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[1.12.x] Asteroid Recycling Technologies


RoverDude

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1 hour ago, Kershu5 said:

I found a four million ton asteroid.  This is amazing and awesome and I love everything you've done with this, RoverDude.  Heart eyes etc.

You are very welcome :)

33 minutes ago, pellinor said:

For the larger asteroids the CoM-centered camera makes it difficult to interact with the tiny attached vessel. Is there a mod to solve this? Centering the camera on the 'control from here' part would help for example.

Middle mouse button click/drag.  Or if you want to get super crazy, use a 3D mouse :D

Edited by RoverDude
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I'm having some troubles, my asteroids don't seem to be mine-able. 

I have a jaw attached, and a fuel hatch, but when I right click the asteroid, I don't get any 'rock' resource like in your tutorial video, and it says that the empty/total space is 0/0. I have had the mining laser running for 5 days straight and nothing has changed. ART is the only USI mod I have installed on this save, but I have the latest version (0.7.1) and the latest KSP version. I also have USI tools installed and CRP. Is there any other dependencies I might be missing? The only other thing I could think of would be that I captured this asteroid into Kerbin orbit before I installed ART. Could it be that it only works on asteroids that spawn after the mod is installed?

 

dfhs1rD.png

Edited by PhilMcgroin
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  • 3 weeks later...

Hey! I'm having the same issue as Jimbodiah. Space is created in the asteroid, and the fuel hatches use the space accordingly. But no rock is produced.

I have rock tanks, and i tried using the Jaw and stock drills.

EDIT:

i reinstalled and grabbed a fresh asteroid. rock was produced at about the same rate as ore. but it didn't show up on the stock surface scanner, and space is still automatically empty.

Edited by CaribouGone
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I just did the first asteroid grab for my current campaign, and, uh, how would a class B asteroid be over 58,000 tons?  Obviously a bug, not sure of the cause, but would anyone here know?  I HAVE installed this mod, obviously.  Thanks for any help!

I have a great many mods, but the other relevant ones are Kopernicus and Alternis Kerbol.  And possibly tweakscale.

Edited by IonMage
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1 hour ago, IonMage said:

I just did the first asteroid grab for my current campaign, and, uh, how would a class B asteroid be over 58,000 tons?  Obviously a bug, not sure of the cause, but would anyone here know?  I HAVE installed this mod, obviously.  Thanks for any help!

I have a great many mods, but the other relevant ones are Kopernicus and Alternis Kerbol.  And possibly tweakscale.

The mod increases density and size of the asteroids. You can config it in "asteroid.cfg" in \GameData\UmbraSpaceIndustries\ART.

 

 

I had the same issue, that the asteroid was not mined. A reinstall helped. My USItools.dll was outdated. I think I  accidentally overwrite the latest version of the USItools.dll by a older one during installation of another USI mod.

 

 

Edited by Halox
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Not a bug - asteroids when using this mod are significantly less 'fluffy' and also a lot larger.  You can either disregard said missions, or mine the asteroids out first, or hunt for a fluffier one (mass and size multipliers are randomized).

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On 2015年12月13日 at 7:54 AM, pellinor said:

For the larger asteroids the CoM-centered camera makes it difficult to interact with the tiny attached vessel. Is there a mod to solve this? Centering the camera on the 'control from here' part would help for example.

I use Camera Focus Changer. Put the mouse cursor on the vessel you want to focus to, and press 'o'.

Its quite useful with big stations and bases as well.

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3 hours ago, Fury1SOG said:

I use Camera Focus Changer. Put the mouse cursor on the vessel you want to focus to, and press 'o'.

Its quite useful with big stations and bases as well.

Thanks! That's just what I was looking for.

The thing with the middle mouse button is that the camera still rotates around the CoM. For the use case of finding some tiny part on a ship with a giant asteroid attached, this is still more tedious than it needs to be.

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I was looking through the USI catalog for karbonite and decided to check out this mod again, I am glad I did, I really liked it when I first tried it out even though it was broken the idea was awesome. Going to be using this for my Colony video series, awesome as always Rover Dude.

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On 10/4/2014 at 0:51 PM, AetherGoddess said:

i made ART Hatches for most of the CRP resources. i also made a nice, easy to use, modular Gimp file with which textures can be quickly reproduced.

DropBox

This link appears to no longer work.  Anyone have an alternate?  (The texture link still works.)

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On 1/13/2016 at 4:19 PM, Caithloki said:

I was looking through the USI catalog for karbonite and decided to check out this mod again, I am glad I did, I really liked it when I first tried it out even though it was broken the idea was awesome. Going to be using this for my Colony video series, awesome as always Rover Dude.

Awesome - let me know when you do the videos :)

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Videos are already posted for it, I am on my ninth video as of last friday, and I post monday to friday. I just started using ART in the series so it is going to be used in the future videos, but I have being using almost all your mods for the series, your mods are awesome. So far in the videos I have got mining rigs setup and I am starting the orbital base.

Also here is the playlist.

https://youtu.be/rJlOfmzXI40?list=PLfoEmcnswj1CAPg1H15gZ9HK0LGocJfPq

Edited by Caithloki
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  • 2 weeks later...

I dont get it..

I cannot find "jaw" in VAB or in Science building in career mode.. can only find it in VAB in "creative mode"

have tried going thru the science slots one bye one many times, and looking in the .cfg for unlocking, and used search function in VAB..

have these mods installed:  http://prntscr.com/9wz5j5

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54 minutes ago, Ajes said:

I dont get it..

I cannot find "jaw" in VAB or in Science building in career mode.. can only find it in VAB in "creative mode"

have tried going thru the science slots one bye one many times, and looking in the .cfg for unlocking, and used search function in VAB..

have these mods installed:  http://prntscr.com/9wz5j5

You need to edit the CTT config file:

http://forum.kerbalspaceprogram.com/index.php?/topic/82809-105-asteroid-recycling-technologies-v070-20151208/&do=findComment&comment=2315105

 

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8 minutes ago, Fury1SOG said:

hmm, but its was allready set to "actuators" - which are in the tech tree? :S http://prntscr.com/9x00tp

Edit: AAAh now I get it.. its this one I need to adjust.. :) http://prntscr.com/9x02hd

 

Edited by Ajes
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17 minutes ago, Ajes said:

hmm, but its was allready set to "actuators" - which are in the tech tree? :S http://prntscr.com/9x00tp

Edit: AAAh now I get it.. its this one I need to adjust.. :) http://prntscr.com/9x02hd

 

weirdly, this does not work..  http://prntscr.com/9x06jx - still no jaw in that tech node and neither "HA_MassDriver_125" ..

Edit: and now it works! after a second restart of KSP :)

Edited by Ajes
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