.x] Asteroid Recycling Technologies


RoverDude

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Ok, In my game at least water is quite a useful resource, fair old bit of it around and its a good fuel for thermal rocket nozzles (Interstellar Lite).

So I made this:

fcAogfE.png

Cfg file changes are to very similar to the ones I posted here. Just swap out the word "Kethane" for "Water".

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Awesome as always Roverdude.

I'm noticing something strange since updating to 0.5.1.

The power usage of the Jaw is listed as 2.5u/sec in the tool-tip, but the Jaw attached to my asteroid drained a 2000 unit battery in less than half a second, with my array of solar panels and RTGs unable to keep up.

Either some extra zeros got added in somewhere by mistake, or are we saying that nuclear generators are now required for mining?

Cheers!

UPDATE: Ok, so I deployed a Jaw on the pad and it's only consuming 2.5 a second as expected... so maybe this only effects Jaws that already exist deployed in savegames?

I guess that makes the solution easy enough - relaunch a new Jaw to the asteroid. Ho-hum... :/

Edited by The14th
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Ok, In my game at least water is quite a useful resource, fair old bit of it around and its a good fuel for thermal rocket nozzles (Interstellar Lite).

So I made this:

http://i.imgur.com/fcAogfE.png

Cfg file changes are to very similar to the ones I posted here. Just swap out the word "Kethane" for "Water".

i hope rover or someone is downloading all these textures and making a giant MM patch for all these other resources.

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i made ART Hatches for most of the CRP resources. i also made a nice, easy to use, modular Gimp file with which textures can be quickly reproduced.

DropBox

All textures are original, and are produced from either original sources, or public domain images. Colors are chosen to match emission spectrum, common experience, or existing colors for other mods. This is released under CC BY-NC-SA 4.0. Exceptions for Rover and Squad, who have all rights, unrestricted.

Textures included:

  • Water
  • Argon(Gas) (Ar)
  • Deuterium (2H)
  • Tritium (3H)
  • Ammonia (NH3)
  • H2Peroxide (H2O2)
  • EnrichedUranium (235U)
  • DepletedUranium (238U)
  • Actinides
  • Aluminium (Al)
  • Alumina (AL2O3)
  • CarbonDioxide (CO2)
  • Food
  • WasteWater
  • Waste
  • Lithium (Li)
  • Helium-3 (3He)
  • (Lqd)Methane (CH4)
  • BioMass

ART-CRP-TextureMap.png?dl=1

CRP resources NOT included:

  • Resources available upon REQUEST:
    • Hydrogen: i doubt this is used. Deuterium and Tritium are also hydrogen, as is Liquid fuel, depending on definitions.
    • LiquidHydrogen: see Hydrogen
    • Metal: I could not be bothered to find another generic grey texture. It should be tankable, if someone wants this, i'll look into it.
    • Minerals: I could not be bothered to find another generic grey texture. It should be tankable, if someone wants this, i'll look into it.
    • Ore: I could not be bothered to find another generic grey texture. It should be tankable, if someone wants this, i'll look into it.
    • Plutonium-238: unused, i think? It should be tankable, if someone wants this, i'll look into it.
    • Polytetrafluoroethylene: unused, i think? It should be tankable, if someone wants this, i'll look into it.
    • StoredCharge: unused, i think? probably not technically a tankable resource.
    • Substrate: I could not be bothered to find another generic grey texture. It should be tankable, if someone wants this, i'll look into it.

    [*]Resources I WON'T do:

    • Antimatter: KSPi has special code for this resource. Generic tanks are not supported.
    • ChargedParticles: should be provided by KSPi reactors and should decay instantly, so no point in having a big asteroid sized box to put it in.
    • ExoticMatter: is only used by KSPi warpdrives, and requires special handling. KSPi has special code for this resource. Generic tanks are not supported.
    • IntakeAtm: not technically a tankable resource. (thou firespitter has tanks for it, so?) should be provided by air intakes while in non-reactive atmospheres, and should decay instantly, so no point in having a big asteroid sized box to put it in.
    • LqdHelium: Cryogenic coolant. KSPi has special code for this resource. Generic tanks are not supported.
    • Megajoules: not technically a tankable resource. should be provided by KSPi generators and other power sources and should decay instantly, so no point in having a big asteroid sized box to put it in.
    • Science: not technically a tankable resource. should be provided by long term science systems and should be converted into research system science upon vessel load. also the abstract concept of knowledge has no physicality, so no point in having a big asteroid sized box to put it in.
    • ThermalPower: not technically a tankable resource. should be provided by KSPi reactors and should decay instantly, so no point in having a big asteroid sized box to put it in.
    • VacuumPlasma: a "free" resource generated and used by KSPi QVP thrusters to produce propulsion. virtual particles only exist for a few Planck seconds, so no point in having a big asteroid sized box to put it in.
    • WasteHeat: not technically a tankable resource. abstract warmness has no physicality, so no point in having a big asteroid sized box to put it in.

    [*]CRP Resouces that are Somebody Else's Problem

    • Karbonite: Rover
    • Karborundum: also Rover

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i made ART Hatches for most of the CRP resources. i also made a nice, easy to use, modular Gimp file with which textures can be quickly reproduced.

DropBox

All textures are original, and are produced from either original sources, or public domain images. Colors are chosen to match emission spectrum, common experience, or existing colors for other mods. This is released under CC BY-NC-SA 4.0. Exceptions for Rover and Squad, who have all rights, unrestricted.

Textures included:

  • Water
  • Argon(Gas) (Ar)
  • Deuterium (2H)
  • Tritium (3H)
  • Ammonia (NH3)
  • H2Peroxide (H2O2)
  • EnrichedUranium (235U)
  • DepletedUranium (238U)
  • Actinides
  • Aluminium (Al)
  • Alumina (AL2O3)
  • CarbonDioxide (CO2)
  • Food
  • WasteWater
  • Waste
  • Lithium (Li)
  • Helium-3 (3He)
  • (Lqd)Methane (CH4)
  • BioMass

https://www.dropbox.com/s/9pd4zkr3e5q1abn/ART-CRP-TextureMap.png?dl=1

CRP resources NOT included:

  • Resources available upon REQUEST:
    • Hydrogen: i doubt this is used. Deuterium and Tritium are also hydrogen, as is Liquid fuel, depending on definitions.
    • LiquidHydrogen: see Hydrogen
    • Metal: I could not be bothered to find another generic grey texture. It should be tankable, if someone wants this, i'll look into it.
    • Minerals: I could not be bothered to find another generic grey texture. It should be tankable, if someone wants this, i'll look into it.
    • Ore: I could not be bothered to find another generic grey texture. It should be tankable, if someone wants this, i'll look into it.
    • Plutonium-238: unused, i think? It should be tankable, if someone wants this, i'll look into it.
    • Polytetrafluoroethylene: unused, i think? It should be tankable, if someone wants this, i'll look into it.
    • StoredCharge: unused, i think? probably not technically a tankable resource.
    • Substrate: I could not be bothered to find another generic grey texture. It should be tankable, if someone wants this, i'll look into it.

    [*]Resources I WON'T do:

    • Antimatter: KSPi has special code for this resource. Generic tanks are not supported.
    • ChargedParticles: should be provided by KSPi reactors and should decay instantly, so no point in having a big asteroid sized box to put it in.
    • ExoticMatter: is only used by KSPi warpdrives, and requires special handling. KSPi has special code for this resource. Generic tanks are not supported.
    • IntakeAtm: not technically a tankable resource. (thou firespitter has tanks for it, so?) should be provided by air intakes while in non-reactive atmospheres, and should decay instantly, so no point in having a big asteroid sized box to put it in.
    • LqdHelium: Cryogenic coolant. KSPi has special code for this resource. Generic tanks are not supported.
    • Megajoules: not technically a tankable resource. should be provided by KSPi generators and other power sources and should decay instantly, so no point in having a big asteroid sized box to put it in.
    • Science: not technically a tankable resource. should be provided by long term science systems and should be converted into research system science upon vessel load. also the abstract concept of knowledge has no physicality, so no point in having a big asteroid sized box to put it in.
    • ThermalPower: not technically a tankable resource. should be provided by KSPi reactors and should decay instantly, so no point in having a big asteroid sized box to put it in.
    • VacuumPlasma: a "free" resource generated and used by KSPi QVP thrusters to produce propulsion. virtual particles only exist for a few Planck seconds, so no point in having a big asteroid sized box to put it in.
    • WasteHeat: not technically a tankable resource. abstract warmness has no physicality, so no point in having a big asteroid sized box to put it in.

    [*]CRP Resouces that are Somebody Else's Problem

    • Karbonite: Rover
    • Karborundum: also Rover

Very cool :) And btw, that was precisely the intent of this pack. We provide a few basics and samples plus a template, and encourage people to go to town.

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CRP resources NOT included:

  • Resources available upon REQUEST:
    • Hydrogen: i doubt this is used. Deuterium and Tritium are also hydrogen, as is Liquid fuel, depending on definitions.
    • LiquidHydrogen: see Hydrogen

Near future uses liquidhydrogen for a lot of its engines, as well as optionally modding the LV-N to use it as well.

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Near future uses liquidhydrogen for a lot of its engines, as well as optionally modding the LV-N to use it as well.

ok, guess i need to find a distinct emissions spectra for 1H+ ​then. any Suggestions? Hey Rover: any chance of CRP consolidation? There are 5 hydrogens.

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ok, guess i need to find a distinct emissions spectra for 1H+ ​then. any Suggestions? Hey Rover: any chance of CRP consolidation? There are 5 hydrogens.

Sure, always a chance at consolidation. Just a matter of getting the mod makers to agree :)

I'm doing a rehash anyway and moving some bits to more of a 'we'd like to play together but for now only one mod uses this' kind of state, which should be your lowest priority tbh

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CRP resources NOT included:

Resources available upon REQUEST:

  • Hydrogen: i doubt this is used. Deuterium and Tritium are also hydrogen, as is Liquid fuel, depending on definitions.
  • LiquidHydrogen: see Hydrogen
  • Metal: I could not be bothered to find another generic grey texture. It should be tankable, if someone wants this, i'll look into it.
  • Minerals: I could not be bothered to find another generic grey texture. It should be tankable, if someone wants this, i'll look into it.
  • Ore: I could not be bothered to find another generic grey texture. It should be tankable, if someone wants this, i'll look into it.
  • Plutonium-238: unused, i think? It should be tankable, if someone wants this, i'll look into it.
  • Polytetrafluoroethylene: unused, i think? It should be tankable, if someone wants this, i'll look into it.
  • StoredCharge: unused, i think? probably not technically a tankable resource.
  • Substrate: I could not be bothered to find another generic grey texture. It should be tankable, if someone wants this, i'll look into it.

Not sure I will use it, but the idea of a dinosaur killer size asteroid filled to the brim with Pu 238 has just made my day, thank you AetherGoddess! :D

Adding ART to the long list of awesome RoverDude mods I must absolutely check, thank you guys for all the work already poured into this mod...

Edited by el_coyoto
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Not sure I will use it, but the idea of a dinosaur killer size asteroid filled to the brim with Pu 238 has just made my day, thank you AetherGoddess! :D

Adding ART to the long list of awesome RoverDude mods I must absolutely check, thank you guys for all the work already poured into this mod...

ok see now i need to go find a good image of 238Pu so i can make a tank out of an E-Sized asteroid. work work work.

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Not sure I will use it, but the idea of a dinosaur killer size asteroid filled to the brim with Pu 238 has just made my day, thank you AetherGoddess! :D

Adding ART to the long list of awesome RoverDude mods I must absolutely check, thank you guys for all the work already poured into this mod...

Pu238 is the isotope used in RTGs. Not really fissionable, but it puts out enough energy through normal decay to cook nearby parts if not properly cooled. The definition is in Interstellar to go with some currently-unused code for a depletable RTG. Nobody's done any parts that produce or use it, so the only real reason to store it is if you want to simulate the fun of cooling it.

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Pu238 is the isotope used in RTGs. Not really fissionable, but it puts out enough energy through normal decay to cook nearby parts if not properly cooled. The definition is in Interstellar to go with some currently-unused code for a depletable RTG. Nobody's done any parts that produce or use it, so the only real reason to store it is if you want to simulate the fun of cooling it.

Yup, not fissionable, but still : all the fun of an asteroid killer AND a dirty bomb, all in one fun sized package! :D

Apart from watching Scott Manley's Interstellar Quest, I never really tried Interstellar yet, but the fact the mod would require you to cool Pu238 when storing it (and other realistic features I've seen) has certainly piqued my interest...

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0.5.2 IS UP!

Works on both 0.24.2 as well as 0.25. You can also get an all-in-one release from Dropbox.

  • KSP 0.25 Compatability
  • Added the Crew Hatch! Latch on, stuff with Kerbals! (for phase 1, this will not take away from space - we assume they use existing caves).
  • Crew Hatch automatically expels Kerbals in the event of disconnection
  • CRP and USI DLL refresh

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I have run into an issue with the fuel hatch. I have the full USI set of mods installed and when I launch a vehicle with the fuel hatch on it it turns into a crew hatch on the launch pad. Did I do something wrong? Sorry I have only been using mods in KSP for about 2 weeks now.

7DuwLZN.pngAbFNMXk.png

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Not sure what the issue may be, but for some reason(maybe I'm doing something wrong, IDK) I can't get the claw to do anything, nor am I getting much of a right-click menu on the asteroid that I'm attached to. Running the all-in-one pack from the main download site, and the ART update 0.5.3.. only other mod I'm running is the latest version of MecJeb.. Please help, as I've spent a lot of time getting to this class E asteroid, and getting it back into a stable orbit around Kerbin.. Thanks in advance!

EDIT: Figured it out. Ran a fresh KSP install, and installed this set of mods LAST, and the problem seems to have resolved itself.. Keep up the excellent modding! These are can't live without mods for sure!

G8rHJbE.png

Also, when I right-click the claw, and activate the melt rock feature, it NEVER goes above 0.02/100, no matter how long I wait.

w9xLf1W.png

Edited by JTWM0677
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Don't know if this is an issue with the newest version as I just downloaded it, but in 0.5.2 at least, buying the Fuel Hatch wouldn't stick. I'd buy it in the R&D building, pop off to the VAB, and it's shown as not yet bought, with the option to buy it. Pop off to the R&D, and indeed, it is not marked as bought.

Already blown me some 20k on that thing... :sealed:

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Don't know if this is an issue with the newest version as I just downloaded it, but in 0.5.2 at least, buying the Fuel Hatch wouldn't stick. I'd buy it in the R&D building, pop off to the VAB, and it's shown as not yet bought, with the option to buy it. Pop off to the R&D, and indeed, it is not marked as bought.

Already blown me some 20k on that thing... :sealed:

Researched parts becoming unresearched can be a symptom of having duplicate parts installed. Make sure you have only one copy of anything in the ART package.

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