Mutifex
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Mutifex replied to bac9's topic in KSP1 Mod Releases
Given that B9 has is optimised to work only with FAR, I don't expect to see anything at least until there is a new FAR. I don't see them stepping back that commitment to begin working with stock when we all know the next FAR is in the works. Sad... but there it is.- 4,460 replies
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@srbgaming Yeah the whole "weird conversion" thing is what made me assume it may have been saved as something other than plain text cos plain text is fairly universal. Gotta say I was glad I worked that one out, I was beginning to think you a wizard performing some dark sorcery to get it working. Now I just need to resolve the fact that I completely broke the contract system while screwing around.. lol
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@srbgaming Hey, just thought I'd let you know of a small problem. First though, I'm excited by the look of this. Fits the excessively modded career I am starting. Thankyou. Have been bashing my head against a wall trying to get this working correctly for the last few hours and kept having RSS fail to change the appearance of Kerbin to Earth. Restoring RSS to default without your changes would without fail, get everything working again. I seem to have narrowed the issue down to the RealSolarSystem.cfg file you distribute. When loading this up in a text editor I start getting warnings about invalid characters. Scrolling through the file I then see a number of places where characters in the file were not recognised by the editor. I have managed to resolve this for myself by copying and pasting your code at the bottom of the file onto a fresh copy of the file from the RSS install and it seems to be working correctly. I should state btw that I am running Linux, so that may account for something, though it feels like it shouldn't be the cause. You might want to check your files. My most likely guesses are that the file has either been last saved as something other than plain text, or that perhaps something went wrong with the upload file. I did download this multiple times to ensure I didn't simply get an error on the first download. Hope you find the feedback helpful to the cause. I look forward to starting my new career now with your additions.
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[24.2] Karbonite Ongoing Dev and Discussion
Mutifex replied to RoverDude's topic in KSP1 Mod Development
Just thought I'd throw this up since I'm noting a bit of discussion re: 64bit KSP I've been testing the whole time with 64 bit KSP. There hasn't been a test build of Karbonite yet that stopped working or did anything strange to performance. In fact if anything I noted an increase in performance over a certain alternative. Given that I have just said that, KSP 64bit is itself horribly unreliable at this stage and should be expected to spit out strange results. VAB crashes can be a fairly common occurrrence and for me, attempting to run something like Active Texture Management will cause KSP to just constantly crash on load. KSP 64 is great when it is working, but unusual results should be expected at all times. It is in a very raw "use at own risk" state. -
[24.2] Karbonite Ongoing Dev and Discussion
Mutifex replied to RoverDude's topic in KSP1 Mod Development
I guess you could ask an aircraft engineer. http://www.enviro-live.com/images/stories/ScienceTech/open%20rotor%20engine.gif They are a real thing -
[24.2] Karbonite Ongoing Dev and Discussion
Mutifex replied to RoverDude's topic in KSP1 Mod Development
Personally, I'm good either way. From memory though, I have seen way more people in this thread asking for radial drills than anyone asking for smaller converters. If either are possible in the time frame, I'd probably shoot for the drill. -
[24.2] Karbonite Ongoing Dev and Discussion
Mutifex replied to RoverDude's topic in KSP1 Mod Development
I believe it has been mentioned a few times that mass is intended to be lost in the conversion process. No refining process should really be perfect. -
[24.2] Karbonite Ongoing Dev and Discussion
Mutifex replied to RoverDude's topic in KSP1 Mod Development
All of the resources in KSPI are a part of ORS yes. Anyone could use them as the basis of their project or indeed build upon it and make new things. It has just been a little unfortunate I guess that until RoverDude came along, no-one was. It is a shame. It already works pretty well and with more usage it is bound to become even better. -
[24.2] Karbonite Ongoing Dev and Discussion
Mutifex replied to RoverDude's topic in KSP1 Mod Development
Yeah the stutter would be understandable. Actually it is what I would tend to expect. The whole doing the math for exact rates of conversion to maintain all processes at very low gathering rates is to be honest, more effort than the issue deserves. -
[24.2] Karbonite Ongoing Dev and Discussion
Mutifex replied to RoverDude's topic in KSP1 Mod Development
I thought I'd just drop feedback on what I have been able to test and know works so far, that being resource detection, drilling and converting. I have used these A LOT over the last few days and can confirm that they work reliably and consistently. I have not had any random moments where I am left thinking "hey, that's not what normally happens." There is something about the converter that I think could be tweaked a little. However, I woud totally understand not even looking at this point until after release because as I say, what is there now is functional and reliable and this thought could be something to simply improve the function later. The scenario I am interested in goes a little like this: (numbers are fictional and there to illustrate the mechanics only) 1. I deploy 3 drills and start them extracting 2. I turn on my converter and ask it to convert all 3 options, mono/LF and OX 3. To convert all 3 simulateously would require a constant flow of say 99 karbonite per second, 33 for each process. However I am only currently recieving around 75 per second 4. The converter chooses a process and turns it off, leaving only 2 running. It is the last step that feel a tiny bit clunky to me, meaning that I generally tell my ship to "do all the things" and then come back and fix up whichever resource was not able to complete. I think it would be a better process for the converter to pause one of the operations rather than cancel it, switching it back on when resources than allow and only turning off all process when either a. there is no karbonite being extracted or b. there is nowhere left to place the final product (tanks are full) Again, I will say that while this would be something on my wish list, I think you could conceivably wait on this until post-launch.. unless of course its just easy enough to do now and get out of the way. Other than that minor point, I am loving what I have been able to test so far and how much more integrated resources feel now. It all feels somewhat less tacked on when everything works together in a consistent manner. I'll be into spaceplane design mode on my career save in the next day or so, I'll let you know how everything goes with intakes, etc. -
[24.2] Karbonite Ongoing Dev and Discussion
Mutifex replied to RoverDude's topic in KSP1 Mod Development
YUM! Those models look amazing also. I had a couple of things about both topics I was curious about, figured its best to just go ahead and ask them cos I'm bound to not be the only one wondering. First one, the karbonite engines being produced, are these likely to have fuel mode toggles or are they strictly karbonite engines? Those things look great and I'd be keen to use some of them with LF/LFO as well. The other one was in terms of the atmospheric collection. Was curious how you were looking at dealing with the other gases that have been mentioned. Are you running with the concept of "collect Xenon from the atmosphere" with what is being collected as a toggle or "collect karbonite from the atmosphere and convert it" which means converters and toggles of what to convert to. I will say I personally favour the former but I'll work with what i get -
[24.2] Karbonite Ongoing Dev and Discussion
Mutifex replied to RoverDude's topic in KSP1 Mod Development
Ahh yeah i forgot to specify the experimentals version, though I am pretty sure that is what he has as the file I have is named similarly. Thank gods interstellar has someone looking after if in fractals absence. I would cry without my orbital power stations microwaving everything in sight. -
[24.2] Karbonite Ongoing Dev and Discussion
Mutifex replied to RoverDude's topic in KSP1 Mod Development
Yeah just one of them. Whenever in doubt, go with the one from interstellar as it was interstellar that introduced ORS. Mod authors using ORS simply redistribute those files for people who perhaps don't use interstellar. -
[24.2] Karbonite Ongoing Dev and Discussion
Mutifex replied to RoverDude's topic in KSP1 Mod Development
There is nothing that stops that from working. These would work together in the same way that kethane and KSP Interstellar do.. since it is the same resource system as interstellar. -
[24.2] Karbonite Ongoing Dev and Discussion
Mutifex replied to RoverDude's topic in KSP1 Mod Development
And yet... It works extremely well regardless. Right now I have the Karnivore Mk1, systematically draining the Mun of science and refilling as it goes. When finished, it will remain as a first stage karbonite miner/tanker. The thing is somewhat huge and working perfectly. https://www.dropbox.com/s/2rq7guvfue9qmq3/Screenshot%202014-07-29%2019.14.58.png -
[24.2] Karbonite Ongoing Dev and Discussion
Mutifex replied to RoverDude's topic in KSP1 Mod Development
If you are anxious to get it working with scansat right now, I just pulled this from the scansat dev thread. 1. Create a new MM config file in your Karbonite folder. You can name it anything, lets say ScanSatPatch.cfg 2. Paste the following code to the file and save -
[24.2] Karbonite Ongoing Dev and Discussion
Mutifex replied to RoverDude's topic in KSP1 Mod Development
If you guys go waaaayyyyy back to here in the thread : http://forum.kerbalspaceprogram.com/threads/87335-Karbonite-A-cheerful-license-friendly-alternative-to-Kethane%21-v0-0-5/page55 Carcharhinidae posted a compatibility patch for EL a couple of days back which allows it to do without kethane by adding the ability to make rocket parts with MKS parts. I'm have it installed and am due to test it very shortly, you guys may want to do the same. and the quick link to his patch : https://www.dropbox.com/sh/aletn3e5m430g7j/AAAmvwenaNRY-pnNlQX8K5nCa I think this has managed to get buried in the masses of discussion for many of us. Worth trying out... -
[24.2] Karbonite Ongoing Dev and Discussion
Mutifex replied to RoverDude's topic in KSP1 Mod Development
Just for the sake of the debate. My personal opinion on the xenon/argon/etc thing is that I'd love to see a way implemented to collect them, however I am totally cool with it being via atmospheric intakes etc., rather than from the converter. To be honest, I think the more things you allow Karbonite to be converted into, the more potentially cheesy and/or gamey it gets. Additionally I like that atmospheric collection would add a new type of gameplay to resource gathering that is potentially more than deploy drill and time accelerate. -
[24.2] Karbonite Ongoing Dev and Discussion
Mutifex replied to RoverDude's topic in KSP1 Mod Development
It is a thing indeed. You will need the dev version of scansat from here : http://forum.kerbalspaceprogram.com/threads/80661-0-23-5-DEV-SCANsat-v-7-0-Real-Scanning-Real-Science-at-Warp-Speed!?p=1169815#post1169815 I THINK the detector is also the scansat object. Someone else can probably confirm or deny this as I haven't got all my satellites in orbit yet on my career save to have all the details. -
[24.2] Karbonite Ongoing Dev and Discussion
Mutifex replied to RoverDude's topic in KSP1 Mod Development
There are a couple of things about the whole compatibility/new planets/karbonite vs kethane functionality debate that I think need to be keep in mind at all times. 1. Neither kethane nor Planet Factory have been updated for 0.24.2 and neither seem to have a licence which allows anyone else to update them in the author's absence at this time. Neither of them are truly functional, though some people do get some mileage out of PF. 2. Resource maps for new planets won't be an issue in a world where there is a popular and widely used resource gathering system based on ORS. They just have not to date because it wasn't entirely necessary. That being said, maps were made for at least a few planet packs to accommodate interstellar so... its really a non issue. The content will be made based on what people use and the demand. 3. Karbonite and Kethane aren't really incompatible. Like you could run both at once just like you may already do now with kethane and interstellar. They simply are not compatible in that they share no systems and will not talk to each other or integrate. While I see no real point in using both, you could. -
[24.2] Karbonite Ongoing Dev and Discussion
Mutifex replied to RoverDude's topic in KSP1 Mod Development
Are you using texture replacer? I had the same problem. If so, edit the MKS_ORS.cfg file in the texture replacer folder to read as follows: TextureReplacer { keepLoaded = ^UmbraSpaceIndustries/MKS/ORS/ ^UmbraSpaceIndustries/Karbonite/ORS/ } The config file in the distribution isn't quite formatted right is all -
[24.2] Karbonite Ongoing Dev and Discussion
Mutifex replied to RoverDude's topic in KSP1 Mod Development
If I remember things correctly, EL kinda piggy-backed some of its functionality directly from Kethane rather than duplicate it since they have been operating on essentially the same resource system. I don't know how much that has changed but I think at one point it extended to the functionality of converters, they just made a modified kethane converter to process ore and a modified kethane drill to mine. Much of that may have changed but there are still at least a few traces of it out there. That being said, there is no reason why it really has to stay that way. There really hasn't been a huge number of reasons for EL to consider other resource systems til now. ORS has been here for a while now, but wasn't really creating a demand for compatibility because only Interstellar was using it and that mod is all very self-contained. Personally I am working on the theory that EL will soon enough end up with a compatibility patch, or someone will just create a new version for ORS. I'm hoping for the first option, it is the quickest and easiest one. In the mean time, I can play around the lack of off-kerbin manufacture by leaning more in the direction of SSTO's so I'm willing to wait. -
[24.2] Karbonite Ongoing Dev and Discussion
Mutifex replied to RoverDude's topic in KSP1 Mod Development
While this might be early on and still getting its parts together, it functions correctly. Unfortunately that is more than can be said of kethane currently which last I looked had all kinds of problems like broken converters, etc. and is not functional in 0.24.2 That being the case, I would personally say that yes it is viable to make the change now. In fact I did a few hours ago. -
[24.2] Karbonite Ongoing Dev and Discussion
Mutifex replied to RoverDude's topic in KSP1 Mod Development
A couple of things I have noted: 1. As mentioned above, you'll probably want to add a texture replacer config. Took me a little while to work out why I was getting a reading of 0.0ppm no matter where I looked. Meanwhile, I've sorted that one manually. 2. Still on the topic of textures. Some changes I made to my files locally which I assume would cause errors/missing resources... planetaryresourcedefinitinons fefines the following 2 textures to load: mapUrl = UmbraSpaceIndustries/Karbonite/ORS/Laythe_Karbonite mapUrl = UmbraSpaceIndustries/Karbonite/ORS/Vall_Karbonite The files however are named "Laythe_Karbonite_" and "Vall_Substrate" respectively. -
[24.2] Karbonite Ongoing Dev and Discussion
Mutifex replied to RoverDude's topic in KSP1 Mod Development
I haven't had much time to experiment yet myself, still getting everything set up nicely, but I would imagine fuel flow will have similar issues to those that kethane did since fuels (LFO/OX) are hardcoded to behave differently to things like monoprop. It has been an issue for ages. My solution was usually to use something like TAC fuel balancer.. or these days I prefer something like Goodspeed Fuel Pump... it allows you to set as a tweakable a particular tank or tanks to auto pump their contents to connected tanks