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  1. I have a lander on the Mun that's intended to hop around collecting science and refueling itself. It seems to be OK with mining ore and refining it into fuel as long as you focus on it. If you switch to something else, it stops making fuel. When you come back, the drills say the ore rate is n/a. Anyone have any ideas where I could start with looking for the problem? The lander is probably not designed well, but there's nothing that stands out as egregiously wrong. The lander does have decouplers separating the ISRU and drill sections from the main body, in case the kerbals need to get back to Kerbin on their own. The decouplers do not have crossfeed enabled - does that affect ore flow, or just fuel?
  2. Hello everyone! Because I'm new to mod making (this is my first mod), I thought I'd try starting out with a relatively simple mod. I use a lot of mods, a few of which require Community Resource Pack as a dependency. Thus, whenever I scan a body for resources, I end up with a fairly large list of things, from Water to CarbonDioxide. However, I never end up using most of these resources, and as most mods only add converter modules for a few of them, the vast majority end up ignored. Many of these resources could be integrated fairly well with Stock mechanics without necessitating new parts or complex processing chains. Thus, this mod attempts to create uses for several resources added by CRP. This is essentially a collection of patches designed to allow stock parts to harvest and convert the resources added by CRP. It will be fully modular, so you don't end up with redundant converters or harvesters for resources you don't want, and it will only use Stock parts (primarily because I have no idea how to texture or model things, but keep that a secret). The stock drills are used for crustal resources, the atmospheric fluid spectro-variometer is used for atmospheric resources, and I plan on using the radial air intake for oceanic resources. For simplicity, resources such as LiquidFuel and Oxidizer are generalized, and are not intended to be fully accurate. In addition, the conversion factors for most of these patches are undoubtedly wrong, partially due to a desire for simplicity and partially because I can't be bothered. If you have a suggestion for a more realistic conversion factor, feel free to tell me! If I ever get into RO, I might consider adding patches for realistic ISRU, but for now I consider this to be a short-ish term project designed to practice my glorious and expansive config-editing skills. This might change depending on community reaction, but don't expect too much for now. In addition to this, I plan on including simplified conversion patches for those who don't want to bother carrying tanks for ~5 separate resources; an early example of this is substituting H2 for Ore (electrolyzed water ice) in the Simple Sabitier conversion. Downloads Installation 1. Download the mod 2. Install CRP and ModuleManager, either from the bundled download or from a separate source 3. Select the modules you wish to install. Do not install both the normal and simplified versions at once, as this may lead to issues Planned Features Green: Implemented Yellow: In progress Red: On hold Conversions -Sabitier | LqdHydrogen + CarbonDioxide = LiquidFuel + Water -Water Electrolysis | Water = LqdHydrogen + Oxidizer -Simple Water Electrolysis | Water = LiquidFuel + Oxidizer -Water Extraction | Hydrates = Water -Simple Water Extraction | Ore = Water -SolidFuel Refining | Alumina = SolidFuel (If I can find a way to allow SolidFuel to be moved) -Various processes involving MetalOre, RocketParts, MaterialKits, etc. Currently on hold due to the fact that mods that use these resources tend to include their own converters Harvesters -CO2 Extraction -Water Mining -Hydrates Mining -Argon Extraction -Xenon Extraction -Oxygen Extraction -Liquid Water Extraction -Oceanic Fuel Extraction (intended for Eve) -Hydrogen Extraction (Depending on availability in stock atmospheres) -Alumina Mining (See SolidFuel Refining) Other -Add part switching to the stock ore tanks to add capacity for every relevant CRP resource -More realistic resource ratios -Using ModuleManager to add these conversions to ISRU parts from other mods -Interplanetary resources, for use with Bussard collectors and such. This would probably require a new part for the collector, so I'm holding off on it for now -RealFuels integration, depending on feedback -Custom atmospheric and oceanic extractors if someone wants to help with that Changelog Licensed as Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Feedback and suggestions are appreciated!
  3. So while I wait for Squad to get a handle on the suddenly-fragile/explosive landing gear in 1.4.2, I've put my Career save on hold and I've been experimenting with designs and concepts for a Laythe colony with an associated Ore miner/refinery infrastructure in the Jool system. I've got a Jool window coming up and I want to send a flotilla of missions to establish a permanent presence there. At first glance, Vall looks ideal to support a Laythe base. It's in the same plane as Laythe; it's close in terms of dV, and there's no atmosphere to complicate precision landing or cause ascent drag losses. Howver, it does have relatively high gravity for a planetary moon, and I've found that the gravity losses incurred in both landing and return to orbit are eating up all or nearly all of the Ore I can recover with a reasonably-sized rover. By that I mean, after I've refined all the Ore into LfOx to refuel the lander, I've got nothing left; this is using unscrewed equipment - if I understand correctly, have an Engineer available "on site" so to speak can increase the efficiency. Is that correct? By contrast, a mining lander and refinery operation on/around Pol costs next to nothing in dV to land and return to orbit; the downside is that there's a fairly high dV cost to haul the fuel back to Laythe. Pol's orbit is inclined relative to Laythe's and it's pretty far out from Jool. I'm sure that some folks out there have explored these trades in great depth and can provide some pointers. Thanks.
  4. Baha EPL Redrilled BahamutoD's Drills & Parts for Extraplanetary Launchpads. The is an updated version of @BahamutoD 's original Baha EPL mod. The drills are compatible with stock and now animate and behave like stock drills. I'll be maintaining from now on, or until BahamutoD returns. You can Download it from SpaceDock Here! Albums: Change Log: Version 1.3.02 [KSP v1.5.1] - Fixed attach node direction for 3D Printer and Compact launchpad. - Removed crew compartment in launch pad and added probe core. - Cleanup of launch pad config. Version 1.3.01 [KSP v1.5.1] -Updated dependencies -Included Module Manager Version 1.3 [KSP v1.3.1] -Full update to KSP v.1.3.1 Version 1.2 [KSP v0.23] -Added expandable containers -Added Launchpad -Added 3D rocket parts printer BahamutoD's original thread as of (3/2/14), also posted below: These are a pair of animated augers (one large, one small) for the Extraplanetary Launchpads mod by skykooler and taniwha. They do not overwrite any parts from the mod and aren't officially part of the mod, just my own addon for them. -Known 0.23.5 bugs: -Launchpad dances while being deployed -3D printer falls through things/things fall through it Version 1.2 -Added expandable containers -Added Launchpad -Added 3D rocket parts printer Notes: Includes an early version of my Animation Modules plugin that allows the container and 3d printer animations. I'm not entirely satisfied with the 3D printer yet but I thought I'd let people play with it for now. Source for the plugin: bdanimSource0.1.zip Download: EL Drills and Parts v1.2 Download =========================== [Legacy Imgur Album Code Omitted] ============================== Surface Sample Drill Also, a science drill was requested. I wanted to make a separate part for that eventually but for now, a rescale and retexture: ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  5. The smallest stock ISRU with 4 of the tiny stock drills. I have the drills mounted on the ISRU I have 4 small radiators mounted on the ISRU I have 4 medium folding radiators mounted on the ISRU Still the core temperature of the ISRU keeps going up
  6. I was trying to recreate Scott Manley's ISRU probe in his popular series Interstellar Quest, and ran into a difficulty Kerbal Space Program - Interstellar Quest 37 - Mining Ice Apparently Interstellar now converts Water to LqdHydrogen + LqdOxygen . Is there a way to have it produce LiquidFuel+Oxidizer instead? I looked into the Parts folder inside Warp Plugin, and couldn't find any obvious config file that I could edit to have Water Electrolysis produce LiquidFuel+Oxidizer Thanks in advance! PS: I'm a total n00b when it comes to modding so please excuse my naïveté
  7. I was trying to recreate Scott Manley's ISRU probe in his popular series Interstellar Quest, and ran into a difficulty Kerbal Space Program - Interstellar Quest 37 - Mining Ice Apparently Interstellar now converts Water to LqdHydrogen + LqdOxygen . Is there a way to have it produce LiquidFuel+Oxidizer instead? I looked into the Parts folder inside Warp Plugin, and couldn't find any obvious config file that I could edit to have Water Electrolysis produce LiquidFuel+Oxidizer Thanks in advance! PS: I'm a total n00b when it comes to modding so please excuse my naïveté
  8. Hello everyone! Inspired by the XenonISRU mod, made by @Xyphos, I've decided to make a simple CFG file that adds the ability to make Xenon Gas, Solid Fuel and Ablator to all ISRU units in the game. The config file just steals the Monoprop making MODULE, and copies it a few times. In theory, it works with mods too (I've tested it with the Stockalike Mining Extension mod made by @SuicidalInsanity). Implementing other resources (Community Resource Pack) is a possibility for the future. License-wise, you are all free to do anything with it. Download here!
  9. I'm going to send a MAV on Mars almost empty (with just the right amount of Hydrolox fuel to land) and then refuel it trough RealISRU (sadly still not completed, but it works).I need help with methods to extract the fuel from the surface/atmosphere , chemical conversions and some math with it. Landing config: Mars takeoff config: I have 15 months to produce all that fuel.(around 85 tons)
  10. 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.
  11. I feel like cheating when i use ISRU and was wondering... Are Drills and Conver-o-trons minimally based on actual realistic designs or prototypes?
  12. Hello, Kerbonauts, i was thinking to run a new career save as a sort of oil company. Now I just need to figure out how to mine as efficiently as possible. So my questions are: Which place in the Kerbol system is the best for mining? Should I convert to LF/O/Monopropellant? Use orbital refinery/storage stations? Thanks in advance.
  13. [WIP] This is a mod that adds extra Ore holding tanks for KSP, notably smaller ones. The stock Ore tanks in KSP, in my opinion, are too big for smaller landing craft (with the radial holding tank as an exception). Therefore, I am making a mod pack for myself that will give more Ore tank sizes, and also thought about releasing it to the public. Furthermore, the game has two inline-mounted ore tanks, both 1.25m and 2.5m, respectively. However, I do believe that they are too long to fit on a lander of some sort and I would like to make a half-version of the 1.25m ore tank, with exactly half the storage capacity. This wouldn't change the fact that it is 1.25m, though, it would only change the height of the tank. This would in turn enable it to be mounted on crafts more compactly. If this mod is what people may consider using after development, then please reply to this forum as this is going to go ahead for my personal use but I would like to see if the general community would like to also use these parts. The textures will probably be similar, but they might not be identical for reasons to do with copyright of Squad's textures. I will look into this. Speculated parts list: 0.625m Tiny Ore Tank; capacity around half of the 1.25 version. 1.25m Small Ore Tank; only difference to stock one is the height; therefore the capacity is half that of the stock 1.25m one. (Possibly) 3.75m Extra Large Ore Tank; for huge landers and bases; capacity twice the size of the 2.5m stock tank. These ore capacity numbers may change in development if they seem too high or too low for the relative size of the tank. All of above is true in the hope that my creativity skills with 3D design software is good enough to create a decent mod pack. Please submit your opinions below. Thanks. UPDATE: The first fuel tank is done. This one is the 1.25m half-variant one. The picture below shows the normal stock 1.25m Ore tank and next to it is the modded one. http://imgur.com/3mDW2tQ Cost: 750 Mass: 0.25 Ore Capacity: 150
  14. I have a convert-o-tron 250 that is overheating even though the drills are turned off and TCSs are not at 100% cooling. https://www.dropbox.com/s/wtgc2z1f2mf2hgf/Screen Shot 2016-12-24 at 7.18.03 PM.png?dl=0 The ISRU works fine when only two converters are working, but starts overheating when the third is turned on. I have 6 x MKS Ranger TCS and 5 x large TCS at various places in the base. The base also has a PDU with the nuclear reactor running. Am I misinterpreting what "cooling" on the TCS means? Also, how do I interpret the thermal debug data shown in the action menu to make better sense of what I can do to stop it from overheating? Thanks
  15. Hey guys! Well I finally managed to make a working SSTA. I'm quite proud of this one. I usually just carelessly build spacecraft fast and forget things like solar panels, batteries ect. but this time I actually took my time in the SPH hanger and it turned out flawlessly! Well almost. (Forgot reaction wheels. ) This SSTA has VTOL engines, a functioning RCS system and enough DV to begin with to get to Duna or do a Minimus round trip without refueling. It also has four seats so you can easily put a pilot for control and an engineer to speed up mining. The VTOL engines are nicely balanced so landing on Duna with these will be a piece of cake! I still haven't tested its re-entry capabilities but I went up to about 1400 m/s before burning out on Rapiers so I assume it will be fine. The COM/COL placement might be bad so I am going to place an octagonal strut to mark the COL. This helped when I designed an aircraft launched shuttle because the shuttle carrier had stall problems. Download is coming soon. Still got tweaking to do so I thought I'd just put this here. Also Action group list + how to fly tutorial coming with download so stay tuned! Fire
  16. Might not be the right forum for this but I keep seeing the abbreviation "ISRU" around the forum. I tried googling it but it just brought up a bunch of forum posts using the term as if it's understood what it means. So my question is. What does it mean?
  17. KRS Persistence N-S II - A Dream Completed At long last, the dream which has inspired over 440 hours of in-game time has been completed! When my eyes saw the wonder that was the ISRU units and the mining drills a couple hours into the game, I knew immediately that what I wanted to build was a rocketship that could travel to and land anywhere it wants, refuel, and return, carrying a bold Kerbal crew and all science experiments as well. In practical terms, this meant a rocket which could take off from Kerbin, travel to Minmus without refuelling beforehand, land on Minmus, refuel and then travel elsewhere with good delta-V to spare. The KRS Persistence N-S II is the pinnacle of all my spacecraft, and it represents the culmination of countless engineering mindset breakthroughs as well as a well honed piloting ability. Its maximum delta-V, travelling on the nuclear engines alone, is 6533m/s if my calculations are correct. Its takeoff flight plan is moderately complex. At launch, turn on the chemical engines only with the chemical rockets action group, then start performing a gravity turn at roughly 50m/s. I typically nudge it a small amount at 50m/s, then set autopilot at prograde after 2500m altitude. At approximately 5000m altitude, turn on the nuclear engines with the nuclear engines action group, and continue performing the gravity turn. Keep both nuclear and chemical engines on until the chemical rockets run out of fuel. Stay with the standard gravity turn until there is one minute left until apoapsis, then set it back to stability assist and hold until circularization of orbit happens. At this moment, you should have enough remaining fuel to travel to Minmus and land if you aim at Minmus accurately. This might take some practice. Action groups: 1. Toggle Radiators. 2. Toggle Cargo Bay Doors and Drill Deployment. 3. Turn on Drill. 4. Toggle Chemical Rockets 5. Toggle Nuclear Rockets. Lights: Turn on/off the two lights. Gears: Extend/Retract the landing gear. Naming: KRS Stands for Kerbal Rocket Ship, N-S stands for Nuclear-Science. I've made an S-S, Solar-Science version as well, but the Nuclear one has reliable electricity across the entire solar system. Download: KRS Persistence N-S II Download Link (KerbalX) Notes: This post was finally posted after weeks upon weeks of procrastinating on doing so, because I wanted to make this grand post showcasing all the SSTAs I have built, as well as my space stations and shuttles... but I realized that the problem was that I was taking too large a bite in one go, so I opted for this first. So... thoughts?
  18. I would like to start a discussion about Nitrogen on the Moon, and by extension on the Kerbalized version, the Mun The problem is Nitrogen is very rare or hard to acquire on the Moon. It is a relevant problem because Nitrogen is essential if you want to manufacture any Hypergolic Rocket fuel, oxidizer or monopropellant . There ain’t no easy accessible nitrogen deposits on the moon. Nitrogen is part of the Solar Wind deposited in the top soil but only in few part per million. Our only realistic hope of finding significant amount of Nitrogen is in encapsulated in Pyroxene and Olivine deposits that have not been liquefied near the surface (and lost their gas content). But these can only be found deep in the mantle which means they are hard to access. A 5 meter drill is certainly not going to find any significant amount of Nitrogen rock Ore. Therefore my conclusion is the stock IRSU system which requires nitrogen to manufacture LiquidFuel, Oxidiser and Monopropelant is highly unfeasible.
  19. I have an ISRU design I've used a bunch of time. I put one down on Pol. I was having trouble getting enough ore to keep everything running and come out ahead, but other than that, it was working fine. I jump away (letting it run) and come back. I haven't gotten anything so I left click on the drill and it says "no ground contact". It was working before I left. I is clearly in the ground? Anyone know what's up? Here is a picture
  20. I put down a robotic miner onto Pol. I hit one of the high areas show by the orbital survey scanner. I put down my drills, and they pull in a bit less than .002 (whatever units). A bit less than on Minmus but OK. But I'm so far out, I figured I would use fuel cells, since they seem to work OK as supplements to solar closer in. But Drills + ISRU conversion is a net loss. It takes more fuel to power them than they produce. Am I just screwed? What do people use for power in such a situation? Just accept that you will need a bunch of heavy nuclear units?
  21. Hello fellow Kerbalnauts! Have you ever started a drill or ISRU, only to be frustrated when it either takes forever to max it's efficiency, overheats, or needs a massive amount of NearFuture radiators or solar panels to dissapate the heat, which aren't always reliable? Wish the stock drills and ISRUs worked the same way Karbonite did before 1.0? Then you need... No Overheating Download on Spacedock [works with 1.1.2, probably 1.0+ too] This mod is just a simple couple of Module Manager patches, which completely remove the core heat system on Drills and ISRUs. Just start them up and let them do their thing. It also removes the core heat system on RTGs, I wasn't sure if they actually had any effect but I removed them just to be sure. It also works with Kerbal Planetary Base Systems, Modular Rocket Systems, and Near Future Electrical, but does not require them. It does however, REQUIRE Module Manager. You can get it here. That's all, and happy mining! This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  22. Career Mun Polar Crater Mining Challenge V 1.1 With 5000 science points, 500 000 funds, and a bargain on facility upgrades you are challenged to mine Mun's polar crater. After choosing the proper technologies all leftovers will need to be converted into funds to pay for your one and only vessel. Tasks include upgrading facilities, choosing technologies, administrating for funds, designing an automated all in one ISRU Scanner Miner Rues: Start normal Career set Starting Funds slider to 500 000 set Starting Science to 5 000 set Funds Penalties to 20% Automated Only; No Kerbals Allowed Any craft that will be controlled needs some communication in anticipation of the upcoming changes to antennae. Use all ISRU scanners at Mun Only One Vessel and One Launch Deploy mining rig to Polar crater and deliver fuel into 200 km circular orbit around Mun Ore mined from the Polar crater and converted to LOX is valid Fourteen day time limit starts when vessel takes off No cheats or exploits* Mods that do not alter game play are alright Use this game seed: 1004551218 Edit save file and look for RESOURCE_SETTINGS then change GameSeed. GameSeed = 1004551218 *Once landed on Mun and during ISRU operation the time warp cannot go above 100x due to an electric charge exploit #8816. The exploit is mining can be performed with a small fraction of normal electric charge which renders batteries, fuel cells and solar panels over powered. The time warp can go above 1000 during times when charge exceeds demand and is illustrated using screen shots of normal time electric usage before and after exceeding the 100x time warp. Winning: Post screen shots of your vessel, ISRU scanning mining operation. The amount of LOX delivered to 200 km circular orbit within the fourteen day time limit. High Scores: 6356 MoeslyArmlis My Rig Posting my results might spoil the fun and frustration of this puzzle.
  23. The Mun Polar Crater ISRU Challenge Stock Sandbox This is about sending a complete autonomous ISRU package to scan resources, mine ore, convert and deliver the fuel back to a station in an equatorial 250 km circular orbit around Mun. Using the GameSeed = 1823959382 in the persistence file* will set the resource map and Mun's polar crater will have the highest concentration at 80% resources. This area was challenging because the sunlight had long periods of both dark and light plus returning to an equatorial orbit. Send a complete package to an equatorial Mun orbit. Disembark Scanners once inside Mun SOI and send them to a polar orbit. Scan Mun for resources. Disembark the ISRU to land in the crater. Mine for resources and convert to LOX. Deliver to an orbiting fuel depot. Score is based on total vessel cost over the total fuel delivered to orbit. Gather as much as you can in the 90 day time limit. Rules Stock parts only / no cheats / sandbox mode / mods that do not change gameplay are ok Autonomous vessels only Only one launch vessel Ninety day time limit begins at launch Launch a complete ISRU & Scanner Package (all resource scanner types must be used) Send package first to an equatorial Mun orbit Fuel depot must be at 250 km equatorial circular orbit High orbit scanner below 100 km polar orbit Low orbit scanner below 50 km polar orbit Ground surveyor scan Polar Crater LOX (maintain fuel ratio) converted from ore that was mined in the crater during the ninety day period is valid LOX need to be only docked to the fuel depot Divide vessel cost by the total liquid fuel post screenshots GameSeed = 1823959382 * create/start a sandbox game and exit to menu. Edit the save or persistence file and look for ResoureScenario and then Resource_Settings This works in the 1.1 prerelease not sure about earlier versions. I used to reload and rescan to achieve the right game seed. This example of initial orbit setup just before landing the ISRU. This is my A ISRU AIO vessel. Delivered Low and High Orbital Scanners; Lander / Heavy Fuel Truck; Rover Light Surveyor, Rover ISRU; Orbital Fuel Depot; Light Fuel Truck This vessel is intended for interplanetary ISRU and testing this on Mun in the Polar Crater seemed to be the best litmus test. The mining operation will begin tonight and I will post my results. Postponed the operation and redesigned the vessel for the challenge. Going with this cost reduced version. Managed to shave 70k off the original. Edit: The original ISRU version had no issues with heat and in prerealese 1.1 it is now a problem. Tried adding fold able type radiators but they sit idle. Sure glad to see that bug is squashed #8157 New Build: I decided to rebuild and now working on a Mega Miner. It scales in at 45 tonnes and has 14 heavy drills. Needs more cooling.
  24. This is a very simple mod that allows for ISRUs to convert fuel without the need for external fuel tanks. I understand that there are snippets of MM code floating around out there that performs this very task, and I'm sure some of those are much more streamlined than mine, but I am releasing this mod anyway, since there are players out there with little to no experience using Module Manager. Downloading and installing a mod can be trying enough for some users, but it's still easier than writing a patch. What does it do? As stated above, it makes it so that the Resource Converters are able to convert fuel from ore being mined even if there are no ore tanks present on the craft. It does this by adding a very small storage capacity to all parts with a resource converter module using ore as an input. Converters will only be able to store a maximum of one unit of ore, so once you leave the surface you'll no longer be able to keep converting fuel. This is to avoid exploits. Why would I need that? It's perfect for science hoppers for example. Those types of crafts are not buildt to provide a stockpile, and the mining is not the main focus of them. They only have converters and harvesters to be able to refuel, and as such the demand to include external ore tanks becomes a pain in the behind. Does it work with 1.3.1? Yup. Did you make this all on your own? Are you a master coder? Not really and not at all. I know some basic python and that is about it. This is a very simple mod, and I still had to recieve some help to make the code more stable. This was provided by Snark, helpful as always. License This work is licensed under the WTFPL license, which can be found here: WTFPL What this means is that you can do whatever you'd like with it. Change it. Sell it. Eat it. Distribute it. Yell at it. Knock yourself out, but do note that: This work is also distributed along with Module Manager, as permitted by the license of that particular work. This is a separate piece of work with it's own license. Credit (and a deep gratitude) for Module Manager goes to it's original creator ialdabaoth as well as to the current caretaker of the project, sarbian. The forum thread for the original release can be found here: http://forum.kerbalspaceprogram.com/index.php?/topic/28844-020-modulemanager-13-for-all-your-stock-modding-needs/#post528607 Download Links: SpaceDock Source Code Uhm, I'm not sure, but the fact that the only code written is available through the .cfg should suffice, right? Change Log 1.2 -Included MiniAVC support -Included support for Decal Stickers -Changed folder structure -Updated version number for KSP 1.3.1 1.1 -Added Module Manager to the zip archive, because like a bafoon I forgot it during the original upload. Doh! 1.0 -Initial Release
  25. This is an ISRU factory I'm planning on sending to Minmus. It has: 1x Drill-o-matic (the 1.25 ton version, not the Jr.) 1x Convert-o-Tron 125 (the smaller one, because it balances nicely weight-wise with the drill) 8x radial ore tanks (at 75 ore per tank, total capacity 600 ore) 2x Thermal Control System (medium) 4x Radiator Panel (large) about 4.5k electric charge capacity 8x gigantor solar panels. I'm using some mods, but most of them hopefully aren't relevant to this question -- exception might be TAC life support because the kerbals need electric charge to stay alive. The complete list is: Chatterer - 0.9.7.86 Contract Configurator - 1.9.6 Contract Pack: The K Files - 1.1.1 Contract Pack: RemoteTech - 2.0.1 Contract Pack: Tourism Plus - 1.4 Kerbal Attachment System - 0.5.5 Kerbal Engineer Redux - 1.0.19.4 Kerbal Inventory System - 1.2.5 KSP-AVC Plugin - 1.1.5 Final Frontier - 0.9.8.1882 RCS Build Aid - 0.7.7 RemoteTech - 1.6.9 SmartParts - 1.6.6 TAC Life Support - 0.11.2.1 Kerbal Alarm Clock - 3.5 TweakScale - 2.2.6 Waypoint Manager - 2.4.5 So here are the actual questions: If I'm planning on running the drill and the convert-o-tron pretty much continuously until the LFO tanks are full... Which processes ore faster, the drill producing the ore, or the convert-o-tron 125 turning it into fuel? In other words will my ore tanks fill up because the drill is faster, or empty out because the convert-o-tron is faster? If my ore tanks fill up, will the drill shut down? If so will it start back up when some space becomes available? If my ore tanks empty, will the convert-o-tron stop working, or simply wait for more ore to be put in the tanks? I know the answer to question 1 potentially depends on the abundance of ore at the dig site, but I'm looking for a general answer based on people's typical experiences. This is my first attempt at using the stock ISRU system, I don't want to waste funds and time sending a mission that has no chance of working, and for mental health reasons I don't want to start up a separate sandbox to test this out for free first. Thanks in advance for any replies. Hints regarding electric charge and heat dissipation would also be very welcome.
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