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Throggdor

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Everything posted by Throggdor

  1. That is the way it functions, I observed it when I was doing my Mun refinery design tests. Your initial conversion was wrong, you were right to think the output you were getting was too high. The conversion is based on essentially two main factors "density" and "efficiency". The densities for liquid fuel and oxidizer is 5000 kg/m³, RCS fuel is 4000 kg/m³, and I have no idea about Xenon, I've never really used it (if anyone knows please feel free to share). The base equation you are looking for is (KethaneConsumption/density_of_fuel_in_tons)*efficiency=Units_ of_fuel, having said that there are small errors somewhere in the calculations, or possibly in one of my conversions that introduces a small error I have observed when refining large quantities of Kethane into various types of fuel. I was working on some different experiments to help me figure out where the error was when I had to abandon my game because if I land on anywhere my game wont let me do anything. With a large converter every second gets you: 13.5 kethane gets you a little under 2.7 liquid fuel 16.5 kethane gets you a little under 3.3 oxidizer 6 kethane gets you a little over 1 monopropellant I actually developed the same concept you did, however I think our implementation is different. It sounds like you want a base on the surface of something and you bring it there for refinement. What I did is I put a small space station in orbit and I began with a lander to drill the kethane (i developed a lander that was 2 parts, 1 had all the kethane equipment I needed and the other was for orbital redevious, when it refueled the space station it would go back down to the kethane section and dock), drill/convert/ferry/dock over and over, but once I started going out to other planets I realized I needed something that was able to produce in larger quantities, that's when I developed my refining rigs the down side is this is where i found out deposits could run out (enter the debugger, to replenish the kethane supply), and I built a cargo ship to ferry the fuel back and fourth with quantum fuel transfer mod. So I had a stationary tanker, that had wheels for positioning, and would drill kethane, another to store the fuel, and another to provide power and convert the fuel.
  2. Actually I had the same problem. I created a mobile conversion station... 3 tankers... a drilling rig which was just 6 kethane drills hooked up to the biggest kethane storage tank, a power/converter which was mostly batteries, solar panels, and large kethane converters, and a storage tanker... which stored the fuel. A drop ship to land the parts on the Mun, and a cargo ship to ferry the fuel into orbit. This lagged me to all hell. So I abandoned it and picked another kethane deposit on the opposite side of the Mun. I used the part generator mod to create a tank that could hold everything. I used that to replace my cargo ship and storage tanker, then modified my driller to add a converter. Although my approch has 2 main components its far less impressive then the main station I created... all in the interest of being able to set up bases on other planets... this one does the same but it takes longer, my tankers were driven by a need to make a mobile base since i prefer to land my ships under my own power.
  3. Yea same here, but i hate having inaccurate/incomplete maps, hopefully someone has done it and is either willing to share or at least point me in the right direction, I don't mind a little experimenting if it gets me accurate maps. If you google "kethane debugger download" its the second option down (https://github.com/Majiir/Kethane/downloads) from there click on the zip file that says debugger which at the moment is the second file from the top of the list. The install is no different than any other part file. After that you just slap the part on your ship land it where you want it to generate the new patches of kethane and go to it. I had a bit of trouble with getting it to generate a patch of kethane on "my location" which is the bottom option so I just had it generate new patches over the whole surface of the Mun until one appeared under my mining site and away I went. However now I have a completely inaccurate map, and good kethane maps are very time consuming to generate... hence my pet pev.
  4. I found the debugger and was able to re-establish my deposit. Is there a way to increase the width of the scanner something along the same lines as what the ISA scanner does so I can scan a planet faster?
  5. Does Kethane run out in certain spots? Or is there a bug where a Kethane tank cant be filled properly. I have a large kethane tank on the mun over what was/is a kethane deposit I use drills to try to extract the kethane but it wont fill up, the tank is half full but it wont go past 9000, the drills make contact because they start to drain my electrical charge. If this sounds familiar please help.
  6. After reading the above, I tried to blend this with the manual coordinate input system and it worked perfectly. I use the "select from map" option get it relatively (within ±20 minutes for longitude and latitude) close, and then just change the numbers in the manual section to specify my exact landing coordinates. I always get to within 1 or 2 meters of my exact coordinates, provided my craft is stable. I’d also like to note a hypothesis as to why I was originally having an issue with the landings in the first place and I would end up doing a burn that took me on an escape trajectory to nowhere. I was using mechjeb to give me my approaches to the Mun and it gave me the most efficient approach which would put in an orbit which revolved around the Mun in the opposite direction of its rotational axis. The approaches I have been using with the method above put me in an orbit that goes in the same direction of the Mun’s rotation.
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