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Found 31 results

  1. The Gold Standard! Version 1.5.2 (2017/06/18) (Now with full SCANsat and Galileo's Planet Pack Compatibility!) This mod adds the pursuit of gold and an extremely rare resource called Unobtainium to the game! Gold Ore now appears on planets/moons Gold Ore can be mined and smelted into Pure Gold with the Smelter Return either Gold/Gold Ore back to Kerbin for profit Gold is heavier than Gold Ore, which is heavier than Ore Full integration with Vanilla drills and scanners Vanilla Drills and Surface Scanner available slightly earlier in the tech tree Only 8 parts (Under 10Mb download), low memory usage. Get over that mid-career fund grind in a fun and challenging way! What is Unobtainium? Unobtainium is an extremely valuable resource that generally spawns on high-G and extremely distant worlds. You can mine Unobtainium using the vanilla drills without needing a converter in-situ. Drills mining Unobtainium operate much more efficiently with both a scientist and engineer aboard. Unobtainium is a little more dense than gold, so ensure to bring adequate Dv! Finally a monetary reason to land on Eeloo, Eve, Moho/Icarus, or any of the other seldom visited worlds! This mod is not meant to be an easy cash cow; rather, a difficult alternative to contract spam. There is no gold on kerbin, and be careful when choosing a mining site as only deposits of >2% (mini drill) or >1.5% (large drill) will yield gold ore. The gold ore can be returned for an okish profit, but be aware that gold ore is basically 9/10s ore. So there are obvious benefits to smelting in-situ. The Smelter needs power, cooling, and an engineer to function at its full capacity. Pure Gold is, by design and irl, HEAVY! Feel free to post any working ship/base designs! Note on returning with your space booty: Land near or on the space center to avoid diminished returns. Supported mods: - Scansat - Galileo's Planet Pack Downloads Version 1.5.2 for KSP V3: SpaceDock Available on CKAN! *ModuleManager included and required Planned Features Will be adding one more resource beyond Kerbin's influence Community Tech Tree integration Further Weight/Cost Balancing (need feedback) Change Log Update 1.5.2 •Packaged the latest version of MM to bring the mod upto 1.3 Update 1.5.1 •Complete Compatibility with SCANsat and Galileo's Planet Pack •Changed the way resources spawn on planets (more small concentrated veins, less large low concentrated blobs). Update 1.5 •Improved Weight/Balance/Distribution of resources. It should now be a little easier to make money, and more worth it to make a trip out farther. •Fixed the Unobtainium texture •Cleaned up files •Improved compatibility with Scansat and Galileo's Planet Pack (Thanks go to Jadeofmaar for helping me here) Update 1.4.2 • Fixed stupid typo ftw. Update 1.4.1 • Fixed a value that was preventing unobtainium from spawning in large enough quantities to be mined. Update 1.4 • Finally got of my butt and updated the mod to 1.2.2 • Added Unobtainium • Added support for GPP and Scansat Update 1.3 • Updated to for KSP 1.2 • Fixed a potential problem with unlimited output for both gold smeltery and stock miniISRUVersion 1 Update 1.2 - Updated some part descriptions - Slightly reduced concentrations of gold on Minmus - Made orbital scanner unlock earlier (The satellite targeting gui is disabled until survey scan) - Adjusted Smeltery Output to prevent a very minor exploit Version 1.1 - Cleaned up textures - Fixed radial attachment points - Added Mission Flags Version 1.0 - Release License The Gold Standard is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. This license does not apply to the bundled plugin ModuleManager. This is my first mod so if you have any tips or suggestions don't hesitate to leave a comment below.
  2. There was a mod that let you mine ore from asteroids and convert it into TAC Life Support resources, but for the life of me I can't find it. Does anyone remember what it's called?
  3. For the first time ever, I took an SSTO to mine for ore on Minmus. I had to refuel once in LKO and once on the surface of Minmus. I then flew to the North Pole to mine. Once full of ore, I flew back to Kerbin, and somehow landed on the runway too. Mods: -tweakscale -mj -p-tanks -mk2 expansion Enjoy.
  4. Started building a miner today. I found that I couldn't put 'Toggle Deploy Drill' on an action button as the option was missing. Only the start harvesting ground/asteroid resources options were available.
  5. Hello All. I have established a mining operation on Minmus. I have 4 drills going on the craft with 4 medium thermal control systems cooling the units, and everything looks like it is running smoothly. However, when I go to leave the operation and head back to the tracking station, or anywhere else for that matter, it tells me that I am on a collision course and cannot leave without reverting back to a previous save. Anybody got an answer to this problem? Here is a picture of my setup:
  6. Hi all! The short question: I'd love to hear recommendations on orbital altitudes for a refinery operation that will mine ore on Ike and refine it in Dunan orbit. The longer explanation: For the last week or so I've been playing in Sandbox, working out how to most effectively set up logistical infrastructures all around the stock solar system. I started by setting up a full-coverage Comm relay and ScanSat (the mod) network around every body on the stock game. I've done all this before, of course, but never as methodically and efficiently as I'd like. So far the four inner planets are covered, and various satellite carriers are nearing their destinations at Dres, Jool, and Eeloo. Now I've turned my attention to setting up fuel depots and ISRU operations, and have two flotillas of fuel stations, mining landers, in-system tankers, interplantery tankers, etc. headed to Duna and Dres. All un-Kerballed and drone-controlled, but with enough modularity to be turned into crewed vessels in the future. (Before it's mentioned, I know depots and ISRU aren't necessarily the easiest or most efficient ways to explore the system, but for the purpose of this save game, that's what I'm playing with.) I already have a clear plan for Dres; with an ore miner tailored for landing on the planet and another dedicated to the asteroids surrounding it. They'll bring raw ore to an orbital refinery/tankage station. The reason for this post: I'm not sure exactly what I want to do at Duna. The mining lander is large (by my standards) and can bring 10,000 units of ore from Ike to anywhere in the Dunan system. The depot will refuel Kerballed missions to Duna, and a few re-usable Duna Lander/Ascent vehicles that will remain in-system for surface explorations. It may also be used to send re-fueling tankers further afield, particularly to Jool, though a full Kerballed expedition to that system is still only a drawing-board notion. SO... any suggestions, tips, or other observations? Specifically, will I be better served to keep the main Fuel Depot/Refinery station in orbit around Ike, or should it orbit Duna? If the latter, will a high (near the SOI margin), medium (outside Ike's orbit), or low (inside Ike's orbit) altitude work best for my purposes? Keep in mind the station itself has no propulsion, but is configured so the Mining Lander itself can propel the entire depot (and is in fact doing that right now, toward a Duna intercept in a few hundred days). There are also several fuel carriers around Duna (most of them leftovers from the Comm/Scan satellite missions) that can move fuel from the depot to vessels that need it. I'm asking not just in terms of absolute efficiency (as in launch costs and fuel consumption) but also in terms of my convenience and "playability" (i.e. avoiding days-long warping to rendezvous various vessels from high orbits), and finding a satisfying balance between the two. I hope I've laid out enough to explain what I'm looking for in terms of feedback, without droning (no pun intended) on too long. Note: I'm playing with a smattering of mods, but mainly for aesthetics. All my craft are (virtually) analogous to stock vessels, so a full mod list doesn't seem necessary. Beyond that I rely heavily on KER and KAC to design and keep track of all the (40? 50?) missions ongoing right now. Your thoughts appreciated.
  7. Stockalike Mining Extension SME adds a number of mining and ISRU-related parts in a variety of form factors. Currently a Work-In-Progress Current Part List: -Mining 0.625m stack mount Drill 1.25m stack mount Drill 1.25m Inline mount Drill 2.5m stack mount Drill Mk2 inline Drill 1.25m Stack Oceanic Extractor 1.25m Atmospheric Condenser 2.5m Atmospheric Condenser -Processing 3.75m ISRU converter Mk2 ISRU converter 0.625m ISRU converter -Storage -Mk2 Ore Tank 0.625m Ore Tank 3.75m Ore Tank -Power 0.625m Fuellcell generator 1.25m Fuelcell Generator Mk2 Fuelcell Generator 2.5m Fuelcell generator -Utility 1.25m Superheavy-Duty landing Leg Download from SpaceDock or GitHub Kottabos Review (Version 0.8) Changelog: To Do: -0.625m Inline Drill -2.5m Inline Drill -3.75m stack drill -Heavy mobility landing leg? -Klaw variants? Currently a Work in Progress; feedback and suggestions welcome.
  8. ReMeMber the KANTERBURY ! Ice Hauler from The Expanse; Stock Kerbalified. Oye Beratnas, Kanterbury be chowing A'rocks all cycle long. The SAS is pomang kaka so use your RCS for fine navigation, sass? Kewe to pensa? For the Earthers: This is a sort-of-replica-what-I-call-Kerbalified-version of the Pur'n'Kleen Ice Hauler Canterbury, from the series "The Expanse". While it's designed to look (nearly, but not quite unentirely) like the ship its based on, it is at The Expense of making the thing work reasonably efficiently in KSP. So, part count is a low, low 200 It's those damnable RCS ports. I've kept everything else to a minimum to keep that count down; there's plenty of room for improvements on this vessel if you've got a computer to handle it. This thing will probably accommodate at least four Class A 'roids, maybe even six but for now there's just two grabbers. With the launcher this comes in at pretty hefty 372 parts. Fortunately by orbit you'll have ditched 172 of them. Mechjeb can get this thing to a circular 250km orbit without too many issues, though you will need to help steer the nose to the correct heading a little if it starts to tilt away from it. Don't forget to 'Control from here' on the command core (as pictured) before launch! CONTROLS AG1 Toggle Clamps AG2 Toggle Drill AG3 Toggle Drill Harvesting AG4 Toggle Solar Panels DOWNLOAD Kanterbury.craft 238Kb DOWNLOAD (craft with launcher) KanterburyLauncher.craft 459Kb Have fun, oyedeng!
  9. I put a surface base down on Minmus with a drill, but it's in a location with no ore to drill up. I don't really care about the difficulty of locating biomes with resources and such, so is there a way I can edit the game files or install a mod to make the entire Minmus surface covered in recoverable ore or make the drill always dig up ore anywhere at the fastest rate possible? Thanks.
  10. I have struggled for quite a long time to create a mining SSTO that could get itself to Laythe, and fly around... until I can be bothered to bring the Kerbals back. The process has resulted in many failures, all looking relatively like this one: I usually run into one of three or so problems. 1: Not enough TWR to reach orbit. 2: Not enough DV to reach orbit. 3. Flops around on the runway until it blows up. (Or fails to take off...) I usually find it too heavy to take off, so I add more wings. I then find it too heavy for the jet engines to effectively carry, struggling to make orbit, or unable to get fast enough. If I do manage to ever get it into orbit, I do not have enough TWR to go anywhere. I have been inspired by the SSTO in this Reddit post but even when replicating it as accurately as possible I find it impossible to takeoff the runway, or otherwise orbital TWR is less than 0.1 which I find unacceptable (yet still without enough Delta-V to get anywhere). Should I try using the smaller refinery and drills? Is there anything I can do to try and improve my designs? Thanks.
  11. I decided I want to try and get as much out of the Jool system as possible. For this cause, I have set up a Vall mining base that is capable of producing fuel for anything that can get into orbit around Vall, with the help of a tanker I also sent. I am in the process of designing a vehicle that can be used to land on the majority of the moons of Jool, maybe excluding Laythe and Tylo, at least until I get refueling stops there. How much Delta-V should a vehicle capable of refueling in Vall orbit need, for exploration of these other planets? Preferably, it would be a single stage so it would be reusable after refuel. I have currently managed to get a lander that has 5k DV and has enough TWR to land on Tylo, but not Laythe. 5k DV isn't enough to visit Tylo and return to Vall, is it?
  12. So, after completing a Survey Scan on Minmus in both my Career and Science, I've noticed that ore seems to be in the same locations. There's 90 percent ore at the poles and one equatorial lake, and no 100 percent. Ore seems to be quite consistently the same. The wiki does mention that ore is randomly placed, but so far it seems like it isn't. Is this simply a coincidence?
  13. Hi guys. So i'm baffled as to where my resources are going? i'm mining on a classE as i plan to take it to Gilly, and in 1x speed the resource weight from the asteroid goes down. and the weight of the ore tanks fills up. Great. All fuel on my ship is already full. the only thing to fill up are the ore tanks. when i timewarp to 100 1000 10000 etc the speed at which the resources drop from the asteroid begin to increase, as you'd expect. but the speed at which the tanks fill up slows to a grind and ultimately stops??? on my convert-o-tron unit, no ore is being converted to anything. everything is stopped. i have no idea where the resources are bleeding off to? i'm over 300 hours on ksp with solid mining experience never seen this before. the mining equipment and tanks are all stock parts. only engines/decals and other parts unrelated to the mining process are modded. is this a bug? Please help! Thanks.
  14. Hi, I recently began the project of creating a mining station in one of the craters of the Mun. a complete one, with mining modules, tank modules, and power modules. Of course, I had to launch each part separately and assemble them on the Mun. and there comes the trouble: when I asemble more than a few parts (mining, tank and power), as soon as the last part is docked, the entire outpost starts twisting and wiggling and jumping and then of course... exploding... I still don't understand why, I turned off every SAS, it still behaves completely randomly, so I end up with no mining station Any suggestion welcome ! Thanks in advance
  15. It's 2100. For some reason technology has not progressed beyond 2017 tech. We have colonized the Moon, Mars and some of Jupiter's moons. Then a survey probe detects Exotic Useful Resource™ in high concentrations on Venus, in a pattern similar to iron concentrations on Earth. How would mankind go about mining Venus?
  16. Hey everyone, just curious if it's worth creating a mining base on a planet or moon, and for what purpose? Is the best value to have the ability to refuel away from Kerbin or is there another feature that I am missing? Thanks, Floby
  17. This is my ship can hover it is for mining enjoy! please comment what you think! i let the video at the bottom enjoy! Video here!
  18. I spent a great deal of time recently designing and delivering a number of craft to an ore field in Minmus, I wanted to experience the mining mechanics and get to grips with how everything works. My operation consists of 2 modular miners that can be combined with docking ports. A 3rd vehicle which is also modular acts as movable storage / roving tanker. When parked the tanker is filled by the mining craft whilst adding its considerable reserves of electrical power to the operation along with its reasonable solar power generation. A very simple probe core rocket is used to land and ferry the fuel back to a station orbiting Minmus itself and from there can be delivered to craft in LKO or craft can dock directly and re-fuel at the station. Getting the 40 odd ton craft to Minmus was a considerable design effort and I learnt a lot along the way, designing and building the stations was a lot easier. I have to say I'm not overly impressed with the whole system at all. First of all the docking ports are finicky and it usually takes numerous attempts to get the craft to marry on Minmus surface. My biggest complaint with the entire system however is that craft that are securely docked with brakes on and drills deployed jump randomly into the air when the physics model is applied (IE when I load them) this has on numerous occasions resulted in either damage or complete destruction to the craft themselves. Doubly triply annoying when you have just spent 40 minutes roving at a slow and safe speed over the surface and another 10 minutes faffing about with the docking ports only to find the entire installation goes to hell when you tab to another craft and back. Oh and I can't save while roving, so better be sure to get it right first time. This along with the rest of the surface installations and building mechanics needs to be seriously looked at in the near future in my opinion. Not withstanding squashing the remaining bugs people often report. So my rant over, my question is this. mining, do you even bother with it at all?
  19. So, I based my mission on the idea of flying into the orbit of the sun, refueling withe an asteroid, then flying to Dres and refueling on another asteroid. However, I don't see any asteroids near Dres. I was wondering if I have to be in orbit of Dres, or maybe just really close to it?
  20. So back a few weeks ago I put a mining station on an E-Class Asteroid around Dres. Now I returned and wanted to refuel, but nothing happened. The drill animations are there (including the dust clouds), and they "work", but the ore tank isn't filling up and the ISRU says it is missing ore. The asteroid itself is also not losing any of its resources (90t left apparently). What is actually going on over here?! I thought this may be something that is caused by 1.1.3, but after trying it out in 1.1.2 it still showed the same behavior. Is this a bug or am I missing something? Edit: I have tried mining a new asteroid on a completely fresh savegame (same install, same mods). That worked without a hitch.
  21. Mining is an important part of the game. Early on, you want to pratice mining in the Kerbin system, where to go? Here are the stats - 1.which is easier to get to? The Mun of course! You can easily get to it whenever you want, it follows an perfect orbit around Kerbin and missions take no more than a few days to get there and back! Minmus however; follows an elliptical orbit around Kerbin and missions there and back can take a month! 2. Which is easier to get into orbit of? Minmus because of the low gravity, I have charted that it takes about no more than 100 delta V to get into orbit. The Mun takes about 400 Delta V to get into orbit. 3. Which is easier to land on? Minmuss because again of low gravity, it takes about the same stats above to land on either of the moons 4. which has more ore? This is very difficult to tell but I suspect that Minmus has more ore than the Mun, but the high ore regions on Minmus are a little more harder to land on, while anywhere on the Mun is hard to land on. 5. Delta V stats It takes about 2100 Delta V to get into orbit of Kerbin. It takes about an extra 800 delta V to get to the Mun and you have to burn about half of your velocity, Then it takes another four hundred to land on the Mun, which comes to the grand total of 3,700 Delta V from launch to touch-down on the Mun. To Minmus you have to burn roughly 950 Delta V to get to Minmus and about 50 more Delta V to get into orbit, then you burn about 100 delta V to land, which comes to a grand total of 3,100 This is not totally correct but its close
  22. Does anyone know how to correct this or see something obvious in the attached screen that I am missing? I have this drilling rig and it has worked fine for many, many mission. Now for some reason it will not drill at a reasonable rate at all. Used to fill a tank in no time(less than a day or so) now it would take years. I even slapped on some more radiator panels to try and help, Is this a bug? The one thing that has changed is that I used to use only the drilling rig and attach it with KAS/KIS directly to my refueler rig. The large rover that is attached in the screens is new. However, when I unattach it still does this. I even tried reattaching the old way, still the same. I then moved to a new ore location about 3km away and tried with drilling rig only. Still the same.
  23. Hi All, For the first time in KSP I have stuck with a career game and got as far as mining. So I did my research, read the help and re-purposed my first Minmus base design to some mining. So I have accepted a mission to take 1050 ore from Minmus and pop it into Kerbin orbit. As you can see, I have power, radiators, Ore tanks and ISRU. But when I fire up the drill, it says "Ore Full" even though have 1200 spare capacity. Any ideas on what has gone horribly, horribly wrong? Thanks, P
  24. I am trying to mine on the Mun, and using the orbital scanner, i set the cutoff to 70% and found a good spot to land. When I landed, I used the surface scanner and it said 2.34% concentration. I tried again with another spot, and it only said 7%. Why is it saying 7% when the orbital scanner said 70%? Is there any way to get the concentration up even higher?
  25. My first challenge I've ever made. The principle of mining to gain money is simple. You mine using the drill to gather resources, and recover the vessel with the resource. The resource will be converted into money. Objective: Build a miner (fixed in the ground) to get the most funds in 1 launch in the shortest time. Rules: 1. Start in new career. Difficulty options set to Normal. Only use stock parts. Use of ISRU converter is allowed. 2, Use of alt+f12 or cheat mods are only allowed to give funds, or science to unlock parts (feel free to unlock entire tech tree), but not for anything other than unlocking parts. 3. Time warp is allowed (because I see some electric consumer generates energy instead of consuming energy in high time warp). 4. Use of an engineer is allowed, maximum 1 engineer. 5. Build it in VAB, not SPH. Launch it in Launchpad, not Runway. 6. Breaking the Launchpad means repairing it again, and the repair cost will be deducted from your funds you get from mining. 7. Mine in Kerbin since you will not go to space today. 8. (NEW) Tell me the versions you used. 9. (NEW) Miner must not launch, it have to stay in launchpad. 10. I can't think of anything goes wrong from this set of rules, so have fun! Scoring: Score = (Product ^ 2) / Time Product (F) = Funds required to build the miner - Funds from recovering the miner. Time (in seconds). Be aware of what time you are using (Kerbin or Earth) Background: The KSC got bankrupt. They have no money to build rockets anymore. Moreover, Walt Kerman is away for vacation (so there is no Bail-Out Grant). Fortunately, there are a banks (Kerbin Banks?) that are willing to give us a loan up to 100000000 Funds. However, the money have to be returned after 1 launch or 1 Kerbin years whichever come first, and no more loaning. If the money isn't fully returned (even missing 1 Fund counts), the bank will shut down KSC (forever?). Completing an interplanetary contract would take more than a year. Completing a local contract yields too little money to fend off the bankruptcy. An important meeting is held for discussing on how to save the KSC. One kerbal suggested to start a mining program. How they will make the most of their miners? Will the KSC be saved? There are two KSP versions. That means I need to separate two versions. Scoreboard coming soon. That's it! If there's any flaw (I am not perfect), please let me know.