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  1. After few days experimenting with mining spaceplanes, i've found this is not really suits my needs. 200t+ spaceplane with VTOL engines blocks that able to carry convert-o-tron 250 and few Nerv engines is too bulky and have not really good delta-v (so, requires refuelling at orbit with other ships often) with very slow acceleration rate and quite hard to operate. So, i've decided to switch to copter-style ships. Build simple one with 16x nerv engines (in 8x blocks with two engines), 28t Mk3 liquid tank, 14.57 Mk3-2.5m adapter with LF+OX, 4.57t Mk3 monopropellant tank, some Mk1 LF tanks, two large drills (one at top - for asteroids mining and one at bottom - for planets harvesting) 2700 ore capacity (had few contracts for mining and hauling ore around), RCS, grab unit, Sr docking port and full set of scientific stuff with 3 kerbals crew capacity (one engineer and two scientists in mobile lab). Also features many lamps to mine at dark places (well, wasn't really good idea as it kills my videocard at places like Duna when turned on, i guess because it tries to calculate atmosphere's light paths). The ship is quite self-sufficient, 5000+ delta-v with quite good push (so, less boring time while accelerating), able to land and take off Duna and smaller bodies, has ability to refuel other small ships on orbits. Because large ore tanks - it is able to get large bonus delta-v (about 20%, so it will have 6000+ dv!) as you can start from small bodies full of ore and convert it is to the fuel after taking off and finishing first maneuvers. Cost is about 1 million (with first two stages to get on orbit, could save a bit if have used vtol-landing stage but was a bit lazy to build such large pusher). Contains only stock stuff, except mechjeb (can be removed, of course). Launched the ship to 200km orbit, headed to Minmus to complete "get ore from Minmus to Kerbin's orbit" contract, flew to the Ike and brought 2700 ore to the Duna's surface (had 1.7mil contract on this), made atmosphere fly with copter-style flying to get closer to old Duna base, picked experienced crew there and went back to Ike (to finish "make EVA on Ike's orbit). At launch pad To 200km orbit Final separation at orbit Heading to the Minmus Landing at Ike Mining at Ike Hauling ore to Duna Landing at Duna Picking up crew at Duna Ugh, forgot to install ladders... Well, EVA jetpacks were enough... ...But a bit tricky Taking off from Duna
  2. Hello rocketeer ! A few days ago I landed an asteroid and set up 4 rover connected between them and to the asteroid : 1 for electricity, 1 for cooling, one for storing ore & convert it and the last one for my 5 star engineer & the drills. But seems like I can't mine it.. The drills only ask for surface harvester but nothing for asteroid case.. Here's some screenshots for a better understanding of my situation : https://imgur.com/a/5n4ig
  3. Hello everyone ! There is 2 days ago I found this post : And I really enjoyed the concept of optimizing miner's efficiency made by @TokMor but I've been a little disappointed seeing that this has been abandoned.. So I decided to re-build it by updating and adding some more features. Today I present you, the spreadsheet "Mining efficiently" ! Can be open up by Excel, OpenOffice, LibreOffice or anything that can read worksheets. It's free of copyright so you can do whatever you want with. To use it properly, Yellow fields are inputs and Blue fields outputs . I let you enjoy my work and, anyone who have any suggestions is welcome to share his ideas and/or post an update that will be uploaded here ! Sources : https://forum.kerbalspaceprogram.com/index.php?/topic/118463-maximizing-mining-operational-efficiency-with-math-and-spreadsheets/ And the KSP wiki.
  4. W.I.P vers. 0.7 Reborn from the Nostromo Vessel of the year 1979. https://spacedock.info/mod/1599/Nostromo
  5. I would like to build lightweight mining ships. The problem is that I can't ever seem to get the miniature refinery to work. The normal one seems to operate just fine. I only need to use 4 small rotating radiators and the refinery will always operate at optimal temperature. If I use the same radiators for the small one, it always overheats and eventually shuts down. Even 4 medium rot-radiatiors don't seem to help it maintain optimal temperature and it overheats and shuts down. How the hell do people use the mini refineries without any trouble?? I like building heavy but I sometimes want to build light too... and I can't do this for a miner ship. **Edit** I wasn't talking about the baby drills. I was talking about the small ore processor. I know how the baby drills work. They only work with a certain threshold of ore underneath. I already knew this. I mean the processor overheats...
  6. The Spacecraft insp. by ALIEN is back the name of this great Vessel is Nostromo and it works in KSP
  7. Whenever I start drilling it makes me go underground, then once i enter into "physics" i get thrown into the air On Ike https://streamable.com/cbbey Video Above P.S. Jebediah Died
  8. On Rura Penthe I am running a convert-o-tron 250 which requires 200 KW of Cooling and a Max Cooling of 750 KW two Drill'o'matic excavators requiring 200 KW between them and a max of 200KW between each this seems to be a total of 400kw required my base has 4 x Medium Thermal Control System fins - each with a core heat xfer of 250 KW, max cooling of 19494 KW surely this would be more than enough to keep everything cool, so why are the fins glowing red hot, running at more than 100% ( keeps flickering to 100.5%) and sparking? I shut down the drills and ore processing ( the tanks were all full anyway) to stop explosions happening. The picture below shows my base layout. Is in fact happeneing because all the tanks got full?
  9. I have a mining vessel with a Convertotron 250, four drills, four ore tanks, some cooling, some batteries, some solar cells and a load of other stuff which you will see in the picture below. My question is - why is only one of my drills at 45% load and the other three at around 2%. The ore in the local area is 14.5% average. I don't fully understand mining and drilling yet so could somebody explain what's going on here? Even more confused. They all say ore rate 0.22 now and I stopped and restarted them and instead of a load they just say "Operational".
  10. 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?
  11. 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.
  12. 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.
  13. 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:
  14. 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.
  15. 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.
  16. 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.
  17. 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?
  18. 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?
  19. 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.
  20. 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.
  21. Hi. I use hyperedit which i'd prefer as a mod but i posted here anyway. i'd like the latitude, longitude and alt for a good mining area on minmus that's 10% or more. Please help me. I'm just a poor little kerbal =(
  22. 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
  23. Dang it, i've been planning this complex mission for weeks now and the big idea was to land on the water on another world and IRSU my way to full tanks. But a quick test of the vessel on Kerbin seems to indicate that if you're not touching the sea bed, you cannot mine. Is this indeed the case? In which case the whole premise goes back to the drawing board ...
  24. I'd be interested in seeing what others are doing regarding mining on Gilly. Pictures would be ideal if you have them.
  25. 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
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