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Thurak

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    Bottle Rocketeer
  1. How does microwave transmitting work? I have not played KSPI since 0.9x days, and it has certainly changed since then. https://github.com/sswelm/KSP-Interstellar-Extended/wiki/Microwave-Power-Transceivers seems very outdated Random trail and error seems to be that there are 3 different types of beam, visible, microwave, infrared. Which appear to be Gyrotron=Microwave, Free Electron=Infrared, DiodeLaser=Visible. But then most receivers don't mention which they can pick up, or what each type is good for using. The front page gives some info, although it is still not clear what each thing does, and many things ingame have old descriptions or are just blank. Also the info on the front page includes listing wave lengths in Ghz for some rows.
  2. Updated to work with 1.0.2, using the ore mining in vanilla KSP and adding conversion to the ISRU from ore. Disabled mining ore on kerbin.
  3. Updated to 2.0.0, with support for 0.90! Sorry that this took so long, I have not been on KSP for a while and had been assuming that KarbonitePlus had this functionality with karborundum, but playing the game again I have realised that is not the case and karborundum has a very different purpose.
  4. Yes, if you are mining PreciousMetals it is infinite on all except kerbin where you don't get any, but depending on concentration it can vary from 1-25KG/hour or so. I will probably remove the drill option in a later update, when I went over to converters I left it in as to not break peoples existing setups.
  5. I think I will try and convert values to be something similar to what EPL uses, would help with balancing out values and density. Originally I didn't want to use gold as the value would be massive, 1000KG of gold would be $46m, going by the price of LOX 4 credits = 1 USD (Raziel in IRC helped with that), I dont think it would be resonable to have 1T of minerals going back to kerbin giving 184m credits. Silver, Indium and Gallium have values more comparable to what I use currently. @PART[RocketWorkshop] { MODULE { name = USI_ResourceConverter deactivateIfFull = false deactivateIfEmpty = false displayName = Extract PreciousMetals INPUT_RESOURCE { name = Ore rate = 7.50 } INPUT_RESOURCE { name = ElectricCharge rate = 120 } OUTPUT_RESOURCE { name = PreciousMetals rate = 0.01 } } } This is what I went with thismorning, with 2 of the large stock pods also having something similar but at a slower and slightly less efficient rate. I was not aware that Karbonite used a formula for converters and expected it to simply be 750:1.
  6. http://i.imgur.com/Se3WN1T.jpg Is it supposed to work like that? the node being inside the workshop.
  7. I like the idea of a converter, trying to make one using ore, it will have a lower value than the ore its self does. 1000 worth of ore would only go into about 500 of precious metals, however the mass will be vastly reduced. I may also allow it to produce some metal, but much less than direct ore->metal.
  8. Currently there is no Scanning for precious metals, but it uses the same ore maps that EPL->Karbonite uses for ores, and MKS also uses the same, although I am not sure what MKS uses them for. I will look into Scans tomorrow morning.
  9. You should change the value of the RocketWorkshop to 28496, this would prevent the part having a negative cost when set to zero resources, the cost set in .cfg is the cost for the part when resources are full, with this value the price for a RocketWorkshop with no resources onboard would be 4000 which is what it seems like is intended.
  10. Ah so I did, just altered it to show 1.5million now.
  11. It is 1.5million, I have not got to high end contracts yet but briefly looked on google to get an idea of what missions rewarded further on and based it off that. Remember that it takes a lot of power/time to extract a worthwhile amount. Yes you could just time accelerate overnight with 1000 containers and have plenty of cash, but that is just like you could time accelerate with KSP Interstellar to get infinite science on the launchpad. Kerbin is the only place you cant extract any precious metals from.
  12. http://i.imgur.com/7PGBF5m.png Possibly working as intended http://i.imgur.com/qmuEC7z.png Unlikely working as intended I had the same problem, the work around I used was to add the full fuel cost to the parts intended value, so with Karbonite being 1.6/unit, if you wanted the large Karbonite tank to cost 1200 it would have to have a cost of 2480 (1200 + 800*1.6) EDIT: It may not instantly be clear in the pictures, look at the total ship cost in the second one, its a negative.
  13. I was just throwing parts together for testing with hyperedit, EPL->Karbonite allows you to use them to process ore to metal to rocket parts, and build rockets.
  14. Glad to see people like it It probably needs some work on balancing since I have not played using high end contracts yet. Just got back into KSP since the start of 0.23.5.
  15. This mod allows you to mine platinum from Mun and Minmus, using Karbonite drills. Download: Download Here Requirements: Karbonite - http://forum.kerbalspaceprogram.com/threads/89401 Also requires module manager, not included because required mods include it. Recommended: Extra Planetary Launchpads - http://forum.kerbalspaceprogram.com/threads/59545-Extraplanetary-Launchpads-v3-4 EPL -> Regolith - http://forum.kerbalspaceprogram.com/threads/89774-90-%28V-30%29-ExtraPlanetary-Launchpads%28EPL%29-Regolith-Adaptation-%282-4-15%29 Images: http://i.imgur.com/yhrfS94.png http://i.imgur.com/oEtGROw.png http://i.imgur.com/vfvThh1.png Balance is still WIP and I would like input for that, I have used realistic values for density under the assumption that 1 unit of resources = 1L, and for value that 250 USD = 1 Kerbal Kredit. I hope to also add more moons in the future after balancing the current ones.
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