undercoveryankee Posted September 22, 2014 Share Posted September 22, 2014 I've started working on getting KSPI 0.12 to play nicely with Community Resource Pack and RoverDude's mods. Here's what I have so far:To install, I deleted KSPI Lite and WaveFunctionP's OpenResourceSystem and installed WarpPlugin/ and both ORS folders from the Interstellar 0.12 package in an install of KSP 0.24.2 that formerly had KSPI Lite and had all of RoverDude's mods working with KSPI Lite. I kept a copy of WaveFunctionP's OpenResourceSystem_1_2_0.dll in the UmbraSpaceIndustries folder as was required for the last release of KSPI Lite.Changes made in my ModuleManager config:Configured KSPI to use CRP Water and ArgonGas instead of its own LqdWater and Argon.Renamed or deleted PLANETARY_RESOURCE_DEFINITION nodes (ground-extractable resources) in Interstellar that duplicate CRP's keys. Since only KSPI Lite is currently mining CRP EnrichedUranium, patched CRP's Uranium maps to extract as traditional KSPI UF4.Future goals:Check whether the two Argon resources have different densities, and if so adjust the Argon capacities of KSPI parts.Unify atmospheric and oceanic resources.What's been tested:Extracting and electrolyzing Water on the KSC runway. Works.Displaying water hotspots with the MKS mapping camera and thorium hotspots with the KSPI spectrometer. Works.SCANsat 7rc4: Could not open any SCANsat windows, even the settings window. If I find a solution, I'll update.Need to test:RoverDude's resource extraction parts. Should work if I have a copy of their required ORS dll around and unique, usable resource definitions.Oceanic and atmospheric resources once I have the definitions sorted.// Rename Water and Argon.@WARP_PLUGIN_SETTINGS:AFTER[WarpPlugin]{ @WaterResourceName = Water @ArgonResourceName = ArgonGas}@PART[*]:HAS[@RESOURCE[LqdWater]]:AFTER[WarpPlugin] { @RESOURCE[LqdWater] { @name = Water }}@PART[*]:HAS[@RESOURCE[LqdWater]]:AFTER[WarpPlugin] { @RESOURCE[Argon] { @name = ArgonGas }}@BASIC_NTR_PROPELLANT[Water] { @PROPELLANT[LqdWater] { @name = Water }}@ELECTRIC_PROPELLANT[Argon] { @PROPELLANT[Argon] { @name = ArgonGas }}@PART[*]:HAS[@MODULE[FNModuleResourceExtraction]] { @MODULE[FNModuleResourceExtraction]:HAS[#resourceName[LqdWater]] { @resourceName = Water }}// Fix planetary resource keys@PLANETARY_RESOURCE_DEFINITION[Uranium]:HAS[#resourceName[UF4]] { @name = Uranium_KSPI}@PLANETARY_RESOURCE_DEFINITION[Uranium]:HAS[#resourceName[EnrichedUranium]] { @resourceName = UF4}!PLANETARY_RESOURCE_DEFINITION[Water]:HAS[#resourceName[LqdWater]] { }!PLANETARY_RESOURCE_DEFINITION[Alumina]:HAS[#mapUrl[*WarpPlugin*]] { } Link to comment Share on other sites More sharing options...
RoverDude Posted September 22, 2014 Share Posted September 22, 2014 Thanks for this!Just a heads up - we're moving to a completely different ORS fork in 0.25. So some tweaks to what you have above. - Resource configs can be shared - that would rock!- Duplicate keys should no longer be an issue as we use different but similar resource configs. That being said, you can still MM duplicates away to reduce confusion. CRP water is pretty darn close to KSPI water RE distribution, though it's a lot more permissive (water everywhere) in 0.25 since the extraction mechanics are changing in a later update.- Totally agree on Uranium - it's not being used right now. Longer term we can figure out the best path to make uranium for both MKS (it will need it soon), NFT, etc. and KSPI. My query would be whether UF4 is what we dig out of the ground, or if we should add a shared raw material?- I though Argon was pretty darn close, let me know. That one there is for NFT compatibility.- The largest diff I saw in oceanic resources was that in Karbonite, Eve's ocean is full of Karbonite (which is closer to Squad's interpretation that it is full of Propellium). KSPI assumes a lot of water. So you end up with over 100%. This doesn't actually break anything, so I would not sweat it too much Also upcoming CRP removes almost all of the resources from atmos and oceans other than oxygen (and it is oxygen not oxidizer), Karbonite (where it exists), and ArgonGas. SCANSat will be on ORSX, which assuming all of your other stuff works, should put you in good shape. Reality is that CRP has a LOT more ground based stuff than KSPI, but I am totally cool with adding in anything that helps out since you would by extension get that not only for KSPI but also for other mods. i.e. we don't use aluminum but it was part of CRP. The only reason it is looking to be pulled is because KSPI does not use CRP, and those map textures add up, so I was pulling anything not used. That being said, we can always figure out how to work these things in.I am ALMOST done with my pre-release, at which point you will want to update your tests. Ping me as well if you need any help troubleshooting things. Link to comment Share on other sites More sharing options...
Tellion Posted September 22, 2014 Share Posted September 22, 2014 Oh my, what an awesome project! Link to comment Share on other sites More sharing options...
undercoveryankee Posted September 22, 2014 Author Share Posted September 22, 2014 Thanks for this!Just a heads up - we're moving to a completely different ORS fork in 0.25. So some tweaks to what you have above. - Resource configs can be shared - that would rock!- Duplicate keys should no longer be an issue as we use different but similar resource configs. That being said, you can still MM duplicates away to reduce confusion. CRP water is pretty darn close to KSPI water RE distribution, though it's a lot more permissive (water everywhere) in 0.25 since the extraction mechanics are changing in a later update.Sharing maps for any resources that overlap is still a goal. Interstellar doesn't have its own scanner for groundwater yet, so making Interstellar look at the same Water map that the MKS scanner scans is especially convenient.- Totally agree on Uranium - it's not being used right now. Longer term we can figure out the best path to make uranium for both MKS (it will need it soon), NFT, etc. and KSPI. My query would be whether UF4 is what we dig out of the ground, or if we should add a shared raw material?I've been thinking of NearFuture EnrichedUranium as being in the form of uranium dioxide. Common form in power-plant fission reactors, but not in the types that are in Interstellar. I don't really have a preference on how uranium mining works; going straight to the usable resource is probably better than having a series of steps when most people won't have a choice of end product. If I have to interoperate an Interstellar release that expects uranium to be mined as UF4 with one of your releases that wants to mine uranium as something else, I'll share a map (for scanner agreement and so I can delete the unused one) between an ORS definition that goes to UF4 and an ORSX definition that goes to your supply chain. Link to comment Share on other sites More sharing options...
RoverDude Posted September 22, 2014 Share Posted September 22, 2014 (edited) Sharing maps for any resources that overlap is still a goal. Interstellar doesn't have its own scanner for groundwater yet, so making Interstellar look at the same Water map that the MKS scanner scans is especially convenient.I've been thinking of NearFuture EnrichedUranium as being in the form of uranium dioxide. Common form in power-plant fission reactors, but not in the types that are in Interstellar. I don't really have a preference on how uranium mining works; going straight to the usable resource is probably better than having a series of steps when most people won't have a choice of end product. If I have to interoperate an Interstellar release that expects uranium to be mined as UF4 with one of your releases that wants to mine uranium as something else, I'll share a map (for scanner agreement and so I can delete the unused one) between an ORS definition that goes to UF4 and an ORSX definition that goes to your supply chain.Yep, basically scanners would work off of one config set or the other, same with extraction, so map sharing makes the most sense. There will be an update to CRP coming out fairly soon, mostly a reorganization of map files and a switch to ORSX formatting. Most folks just use it for the resource settings which are remaining in place (we had already completed the reshuffling with KSPI-L and NFT so no need to change those), and I assume Wave will be using the KSPI maps and ORS. I'll also have to update the OP (EDIT)And yeah, when uranium is added for MKS, we will assume the stuff dug up from the ground is probably U-238 (or better yet, Uraninite), and there would be processing involved to make it into the EnrichedUranium used by NFT/FTT/MKS Edited September 22, 2014 by RoverDude Link to comment Share on other sites More sharing options...
naturalbornidiot Posted September 22, 2014 Share Posted September 22, 2014 (edited) SCANsat 7rc4: Could not open any SCANsat windows, even the settings window. If I find a solution, I'll update.You need to rebuild scansat against the current ORS (1.4.1)You will lose scansat's kethane compatibility but you get all the ORS/karbonite goodness back.Or if you don't feel like assembling all the stuff and building scansat yourself, you can use this dll file here: http://nyaanyaa.ath.cx/stuff/ksp/SCANsat.7zOverwrite GameData\SCANsat\Plugins\SCANsat.dll with this one and replace the OpenResourceSystem_1_1_0.dll file in that folder with OpenResourceSystem_1_4_1.dll from KSPI 0.12 and you're good to go.I actually meant to post this new dll in the SCANsat thread yesterday but forgot... Edited September 22, 2014 by naturalbornidiot Link to comment Share on other sites More sharing options...
undercoveryankee Posted September 23, 2014 Author Share Posted September 23, 2014 You need to rebuild scansat against the current ORS (1.4.1)You will lose scansat's kethane compatibility but you get all the ORS/karbonite goodness back.Or if you don't feel like assembling all the stuff and building scansat yourself, you can use this dll file here: http://nyaanyaa.ath.cx/stuff/ksp/SCANsat.7zOverwrite GameData\SCANsat\Plugins\SCANsat.dll with this one and replace the OpenResourceSystem_1_1_0.dll file in that folder with OpenResourceSystem_1_4_1.dll from KSPI 0.12 and you're good to go.I actually meant to post this new dll in the SCANsat thread yesterday but forgot...If you would rather not replace the SCANsat dll for whatever reason, it also works to overwrite GameData/SCANsat/Plugins/OpenResourceSystem_1_1_0.dll with WaveFunctionP's build from his Interstellar 0.11 release. Link to comment Share on other sites More sharing options...
RoverDude Posted September 23, 2014 Share Posted September 23, 2014 Just a heads up, this will be corrected for 0.25 - DMagic has already set up SCANSat to work with ORSX, which is all bundled up and ready for initial testing once I polish off the rest of my release updates. Anticipate a new version being available tomorrow. Link to comment Share on other sites More sharing options...
RoverDude Posted September 24, 2014 Share Posted September 24, 2014 (Crosspost from KSPI) All USI pre-releases are out - go forth and test Link to comment Share on other sites More sharing options...
undercoveryankee Posted September 24, 2014 Author Share Posted September 24, 2014 (Crosspost from KSPI) All USI pre-releases are out - go forth and test Found the prereleases last night. I should have Interstellar 0.12, SCANsat 7rc5, and CRP 0.2 looking like one big happy family by the end of the weekend. Link to comment Share on other sites More sharing options...
RoverDude Posted September 24, 2014 Share Posted September 24, 2014 (edited) Found the prereleases last night. I should have Interstellar 0.12, SCANsat 7rc5, and CRP 0.2 looking like one big happy family by the end of the weekend.Bear in mind SCANSat 0.8x is ORSX as is the Resource Overlay.(Edit) So your best path of attack will be to just add ORSX configs for KSPI crustal resources (or their analogues). Edited September 24, 2014 by RoverDude Link to comment Share on other sites More sharing options...
undercoveryankee Posted September 24, 2014 Author Share Posted September 24, 2014 Bear in mind SCANSat 0.8x is ORSX as is the Resource Overlay.(Edit) So your best path of attack will be to just add ORSX configs for KSPI crustal resources (or their analogues).That's the plan. 7rc5 is the prerelease of the ORSX version of SCANsat (the old GNU "odd numbers are prerelease, even numbers stable" convention), so what I'm testing will work with the stable series when it's ready. Link to comment Share on other sites More sharing options...
Chyort Posted September 24, 2014 Share Posted September 24, 2014 Heh, from what i understand, ORSX was done to stop the kids from throwing fists at each other and causing crashes/bugs in ksp. Pretty much a second sandbox to separate the kids and avoid issues. Not exactly a "Big Happy Family"... But they can now at least coexist without trying to kill each other. Link to comment Share on other sites More sharing options...
FrancoisH Posted October 22, 2014 Share Posted October 22, 2014 Hello there,I'm waiting impatiently on your SCANSat 8.x and .25 update of your adaptation as I really want to test Interstellar and Karbonite same time Hope to read from you soon Link to comment Share on other sites More sharing options...
undercoveryankee Posted October 22, 2014 Author Share Posted October 22, 2014 Hello there,I'm waiting impatiently on your SCANSat 8.x and .25 update of your adaptation as I really want to test Interstellar and Karbonite same time Hope to read from you soon Current version works with SCANsat 8, because there haven't really been any changes to SCANsat since 7rc5. I haven't seen any breaking changes with Interstellar, either. I've been dragging my feet on claiming to be compatible in the OP because I'm still relying on testing done by other people, but I'd encourage you to try the current release on 0.25 and let me know if anything doesn't work for you. Link to comment Share on other sites More sharing options...
dlrk Posted October 23, 2014 Share Posted October 23, 2014 So, as is ORS/ORSX and SCANSAT function together alright? Link to comment Share on other sites More sharing options...
undercoveryankee Posted October 26, 2014 Author Share Posted October 26, 2014 So, as is ORS/ORSX and SCANSAT function together alright?SCANsat 7rc5 or 8 will scan any resource that has a scanner part defined and an ORSX map. SCANsat stopped trying to interact with ORS when ORSX was added, but SCANsat doesn't care if you also have ORS data for one of the ORSX resources it's looking at. I add ORSX definitions for the resources that Interstellar provides through ORS and configure the Interstellar gamma-ray spectrometer as a SCANsat sensor for them.That functionality works on either 0.24.2/SCANsat 7rc5 or 0.25/SCANsat 8 with the corresponding versions of Interstellar. Link to comment Share on other sites More sharing options...
undercoveryankee Posted October 26, 2014 Author Share Posted October 26, 2014 (edited) Just posted a minor update at https://www.dropbox.com/s/sz69k94ik6y4c07/KSPI_CRP_20141026.zip?dl=0 . Tested on 0.25 with Interstellar 0.13 and community fixes from the Interstellar thread, SCANsat 8, and today's USI experimentals. Changes from the last update:Added :HAS[!MODULE[sCANsat]] to the SCANsat config for the MKS planetary survey camera, so you won't have duplicate SCANsat modules on versions of MKS that already include the change.Added a fuel mode for thermal rockets to use NearFuture/CRP LiquidHydrogen now that FTT also includes tanks and engines for it.This thread is obsolete; anything further will be at http://forum.kerbalspaceprogram.com/threads/94876-0-24-2-0-25-Community-Resource-Pack-integration-for-KSPI-0-12-%28ORSX-version%29. Edited October 26, 2014 by undercoveryankee Link to comment Share on other sites More sharing options...
B787_300 Posted October 26, 2014 Share Posted October 26, 2014 Locked at request of OP, see link above for new developments Link to comment Share on other sites More sharing options...
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