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[1.10.x] Stockalike Mining Extension [1.1.5 Release 7/8/2020]


SuicidalInsanity

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Converter rate of the SME converters of the Cryotanks resources is too low compared to the stock converters:

// stock + mining + cryotanks

  • 125
    Ore 2.5/s + 30EC/s = Lf 0.22/s + Ox 0.28/s
    Ore 2.5/s + 30EC/s = MP 0.5/s
    Ore 2/s   + 50EC/s = LH2 141/s
  • Mk2
    Ore 1/s + 30EC/s = Lf 0.45/s + Ox 0.55/s
    Ore 1/s + 30EC/s = MP 0.66/s
    Ore 1/s + 30EC/s = LH2 0.9/s
  • 250
    Ore 0.5/s + 30EC/s = Lf 0.45/s + Ox 0.55/s
    Ore 0.5/s + 30EC/s = MP 1/s
    Ore 1/s + 50EC/s = LH2 141/s
  • 375
    Ore 2/s + 45EC/s = Lf 1.8/s + Ox 2.2/s
    Ore 2/s + 45EC/s = MP 4/s
    Ore 2/s + 45EC/s = LH2 3.6/s
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I edited the stack pump (oceanicextractor.cfg) to. get water instead of ore...  but it can't. find water :) even though in the ocean. Ideas?
 

//    MODULE
//    {
//        name = ModuleResourceHarvester
//        HarvesterType = 1
//        Efficiency = 4
//        ResourceName = Ore
//        ConverterName = #LOC_SMX_OE
//        StartActionName = #LOC_SMX_StartOE 
//        StopActionName = #LOC_SMX_StopOE 
//        ToggleActionName = #LOC_SMX_ToggleOE
//     INPUT_RESOURCE
//     {
//        ResourceName = ElectricCharge
//        Ratio = 6
//     }
//    }

    MODULE
    {
        name = ModuleResourceHarvester
        HarvesterType = 1
        Efficiency = 10
        ResourceName = Water
        ConverterName = Water Pump
        StartActionName = Start Water Pump
        StopActionName = Stop Water Pump
     INPUT_RESOURCE
     {
        ResourceName = ElectricCharge
        Ratio = 6
     }
    }
    

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  • 1 month later...

I installed this mod a while back and am just starting to use it on 1.11.2.  I brought a small asteroid to LKO and attached to my station.  I have tried the Large Mining Auger, Drill-o-matic and the tremor stack drill.  None will harvest.  I "Start Asteroid Harvesting" and I hear a grinding noise for a split second (on the drill-o-matic) and then nothing.  I am sure I am missing something required to do the drilling, but I have no idea what.

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6 hours ago, Morgan927 said:

I installed this mod a while back and am just starting to use it on 1.11.2.  I brought a small asteroid to LKO and attached to my station.  I have tried the Large Mining Auger, Drill-o-matic and the tremor stack drill.  None will harvest.  I "Start Asteroid Harvesting" and I hear a grinding noise for a split second (on the drill-o-matic) and then nothing.  I am sure I am missing something required to do the drilling, but I have no idea what.

Do you have enough E/C?

What other mods do you have that affect resources?

Can you send a screenshot of the craft?

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Plenty of E/C (78416)

I can't paste a local image in apparently... I don't want to create yet-another-acct somewhere that I have to track, just to post an image.  Why can't we just upload an image file?  What other mods that affect resources?  Perhaps I should clarify that I had a drill working and pulling ore (about 1600 total).  Now nothing will.  Subsequent research makes me fear that the small asteroid does not have any ore left.  I do not know how to check.  Geez, not sure which affect resources, but here is all the mods I have.

KSP: 1.11.2 (Win64) - Unity: 2019.2.2f1 - OS: Windows 10  (10.0.0) 64bit
Filter Extensions - 3.2.6
USI Tools - 1.4
KSP-Recall - 0.1.0.8
ABCors - 0.5.1.2
B9 Part Switch - 2.17
BAM - 1.3.3.3
Community Category Kit - 5.2
Community Resource Pack - 1.4.2
CommunityTechTree - 3.4.3
Contract Configurator - 1.30.5
Contract Pack: Exploration Plus - 2.0.1
Contract Pack: Clever Sats - 1.4
Contract Pack: CommNet Relays - 2.1
Contract Pack: Field Research - 1.2.2
Contract Pack: Historical Progression - 0.9.2
Contract Pack: Kerbal Academy - 1.1.10
Contract Pack: Bases and Stations - 3.7.2.5
Contract Pack: RemoteTech - 2.1.4
Contract Pack: Tourism Plus - 1.5.2
Crowd Sourced Science - 6.0
CustomBarnKit - 1.1.21
DecouplerShroud - 0.7.2
DynamicBatteryStorage - 2.2.2
Easy Vessel Switch - 2.2.7689.40431
Firespitter - 7.17
HideEmptyTechTreeNodes - 1.3
Interstellar Fuel Switch - 3.29.2
KAS - 1.7.7516.37663
Kerbal Engineer Redux - 1.1.8.3
Kerbal Inventory System - No Fun - 0.1.10
Kerbal Joint Reinforcement - 3.5.2
Kerbal Reusability Expansion - 2.9.1
Kerbal Inventory System - 1.28.7685.40880
KSP-AVC Plugin - 1.4.1.5
Module Manager Watch Dog - 0.0.1
Docking Port Alignment Indicator - 6.9.2.2
NearFutureConstruction - 1.3.1
NearFutureElectrical - 1.2.2
NearFutureExploration - 1.1.1
NearFutureProps - 0.6.4
NearFutureSolar - 1.3.1
NearFutureSpacecraft - 1.4.1
Final Frontier - 1.10.0.3485
OPT Reconfig - 3.4
Photon Sailor - 1.7.1
PlanetShine - 0.2.6.3
Procedural Fairings - 1.8.3
RemoteTech - 1.9.10
ReStock - 1.3.1
ReStockPlus - 1.3.1
SCANsat - 1.20.3
SETI-CareerChallenge - 1.3
SETI-CustomBarnKitConfig - 0.9.1
SETI-Greenhouse - 1.2.1
SETI-MetaModPack - 1.3
SETI-ProbeControlEnabler - 1.3
SETI-RebalanceMaterialsGoo - 1.3
SETI-RemoteTechConfig - 1.3.0.1
ButtonManager - 0.0.1
SpaceTuxLibrary - 0.0.6
VesselModuleSave - 0.0.1.1
StationPartsExpansionRedux - 1.4
Strategia - 1.8
Surface Mounted Lights - 1.17.7665.33291
Trajectories - 2.4
Kerbal Alarm Clock - 3.13
Transfer Window Planner - 1.7.2
TrimIndicator - 1.11
TRP-Hire - 0.6.10.2
TweakScale - 2.4.5
Konstruction - 1.4
KSP Interstellar Extended - 1.28.5
Kerbal Actuators - 1.8.3.1

Edited by Morgan927
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  • 2 months later...
On 8/8/2020 at 9:51 AM, BerdinskiyBear said:

I think that I was misunderstood, I know that there is a mirrored version of a model for the wheel, I just asked if you can add a switchable variant for this part that will switch between mirrored versions of models so creating a vessel like on picture would be possible in one piece.

15bzWEK.png

Wheels on the front can't be placed like that during construction.

Also I have noticed that mirrored version of the model appears to steer wrong way while physically working correctly.

P1VlxLk.png

This craft is supposed to turn right and it does so without problem, but mirrored wheels (front-left and back-right) appear to be turned wrong way.

I was having this problem too. Is there a way to fix this?

* They rotate in the wrong direction too, but physically they work!

Thanks

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Hello, would it be possible too have an optional MM patch that gives the Trebuchet and Onager an alternate mode with near-identical performance too Rock but it just runs off of Ore instead? i think itd make sense considering both are pretty much unprocessed junk. And i  dont think rational resources has configs for Rock yet. 

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13 hours ago, 123nick said:

Hello, would it be possible too have an optional MM patch that gives the Trebuchet and Onager an alternate mode with near-identical performance too Rock but it just runs off of Ore instead? i think itd make sense considering both are pretty much unprocessed junk. And i  dont think rational resources has configs for Rock yet. 

Actually........ Rational Resources Parts (by default) changes the SMX mass drivers (engines and RCS) to run on Rock. They've been tested so that the EC demand should be unchanged.

It's not a switching config, though. You have to add or delete this file and restart KSP depending on your preference.

Edited by JadeOfMaar
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2 hours ago, JadeOfMaar said:

Actually........ Rational Resources Parts (by default) changes the SMX mass drivers (engines and RCS) to run on Rock. They've been tested so that the EC demand should be unchanged.

It's not a switching config, though. You have to add or delete this file and restart KSP depending on your preference.

Ah, ok. i understand now. sorry, i got Rock confused with Dirt, which isnt whitelisted by Rational Resources. thats why i was asking. Although, maybe RR having a option too make the trebuchet and onager multimodal engines that switch from Ore or Rock might be cool, no? 

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17 hours ago, 123nick said:

Ah, ok. i understand now. sorry, i got Rock confused with Dirt, which isnt whitelisted by Rational Resources. thats why i was asking. Although, maybe RR having a option too make the trebuchet and onager multimodal engines that switch from Ore or Rock might be cool, no? 

RR handles Dirt without purging it (since release 1.19) so it's available for your use now. I could make them multimode...but I'd rather players make up their mind which resource to use and to stick with it as my presentation of the Rock resouce intends for it to do exactly what Ore partially does (being an abstract, omnipotent resource).

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  • 1 month later...
18 minutes ago, flart said:

old stock textures in the configs is missing
Squad/Parts/Engine/liquidEngineMainsail/model002
Squad/Parts/Structural/Size3To2Adapter/decoupler_and_adaptor_cm

vSVO13g.png

 

 

You'll need to use this instead for the textures:

Squad/zDeprecated/Parts/Engine/liquidEngineMainsail_v1/model002

and

Squad/zDeprecated/Parts/Structural/Size3To2Adapter_v1/decoupler_and_adaptor_cm

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18 hours ago, theJesuit said:

You'll need to use zDeprecated instead for the textures:

it's strange, this patch doesn't work for some reason, though MODEL is changed in the MM-cache.

Spoiler
@PART[SMX_Size0Driver,SMX_Size1Driver]:FOR[Local]
{
	!MODEL {}
	MODEL
	{
		model = MiningExpansion/Parts/Size1Driver/Model
		texture = Mainsail2, Squad/zDeprecated/Parts/Engine/liquidEngineMainsail_v1/model002
		texture = Size3AdvancedEngineDiffuse, Squad/Parts/Engine/Size3AdvancedEngine/Size3AdvancedEngineDiffuse
		texture = ksp_s_processorSmall_diff, Squad/Parts/Resources/MiniISRU/ksp_s_processorSmall_diff
		texture = TriBitDrill, Squad/Parts/Resources/RadialDrill/TriBitDrill
		texture = decoupler_and_adaptor_cm, Squad/zDeprecated/Parts/Structural/Size3To2Adapter_v1/decoupler_and_adaptor_cm

	}
}


@PART[SMX_RCSDriver]:FOR[Local]
{
	!MODEL {}
	MODEL
	{
		model = MiningExpansion/Parts/RCSDriver/MDCS
		texture = Mainsail2, Squad/zDeprecated/Parts/Engine/liquidEngineMainsail_v1/model002
		texture = Size3AdvancedEngineDiffuse, Squad/Parts/Engine/Size3AdvancedEngine/Size3AdvancedEngineDiffuse
		texture = ksp_s_processorSmall_diff, Squad/Parts/Resources/MiniISRU/ksp_s_processorSmall_diff
		texture = TriBitDrill, Squad/Parts/Resources/RadialDrill/TriBitDrill
	}
}


@PART[SMX_AsteroidPort]:FOR[Local]
{
	!MODEL {}
	MODEL
	{
		model = MiningExpansion/Parts/AsteroidPort/Model
		texture = dockpitportstd, Squad/zDeprecated/Parts/Utility/dockingPort_v1/model000
		texture = grabberDiffuse, MiningExpansion/Parts/Assets/grabberDiffuse
		texture = TriBitDrill, Squad/Parts/Resources/RadialDrill/TriBitDrill
		texture = ksp_r_medWheel_diff, Squad/Parts/Wheel/roverWheelTR-2L/ksp_r_medWheel_diff
		texture = ksp_r_medWheel_normal_NRM, Squad/Parts/Wheel/roverWheelTR-2L/ksp_r_medWheel_normal
	}
}

 

fix_SMX_TextureFix.cfg  https://1drv.ms/u/s!Alncj27YxKc-h3jbTJvkz1Dq8jBn

mm-cache https://1drv.ms/u/s!Alncj27YxKc-h3asaCwAERo2sWfG

ksp.log https://1drv.ms/u/s!Alncj27YxKc-h3e98ERw1joOEnwc

Edited by flart
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  • 2 weeks later...
  • 3 weeks later...

I found a bug in the MK2ISRUDrill. For whatever reason it was causing a huge amount of drag on the order of 10 times the drag from a short MK2 cargo bay. Adding the following to the .cfg file seemed to sort it out and drop the drag to where it should be.

 

MODULE
    {
        name = ModuleLiftingSurface
        useInternalDragModel = False
        deflectionLiftCoeff = 0.35
        dragAtMaxAoA = 0.15
        dragAtMinAoA = 0.1
    }

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  • 4 months later...

Im having the texture issue and cant seem to fix it.  Changed the config files for the parts to the zDeprecated path as listed previous but they remain white.  I do have Restock installed and have tried removing the part from the restock whitelist config but sill no go.  Any help would be appreciated.

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  • 2 weeks later...
3 hours ago, krautbernd12 said:

Can somebody tell me if the mod works in 1.12 (apart from minor issues like missing textures in some parts)? Are there any other mods that integrate additional (stock-like) drill parts/sizes?

I am using it in 1.12 without any problems (of course, there are some missing textures). I don't know any mod that adds stock-like drills and parts like this one, sorry. : (

 

Edited by Davi SDF
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  • 6 months later...
7 hours ago, Noah Foloni said:

Is this compatible with ReStock?

  • It is: Restock may have broken some of the parts due to blacklisting stock texture files and that would've been fixed by now.
  • It is not: I hope you're not expecting these parts to use Restock's textures. That's never happening.
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