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communityresourcepack's Issues

Contracts dissapear/autocompleted

Whenever I accept a contract with this mod, the contract will be accepted, but as soon as I go to an active vessel or the tracking station, it will disappear or will be autocompleted, still not sure which one.

Additionally, waypoints will not show in the map views, probably as a consequence of the contract thing, but it might be another issue entirely.

Unit cost of LqdMethane seems abnormally high

Unit cost of LqdMethane is set to 0.45, which is quite high compared to other liquid fuels. For example LqdHydrogen is only 0.03675, and Kerosene is 0.041.

This causes the cost of a tank of LqdMethane to be extremely high. A sample tank, set to LqdHydrogen, had a cost of only 1,338....with LqdMethane cost was an incredible 15,552!

This maybe was a typo, where 0.45 should have been 0.045.

Imprecise oxygen density

Oxygen density is listed as 1.41 g/L. The actual value is 1.43 g/L (see for example http://en.wikipedia.org/wiki/Oxygen )

Edit: It normally wouldn't be a big deal, but some mods (TAC life support, Universal Storage) have copied this value and in US it's making a mess of some calculations (violating conservation of mass).

[Bug Report] Ethanol concentrations

Currently, CRP lists the following density values for the three Ethanol (100%, 90% and 75% w/w) resources (at 20°C):

Ethanol/Water (w/w) Density (CRP) Density (Calculated)
100% 0.000789 0.00078934
90% 0.0008101 0.00081797
75% 0.00084175 0.00085564

At least for the 90% and the 75% ones there is a large difference between the two densities (the 100% is just missing some significant digits).

Were these densities calculated with another temperature in mind?

Support for Real Solar System?

This is very much a wishlist item, but I'm popping it here in any case anyone's working on it. I would love to see a Real Solar System version of the CRP. Ice deposits in polar craters on the moon, Karbonite deposits on Europa... it would be grand. :)

I've noticed some of the resource maps are based upon terrain height. I don't know if there are existing tools to do map generation, but I've got a good chance of being able to get height maps of various sorts off the RSS folks.

Many thanks for all your great work!

~ Paul

Regolith resource definitions should be moved from CRP to actual mods that use them (REGOLITH_BIOME_RESOURCE, REGOLITH_PLANETARY_RESOURCE,REGOLITH_GLOBAL_RESOURCE)

A question/suggestion regarding Regolith and CRP to avoid mod conflicts.

As I understand Regolith along with CRP should be a flexible base for mods to play nicely and avoid conflicts with composition:

"So first and foremost on the list is how to deal cleanly with multiple mods who may have very different ideas on composition. etc. (i.e. is Jool a ball of Karbonite or a ball of Hydrogen?)"

However CRP adds ResourceConfigs folder which should IMHO be included in actual mod that defines it, not CRP itself. So karbonite resource config IMHO should be in Karbonite mod, not CRP.

For example I'm creating a fantasy mod in which there should be 1% chance for water on Kerbin. I'm creating regolith-based config for water on kerbin (1% chance). I want my mod to play nicely with i.e. NearFuture stuff so add I dependency for CRP and Regolith.

However CRP itself in ResourceConfigs folder holds definition of Water for Kerbin with presence chance of 100%. So my config of 1% is overriden by CRP's one since it is more optimistic (100%). The only way I can force 1% chance is to modify actual CRP config via MM which is regarded as not nice.

All in all I feel that in current form CRP/Regolith dictates composition for certain resources. Thus my suggestion of moving ResourceConfigs from CRP to actual mods that use them.

[Feature] resources from the voids of space between planetary bodies

Resources could be obtainable from the aether soup that exists between planitary bodies, such as Hydrogen for example which could be scooped if a mod developer decided to create some type of Bussard ramjet - Wikipedia device.

I suppose there could be lots of different ways to achieve this, but perhaps the easiest would be the ability to define the resource similar to atmospheric and ocianic where the resource is constant and uniform in the star system when in orbit above the atmosphere of a moon, planet or star.

To make this feature request issue more complete, it may be possible to define concentrations of a particular resource in pockets around the star system and planets but this could complicate things as a uniform constant deposit of a particular resource could still enhance gameplay without the need to find and locate a dust cloud that is contantly moving relative to a parent body (see: Interstellar medium - The three-phase model - Wikipedia).

Even though a mod developer could easily create a part module that:

Is part in orbit?
Is part not in atmosphere?
Is part enabled (and perhaps has electric charge)?
Do magic collection of resource.

But instead in the spirit of what the community resource pack aims to provide, actually define the resource constant for all mod developers to tap into.

Ref: KSP Community Resouce Pack Forum Thread - Post 1472122

Plutonium-238

Not really an Issue, just a FYI info on what it is.
http://en.wikipedia.org/wiki/Plutonium-238
If I'm understanding the wiki right, it could be produced during the reprocess of spent Nuclear Fuel, in KSP you could have a bit generated when reprocessing DepletedUranium back into EnrichedUranium.

[Loading hang][Regression] CommunityResourcePack caused loading hang

Version: 0.8.0.0
OS: Archlinux
KSP version: 1.3.1
KSP.log:

[LOG 17:51:29.835] Config(TUTORIAL) Squad/Tutorials/FromMun/FromMun
[LOG 17:51:29.835] Config(TUTORIAL) Squad/Tutorials/GoForOrbit/GoForOrbit
[LOG 17:51:29.835] Config(ScienceChecklist) [x] Science!/science/ScienceChecklist
[LOG 17:51:29.837] Resource RESOURCE_DEFINITION added to database
[LOG 17:51:29.837] Resource RESOURCE_DEFINITION added to database
[LOG 17:51:29.837] Resource RESOURCE_DEFINITION added to database
[LOG 17:51:29.837] Resource RESOURCE_DEFINITION added to database
[EXC 17:51:29.840] ArgumentOutOfRangeException: startIndex + length > this.length
Parameter name: length
	System.String.Substring (Int32 startIndex, Int32 length)
	PartResourceDefinition.GetShortName (Int32 length)
	PartResourceDefinition.Load (.ConfigNode node)
	PartResourceDefinitionList.Add (.ConfigNode node)
	PartResourceLibrary.LoadDefinitions ()
	GameDatabase+
	�.MoveNext ()
	UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress)
[LOG 17:51:29.858] CodeAssetLoader: Compiling all code assets

Yes, I have some other small mods, but with only CommunityResourcePack mod, it will cause loading hang.
Other mods are:
[x] Science
MechJeb
Kerbal Alarm Clock

The typing error still in there

A couple of weeks ago in the forum someone mentioned that error and how to fix it.
But until now it's still in there, incl. all versions packaged with other mods.

GameData\CommunityResourcePack\CommonResources.cfg:
Line 602:
dispalyName = #LOC_CRP_EnrichedUranium_DisplayName // Nuclear fuel

Change dispalyName to displayName

[Bug] no resource definition "MetalOre" with part switch

real head scratcher for me. took a while but it seems that its incorrectly written as "MetallicOre" instead of "MetalOre". not sure if its intended to be that or of its supposed to be an alternative name but changing the name in the "CommonResources.cfg" to "MetalOre" allows the game to load where as when its "MetallicOre" part switch crashes. suggest either fixing the typo (if it is one) or adding an entry for "MetalOre" too.

Missing water

So after much looking around in files and configs, I found a way to fix the problem but it is not good practice.

PROBLEM:
There is no water on the Muun, the scanner comes back at 0.0% in all biomes. ( M-700 shows as 0.0 Average as well )

SOLUTION:
In "persistent.sfs" I changed my "GameSeed" Number by one digit, now I have water but all other resources moved around, that part was expected.

If I change the GameSeed number back to the original one, the water goes away again.

Can a 'bad' seed cause the removal of an entire resource? Is tehre a way to confirm all other planets / moons are OK before I set up shop and find that Duna has no Minerals?

The unitCost of Supplies is substantially too high

At the current unitCost of 15, Supplies often represent 25-50% of the total cost of a manned interplanetary mission (with USI-LS). In reality, the cost of the food, water, and oxygen is trivial. It's the cost of lifting these supplies into space that makes them precious commodities.

For another line of reasoning, consider that 1 Kerbal Fund is roughly equivalent to 1000 USD (just a ballpark figure - by this conversion, some stock parts are overpriced and many are underpriced). Thus, 1 liter of Supplies (i.e., mostly water, plus a little bit of food and oxygen) currently costs around 15,000 USD, which is multiple orders of magnitude too high. Even 50 USD per liter seems expensive, which translates to a unitCost of 0.05.

If the cost of Supplies is lowered, the cost of Mulch should also be decreased. Perhaps it would be most sensible to set Mulch's cost to zero, since I doubt there's any real value in recovering kerbonauts' waste water, feces, and carbon dioxide.

Parts not after reverting flight to VAB/SPH

Tested in diferent computers in stock / unmoded game, game version 1.0.2, and only CRP and Squad's folders.

It seems that somehow the config files are causing problems loading parts after "Revert to VAB" is done, like the game not being able to find a determinate resource?

Deleting the configs seems to stop the bug from occur after is triggered (and its done after firstly discovered / scanned Kerbin's resources).

To reproduce it, create a new savegame and discover Kerbin's resources, then launch a vehicle and revert back to VAB/SPH, it can take several tries to reproduce it, relaunch and revert and eventually the VAB will load without parts available.

The error might be related with this line under ResourceScenario in the persistent savegame:

            PlanetId = 1

(Deleting it stops the bug from occur).

The most modded the installation, the most frequent it seems to be the occurrence.

Sorry I can't be more helpful I lack of the proper knowledge and I can only narrow it this far...

RocketParts Price inconstancy

RocketParts seem to be price wrong when comparing to the price from the RocketParts curating mod ExtraPlanetaryLauchpands.

Taniwha has the RocketParts priced at 1.5/unit, CRP files have the price set at 5/unit.

Ships won't load

Hello,

I use seperate KSP folders, one for steam one for my server. I haven't updated my server folder to 1.4, it is still 1.3.1

But since they were only compatibility updates (I thought you only changed the supported version number), I updated your mods through CKAN. Now my ships won't load and I get a lot of this error in the log file;

[EXC 21:16:22.255] NullReferenceException: Object reference not set to an instance of an object
FlightCamera.UpdateCameraTransform ()
FlightCamera.LateUpdate ()

Shouldn't I have updated the mods for my server?

Unit costs for HTPB and PBAN seem unreasonably high.

Stock SolidFuel costs 0.6 Funds per stock unit. RealFuels scales that cost by the same factor that it applies to the density of the stock resource, making SolidFuel cost 0.14238 per liter.

But if we want to make a motor use a specific type of solid fuel, HTPB costs 1.8585 per liter, and PBAN costs 1.593 per liter. We could divide both of those costs by 10 and and still be slightly more expensive than generic SolidFuel.

Request: Oxygen around Kerbol

In KSP 1.0 they gave Kerbol an atmosphere (600000m) that contains oxygen. Maybe add a config to add a low concentration of oxygen to Kerbol's atmosphere.

Duna Poles Water

Current Config has polar water as Atmospheric, type 2, instead of Crustal, type 0

REGOLITH_BIOME_RESOURCE
{
ResourceName = Water
ResourceType = 2
PlanetName = Duna
BiomeName = Poles

Distribution
{
    PresenceChance = 100
    MinAbundance = 5
    MaxAbundance = 20
    Variance = 10
}

}

Should be

REGOLITH_BIOME_RESOURCE
{
ResourceName = Water
ResourceType = 0
PlanetName = Duna
BiomeName = Poles

Distribution
{
    PresenceChance = 100
    MinAbundance = 5
    MaxAbundance = 20
    Variance = 10
}

}

Flickering Engineer's Report and Contracts in VAB

Something strange goes on in my game...

I started a career game with some mods installed and at some point the Engineer's Report and Contracts as well as the App Launcher buttons getting flickering and unreadable in the VAB.

This was not right away but after doing some contracts.

So I deinstalled all mods and at the end there was only CommunityResourcePack (0.6.0.0) left.
After all I pinned it down to one file: CommonResources.cfg

Screenshots:
http://imgur.com/JCN8Fql
http://imgur.com/OmivqJV

output_log.txt
https://mega.nz/#!Ot8DWCoS!SRt2k-AaILPv0N7xxKoGycd6MoaipAn5Zcv_ibnski4

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