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Doctor Axel

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Everything posted by Doctor Axel

  1. That too. =P I definitely understand sticking to the stock ORS rules, and I'm cool with that. Honestly there's like, three resources I'm interested in at maximum - A fuel-type thing (already covered by Karbonite), a lifesupport-type thing (aquiferous Water, probably), and a build-stuff-type thing (covered by EPL's Ore).
  2. refer to my edit to the previous post =P it's actually an ORS limitation I believe, an Extractor module has to have a target resource, it can't just Extract All The Things. We'd have to talk to the ORS folks about that one.
  3. I think he's referring to the more straightforward way this would be done - just adding all the drillable resources to the existing extractor, which would generate a button for each resource (a lot of buttons). I tend to agree with keeping part count down. ^^ I am VERY attracted to the idea of having multiple resources that can all be extracted with the same extractors, but I'm already super excited about where this is going and I'll take it in whatever configuration it ends up in. =P EDIT I see the ish now, ORSModuleResourceExtraction can't just extract "everything", there has to be a module definition for each resource (and hence a button). That sounds like an enormous pain in the butt to change, so I'm cool with extracting trace elements from Karbonite. ^^
  4. Yeah, Karbonite is hecka dense. It's probably better to set up your refinery on the surface and launch your products instead - kind of the opposite of Kethane in that regard. Shiny =) I remain attached to the idea of the extractors being able to collect anything defined by the ORS as long as there are parts available to store it - extensibility and all that. And that would mean if there are traces of Xenon where you're mining (according to the ORS definitions), you'll pick up Xenon - rather than having to figure out how it could sensibly be refined from Karbonite.
  5. If it were up to me, I'd make a separate extractor tool for Xenon - or maybe it could only be Aeroscooped. Alternatively, perhaps running the extractor will extract Karbonite AND Xenon, each independently of each other, based on the ORS concentrations of each at that location. I like that a lot, actually - basically you turn the drill on, and it gives you whatever there is at that location, and whatever you have storage room for. Then if you've set up any extensions that require extracting Ore/Water/Ice Cream/whatever, you just add those things as possible returns when you run the extractor. EDIT Actually I am a much bigger fan of my second idea - make the extractor pull anything it detects through ORS, and which your craft has storage available for. Want to mine water? Just need an ORS definition for aquifer water, and a Karbonite drill. Want to scoop ice cream from the ocean? Just need an ORS definition for oceanic ice cream and a Karbonite ocean harvester. So if you're only using Karbonite, you'll only get Karbonite. If you use Karbonite and TAC and Interstellar and Ice Cream and have ORS definitions for those, you'll get all those as well without needing to change any configs. Super extensible, and super flexible. =)
  6. I had the same sort of thing in mind (inspired by your K-Plus, actually) - there are a few configs hanging around the latter part of this thread that work approximately like this. AccidentalDisassembly and I both did some Extraplanetary Lanchpads configs, and I kind of sort of wanna look at doing configs for TAC LS and Near Future resources once the aero and hydro parts are out. I, however, am terrible at this - so if you wanna take what I did and do it better I am all for it. =P
  7. Daaaaaaag those are awesome. =D Can't wait to get my hands on them.
  8. It worked in the .cfg that was pinned up for Extraplanetary Launchpads - basically just define two OUTPUT_RESOURCEs. ^^ I have literally no idea how to proceed with making the EPL augers animate for Karbonite so for now I'm done with the EPL compatibility config: // SCANNERS @PART[Magnetometer]:FOR[Karbonite]:NEEDS[SCANsat]:NEEDS[ExtraplanetaryLaunchpads] { MODULE { name = ORSResourceScanner resourceName = Ore } !MODULE[KethaneDetector] } @PART[OMD]:FOR[Karbonite]:NEEDS[SCANsat]:NEEDS[ExtraplanetaryLaunchpads] { MODULE { name = ORSResourceScanner resourceName = Ore } MODULE { name = SCANsat sensorType = 128 fov = 5 min_alt = 200000 max_alt = 5000000 best_alt = 1000000 scanName = Ore Scan power = 4.0 animationName = Antenna } !MODULE[KethaneDetector] !MODULE[KethaneDetectorAnimatorUnity] !MODULE[ModuleAnimateGeneric] } // AUGERS @PART[Auger]:FOR[Karbonite]:NEEDS[ExtraplanetaryLaunchpads] { MODULE { name = ORSModuleResourceExtraction powerConsumptionLand = 10 extractionRateLandPerTon = 1 resourceName = Ore unitName = Ore Extractor extractActionName = Extract Ore stopActionName = Stop Ore Extraction resourceManaged = False resourceToUse = ElectricCharge } !MODULE[KethaneExtractor] } @PART[SmallAuger]:FOR[Karbonite]:NEEDS[ExtraplanetaryLaunchpads] { MODULE { name = ORSModuleResourceExtraction powerConsumptionLand = 8 extractionRateLandPerTon = 0.5 resourceName = Ore unitName = Ore Extractor extractActionName = Extract Ore stopActionName = Stop Ore Extraction resourceManaged = False resourceToUse = ElectricCharge } !MODULE[KethaneExtractor] } @PART[TinyAuger]:FOR[Karbonite]:NEEDS[ExtraplanetaryLaunchpads] { MODULE { name = ORSModuleResourceExtraction powerConsumptionLand = 5 extractionRateLandPerTon = 0.25 resourceName = Ore unitName = Ore Extractor extractActionName = Extract Ore stopActionName = Stop Ore Extraction resourceManaged = False resourceToUse = ElectricCharge } !MODULE[KethaneExtractor] } @PART[bahaEPLXLAuger]:FOR[Karbonite]:NEEDS[BahaEPL] { MODULE { name = ORSModuleResourceExtraction powerConsumptionLand = 5 extractionRateLandPerTon = 0.25 resourceName = Ore unitName = Ore Extractor extractActionName = Extract Ore stopActionName = Stop Ore Extraction resourceManaged = False resourceToUse = ElectricCharge } !MODULE[KethaneExtractor] } @PART[bahaEPLsmAuger] { MODULE { name = ORSModuleResourceExtraction powerConsumptionLand = 3 extractionRateLandPerTon = 0.12 resourceName = Ore unitName = Ore Extractor extractActionName = Extract Ore stopActionName = Stop Ore Extraction resourceManaged = False resourceToUse = ElectricCharge } !MODULE[KethaneExtractor] } // SMELTERS @PART[Smelter] { MODULE { name = KarboniteResourceConverter deactivateIfFull = true deactivateIfEmpty = false displayName = Refine Ore to Metal INPUT_RESOURCE { name = Ore rate = 0.2 } INPUT_RESOURCE { name = ElectricCharge rate = 15.0 } OUTPUT_RESOURCE { name = Metal rate = 0.15 } OUTPUT_RESOURCE { name = ScrapMetal rate = 0.04 } } MODULE { name = KarboniteResourceConverter deactivateIfFull = true deactivateIfEmpty = false displayName = Reprocess Scrap INPUT_RESOURCE { name = ScrapMetal rate = 0.1 } OUTPUT_RESOURCE { name = Metal rate = 0.06 } } !MODULE[KethaneConverter] } @PART[SmallSmelter] { MODULE { name = KarboniteResourceConverter deactivateIfFull = true deactivateIfEmpty = false displayName = Refine Ore to Metal INPUT_RESOURCE { name = Ore rate = 0.1 } INPUT_RESOURCE { name = ElectricCharge rate = 7.5 } OUTPUT_RESOURCE { name = Metal rate = 0.07 } OUTPUT_RESOURCE { name = ScrapMetal rate = 0.02 } } MODULE { name = KarboniteResourceConverter deactivateIfFull = true deactivateIfEmpty = false displayName = Reprocess Scrap INPUT_RESOURCE { name = ScrapMetal rate = 0.05 } OUTPUT_RESOURCE { name = Metal rate = 0.028 } } !MODULE[KethaneConverter] } @PART[TinySmelter] { MODULE { name = KarboniteResourceConverter deactivateIfFull = true deactivateIfEmpty = false displayName = Refine Ore to Metal INPUT_RESOURCE { name = Ore rate = 0.05 } INPUT_RESOURCE { name = ElectricCharge rate = 3.75 } OUTPUT_RESOURCE { name = Metal rate = 0.03 } OUTPUT_RESOURCE { name = ScrapMetal rate = 0.015 } } MODULE { name = KarboniteResourceConverter deactivateIfFull = true deactivateIfEmpty = false displayName = Reprocess Scrap INPUT_RESOURCE { name = ScrapMetal rate = 0.025 } OUTPUT_RESOURCE { name = Metal rate = 0.0125 } } !MODULE[KethaneConverter] } // WORKSHOPS @PART[ExWorkshop] { MODULE { name = KarboniteResourceConverter deactivateIfFull = true deactivateIfEmpty = false displayName = Make RocketParts from Metal INPUT_RESOURCE { name = Metal rate = 0.5 } INPUT_RESOURCE { name = ElectricCharge rate = 15.0 } OUTPUT_RESOURCE { name = RocketParts rate = 0.35 } OUTPUT_RESOURCE { name = ScrapMetal rate = 0.14 } } !MODULE[KethaneConverter] } @PART[RocketBuilder] { MODULE { name = KarboniteResourceConverter deactivateIfFull = true deactivateIfEmpty = false displayName = Make RocketParts from Metal INPUT_RESOURCE { name = Metal rate = 0.1 } INPUT_RESOURCE { name = ElectricCharge rate = 3 } OUTPUT_RESOURCE { name = RocketParts rate = 0.07 } OUTPUT_RESOURCE { name = ScrapMetal rate = 0.025 } } !MODULE[KethaneConverter] } the only two outstanding items I can think of are -animating the augers -figuring out why the OMD automatically deploys, but that might be bugged in stock EPL anyway, not sure. Let me know if anyone finds anything else. Also feel free to modify and repost as you wish, I'm just happy to get the ball rolling. I also put together a config that 100% ignores the EPL parts and just adds ore mining and detecting to the Karbonite parts, since they're prettier to me. =P @PART[Karbonite_Antenna]:FOR[Karbonite]:NEEDS[SCANsat] { MODULE { name = ORSResourceScanner resourceName = Ore } MODULE { name = SCANsat sensorType = 128 fov = 4 min_alt = 5000 max_alt = 750000 best_alt = 100000 scanName = Ore Scan power = 0.5 } } @PART[Karbonite_Ventral_Extractor_Lg] { MODULE { name = ORSModuleResourceExtraction powerConsumptionLand = 10 extractionRateLandPerTon = 1 resourceName = Ore unitName = Ore Extractor extractActionName = Extract Ore stopActionName = Stop Ore Extraction resourceManaged = False resourceToUse = ElectricCharge } } Credit due to AccidentalDisassembly, from whom I may or may not have jacked a considerable portion of his config and just find-replaced Karbonite with Ore.
  9. Interesting findings re: drilling. It seems straightforward enough to just rip out the kethane extractor module and dump in a karbonite extractor module for each of the three augers. The animation is trickier, though. The KethaneExtractor module for the augers has two properties - HeadTransform and TailTransform - that I'm guessing have to do with animating the auger. But I'm not 100% sure how I'd use these to animate them the way Karbonite is expecting (I see deployAnimationName and drillAnimationName but I'm guessing those work a bit differently.) Currently I'm ignoring those two properties, and the game hangs (but doesn't crash) on the loading screen when loading the augers. Thoughts? I have a sneaking suspicion that I might just want to add a "mine ore" setting to the regular Karbonite auger and leave it at that for now, but that doesn't really satisfy me >.> I'm going to try to go off of how Accidental did his config for the augers for mining Karbonite and see if I can get them un-goofed from there... EDIT Missed a curly brace =P The augers happily extract ore now, which is cool. They don't animate in any way, which is somewhat less cool. Someone else might need to take the wheel on that one, I know diddly about animation.
  10. Fair enough - I'll give it a shot. Results forthcoming (later, when I'm home from work >.>) EDIT Am I going bonkers, or does ScanSAT come with an MM config for EPL's magnetometer? O.o I was going literally crazy trying to figure out why I had two scan buttons... looks like that work was already done. NOW I'll look at the drills =P
  11. @RoverDude, any guidance on how to make the EPL drills behave like Karbonite drills? =) I'm pretty sure I got their scanners working like K-scanners, and the Ore/Aquifer resources from MKS appear to have been successfully stolen, so that's steps 1 and 2 out of the way...
  12. I can understand that. ^^ Already enjoying these all the same. At any rate, I'm taking a look at making the EPL detectors scan for ORS Ore using ScanSAT - results forthcoming. ^^ EDIT I like the racing stripe on that intake. =D
  13. Nice. ^^ I'm wary of making Metal a product of Karbonite, though, especially if Ore is a thing in so many other places... I've been having a look at making Ore acquirable through the ORS/Karbonite system, so fuel mining and metal mining would be separate but functionally similar operations. I THINK I've successfully added Ore to the ORS planetary resources by stealing it from MKS. From there I'd just need to make the EPL work like Karbonite detectors for ORS Ore, and the EPL drills work like Karbonite drills for Ore... right? (don't get your hopes up about me doing this with any kind of speed because I suck at it. =P) Either way, I am using these configs in the mean time.
  14. Ahhh I see. Thought it used the name of the actual .cfg file. I'll try that - thanks ^^ EDIT That did the trick for the scanner, thanks. ^^ My new modules for the drill are also loading (I see Water Extractor: offline and Ore Extractor: offline) but I still only have an Extract Karbonite button - the other two have no buttons. Guessing I'm missing something?
  15. Question - I'm attempting to use Module Manager to add Ore and Aquifer scanning / extracting to the Antenna and Drill parts (was able to get it to work happily when directly modifying the .cfg file so I sort of kind of get the idea...) but I'm not seeing anything changed when I load the game. I'm sticking my .cfgs in my own directory and I'm pretty sure it's loading it right because I'm also adding ORS information in that same directory, and the ORS stuff is being added in fine. As an example my antenna .cfg looks like this: @PART[Antenna] { MODULE { name = ORSResourceScanner resourceName = Ore mapViewAvailable = true } MODULE { name = ORSResourceScanner resourceName = Aquifer mapViewAvailable = true } } Any advice for someone who's kind of an idiot at this? =)
  16. Thx for the advice re: the scanner part, it appears to be working. =D I stole the ORS maps for Aquifer and Ore from MKS and rejiggered the Karbonite scanner to also detect Ore and Aquifer - the Show Hotspot buttons act like radio buttons and you can switch among them, pretty cool. ^^
  17. How would one modify the existing Karbonite scanner so it can detect ORS's Ore and Aquifer resources (once they're set up)? Is it as simple as changing the 'resource' attribute in the Module section on the scanner, or is there something else I'm missing?
  18. Odd, I can turn them off and on at will with Karbonite's detector part just fine... they show up both in the map view and in the in-flight view (which I think is a bit odd, but eh.)
  19. I can confirm getting a pittance (I think 1 unit ~= 1 funds) for liquidfuel refined from Karbonite. Fun! Oxidizer gives funds back too, something like 1 unit ~= 0.3 funds. I, for one, am super stoked about the idea of some kind of Unobtanium that one can mine-off world and bring back to Kerbin for a profit. Heck, you could even make it hilarious. Maybe you mine Mint Ice Cream on Minmus... EDIT Ninja'd by Wren. I was close. =P
  20. I agree that it would be best to balance against stock, and allow functionality for KSPI and NFP to be maintained in separate extensions to Karbonite. They're absolutely apples and oranges and it would be a pain to try to support both of them here out of the box. It seems like Karbonite will be built in a way that should make that pretty straightforward. Add TAC Life Support to that list too. ^^
  21. The numbers given for the generators above are actually not dissimilar to Near Future's own fission generators - I think the 0.625 generator from NFT outputs 40kW, and the 1.25 outputs 250kW. Reality-wise it's probably off, but game-wise it works out pretty well - splitting atoms offers a decent advantage over burning karbonite, and the fuel lasts hecka longer. Boom. ^^ ...I forgot that NF adds Uranium as a resource. Now I wanna mine that too... >.>
  22. Easy to approach those kinds of numbers with Near Future as well - running a cluster of HI-SNAP engines will easily eat up 500kW. Agreed re: the 0.625 scale generator, I'd stick that on a rover in lieu of solar panels or a third-arm-growing RTG. =P
  23. True. I might take a stab at it tonight. ^^ @tygoo7 there aren't any Near Future resources to be mined at present, but ORS already has definitions for some very similarly-named resources (I'm guessing they're from Interstellar) - I figure that's a good place to start fiddling around.
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