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Krisism

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Posts posted by Krisism

  1. Is anyone else having an issue with not getting any ore from mining?

    It seems after multiple tries/repositions I can't actually fill a tank with ore. I'm using a modified kethane drill (I added the kethaneextrator module) and it's identical to the auger aside from name/descriptions. I can mine kethane just fine, but nothing seems to come out from the ore deposit. I just deleted my kethane.cfg in save and remapped this morning so it shouldn't be a map issue. Any ideas? I've compared code all over and can't find anything wrong.

  2. @srilania, They represent the different quantities of ore - red representing lower yield deposits and yellow/white the higher ones.

    I also have a question - does anyone know how to reset your deposit location? I want to start fresh with new deposits and remap with different fill colours. (found it - delete kethane.cfg in your main game /saves/ folder).

  3. Hey Skykooler, I compared all the files - I must have the updated version (though the new .dll was 1kb smaller). Resource files are the same and for parts their are only a few differences which I'm curious if they are what you're referring to.

    crashTolerance = 10

    explosionPotential = 10

    breakingForce = 200

    breakingTorque = 200

    Does adding the explosionPotential line help? On the part I'm using, breakingForce/Torque are also set to 10,000 if that is an issue. Aside from that, I'm using your latest build!

    Edit: I was checking out some API documentation and wondering if you can make use of these to detect altitude and float down a craft after FlightState is instantiated: http://wiki.kerbalspaceprogram.com/wiki/API:FlightGlobals and http://wiki.kerbalspaceprogram.com/wiki/API:FlightCtrlState. Seems like a lot of possibilities here: http://wiki.kerbalspaceprogram.com/wiki/API:Vessel

    P.S. Found a temporary workaround for the wheels popping. I just set the breaking parameters on the wheels much higher and they don't pop now :P Still a lot of impact force on spawn though - kinda funny actually.

  4. How can you guys deal with the lag? I have a core i7, ect. fast computer and I start hitting FPS drops around 350-400 parts. A 600 part launch vehicle kills fps down to a few frames per second. 40 minutes for a launch :( It may even be quicker to do multiple smaller payloads.

    The best I had was around 320 ton to orbit with stock parts (except it used b9 aerospace sabre M engines as well). I focused on minimizing parts as much as possible and even that launcher was around 450 parts. The key for me was to use large radial fuel tanks for the initial 1000m, all of which have no engines and can be dropped quickly. Once you drop those tanks you are a lot lighter and they give you some extra dV during the most crucial stage. Also helps reduce parts as they drop away past 2.5km.

    Now, I'm using a much more simple setup build with Anvil rockets. 150 parts, and I can easily take 200ton to any moon around kerbin. Lag free ascent :D Makes me happier than an extra 100ton and lag.

    Edit: and quantum struts are awesome for this as well. I readily use them to secure payloads or stabilize early stage rockets, and then you reduce part count on separation (no remaining metal 'knob')

  5. Based on what I've seen in the kethaneresource modules, each deposit defines two colours, one for full and one for empty. Assuming this is true in your version as well, it possible that all three of those colours you see are all a single resource, just different levels of 'fill.' I think you can look this up by opening the Kethane mod folder/Resources/kethane.cfg and look for the ColorFull & ColorEmpty lines to know what they are. Assuming yours might be yellowish on the empty and red on the full - then you could see orange for in between.

    Edit: I think those are the default colours used for ore in the latest EL build - I'm guessing you use that?

  6. I'm using the most recent version, with my own parts made from the previous release by EvilC (not sure, perhaps the dev build in question). Added your planet/body-specific updates to the resource file too :D Everything works as intended aside from the spawning of crafts. I've actually only tested this off world in low-g environments (mun/minimus). The issue with launchclamps is they each become a separate craft after and you have to end flight for each of them (kind of a pain) - not to mention if you aren't using a lander sometimes its tough to actually clear the clamps and get off the pad (unless you can somehow clamp to the top).

    Could you help me understand how EL spawns a craft after you select your ship and click 'build.' I want to get this figured out quite badly and hope there is some way I can help.

    Thanks again for the mod! The GUI is awesome and slick btw (not sure if I mentioned).

    Kris

  7. @csshanks - I use 3 or 4 radial decouplers (depending on shape) with a tiny fuel tank/rcs tank and atomic engine. Then I just use it to land the launchpad and jettison the rockets upon landing so it's all one piece. I try and save as much rcs until the end as possible because then I can use ASAS and RCS at the very end of the landing. Half my issue was always how to stay angled right while watching the final meters of landing. With the extra RCS you can just kill your lateral velocity, turn on ASAS and then just focus completely on the landing speed. This is how I land everything now pretty much.

  8. Hi Skykooler, I've been playing with this mod for a while and no matter what launchpad/config I use - there is still a bit of an issue with the craft 'slamming' into the ground when it spawns. For example, if you dont have launch clamps, a small 6ton vehicle with 6 monster wheels has every wheel pop instantly. Unfortunately it also breaks the launchpad I'm using too sometimes (I'm using the hooligan labs launchpad parts, they would be a great addition to your core mod.).

    Any ideas how to get around this? I remember in OC if you spawned something on a planet it would 'float' down until it touched the ground and then have normal physics applied. You could try doing the same for your mod, just have it spawn like 1 m above the launchpad coordinates and float down. Then it still looks good and less explosions!

    Been having a good time with the mod, I just can't get a base running though with consistent spawn issues. Looking forward to mining some ore. Thanks for your work on the mod - so much great potential!

  9. I'm running into an issue with the launchpad as well, with the most basic of things. I can't launch a rover without all the physics going wacky, half of the time leading to a complete implosion of everything around. It's happened twice to me now on completely different bases (tried mun and minimus) - somewhat disheartening. The launchpad model is actually moving on me as well (so it's no longer a cross, but more like a T). I'm looking at the part file and wondering what happens if I put the Open/close GUI module on something as simple as a 8x8m panel.

    As for OC, I actually never had any issues (albeit I had only used the latest version just before it disappeared) - and kind of wish we had a similar 'spawn' functionality as it worked in orbit and on worlds. I don't want to have to put clamps and mini boosters on rovers just to get them off the pad without exploding :(

    The GUI is working great though and it has a ton of potential. I love that you can bring in partially filled tanks! If anyone knows of a way to simplify the launch part/model so that it works without issues, let me know - no matter how it looks. Going to try the module on a simple panel and see how it goes. Maybe a scaled up flat command pod since it seems to need one to operate anyways.

  10. @Majiir, brilliant work man - love what you have done with the new release. (I'm pretty new, so it's really the first time I'm getting into kethane/resources). I downloaded your mod along with EvilC's EL mod/ore extension and already have built it to my own suiting. You made it so easy! I don't even know what language any of this is in, but it's easy to interpret and modify (at least cfg files). With your plugin and the commented modules included in EL we have everything needed to create whatever we want, and quickly.

    Get in there people! Make some cheesemium and fartonium! (or more real things if you prefer :P).

    As for everyone out there, I recommend trying to edit it yourself. Leave the mod devs to use their time on more valuable things (like creating this wicked plugin, or eating some food). If you mess something up, try and macguyver it a bit - if it gets worse and you fail, then start over with a fresh dl of the mod. It won't be long until you're a resource making master.

    So far I edited the resources to use more realistic values (again easy thanks to comments in code). Quickly took some parts (some stock/some modded) and made things for EL. I removed all the ore modules from the launchpad which is easy with the comments (thanks EvilC!) and used them on other parts. For ore detector I just used the stock comm dish, for drill I used an enlarged quantum strut with no strut functionality, then I made an ore refinery and 'rocketparts workshop' out of big fuel tanks from KW rocketry. Also moved all kethane/resource/EL parts to science category as I have a lot of parts in all the other categories. All in all, took me like an hour with a few loads to test - never hit an issue once, all worked like a charm as and expected. Now I have two separate detectors on my Mun satelitte (and need both) to detect ore and kethane!

    Anyways, just wanted to show how easy it is for others and thank Majiir (and EvilC) for their awesome work. I can only begin to imagine the possibilities.

    Cheers,

    Kris

    P.S. @Majiir, I love that you have separate maps for each resource to toggle between. My only small suggestion is that it might be easier when you have more resources if they each had a separate window. This allows you to compare visually to see where 'hotspots' are of deposit crossovers. (Or maybe there is a better way I don't know of yet!)

    P.P.S. I also have a quick question on the resource plugin Majiir. Is the size of the deposit (showing on the map) correlated to the quantity of resources in it? I see there are min and max resource counts and vertices, but unsure if the rest is random or not.

  11. I've been playing for almost two weeks now and finally made a forum account. I just wanted to express my admiration for this game, it's developers and the entire community. I haven't been this 'addicted' to a game since I was in public school :P - now it's just a bit harder to find time around work.

    From the first day I played KSP, it honestly felt like the game was made just for me - taking everything I love and want in a game, and making it happen. There is still room to improve and always will be (hence the alpha), but you guys are soo on the right path it makes me want to apply for a job there. I really hope this game continues ahead full-steam with development and realizes it potential, and I'll do whatever I can to support that goal.

    To the community and modders, you guys are awesome - not only making incredibly fun enhancements to the current game but (in my opinion) you're also helping the developers a lot by testing out potential features with the public and adding momentum to the entire process.

    Thanks and kudos, to all!

    Kris

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