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Everything posted by MrChumley
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WIP - Environmental Visual Enhancements Development
MrChumley replied to rbray89's topic in KSP1 Mod Development
This is awesome. ... game changing even. Just a small request. Could you possibly call it something different than E.V.E.... "Awesome Atmospheres" something... anything. KSP already had an Eve before E.V.E., and now there is E.V.E. (overhaul)... not everyone is a google search ninja, and this is too awesome to be so hard to find. Party on. *edit* Hey guys, I thought I'd write a few more lines here. I do realise that rbray89 made the original E.V.E. Thanks rbray89 ! ... and thinking about it I can understand what a monumental task it would be to change the name of a mod already in progress. That said, I hang out on twitch a lot and get to talking to people about new mods. It can get confusing especially to newbies. -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
MrChumley replied to nightingale's topic in KSP1 Mod Releases
Hello! I'm trying to get the new MissionTimer parameter to work... Is there any examples of people using it yet? here's what I have so far: // Requires Contract Configurator. Fourm link http://forum.kerbalspaceprogram.com/threads/101604 // Adds a Contract to recover a prebuilt SSTO spaceplane from Asclepius. // CONTRACT_TYPE { name = KesslerRun title = The Kessler Run description = Can your baby do the Kessler run in under 12 mins? synopsis = We want you to Fly the Kessler Run completedMessage = You could probably outrun a bulk cruiser in that. // Agent (agency). If not populated, a random agent will be selected. //agent = Integrated Integrals cancellable = true declinable = true targetBody = Asclepius maxCompletions = 0 maxSimultaneous = 1 // Contract rewards rewardScience = 10.0 rewardReputation = 25.0 rewardFunds = 50000.0 failureReputation = 10.0 failureFunds = 5000.0 advanceFunds = 5000.0 BEHAVIOUR { name = WaypointGenerator type = WaypointGenerator WAYPOINT { name = SKessler // The parameter that must be completed before the waypoint becomes // visible. If not specified, the waypoint is always visible. parameter = Kessler1strt targetBody = Asclepius icon = balloon // The altitude of the waypoint above the terrain. Note that an // altitude of 0.0 means "on the ground". If not specified, uses a // A random value between 0.0 and the atmosphere ceiling (which is zero // if there's no atmosphere). altitude = 100 // The coordinates. latitude = -18.7265875306472 longitude = -53.9731235534922 } WAYPOINT { name = NKessler targetBody = Asclepius icon = balloon altitude = 100 // The coordinates. latitude = -3.75831542364648 longitude = -79.153185595674 } } PARAMETER { name = KessTimer type = MissionTimer startCriteria = PARAMETER_COMPLETION startParameter = Kessler1strt endCriteria = PARAMETER_COMPLETION endParameter = Kessler1end } // PARAMETER { name = Kessler1strt type = VisitWaypoint // Distance tolerance to be considered at the waypoint. // // Type: double // Required: No (defaulted) // Default: 500.0 (if on the surface). // / 5.0 (if not on the surface). // distance = 500.0 // Whether the waypoint should get automatically hidden after completing // the contract objective. hideOnCompletion = true // Text to use for the parameter // // Type: string // Required: No (defaulted) // Default: Location: <waypoint> // title = Kessler Run Start } // PARAMETER { name = Kessler1end type = VisitWaypoint distance = 700.0 hideOnCompletion = false title = Kessler Run Finish } REQUIREMENT { name = OrbitAsc type = Orbit // Target body, defaulted from the contract if not supplied. // // Type: CelestialBody // Required: No (defaulted) // targetBody = Asclepius } } My plan is to have a contract to get to point A, start the timer, get to point B, and end the mission. Eventually I want to add persistant data storage so that a "fastest time" gets recorded. (and ultimately spawn in an "easter egg" vessel if the contract is completed in X amount of time. Any help is apprecieated I usually just keep trying 1000000 times until I get it to work, but I thought it might help to ask around- 5,206 replies
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[1.5.x] Asclepius - A Kopernicus planet - SSTO playground
MrChumley replied to MrChumley's topic in KSP1 Mod Releases
Update 7-22-15 Changes Updated to latest Kopernicus version. Added terrain scatter Now includes support for Contract Configurator Adds "easter egg contract" Direct D/L (download link in OP updated)- 141 replies
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[1.5.x] Asclepius - A Kopernicus planet - SSTO playground
MrChumley replied to MrChumley's topic in KSP1 Mod Releases
I'm no pro by any means but I'll take a look at it, and make a contribution if I can... A Galaxy Addon is super overwhelming to me. My old computer is lucky to do 1 planet system at a time [uh-sklee-pee-uh s]- 141 replies
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[1.5.x] Asclepius - A Kopernicus planet - SSTO playground
MrChumley replied to MrChumley's topic in KSP1 Mod Releases
Awesome pics. Don't forget to give the moon a try! Thanks for sharing! If you can get the cloud layers working I'd strongly consider adding them in. Awesome! Thanks! Is there a list of used planet ID (flightGlobalsIndex) numbers compiled anywhere? Something like that would be cool to add to your site to help future planet modders avoid compatibility issues. I used 38, and 39.- 141 replies
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Need your own thread moved or locked? Post here.
MrChumley replied to Rich's topic in Kerbal Network
Can I bother one of you super-awesome mods to move my thread [WIP] SSTO playground - Ascelpius - A Kopernicus planet from Add-on Development to Add-on Releases? And maybe change the title to "Asclepius - A Kopernicus planet - SSTO playground" Thanks! -
[1.5.x] Asclepius - A Kopernicus planet - SSTO playground
MrChumley replied to MrChumley's topic in KSP1 Mod Releases
Update 7-13-2015 Changes: -Added clouds! *optional*, REQUIRES E.V.E Planet is now complete! Enjoy! (updated D/L link in OP)- 141 replies
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[1.5.x] Asclepius - A Kopernicus planet - SSTO playground
MrChumley replied to MrChumley's topic in KSP1 Mod Releases
Update 7-11-2015 Changes: Visual atmospheric improvements. (D/L link in OP) Does anyone know if you can add a color gradient to the atmosphere as seen from the ground so that the sky changes color at sunrise/sunset?- 141 replies
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I also noticed that there is no isHomeWorld = false line in Tyrok's cfg, I dunno if that has anything to do with it. Thanks for telling me about the Kopernicus update, I just updated everything.
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I think I might be able to help with the "crashing through the terrain" problem on Tyrok. I had the same problem with my planet that got solved after I deleted a chunk of PQS code (shown commented out in code below) @Kopernicus:AFTER[Kopernicus] { Body { name = Tyrok flightGlobalsIndex = 888 Template { name = Laythe removeOcean = true removeAllPQSMods = true } Orbit { referenceBody = Mysterio semiMajorAxis = 5600000 inclination = 1 eccentricity = 0.1 longitudeOfAscendingNode = 89 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 0 color = 0.75,0.4,0.5,1 } Properties { description = Insert description. radius = 24000 geeASL = 0.5 rotationPeriod = 20000 rotates = true tidallyLocked = false initialRotation = 0 timewarpAltitudeLimits = 0 30000 30000 60000 100000 300000 600000 800000 ScienceValues { landedDataValue = 18 flyingLowDataValue = 17 flyingHighDataValue = 17 splashedDataValue = 19 inSpaceLowDataValue = 15.3 inSpaceHighDataValue = 14.6 recoveryValue = 18.2 flyingAltitudeThreshold = 80000 spaceAltitudeThreshold = 1000000 } } ScaledVersion { type = Atmospheric fadeStart = 0 fadeEnd = 0 Material { texture = Astro'sPlanets/MysterioSystem/Moons/Tyrok/Textures/Tyrok_color normals = Astro'sPlanets/MysterioSystem/Moons/Tyrok/Textures/Tyrok_normal shininess = 0 specular = 0.0,0.0,0.0,0 rimPower = 2.06 rimBlend = 0.3 Gradient { 0.0 = 0.80,0.20,0.0,2 0.6 = 0.70,0.10,0.0,1.5 1.0 = 0.0196,0.0196,0.0196,1 } } } Atmosphere { ambientColor = 0.8, 0.2, 0.0, 1 lightColor = 0.8, 0.2, 0.0, 1 enabled = true oxygen = false albedo = 0.17 altitude = 12000.0 pressureCurve { key = 0 700 key = 12000 0 } pressureCurveIsNormalized = false temperatureSeaLevel = 375 temperatureCurve { key = 0 375 key = 12000 0 } temperatureCurveIsNormalized = false temperatureLapseRate = 0.0024 temperatureSunMultCurve = false adiabaticIndex = 1.20000004768372 gasMassLapseRate = 2.06477390407027 atmosphereMolarMass = 0.014 } PQS { //maxQuadLengthsPerFrame = 0.03 //minLevel = 2 // maxLevel = 12 //minDetailDistance = 8 // materialType = AtmosphericOptimized // Material //{ // saturation = 1 // contrast = 1.8 // tintColor = 0.000,0.000,0.000,0.000 // powerNear = 0.6 // powerFar = 0.5 // groundTexStart = 0 // groundTexEnd = 1000 // steepPower = 1.25 // steepTexStart = 0 // steepTexEnd = 50000 // steepTex = BUILTIN/terrain_rock00 // steepBumpMap = BUILTIN/RockyGround2 // steepNearTiling = 100 // steepTiling = 60 // lowTex = BUILTIN/RockyGround // lowBumpMap = BUILTIN/quiet // lowNearTiling = 2000 // lowMultiFactor = 100 // lowBumpNearTiling = 2000 // lowBumpFarTiling = 4000 // midTex = BUILTIN/RockyGround // midBumpMap = BUILTIN/SandyGround // midNearTiling = 4000 // midMultiFactor = 100 // midBumpNearTiling = 4000 // midBumpFarTiling = 4000 // highTex = BUILTIN/RockyGround // highBumpMap = BUILTIN/quiet // highNearTiling = 4000 // highMultiFactor = 100 // highBumpNearTiling = 8000 // highBumpFarTiling = 4000 // lowStart = 0 // lowEnd = 0.3 // highStart = 0.8 // highEnd = 1 // globalDensity = 0 // fogColorRamp = BUILTIN/desert_atmogradient // } Mods { VertexColorMap { map = Astro'sPlanets/MysterioSystem/Moons/Tyrok/Textures/Tyrok_color.png blend = 1.0 order = 9999993 modEnabled = True } VertexHeightMap { map = Astro'sPlanets/MysterioSystem/Moons/Tyrok/PluginData/Tyrok_height.png offset = -5 deformity = 700.0 scaleDeformityByRadius = false order = 20 enabled = true } VertexSimplexHeight { seed = 98374 deformity = 500.0 octaves = 8.0 persistence = 0.5 frequency = 4.0 enabled = true order = 59 } VertexHeightOffset { offset = -1044 modEnabled = true order = 100 } VertexSimplexHeightAbsolute { seed = 4447895 deformity = 500 octaves = 8 persistence = 0.5 frequency = 24 enabled = true order = 50 } VertexHeightNoise { noiseType = RiggedMultifractal deformity = 100 seed = 1238999936 frequency = 25 lacunarity = 1.5 persistance = 0.75 octaves = 10 mode = Low enabled = True order = 19 } VertexHeightNoiseVertHeightCurve2 { deformity = 500 ridgedAddSeed = 1530393216 ridgedAddFrequency = 12 ridgedAddLacunarity = 2 ridgedAddOctaves = 4 ridgedSubSeed = 1212096256 ridgedSubFrequency = 12 ridgedSubLacunarity = 2 ridgedSubOctaves = 4 ridgedMode = Low simplexHeightStart = 0 simplexHeightEnd = 9000 simplexSeed = 1909396224 simplexOctaves = 6 simplexPersistence = 0.699999988079071 simplexFrequency = 4 enabled = true order = 100 } HeightColorMap { blend = 0.7 order = 201 enabled = true LandClasses { Class { name = AbyPl altitudeStart = 0.0 altitudeEnd = 0.5 color = 0.0,0.0,0.0,1.0 lerpToNext = true } Class { name = Beach altitudeStart = 0.5 altitudeEnd = 0.55 color = 0.164179087,0.164179087,0.164179087,1.0 lerpToNext = true } Class { name = Beach2 altitudeStart = 0.55 altitudeEnd = 1.0 color = 0.373134315,0.373134315,0.373134315,1.0 lerpToNext = false } } } } } Ocean { maxQuadLengthsPerFrame = 0.03 minLevel = 2 maxLevel = 12 minDetailDistance = 8 oceanColor = 0.7, 0.2, 0, 1.000 Material { colorFromSpace = 0.7, 0.2, 0, 1.000 specColor = 1.000, 1.000, 1.000, 1.000 shininess = 0 gloss = 0.7 tiling = 1000 waterTex = BUILTIN/liquidmercury waterTexScale = 1.0, 1.0 waterTexOffset = 0.0, 0.0 waterTex1 = BUILTIN/liquidmercury waterTex1Scale = 1.0, 1.0 waterTex1Offset = 0.0, 0.0 bTiling = 800 bumpMap = BUILTIN/quiet bumpMapScale = 1.0, 1.0 bumpMapOffset = 0.0, 0.0 displacement = 0.01 dispFreq = 13.97 mix = 0.4032745 oceanOpacity = 0.3 falloffPower = 3 falloffExp = 0.05 fogColor = 0.5, 0.3, 0, 1.000 heightFallOff = 0.2 globalDensity = -1.5E-05 atmosphereDepth = 5000 fogColorRampScale = 1.0, 1.0 fogColorRampOffset = 0.0, 0.0 fadeStart = 20000 fadeEnd = 60000 planetOpacity = 1 color = 0.05, 0.5, 0.05, 1.000 mainTextureOffset = 0.0, 0.0 mainTextureScale = 1.0, 1.0 passCount = 5 renderQueue = 2000 hideFlags = None } FallbackMaterial { colorFromSpace = 0.7, 0.2, 0, 1.000 specColor = 0.849, 0.849, 0.849, 1.000 shininess = 1 gloss = 0.3336538 tiling = 1000 waterTex = BUILTIN/liquidmercury waterTexScale = 1.0, 1.0 waterTexOffset = 0.0, 0.0 waterTex1 = BUILTIN/liquidmercury waterTex1Scale = 1.0, 1.0 waterTex1Offset = 0.0, 0.0 fadeStart = 20000 fadeEnd = 60000 planetOpacity = 1 color = 0.7, 0.2, 0, 1.000 mainTextureOffset = 0.0, 0.0 mainTextureScale = 1.0, 1.0 passCount = 5 renderQueue = 2000 hideFlags = None } HazardousOcean { HeatCurve { key = 1000 0 key = 500 5 key = 250 25 key = 0 100 } } Mods { AerialPerspectiveMaterial { globalDensity = -0.00001 heightFalloff = 6.75 atmosphereDepth = 150000 DEBUG_SetEveryFrame = true cameraAlt = 0 cameraAtmosAlt = 0 heightDensAtViewer = 0 enabled = true order = 100 } OceanFX { enabled = true order = 100 } RemoveQuadMap { generateMap = true deformity = 0 maxHeight = 0.5 minHeight = 0 enabled = true order = 1000 } } } } } I hope that helps! I tried to test it out, but when I try to add your planet there is just empty space after you load your game.. no buildings, no KSC, no Kerbin, just the Sun and the 2 kerbin moons floating around in space?
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[1.5.x] Asclepius - A Kopernicus planet - SSTO playground
MrChumley replied to MrChumley's topic in KSP1 Mod Releases
Thanks daniel- I've tried using kopernicus to export a more detailed colormap, but I just end up with the oceans? I might also consider making the scaled-space transition happen further out? The sun flare is stock. Update 7-8-2015 Changes: -Small terrain changes. -Added 2 new biomes to Asclepius. -Added all new custom biomes for Kruel. -Added even MORE custom science. (D/L link in OP)- 141 replies
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[1.5.x] Asclepius - A Kopernicus planet - SSTO playground
MrChumley replied to MrChumley's topic in KSP1 Mod Releases
I just checked out the link to your mod in your thread. Sorry I was confused about what you were asking. I think the easiest way to go about determining what resources should be in the atmo is to take Kerbin and Duna, and just split the difference. Feel free to get creative though Thanks for including my planet in your mod.- 141 replies
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[1.5.x] Asclepius - A Kopernicus planet - SSTO playground
MrChumley replied to MrChumley's topic in KSP1 Mod Releases
It has a thin oxygen containing atmosphere. Heres the code for the pressure curve: // Atmosphere Pressure // pressure (in atm) = multipler * e ^ -(altitude / (scaleHeight * 1000)) pressureCurve { key = 0 110.31086407 0 -0.000108275 key = 2000 80.094314833 -0.000108275 -9.04189E-05 key = 4000 0.913477137 -9.04189E-05 -7.5503E-05 key = 6000 0.762471051 -7.5503E-05 -6.30438E-05 key = 8000 0.636383366 -6.30438E-05 -5.32594E-05 key = 10000 0.529864639 -5.32594E-05 -4.43606E-05 key = 12000 0.291143425 -4.43606E-05 -3.69463E-05 key = 14000 0.287250922 -3.69463E-05 -3.07691E-05 key = 16000 0.275712815 -3.07691E-05 -2.56229E-05 key = 18000 0.254467007 -2.56229E-05 -2.26947E-05 key = 20000 0.209077683 -2.26947E-05 -1.86702E-05 key = 22000 0.171737343 -1.86702E-05 -1.53558E-05 key = 24000 0.141025797 -1.53558E-05 -1.26267E-05 key = 26000 0.115772385 -1.26267E-05 -1.03801E-05 key = 28000 0.095012209 -1.03801E-05 -9.06244E-06 key = 30000 0.076887315 -9.06244E-06 -7.34005E-06 key = 32000 0.062207227 -7.34005E-06 -5.94393E-06 key = 34000 0.050319373 -5.94393E-06 -4.81247E-06 key = 36000 0.04069443 -4.81247E-06 -3.89564E-06 key = 38000 0.032903146 -3.89564E-06 -3.33082E-06 key = 40000 0.026241503 -3.33082E-06 -2.65869E-06 key = 42000 0.020924119 -2.65869E-06 -2.12179E-06 key = 44000 0.016680547 -2.12179E-06 -1.69298E-06 key = 46000 0.01329459 -1.69298E-06 -1.35056E-06 key = 48000 0.010593468 -1.35056E-06 -1.13852E-06 key = 50000 0.008316437 -1.13852E-06 -8.94325E-07 key = 52000 0.006527787 -8.94325E-07 -7.02404E-07 key = 54000 0.005122979 -7.02404E-07 -5.51586E-07 key = 55000 0 0 0 } I also made a graphic, you can find it in the OP album Or did you want to know more? Like some kind of fancy scientific reason that it is the way it is? I'll make it up now: Sulphur hexaflouride produced from deep tectonic activity seeps up, and gathers in the canyons, creating enough of a blanket to trap oxygen emanating from an unknown source on the planets surface.- 141 replies
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[1.5.x] Asclepius - A Kopernicus planet - SSTO playground
MrChumley replied to MrChumley's topic in KSP1 Mod Releases
Sweet! That would be super-awesome Astrofox! I'll add them if you can get them to work. I can't run EVE in any decent settings on this computer so I can't be of much help I'm afraid.- 141 replies
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[1.5.x] Asclepius - A Kopernicus planet - SSTO playground
MrChumley replied to MrChumley's topic in KSP1 Mod Releases
Woohoo! Asclepius doesn't have to be lonely anymore. Enjoy! (download link in OP updated) I'm planning on calling this little project done, and releasing this soon... Unless anyone wants to help add E.V.E. clouds to Asclepius... All other suggestions and advice will be taken into consideration in the meantime. Thanks for checking out my planet!- 141 replies
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[1.5.x] Asclepius - A Kopernicus planet - SSTO playground
MrChumley replied to MrChumley's topic in KSP1 Mod Releases
Awesome pics Hades! Awesome! Awesome! Awesome! I added a few of them to the Album in the OP Thanks again! TGWALUN- Thanks, And.. uhh yea, sorry again about adding confusion to your thread Other News I think the planet is pretty much complete, I was thinking that it needs a small moon... So, I'm giving that a shot.- 141 replies
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[1.5.x] Asclepius - A Kopernicus planet - SSTO playground
MrChumley replied to MrChumley's topic in KSP1 Mod Releases
Thanks Astrofox! Pics Albumized! Update Science definitions added Revised atmosphere appearance Darkened terrain- 141 replies
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Asclepius v5.0 A new Kopernicus planet (and moon) for KSP! Video by Jacob Plays Some Games If you've been to 1 Island on Laythe, you've been to them all... Do you need a new, fun, and exciting destination for your fleet of SSTO spaceplanes? Look no further my friend. Asclepius is a small, sandy, and fissured world, possessing a very thin oxygen atmosphere that only gets thick enough for planes to fly (or chutes to work ) deep in the canyons. Asclepius is meant to be a "low memory footprint" planet pack that even a potato computer can run. Features: 1 planet (Asclepius) & 1 moon (Kruel) Science definitions included Full career game support 11 unique biomes Stock ore generation supported Asclepius WIKI Check out the Asclepius Wiki for detailed information! Requires Kopernicus Download Options: Download via CKAN ____________________________________________ Github: Asclepius Release Page AsclepiusV5-0.zip AsclepiusV4-0.zip AsclepiusV3-0.zip JUST Asclepius! NO DEPENDENCIES! * Source ____________________________________________ PLEASE BE ADVISED: ASCclouds.cfg requires the original EVE configs to work! IF YOU ARE HAVING PROBLEMS GETTING THE PLANET TO LOAD WITH OTHER CONFIGURATIONS, REMOVE ASCclouds.cfg Asclepius includes CUSTOM compatibility patches for the following mods:(see links for D/L) Galactic Neighborhood - Puts Asclepius in orbit of a nearby star called Tyfon! E.V.E - Add clouds! Distant Object Enhancement bis- See planets and orbiting ships! Like real life! FarOut Contract Pack - Adds custom contracts like the Kessler run. (Requires Contract Configurator) Also adds bases to launch stuff from. (requires Kerbal Konstructs, and Kerbin-Side) Contract Configurator - Adds custom contracts, Including Kessler canyon run, and Rescue entire WORKING crafts!, and more! Dmagic Orbital Science - For even MORE custom science! New Horizons - Puts Asclepius on a co-orbital configuration with Laythe. Final Frontier - Ribbons included! Research Bodies - Spend science points to "discover" planets! Planetshine - Adds customized ambient lighting! Give it a try, and let me know your suggestions on how to make it better, and other opinions. Report any bugs here, and I'll do my best to squash them. Enjoy uh-sklee-pee-uh s < Click to hear!
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You have a stupid kerbal (or 2) preventing progress. You want kerbals with less than %50 stupidity for rocket building.
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I have a dream that I can dock to my space station in the green. If there was a way to reduce the physics of a "Station" to 1 physics calculation it would reduce frame rate droppage. There used to be a mod called "partweld" that did such things. But it couldn't do it "IN SPACE". If there was a way to "assemble" parts in space, and then, after assembly and designation as "Station"... a "Partweld" would happen and that whole station would forever change into 1 part. Please awesome people, You're my only hope. -Peace and kindness
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parts [1.12.x] Asteroid Recycling Technologies
MrChumley replied to RoverDude's topic in KSP1 Mod Releases
Woohoo! It's working! It's working!! Thanks soo much RoverDude and everyone! I have EPL, ART, Regolith, and Karbonite all working together to further my interplanetary dominion... muhahaha!! Horus is right you must allocate 100 units at a time for the fuel hatches. Also, don't use up the rock as you mine it, you have to let the rock space build up in the asteroid before you can reallocate the empty space. -
parts [1.12.x] Asteroid Recycling Technologies
MrChumley replied to RoverDude's topic in KSP1 Mod Releases
I'm having a problem with re-allocation of asteroid space after I mine out the rock. I can mine the rock, and it stores in the asteroid. After I vent the rock, and "convert space" the available space goes up, but the total space stays 0. (this is a class E), and I am unable to use that space with any of the fuel docks. Am I missing a config/ dll? Any ideas? Thanks for all the awesome mods RoverDude and team!