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Everything posted by Majiir
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Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Majiir replied to Majiir's topic in KSP1 Mod Releases
That is exactly what the concept has been from the beginning. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Majiir replied to Majiir's topic in KSP1 Mod Releases
It indeed means that. I'd left the code alone for a few months. I came back to it and spent several hours pouring over the math to make the textures work, and I got nowhere. Then I checked a couple numbers and realized that I could easily render the whole thing using a pure mesh. Here's another shot that demonstrates multiple colors in use. There's definitely a lot of work to be done still; right now, this is totally disconnected from the actual deposit and scanning code. Still, it renders and it shows up in the map view, and those were my two primary obstacles. With those out of the way, it's just a matter of working it in. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Majiir replied to Majiir's topic in KSP1 Mod Releases
Fat chance! -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Majiir replied to Majiir's topic in KSP1 Mod Releases
There is a per-save seed which is what gets randomized when you use the debugger. There are planet seeds, but they're only used for legacy compatibility right now. I should really make the debugger only operate on the current planet. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Majiir replied to Majiir's topic in KSP1 Mod Releases
The section on Body nodes explains how to do this. It would be! I don't have any idea when or how it would happen, but it's definitely something I'd like to see. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Majiir replied to Majiir's topic in KSP1 Mod Releases
I'm glad you're enjoying it! Be sure to check out the documentation for editing config files. It explains in detail how the deposit generator is configured. The physical size of a deposit has no bearing on its quantity. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Majiir replied to Majiir's topic in KSP1 Mod Releases
The same sentence that says you need 0.5.1 first also links you to 0.5.1. Try it, but it wouldn't surprise me if the deposit seeds were lost. That said, deposits are only saved when a craft with a drill present is saved to the persistence file, so you may be in luck. I do not distribute the downloads from Github. You may have found the sources, but that's not what you want. Use the quoted link above. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Majiir replied to Majiir's topic in KSP1 Mod Releases
Kethane deposits are now generated from a seed, so you can't modify each deposit individually. If you're only interested in one deposit location, you can use the Kethane debugger to find a seed with a deposit underneath your current location. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Majiir replied to Majiir's topic in KSP1 Mod Releases
1. The generator requires the 0.6 DLL. 2. There's no easy way to do it. There is, potentially, a hard way. You'll need to build a custom DLL. The first step is to set the assembly version config so it matches the 0.4 DLL you have precisely; this is so deserialization still works. Then you'll need to write a routine that judges how "close" two sets of deposits are, and another routine to try random seeds and see which one gets closest to your old deposits. That shouldn't be the case. The generator consumes 0.5 Kethane per second and produces 75 ElectricCharge per second. A heavy drill consumes 24 ElectricCharge to produce 5 Kethane. Only 3.2% of the Kethane you mine from a heavy drill goes toward generating power, and a little bit more for the radial drill. If you're running the generator inside an atmosphere, you'll find it runs more efficiently (same power output, less fuel consumption). -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Majiir replied to Majiir's topic in KSP1 Mod Releases
Like I said: I'm working on a geodesic overlay. Tossing scan maps over a planet texture is super easy, but it looks really terrible. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Majiir replied to Majiir's topic in KSP1 Mod Releases
I'm working on implementing the long-planned geodesic map overlay (like this and this) for the 0.7 release. If I still can't work out all the math (I'm currently multiplying quaternions on my whiteboard) in a timely manner, I'll come up with some silly way to make bigger maps without murdering scan resolution. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Majiir replied to Majiir's topic in KSP1 Mod Releases
There's a download link in the release notes. This is counter-intuitive and not very useful, but it's known behavior and not a bug. The detector reports the location and quantity of the last deposit found regardless of what resource is selected in the viewer, so what you're detecting is the massive ore deposit located on every body. I can/should/will fix this in the 0.6.1 hotfix. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Majiir replied to Majiir's topic in KSP1 Mod Releases
When he asked, it had just exited testing. When you wrote this, it had already been uploaded. Writing release notes and updating posts takes quite a while! Teehehehee! 0.4.4 was released on the 5th, twelve days ago. Here's a summary of the changes involved in 0.4.4 through 0.6. The 0.4.3 update is now three months old, so Kethane needed some love! I may have skipped some sleep. And some meals. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Majiir replied to Majiir's topic in KSP1 Mod Releases
Kethane 0.6 has been released. The download link on the first post has been updated. This update adds support for third-party configurable resources and a new part. Kethane is still a resource exploration and mining mod in its own right, but this update expands its role substantially as a facilitator for other mods to implement similar features. IMPORTANT RELEASE NOTES: This release is only compatible with the official Kethane 0.5.1 release. It is NOT compatible with 0.5 or the modified Extraplanetary Launchpads release. If you are currently running 0.5, you should first install Kethane 0.5.1, fly a craft with an extractor and return to the Space Center. This will upgrade your save files from the 0.5 to the 0.5.1 format, which 0.6 can then read. If you previously used the Extraplanetary Launchpads version, you need to delete the deposit save files, which are located at: KSP/saves/{your-save}/kethane.cfg It's difficult to test every upgrade circumstance, so as a precaution, please back up your save files if you're heavily invested in your current deposits. There is a known issue with this release where loading a save, returning to the main menu, and loading another save will overwrite the second save with deposits from the first. This will be addressed in a subsequent hotfix. To safely load a second save, exit the game completely first. Mods that advertise Kethane support must link to this thread and may not distribute Kethane as part of their package. Do not download any version of Kethane except from the first post in this thread. A new license has been created to expand the allowed uses of Kethane. This is mostly relevant to third-party mod makers. Documentation is also available. Changes in this version: Added the KE-G35 Kethoelectric Reactor Unit, a Kethane-powered electrical generator that automatically regulates itself to meet power demands. This unit is slightly more efficient in atmosphere and produces a small amount of waste XenonGas while running. Other mods can create resource definitions which Kethane will use to generate resource deposits and facilitate detection and extraction of those resources. The Kethane resource itself is defined in this way, so deposit parameters can be configured. Added a resource selector to the detector user interface. This selection also affects the debugger functions. The KE-S110 and KE-S210 detectors can detect any resource. This will be removed in a subsequent version, so third-party developers are encouraged to make their own detector parts The scanning sound setting is now persisted across all vessels and all save files. Kethane tanks now have a wet mass indicator in the editor. Converters, detectors and extractors will now remember what state they were in when resuming a vessel. Adjusted the breaking force and torque for the KE-C190 and KE-X270 to bring them in line with other parts of their respective sizes. Tweaked the parameters of the KE-X270 spark effect to tone it down a little. Added tank definitions to support the Modular Fuel Tanks mod. The detector user interface has a new skin. Fixed an issue where deposit info could be overwritten. Created a particle configuration system to make Unity particle systems configurable as part modules. Kethane particle effects now use this system and a new particle dynamics system simulates the effects of gravity and atmosphere on particles. Removed legacy support for the erroneous 0.5 body seeds. See compatibility notes for details. Detectors and extractors can be configured to detect or extract one or more resources simultaneously. Converter modules can be configured to accept a source resource other than Kethane. Added an extractor animator that doesn't require animations. Detectors are no longer required to be animated. Moved the particle effect textures out of PluginData and into the mod root directory. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Majiir replied to Majiir's topic in KSP1 Mod Releases
Very, very, very soon. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Majiir replied to Majiir's topic in KSP1 Mod Releases
I would appreciate this. In particular, this is not the Extraplanetary Launchpads thread. If you are using Extraplanetary Launchpads, do NOT post support requests here. I cannot help you. The temporary EL fork is completely unsupported by Kethane, and you should not expect save files made by EL to work after EL is uninstalled. When Kethane 0.6 is released, EL will use the public API and I can support it then. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Majiir replied to Majiir's topic in KSP1 Mod Releases
I've written documentation for third-party developers in preparation for the 0.6 update. I've been keeping in touch with skykooler and we're planning a roughly simultaneous release of Kethane and Extraplanetary Launchpads so everyone can update both and enjoy the latest versions. I've done some work on the particle effects code, and it's now much easier to add particle systems to parts. (They're defined in part.cfg files instead of copy-pasted and hard-coded.) The generator part doesn't have all the animations done, but it has enough, so tomorrow I'll write the module code for that. -
Time warp requires a bit more battery capacity to keep running at full speed. Try adding a battery or two to your probe and you should find time warp gives better results. There will still be gaps, but a gap of 1-2 pixels between dots is fine. Finding a deposit usually takes on the order of 10-15 seconds, and a "full" map might take 5-20 minutes. It all depends on what you consider enough for your purposes.
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Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Majiir replied to Majiir's topic in KSP1 Mod Releases
Don't delete that config file; it's required. He probably meant the file at saves/{your-save}/kethane.cfg. See my post above, though. I don't think deleting the file is necessary. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Majiir replied to Majiir's topic in KSP1 Mod Releases
You shouldn't need to delete the kethane.cfg file. Make sure you've installed Kethane in the right place; if it's not in the right directory, it might crash on trying to load sound files. -
[0.22] Extraplanetary Launchpads Legacy Thread
Majiir replied to skykooler's topic in KSP1 Mod Releases
This would be nice. Can you create a config node that other mods can define to add exceptions? For example, Kethane's KIntakeAir shouldn't show up, but that's defined in Kethane and it'd be unreasonable to have you maintain an exceptions list. -
[0.22] Extraplanetary Launchpads Legacy Thread
Majiir replied to skykooler's topic in KSP1 Mod Releases
Does the fueling UI support arbitrary resources, i.e. Kethane or other mod-defined resources? -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Majiir replied to Majiir's topic in KSP1 Mod Releases
Someone already did: The Zero-Bypass Turbine has always worked on any atmospheric body, including Kerbin, Eve, Laythe, Jool and Duna. One common issue is that the engine MUST be activated through staging, not the right-click menu or action groups. (After it's activated once, those menus are fine.) This is a KSP limitation, although there may be a hacky workaround. Done. To reiterate, please do not post questions about fuel routing in this thread. Kethane doesn't do anything with fuel routing. These are issues with the STOCK fuel routing system. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Majiir replied to Majiir's topic in KSP1 Mod Releases
The 0.6 alpha with multiple resources support has been sent to the maintainers of the Extraplanetary Launchpads and Orbital Construction mods. If you're interested in testing it for use with your mod, send me a PM. I had a little trouble with a memory leak, but for the most part, development of multi-resources was fairly smooth; it only took a couple days. I think it's basically done and just needs a few tests and bug fixes. I'm going to start looking into the electrical generator that Keptin modeled and see if it's ready to use in-game. After that, I'll tackle the particle effects module, and by then 0.6 should be ready for release. The roadmap for 0.7 isn't completely locked down, but there are two options. The first is to work again on the geodesic grid for the map view, replacing the current scan UI. The second would be to work on shipping multiple resources with Kethane, but that might require more parts, and it's not obvious how to make new resources immediately useful without installing other mods. So, that's where we're at now. Stay tuned for more news! -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Majiir replied to Majiir's topic in KSP1 Mod Releases
The latest version of Kethane only supports 0.20.2. No version was made for 0.20.0 support. [EDIT] It's possible that 0.4.4 supports 0.20.0, but I would just upgrade to KSP 0.20.2.