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Sandworm

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Posts posted by Sandworm

  1. Very good update. The Kethane mod has also been patched/updated to work with .20.2, and the owner has lifted the license restrictions temporarily. So I am free to post this trick to combine the IonCross and Kethane mods. Add the following text to either of the kethane converters if you want to create IonCross 02. Just rightclick on the converter. I'm working on a similar patch for the Ioncross converters, which would not be a violation of the Kethane license, but that will take a while and I want to actually play with these mods today.

    MODULE

    {

    name = KethaneConverter

    TargetResource = Oxygen

    ConversionEfficiency = .99

    KethaneConsumption = 4

    PowerConsumption = 8

    HeatProduction = 300

    }

  2. OK, I found the issue. There is an error in the latest release and it is to do with capital letters. See this from my log file. Note that KSP is looking for the image in the "MMI_Kethane" directory. But the directory as extracted is "mmi_kethane". This would not affect windows users (windows doesn't care about capitalization, equating both) but would cause errors for linux/unix/mac users.

    [EXC 18:00:29.044] IsolatedStorageException: Could not find file "[...]/KSP202/KSP_linux/GameData/Kethane/Plugins/PluginData/MMI_Kethane/YouAreHereMarker.png".

    Kethane generates maps/deposits when it first runs. When this happens new files are created and a new directory (MMI_Kethane) is created. So the data and original files aren't in the same directory... all manner of issues. So this cannot be fixed once KSP has run with the Kethane mod.

    The Fix

    (1) Remove/delete the kethane directory within gamedata.

    (2) Extract and install as outlined.

    (3) BEFORE starting KSP, rename "/KSP_linux/GameData/Kethane/Plugins/PluginData/mmi_kethane/" to /KSP_linux/GameData/Kethane/Plugins/PluginData/MMI_Kethane/.

    (4) Start.

    I've only tested this at the launch pad atm, but KSP is no longer crashing every time I try to launch with a kethane detector.

  3. Alright, my own homebrewed fix here: https://dl.dropboxusercontent.com/u/12653511/Kethane.rar

    Minimal testing done, but detector confirmed working on 2 different installs, landed, mined and converted Kethane on the Mun on 1 install. Make sure you have removed any Kethane related stuff before installing this(clean install recommended, unless you know what you are doing).

    Install Instructions:

    1. Download

    2. Extract to [location of KSP]/GameData/ so you have .../GameData/Kethane/...

    3. Enjoy

    Changes made:

    Fixed part config files to new format.

    Changed folder structure to follow new guidelines(keeping stuff in it's own mod directory in GameData folder)

    Update .DLL with new filepaths to detector sounds.

    Recompiled with new assemblies from KSP 0.20.2.

    But like I said, minimal texting, no guarantees with download, but seems to be working for me.

    I'm getting some random crashes using this version. I think it's a directory rename issue (lowercase/upper cases?). Most of the parts load, but launching with either detector causes a crash. I've had some success with moving the plugin data directory back to the old location but i'm trying some other things too.

    (In reply to below. I've done the basic tests to isolate the problem to this and only this mod. This release is causing issues for me and I am working on a solution. I post here so that any others with similar issues may benefit.)

  4. Does custom resources mean I can track water? And supplies? Does it mean I can use Oxidizer as breathing gas?

    Doing that is easy enough. Adding an appropriate section to the cfgs for either the IonCross or Kethane mods can create converters for anything to anything. It's only a matter of cut-and=paste then renaming the inputs and outputs. But that's all up in the air until both mods get released.

  5. I still maintain that engine overheating (relevant primarily during launch/ascent) is an issue seperate from reentry, so this 'hard mode engine overheating' should not be a feature of a reentry heat mod.

    Open the engine's cfg and remove the overheating "feature". It's not realistic imho. Rockets are not car engines. Just like turbofans: if it doesn't explode in the first 5 seconds, it will probably run for hours without issue.

  6. Brand? You've already got a strong brand: rockets that actually look like rockets. KSP and 99% of mod parts have a quazi-steampunk look. The lack of fairings and/or aerodynamics, the wobble ... they are all a little cartoonish. By not continuing that tradition, Anvil creates a very distinctive "brand". I also laugh a little at the very concept of a rocket brand. Everything about a rocket should be utilitarian. Even their colour schemes (white and black) have purpose.

    Since I started using Anvil I've almost abandoned other lift systems. If it doesn't fit under an anvil fairing, it doesn't fly. That's a much more realistic approach imho.

  7. I was using this mod for quite some time, but when you warptime it doesnt work and when you got extra parts like B9 cockpits you wont use this one ever so... after a while ive noticed I have no use for that ... also on top of it, kethane cannot be converted to oxygen.

    Yes. Kethane can easily be converted into Ioncross Oxygen. I do so all the time. My self-sustaining base on Dres lives on kethane-converted oxygen. Just look at the cfg file for the kethane converters. Add a new option for "Oxygen" and you're good to go. Right-clicking on the converter ingame will now bring up an option for oxygen. I'd post the exact text to add, but the guy in charge of the Kethane mod doesn't want anyone sharing altered files.

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