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License: Other
Realistic ISRU for KSP
License: Other
https://github.com/Starwaster/RealISRU
part patch for testing in RP1
https://github.com/Bornholio/RealISRU/blob/master/TREE_REALISRU.cfg
The following file will create unnecessary and unwanted part clones if NONE of the checked for resource management mods are present. (Firespitter, InterstellarFuelSwitch, RealFuels or ModularFuelTanks)
(an install without ANY of the four resource management mods that should have ended up with 1,305 parts instead had 25,499 parts)
https://github.com/KSP-RO/RealISRU/blob/master/GameData/RealISRU/Parts/MMParts/TankSpam.cfg
Click on "Start liquefying Oxygen/Hydrogen/Ammonia/Methane", appropriate indication says "Operational " and nothing happens. Proper resources and storage space are provided (otherwise I'd get proper message in the indicator).
When operational the debug consol is spammed with:
[Exception]: NullReferenceException: Object reference not set to an instance of an object
My Install
KSP 1.0.5 Linux 64bit
Realism overhaul installed through CKAN (can provide full mod list upon request)
Let me know what else can I provide to help.
BTW. Love the mod idea mod and keep my fingers crossed!
Well, the trouble is completely covered in title.
It's quite hard to work on new parts for RISRU while having RISRU installed cause PartTools to crash and Unity to hang.
Either delete that file or add something to it. (Deletion helps for sure - I cheked.)
Needs a Tag that is unique and collects all Real ISRU parts,
I'd suggest MARS, INSITU and REALISRU
Setting DumpExcess = False is fine on a generator with a solitary output and you don't want it running unnecessarily but it's not really appropriate for ISRU where you have a lot of interlinked resource inputs/outputs and some might be necessary for another ISRU process or it might not be. Case in point: trying to run a Sabatier for methane production but there's no room for the water that I don't really need so the process will fail outright. And it HAS to fail everytime unless you have a consumer that is using the water as fast or faster than it can be produced.
I've been doing some work on it and will likely do a pull request though I have to wonder if this is even being used? Did it ever see any serious player usage? Is there no point to me doing a pull request?
As of right now on the 1.6.1 builds of RO/RP1, to produce any usable amount of fuel in a meaningful amount of time, a large number of parts are necessary. Whether with Tweakscale itself, or through preset scaled sizes like Infernal Robotics Next does it these days, it would be a big QoL feature for users and in-game performance to, say, only need 1 or 2 electrolysis units rather than spam huge arrays of them, connect different landed modules using KIS/KAS and massively increasing part count and resultant game lag because of it. Or, conversely, having a toggleable option to dump more power into a unit to increase its productivity (up to a certain point, providing you can radiate the heat away), but I'm not sure if that's based in any level of realism with the actual IRL processes this mod is based from.
The Ice Drill is not drilling for ice/water; a change in it's config file is needed:
RealISRU\Parts\scienceDrill\part.cfg -> Ore to Water
The Licquefaction Array is not licquefying resources; a change in it's config file is needed:
RealISRU\Parts\MMparts\Refrigerator.cfg -> lqdHydrogen to LqdHydrogen (and same for all resources, i.e. LqdMethane)
The Licquefaction Array is not consuming EC - not fixed in the below updated CFG's.
I have attached the updated CFG files here.
Best regards :)
Using normal RO setup no real/stock plume visible, starting troubleshooting.
Is the intake part intended to be sized the same as the other "Hexcore" large size parts?
The three CO2 intakes are all small, about universal storage sized.
http://imgur.com/7PDihbx
Hydrate drills must be warm in order to melt hydrates>water effectively. They run cold, so they're very slow.
In addition: The hydrate>water melter is effected by engineers. When I made it standard efficiency at all temps for a temporary fix, a level 2 engineer will boost efficiency from 5% to 65%, but nothing else will be boosted (maybe the hydrate output, at 7% I don't think so though), rendering it fairly useless.
All TacGenericConverter will need changing, as they did in RO.
@rsparkyc, did you make a script that fixed this problem in RO? Would you be interested in applying it here?
https://github.com/KSP-RO/RealISRU/blob/master/GameData/RealISRU/Parts/HexAssembly/sabatier.cfg
Currently Sabatier unit produces not only methane and water but also incredible amount of electrical power: 300 kilowatts. With that powerful device you don't need any reactors for your fuel production facility because sabatier unit does all of that for you.
Is sabatier reactor really supposed to generate any electricity? According to wikipedia it rather require energy to work: "An optimized system of this design massing 50 kg "is projected to produce 1 kg/day of O2:CH4 propellant ... with a methane purity of 98+% while consuming 700 Watts of electrical power."
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