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ExplorerKlatt

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Everything posted by ExplorerKlatt

  1. Well... yes. It may happen in a future release of kethane and there are rumors that the next version of ScanSat will have resource scanning. My method works best for me as I don't have to make constant adjustments to its orbit. I will usually do this right before I go to bed at night it gets done while I sleep.
  2. First bit of advice, you don't need a 100% scan. 80 - 85% will usually do just fine. Second, the best way I have found to scan a planet/moon is to put the satellite or ship in an 85-90 degree orbit, set to 100x time warp and go do something else. It usually takes 2-5 hrs depending on the size of the planet/moon.
  3. I believe you have the wrong thread. This is the ScanSat thread. It sounds like you are talking about DMagic's orbital science pack. Edit: link here forum.kerbalspaceprogram.com/threads/64972-DMagic-Orbital-Science-New-Science-Parts-V0-4-%281-11-14%29
  4. You need a bracket on the Bolded red section of your code above change{ to [.
  5. I need some help getting this to work. Config here I have no idea what I'm doing wrong.
  6. If you will PM me the correct numbers I will put them in instead. I'll take a look at the file and test it out then re-post it
  7. Does anyone know if this still works in .23.5
  8. I made a MM Config for these rates. Just drop it in the Kethane folder in gamedata, New converter rates
  9. Maybe I did something wrong, but the GUI buttons in VAB do not move the parts. It still just rotates the parts
  10. You do not have to spend the science again. The NEW parts (i.e. the kethane parts) will not be useable in the VAB until you go into the R&D center and go back through the nodes you have already unlocked click on each new part and click unlock.
  11. 1. Physically attached: any crewed part will work if you have progressive builds turned. They will still work with it on but the workshop (blue cylinder part) is the best. Must be crewed by reasonably intelligent kerbals (check their stupidity stat in astronaut complex). Storage containers with rocket parts and fuel. Enough batteries to give the built ship at least some electric charge. Basically anything a ship might need once it is built needs to be either directly or indirectly attached to the launchpad 2. KAS is used to attach the different pieces after they have landed or to transfer resources from a supply ship. AFAIK you can't attach the launchpad to the planet.
  12. I have been following this mod for a while. It looks promising. http://forum.kerbalspaceprogram.com/threads/79588-0-23-5-Modular-Kolonization-System-(0-16-2)-2014-05-11
  13. Technically Uranium is also a metal and there is a non-radioactive (read very low radiation) derivative. So you could use that. Going through the config files for interstellar leads me to believe that aluminum is not a mineable resource. I may be wrong, could always ask in the interstellar thread.
  14. Ok so I tested a couple other resources from interstellar. UF4 and ThF4 both work but I can not get Aluminum to work. Why do you want to use aluminum? From what I can tell it isn't mineable and is only used in one part.
  15. Nope it isn't working at all doesn't show up in the vab under part info. It is most likely something with the resource generation methods.
  16. After a small amount of testing, I got it to work but only with resources that use the kethane API. I only tested the aluminum. Will test more of intersteller's when I get off work.
  17. What mod does the aluminum come from? I have no way of testing this without knowing that. Mine adds the ability to convert ore to metal to the kethane converters. I can change it to make rocket parts also. See if this works for you https://www.dropbox.com/s/lful935tcx0a1uy/ELP_MM.cfg
  18. This looks like a really interesting mod. Just one suggestion: add links to Kethane and TACLS release threads so people DL'ing your mod don't have to search the forums to find the dependencies your mod has.
  19. Did you try the one I made? I did it that way because I could never get yours to work properly. When I get home I will see what I can do with it Edit: You wanted it added to the kethane converter right? Also, could you post a download link to the file you made?
  20. After looking at the MM thread again the code you have posted is incorrect. It should read: @PART[RocketBuilder]:Final
  21. I haven't updated MM yet so I don't know for sure. I like to keep them as simple as possible. You can try it, if it works great.
  22. Thanks that is helpful info (rep added), but it does not work for mobile site.
  23. Try this https://www.dropbox.com/s/rizwmog9zjkxlxw/OreMM.cfg It is a ModuleManager config for adding an ore converter to the kethane converter parts. I just made and tested it. It works on my game using 23.5. You can open it and tweak the conversion numbers to your liking.
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