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Krisism

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Posts posted by Krisism

  1. @nothke, I know winrar is easy to get - just thought I'd put a request out for a .zip version as well. (Personally I use them, but I think there are quite a few people who also prefer.) Going to try it out asap! Already have a design for 'the hummingbird' with your parts :P

    (Awesome, thanks for link sorry I missed that!)

  2. I'm not sure how your parts are setup, but its a fairly basic process.

    1) Mine ore (use augur/other drill and ore tank or w/e holds ORE).

    2) Convert the ore into metal (again depending on your parts, but look for 'Activate Metal Conversion' to know where this is.

    3) Convert metal into rocketparts - same as above, but with RocketParts conversion.

    I'm not really sure what parts the latest release includes, but EL has the basic process above regardless. Personally, I use spherical tanks for converter/storage parts, so I just have a row of big circle tanks in this order: Ore Storage, Ore-metal Converter, Metal-rocketpart converter, and finally rocketparts storage tanks. Then I feed ore in one end, it gradually fills up the rocketparts tank.

    Good luck!

    (P.S. You should also make sure to route fuel directly to your launchpad using fuel lines or stack fuel next to it. While Ore/kethane/rocketparts/RCS fuel can all be transferred to anywhere on your ship - rocketfuel requires a direct connection to the launchpad to be utilized.)

  3. Does the new UI have the sliders/partial fills (same awesome UI used in EL)? I still only have a 'scan for docks' and 'build at selected dock.'

    I'm pretty sure I downloaded the most recent I can locate (http://forum.kerbalspaceprogram.com/showthread.php/26482-0-20-OrbitalConstruction-Redux-3-%28Landing!-evilC-s-Fixes!%29?p=454428&viewfull=1#post454428).

    Would anyone have a newer version or perhaps a link to that download?

    Cheers!

    Kris

    P.S. I really hope I can find this update - the version I have seems unbearable at launch. Takes a few minutes to cancel or do anything.

  4. Awesome job sirkut! Thanks for taking the initiative on this - I know DR (or similar features) is something a lot of people in the community are hoping will come back to life. I'll try this out asap and give any feedback I can. Looking forward to seeing your attempt at pistons and hinges!! :D

  5. No more nonsense of having to worry about proper alignment when docking to "make it look pretty"!

    Anyway, another topic...

    What's up with how springy & loose the connections are with this mod? When using KAS to lift very heavy stuff, DR parts wobble sooooo much that it stops you from creating any seriously useful cranes and cool stuff like that.

    I know this has to do with Unity suckage, but are there any creative workarounds/hacks? Not possible to use a different type of joint?

    One thing I've considered was using something like Quantum struts to secure things, but then of course that'll cause problems once they start to move, kind of defeating most of the purpose of the robotics.

    I would love to understand this as well. It's the reason I cannot use DR for now - everything I made with it just bounces/flails and breaks under any kind of strain. Rules out all the nice hinges and hydraulics. I think the bearing and rotatron work ok though, but they must work differently.

  6. Johnna I'm gonna try that this evening - it would explain what I saw. I think the issue I had must be related to the states of docking and acting just like if you had just undocked (as someone mentioned earlier). I have indeed docked un-manned/controlled modules and was just upset with the bug/whatever I was dealing with - need to change this title or better yet let this thread die off :P Thanks to all the ppl who tried to help or gave info! :D

  7. Hey Cykyrios,

    It should work :P I've docked plenty of times in orbit and literally all around where I am trying to do it now. Come to think of it, I know I have docked with non-controlled modules. I think this one is just bugged. They're both the standard size docking port, both on the right way and no collision issues with what they are connected to.

    I quicksave like 5 times a minute now because of all the little things. The first attempt it looked like it was going to go, then both modules imploded into each other instantaneously... after being completely still and no momentum. Thankfully I had the quicksave, but afterwards its like they just completely lost their functionality.

    Oh well, I guess it's time for ANOTHER redesign. I absolutely hate to do it, but I guess I'll have to build the entire base on Kerbin before doing it somewhere else. Just seems like a bigger waste of time and certainly not the Kerbal way :P

  8. I've spent literally hours to the point of near anger trying to dock these two fracking things. But Im now getting the impression that it is not ever going to happen. They just rub up against each other, no magnetism... Waste of hours flying this crap around only to find this out :( Can anyone confirm? Then at least I can say it was like 3 hours wasted to learn one small thing about a game.

    I had modules which I'm putting together that have regular stock docking ports. No control modules because they've been put in position by cranes, and why add a part when you shouldn't need one. For obvious reasons I try and always reduce part count. Anyone else run into this?

  9. There should be a Plugins folder also with "KerbalTestOne.dll" inside it, sounds like you might be missing it.

    Where did you download your version? I can't for the life of me find a download with the dll in it, and I knew something was missing! (Thanks for the reply btw). I love how OC spawns vehicles, basically detecting location/altitude and then floating it down so nicely.

    Edit, found the .dll. The second filesmelt download mid way through the thread has the dll, but the other file on the front page does not. Any idea if that most recent download includes the 'patch'? I saw earlier when reading through that EvilC made a patch at one point to fix a few issues.

  10. Is there a way to hack RocketParts and SpareParts to be one and the same?

    I mostly ask because the new EL needs supplied resources, I need SpareParts to fill my containers for OC Mun Building, but I can only get the parts by either launching form Kerbin or editting them full.

    Have I missed something?

    You could make a conversion unit as tazyload suggest and set it to convert rocketparts into spareparts or viseversa. Set the conversion efficiency to 1 and the source consumption at something like 5. Then you would convert 50 spareparts into rocketparts every 10 seconds. You could call it the part refurbisher or something :P (edit: I'm actually going to be doing this now. Having trouble with EL launchpads and interested to see if this is more 'gentle' which based on the source code it appears to be :D)

    ----

    Alright, I've got it set up, made some parts for converting, ect. - then I go to test launch and there is absolutely nothing that happens. I have a Spacedock part out there, and something I launch with a spacebuilt identifier just sits on the launchpad like a normal launch. No menu or anything. Any ideas what could be conflicting with this? Is there a dll or something I need? The zip and github only have parts/resources and source folder. Are the modules you're supposed to load in the source folder? (I've tried that as well, no luck).

  11. Hey guys, just wanted to share quick on this. I've found what I think is a decent set of parts to 'hack' into this mod for tanks/converters: the Spherical Fuel tanks. That is, for those of you who don't already use them. Here's what I'm doing with it and it seems to look pretty good. Listed below, all are the Spherical Fuel tanks and their various skins. (http://kerbalspaceprogram.com/0-20-0-spherical-fuel-tank/) and then there are also other skins, find them in forum here: http://forum.kerbalspaceprogram.com/showthread.php/30673-0-20-0-Spherical-Fuel-Tank-(v1-6)

    Small Ore Tank: small sphere, stock

    Large Ore Tank: large sphere, stock

    Metal Tank (medium): medium sphere, oxygen skin

    Small RocketPart Container: small sphere, white

    Large RocketPart Container: large sphere, white

    Small Ore Refinery: medium half-sphere, stock

    Large Ore Refinery: large ringed sphere, stock

    Small RocketPart Workshop: medium half-sphere, white

    Large RocketPart Factory: large ringed sphere, white

    Visually they work pretty well, and if you put them all together into a refining process it looks pretty balanced. I'd share the part files but I think that would require permission. Just thought I'd share for others who are looking for a good fit.

    (Edit, also part of the reason for choosing these as parts is that there is also another skin for Kethane sphere tanks. They look good for resources in general :P)

  12. That's true, but in order to mass-produce all the parts you'd need for a rocket you'd need a lot more than a little workshop. You'd need a whole factory, and that would take an awful lot of Mainsails to get into orbit.

    I like that idea :P Right now I use a 'RocketPart Workshop' which is basically a big tank with the converter module on it. You could however have different levels with different ConsumptionRate's and efficiencies. Perhaps a small workshop which is slower and a large factory (much harder to get there) that is more efficient. Good ideas guys! I'm going to make that now. What to use as a factory... hmm..

  13. Rockets have a lot of different parts though. On the Saturn V, for example, only things like screws and bolts were mass-produced; most things had to be created manually.

    That is precisely it - not easy to mass produce rocket parts but again its somewhat speculation because they would never just use pure iron parts. They need alloys that are lighter/more durable - but until we have multiple InputSource on the kethane plugin that's not a possibility (but that would be pretty sweet to create alloys!). I agree it's not a science on this one - but having it take a bit longer helps make the process feel more realistic in a sense and personally I enjoy it as an addition to this already great mod.

  14. Is there some instructions or a quick start guide out there somewhere for this? iTools awesome and I want to try it out but I have no idea where to start after installing the mod

    @mostlydave, Not sure what iTools you're referring to. This is a thread for the Extraplanetary Launchpads Mod.

    Speaking of this great mod - now that I have all the parts working I'm looking into making it a bit more realistic in the numbers. To share some of the quick info I've learned and how you can implement it:

    1) Common ore deposits on Earth range in iron concentration - with a low end typically being 25-35% and the high ends (known as Direct Ship Ores) are closer to 65-70% iron. The higher grade irons are rarer, and though there is a lot of savings in refining something with less waste - the waste in higher grade deposits tends to be more expensive to dispose of. Until we have a way of defining different deposit concentrations, I think it's more realistic and better for the mod to use a lower value. Personally, my conversion efficiency from Ore to Metal is 33%, and I mine Ore at 0.01 (though this seems to fast). To change your efficiency, open up your part.cfg file for the Smelter/converter part and look for this:

    MODULE

    {

    name = KethaneConverter

    SourceResource = Ore

    TargetResource = Metal

    ConversionEfficiency = 0.33

    SourceConsumption = 0.1

    PowerConsumption = 10

    }

    It's quite self-explanatory. Change your conversion efficiency to whatever you want and I recommend setting a low value for source-consumption too. Ore refining is not a quick process!

    2) Metal to rocket parts - how do you measure this in reality? There are so many possible alloys or other things used in rocket parts that this has to be somewhat of a stretch. In general though, I think the actual conversion efficiency from metal into rocket parts would be very high, leaving little waste metal. The time it takes to make them is another story though - and this is where I think some realism can be applied. By setting a high conversion efficiency (say 90%) and a very low source consumption, we can produce rocketparts efficiently from metal, it just takes a long time. I'm going to now test with the SourceConsumption value for metal set to 0.03 (roughly three times as long as ore-metal conversion).

    Anyways, just thought I'd share the values. If you're looking for something a little more realistic to use :)

  15. What about your video card? I remember reading that struts might tax video cards more than other parts due to how they're drawn. My own system can launch maybe 150 to 200 parts, using a 2.4 Ghz core 2 duo (6 years old or so), and a video card which almost counts as non-existant, a GeForce 8400 GS. I did overclock the video card by about 25 percent and noticed a nice gain, which made it so I can fly the current part-count.

    I have a Nvidia GeForce GTX 580, which can max out on most recent games with no issues. I readily play games on max - but KSP is another beast :P It has a lot of optimizations to do still and as it's well known only utilizes one of the many cores we all have. Once they move to a 64 bit platform and utilize multi-threading then speed will pick up a lot with physics, ect. Weirdly enough, I noticed if you lower graphic settings it actually seems to slow performance (I'm guessing the GPU does some processing if higher settings are used).

    Anyways, until the multi-threading support and other optimizations, I try and keep my launchers to a minimum part count. I don't use mechjeb either, so a low fps makes launches dangerously hard to control.

  16. (On a serious note, donations are a tough issue because it's hard to put a value on someone's contributions to a project. But I digress...)

    What yourself and the other modders have contributed to the community is enormous, and while it is generally because you wanted to - I'm just saying it's made my personal experience better. I've easily had several hours of added entertainment as a result. It'd be cool to have a tangible yet small way to really show appreciation - even something as small as buying your next coffee :P

  17. @Majiir, just to clarify (if he's the same as me at least) - one of the dev builds released recently for EL required that we took the kethane modules and put them on other parts in order to take them all off the launchpad. Since then Skykooler has released an update that had parts and didn't require the manual changes anymore. I think there are still quite a few people caught between. (I personally used the external kethane drill and compact sensor for ore parts as well). For these people, my guess is they have the legacyanimator module on drills instead of the kethaneextractoranimatedlanded module. (I made this mistake as well). I think it's all working for me now - all that's left is to dream big :P

    Where can I buy you both a coffee? (They require micro-donations for Mods so we can send you energy drinks and licorice!).

  18. Alright after some testing using your suggested technique, the auger does work. Any idea what could be the difference? I'd love to replicate this functionality on another part but until then I'll find a way to haul the auger :P

    Thanks for your help!

    (I figured it out. It was the legacyanimator module at the bottom! It only had the KethaneDrillAnimatorLegacy module on it and needed the KethaneExtractorAnimatorLanded module. Yay!)

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