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[1.x+] Community Resource Pack


RoverDude

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Can anyone tell me which of the resources associated with RealFuels are the ones that need to be harvested? I've seen interest in (Lqd)Nitrogen and want to prepare configs for the rest of them at once-- at least the ones that will matter. This is all for Galileo's Planet Pack with which specially tuned resources are a big(ger) part of the gameplay experience.

I'd also like to fully cover KSPI but I know to turn straight to @FreeThinker for those ones. :)

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4 minutes ago, JadeOfMaar said:

Can anyone tell me which of the resources associated with RealFuels are the ones that need to be harvested? I've seen interest in (Lqd)Nitrogen and want to prepare configs for the rest of them at once-- at least the ones that will matter. This is all for Galileo's Planet Pack with which specially tuned resources are a big(ger) part of the gameplay experience.

I'd also like to fully cover KSPI but I know to turn straight to @FreeThinker for those ones. :)

Well if can make the configs and I will add them

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  • 1 month later...
On 31-12-2016 at 6:03 AM, Bombaatu said:

Is there any way to "turn off"/hide resources that aren't used by any installed mods? For example, I'm not running MKS, so a lot of the resources that show up in the scans are clutter.

This is indeed another shortcoming of KSP resource system. But I think it is fixable by creating a smarter scanner that hide any resources that are not in use

 

Edited by FreeThinker
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8 hours ago, RoverDude said:

Probably from before KSP 1.2 existed and I released before they could catch up.  It's fine with 1.2.2

Hi RoverDude,

 

first of all! Fantastic mod you have here! Just a recommendation, if it works well with 1.2.2, could you update the thread title please? When a new player is going thrue all the mods, it helps a lot not to have to browse the pages to figure out if it works with the current version of the game.

Great work man! Its nice to have some strong dev around this game.

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Well bear in mind this is a mod for modders, who bundle it accordingly, not installed by players stand-alone.  

Also - 1.2.1 and 1.2.2 are point releases - i.e. we did not break the API.  So a mod compatible with 1.2 is, by definition, compatible with 1.2.1 and 1.2.2 (just not the other way around since in some cases the API was extended)

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4 hours ago, WhitestWizard said:

While I am troubleshooting some mod compatibility, when I only have CommunityResourcePack installed it shows error: empty part config file in the log.

Is this anything to be concerned about?

CRP is literally just a collection of config files.  It doesn't "do" anything on its own.  So there is nothing to be worried about at least having to do with CRP.

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  • 4 weeks later...

So I just got this, it was bundled with another mod I downloaded

I noticed an "IntakeLqd", and resources that are only in the oceans... this intrigues me. Does this mod already add certain modules (like air intake modules) that I can add to a part via text editing?

I see Kerbin's oceans are defined to have the water resource... how would I go about making a part that harvests water from the oceans?

Likewise, I'd like to make an electric propeller part that only works in water... so it would use IntakeLqd instead of IntakeAtm. Do I need to download another mod for this, or is there support for such intakes in this pack already?

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To expand on that: This mod is an *interoperablity* mod.  It defines resources that a variety of other mods have found useful and want to use, in a way that they all can access them and agree on the properties of the resources.

This way you don't have one mod defining that Kerbin's oceans are made out of Water and another defining that they are made out of IntakeLqd, or arguing over the mass per unit, or something like that.

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@KerikBalm You'll have to find a mod that makes use of Water for its parts. The ones I know of are Karbonite, TAC LS and possibly Kerbalism. But you can also study any drill or intake part, whether stock or from a mod. In a drill's ModuleResourceHarvester node you will see HarvesterType = 0, change the type to 1 so it harvests the ocean (and you may have to add a deploy animation to your propeller). As for intake parts I didn't succeed (I think I had CRP and/or MM missing at the time) but it just might be as easy as changing an intake's resouceName to IntakeLqd and checkForOxygen to False. The support for the intake you want exists merely within the resource as given how convenient it is to use classic air-breathing parts while splashed I highly doubt anyone has actually written a mod that uses IntakeLqd.

@DStaal For the intents of Kerik's propeller it seems quite reasonable to have Kerbin's oceans contain both Water and IntakeLqd since the latter is arbitrary and can apply to oceans of any composition just like IntakeAtm which is used by jet engines that don't need Oxygen. The propeller itself can also be made to "harvest" IntakeLqd directly so it won't need later on to have a switch between Water and whatever else a foreign ocean might contain.

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6 hours ago, goldenpsp said:

This "mod" is just a set of configs that define the various resources.

Modifications of configs are still mods, even if its a text only mod

 

4 hours ago, JadeOfMaar said:

you can also study any drill or intake part, whether stock or from a mod. In a drill's ModuleResourceHarvester node you will see HarvesterType = 0, change the type to 1 so it harvests the ocean (and you may have to add a deploy animation to your propeller). As for intake parts I didn't succeed (I think I had CRP and/or MM missing at the time) but it just might be as easy as changing an intake's resouceName to IntakeLqd and checkForOxygen to False. The support for the intake you want exists merely within the resource as given how convenient it is to use classic air-breathing parts while splashed I highly doubt anyone has actually written a mod that uses IntakeLqd.

Awesome, I see it now for the drill, but I don't think it works for the intake:

Quote

    MODULE
    {
        name = ModuleResourceIntake
        resourceName = IntakeAir
        checkForOxygen = true
        area = 0.006
        intakeSpeed = 15
 

The module *produces* the resource. Changing the resource name to IntakeLqd would make it produce IntakeLqd, but it would still produce it in the air. Using airbreathing parts when splashed works for most cases, but for example on my Rald planet, the atmospheric pressure is only 0.13 (in some versions), and airbreathers produce very little static thrust. I've also made modded versions of Duna that have oceans -> 0.067 is well above the triple point of water after all (relatively), and my "ducted electric fan", that uses the same pressure:thrust curve as the goliath turbofan, produces very little static thrust.

However, the density of a liquid doesn't change much at all, and using an airbreather in the water doesnt get you the massive thrust change that one would expect from operating in a much much denser medium.

However, when travelling in a liquid, due to the in-compressible nature, I think we don't care so much about speeds and such - the drill type generator should be fine.

This should work find

Quote

    MODULE
    {
        name = ModuleResourceHarvester
        HarvesterType = 1
        Efficiency = 1.5(?)
        ResourceName = IntakeLqd
        ConverterName = LiquidIntake
        StartActionName = Open Intake
        StopActionName = Close Intake

...

        UseSpecialistBonus = false

I think this should work... I'll omit any requirement for electric charge, modify the efficiency as needed to match intake to motor requirements. I also see that this is a better way to make ballast tanks work than what I had before (a generator that made a ballast resource out of nothing)

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@KerikBalm I was hoping that you would try something using ModuleResourceHarvester as  ModuleResourceIntake and that it would work out. Whereas I was unsure about using an intake module would actually produce resource once it clipped an ocean I was very sure that the other would work. This isn't too different from how USI's Karbonite intake works. The efficiency parameter is a percentage multiplier. You'll actually receive 1.5/x * y Where x is 10 or 100 depending on the module (you'll have to confirm this personally), and y is the resource abundance at that point in space. The SpecialistBonus part is or should be what makes the presence of an Engineer boost the standard Ore drill output.

I like your idea for ballast tanks. I've pondered about tat myself now and then.

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I've noticed that RareMetals and ExoticMinerals are actually extremely common on Kerbin, it is very likely that Shores or Grasslands will have one or both at a high concentration. It would seem to be more in keeping with the names if these resources were depleted on Kerbin and either unobtainable or only found in difficult biomes like mountains. This would also hamper the launchpad money mills - while Stock supports launchpad moneymills (via Ore-> Fuel) and it'd probably be futile to try and completely prevent that tactic, the profits from mining RareMetals and ExoticMinerals are quite exceptional, to the point of raising millions of funds in a few days using a small rover.

 

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