Jump to content

Kielm

Members
  • Posts

    324
  • Joined

  • Last visited

Everything posted by Kielm

  1. Could this be easily integrated with the Biomass mod? http://forum.kerbalspaceprogram.com/threads/53009-0-21-BioMass-Renewable-Bio-Fuel-Modules
  2. I seem to be having some trouble executing this file. I'm using Windows 7, running from cmd line using java -jar <path to .jar file> and an exception is thrown. Exception in thread "AWT-EventQueue-0" java.lang.NullPointerException at MultiPlayerPartManager.addLog(MultiPlayerPartManager.java:87) at MultiPlayerPartManager.<init>(MultiPlayerPartManager.java:74) at MultiPlayerPartManager$7.run(MultiPlayerPartManager.java:645) at java.awt.event.InvocationEvent.dispatch(Unknown Source) at java.awt.EventQueue.dispatchEventImpl(Unknown Source) at java.awt.EventQueue.access$200(Unknown Source) at java.awt.EventQueue$3.run(Unknown Source) at java.awt.EventQueue$3.run(Unknown Source) at java.security.AccessController.doPrivileged(Native Method) at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Sour ce) at java.awt.EventQueue.dispatchEvent(Unknown Source) at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source) at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source) at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source) at java.awt.EventDispatchThread.pumpEvents(Unknown Source) at java.awt.EventDispatchThread.pumpEvents(Unknown Source) at java.awt.EventDispatchThread.run(Unknown Source) Am I doing something wrong?
  3. This is a good mod that lets me and friends play together relatively seemlessly - happy days. One thing I have noticed is that once ships are docked together, if I then go back to the space centre or leave them docked for any period of time they become impossible to undock from each other - the button is available, but has no effect and disappears after it is clicked. It has affected multiple ships in one game and seems fairly easy to reproduce. Is this a known problem?
  4. I've had a similar problem. I'll bet it's a single engine plane with wheels on the wings? The issue could be that one of wheels (either the left or right) is not always in contact with the ground. Friction caused by having one of them in contact but not the other will veer the plane left or right. Correcting it can add a sudden friction to one side and remove it from the other, causing a severe sideways pull on your plane if done at speed. Try reducing the number of wheels down to three if it's a small plane. If that doesn't cut it, or you need more wheels, try keeping the wheels on the fuselage only. The distance from the centre of thrust/mass to the drag will be reduced, meaning the resultant moment (force) from any drag left or right should be smaller.
  5. Hello! TL:DR version: 1) Stock nuclear engines seem to be better than the ones in this mod until fusion power is researched. What's their use? 2) How do I obtain deuterium? ---Wall of text warning--- So I've been using this mod for some time and been enjoying it. Having worked through the tech tree in career mode in 0.7.4 I'm having some trouble finding useful applications for Nuclear-powered rockets. Before fusion power, the thermal rocket configuration for a 1.25 nuclear reactor seems to provide less ISP and less thrust than a stock nuclear engine, at roughly the same weight, but with the added benefit of producing power. Using plasma thrusters increases the ISP but makes the thrust so low that performing interstellar manoeuvres becomes extremely time-consuming. In short, the only useful application I've found for nuclear reactors is power generation for science labs. Thermal rocket thrust and ISP are too low to either land on the majority of planets or outperform stock nuclear engines. I've just researched fusion power so this is about to change, but I'm wondering if anyone else has any ideas about using various sizes of nuclear reactors with different configurations of thermal nozzles/plasma thrusters? I've played around a bit but haven't found any configuration that seems to just... 'work'. Finally, Engineer Redux seems to be having trouble determining delta-v with the vista engine, and I'm not sure how long the tritium/deut will last. I can breed tritium in the reactor but do I need to electrolyse for deuterium using the science lab or harvest with atmospheric scoops? It's going to be hard enough getting a 3.75m nuclear reactor powered vessel off of Kerbin without even thinking about landing it somewhere as well! Thanks in advance - great mod with some challenging stuff in it.
  6. Great mod! I like adding value and parts to my existing orbital fuel stations One question - I notice the experiments have diminishing returns in LKO, which is what I would expect. Do these experiments generate more science if performed in orbit around other bodies in the same way stock science parts work?
  7. I've had this many time and it took me a while to figure out the problem. Angled landing gears play a part so if you have them - reconsider their placement. When multiple wheels touch the ground slight variations in roll can make some wheels touch the ground while others are up in the air. It will be such a small variation you can't even see it. The effect is that the wheel touching the ground causes drag, pulling you to one side until the plane corrects itself and the opposite wheel touches the ground, pulling you the other way. The oscillation will eventually make you crash. You can fix this by reducing the number of wheels (3 is sometimes better than 4) or by bringing them closer to the fuselage instead of out on the wing, where the effect will be much more pronounced. Many Kerbals have died needlessly for that one.
  8. There are two scenario {} sections in the persistance file. One of them contains all the kethane-related information for your save game - it should be fairly obvious which one. If not just search for Kethane. Every planetary body has a scan mask (map of scanned areas) represented by a block of characters, which shows how disclosed (after scanning) your planet is. Incidentally, if you want to make the planet fully scanned you can just overwrite all these characters with full stops (.) and in-game will show a fully scanned planet. However, as far as I'm aware Kethane generation is done by starting with a 'seed' which reliably generates the same pattern of Kethane every time that particular seed is used. The persistance file just stores amounts of Kethane in each deposit, so you can't alter the location or spread of the deposits without changing the random seed. If you're still using Kethane 0.7.7 or haven't upgraded to 0.8, change the seed number (to anything!), remove the SCENARIO section in your persistance file that contains the Kethane information (being careful to leave the other SCENARIO section untouched) and it will regenerate a different pattern, but there's still no guarantee the new pattern will have Kethane where you want. The seed number can be found in the resources.cfg file in the Kethane folder. My understanding is that new Kethane deposit generators will be coming soon. If you want Kethane and Ore in the same place, just regenerate both resources by deleting the SCENARIO section in your persistance file, edit the resources.cfg so that Ore and Kethane have the same seed, and voila. Ore and Kethane in the same place.
  9. For colour changing: Look in the Gamedata/Kethane/Resource folder for a Kethane.cfg or Resource.cfg (I can't remember which and I don't have the folder structure handy). In one of those is a Resource Definition for Kethane, which will contain a ColourEmpty line and ColourFull line. The numbers represent RBG (Red, Green, Blue) values and are scaled 0.0 - 1.0 instead of the normal 0-255. Having the values 1.000, 0.000, 0.000 for example should make it a painfully bright red. In there you can also find other Kethane values you can change to adjust the size and number of deposits, everything there is configurable to your heart's content. Check the Kethane API for full details of what each line does.
  10. That's an interesting idea. Thanks for that! You're right, it does allow the creation of mass, which I'm not keen on because you're left with an overpowered (almost) limitless fuel (kethane) tank. Now I'm leaning more towards an Oil refining model - Using Crude (or Krude) Oil to produce a variety of products for different situations.
  11. http://forum.kerbalspaceprogram.com/threads/52109-Resource-Expansion-Mine-all-the-things!?p=686292#post686292 Work in progress but it's fairly easy to add new resources to Kethane to make those stations and bases more 'useful'. Stock Kethane is good, but only really intended for making ships refuellable. I'm trying to make a reason for big refining stations with lots of solar power - if you have any suggestions please let me know!
  12. I'm expanding my game and adding resources. So far I have made: 1) Additional Kethane isotopes that are denser, rarer and more valuable than stock Kethane. Isotopes that are quite rare, much too heavy to move long distance but provider much better yields of liquidfuel and oxidizer. The rarest requires either luck or a 80-90% planet scanning coverage, but yields 100x more than stock Kethane. The downside is that it's 10x heavier, so immediately the trip-for-trip yield difference compared to stock kethane is about 10x more. I may tweak this. Requires large amounts of power (1,200/s) to convert meaning this is really only viable at a base or station. Again I may change this to use KSP Interstellar's MegaJoules or something else entirely. 2) Science gathering (for KSP Interstellar) that occurs in locations of the rarest isotope - the idea being that if you can find it, the value of the location is of scientific interest itself. I still haven't decided on maximum values for the numbers. Science is 'mined' for now until I can think of a better way. Want to make: 3) Deuterium and Tritium deposits for Impossible Innovations, but the overpowered nature of the (intended for cheating) mod puts me off a little, and the overlap of resources with Interstellar Warp makes me twitch. 4) Mining/Harvesting in some form for IonCross, but I'm not convinced it needs it, or that it's stable enough (encountered an infrequent but annoying ship disintegration when trying it out). 5) In general, better use of the functionality provided by the Kethane mod. 6) Combine different resources to make better fuels. e.g. Jool has plenty of LiquidFuel, great for ISP. But if you want more thrust, you'll have to bring oxidiser! Taking suggestions to fuel my enthusiasm!
  13. On the subject of managing delta-v when warping: I like to let the sun do all the work for me. Need to increase speed to 'North'? Warp to the South of Kerbol. Need to go more West? Warp to the East of Kerbol. The gravity will drag you in the direction you want. Braking works the same, just in reverse. If you want to match velocities with a planet on the opposite of Kerbol, just position yourself close enough to it so that it sucks your current velocity away, then once you've accumulated enough velocity to roughly match your target just warp to a within a reasonable distance. If you pay attention you can complete all this maneouvering in a few days, but getting the angles right takes practice, and you still need a few k dv to 'tidy up' afterwards.
  14. My understanding of the kethane module is that the rate of conversion is scaled to available power. if you only have (for example) 12 out of 1,200 required power, you'll get 1/100th the rate. So yes, you can run at 10% power and time warp to 100x or so, but the same applies to pretty much everything else in KSP too. It's more about the amount you have to mine to get fuel. K10 gets the most fuel if you've the patience to locate it and the design to haul it. I haven't decided tanks yet. I'll start with one small tank for each and test how it goes. A solution where one tank can hold a set mass of any (they differ in density so amounts would vary) would be good, but too easy at first!
  15. So I added some new resources but I'm struggling with some balance issues so I thought I would ask for opinions on ideas. I have three new resources. Lets call them K2, K5, and K10. K2 is 2.5x as heavy as Kethane. K5 is 5x as heavy as Kethane. K10 is 10x as heavy as Kethane. K2 occurs about 1/2 as much as Kethane. K5 occurs about 1/5th as much, and K10 has at most, two small deposits per planet (very hard to find). The tricky part is balancing the conversion yield and other requirements. At the moment, the conversion yield is the weight ratio squared. So K2 yields (2.5 x 2.5=)6.25x as much LiquidFuel and Oxidiser. K5 yields 25x as much, and K10 yields 100x as much. I think this is overpowered too but please read to the end. So immediately the benefits of mining K5 and K10 are obvious. Why would we mine anything else? Power. The power requirements are scaled to match the YIELD, and not the weight. So whatever Kethane costs to convert into Liquidfuel, K10 costs 100x as much power, K5 costs 25x the power, etc. This makes refining the rarer resources only feasible on stations on bases, and gives a purpose for oodles of solar panels. Some of the K10 conversions require 1,200 power/s (67 of the largest solar panels)! Also remember the weight issue. K10 might yield 100x what Kethane does, but it also weighs 10x as much, so immediately you can only haul 1/10th the units you could normally haul, so 'real world' yield is actually 10x. (K5's real yield is more like 5x, and K2 is about 2.5x. My thoughts: 1) Unsure of yields. I don't know if they're about right, underpowered or overpowered. 2) Make a reactor that uses K10 to generate 1000 power/s. Consuming a *very* valuable resource to power resource converting efforts.
  16. Thank you for the information! I've looked through the Kethane API and it does indeed seem to be very straightforward to add new resources. The challenge therefore becomes in the (potentially new) parts. I think for now it would be best to test with existing parts, adding other Kethane isotopes to tanks and converters to see what the game is like with the extra layers.
  17. I've been wondering (dangerous I know). How difficult would it be to introduce other 'types' of kethane? Would it be a lot of work to have, for example, 3 different isotopes of Kethane that are mineable on a planet? One 'vanilla' isotope, relatively common, same as the current one. A second much lighter, but much more widely occurring, less valuable (i.e. lower conversion ratios) isotope, and one much heavier, rarer (but much more valuable) type. Would this be tricky to implement? The reason I ask is that I like the Kethane mod but I tend to play it as more of an 'Unobtanium' kind of resource and tweak the conversion values to make it much more valuable, as I like to store it in orbital facilities to use as refuelling stations. At stock values I find that a trip down from Munar orbit and back doesn't net that much Kethane, and I only really use the scanner until I've found one decent sized deposit. Having the option to either drop down anywhere to quickly refuel or look long and hard for a decent valuable isotope for long-term refining would (in my opinion) give this mod much more variation. Has this already been suggested? If not, thoughts?
  18. Any chance of someone getting this in a plain text table for those that aren't on imgur-friendly networks? Thankyou!
  19. You sir, are psychic. I have just been looking for something just like this!
  20. Definitely not depleting. I know the deposits are huge but the numbers aren't changing...
  21. Love the ideas behind this mod! I can't seem to get my science module to produce science. It's attached to a station in Kerbin orbit but the science rate is 0.00 despite it saying "researching..." and having two kerbals with low stupidity. I put the WarpPlugin folder from the zip straight into GameData - did I miss a step?
  22. I love the ideas behind this mod! I've just started using it, threw the WarpPlugin folder into Gamedata (not sure if I missed a step there). First question: I put a science lab onto a station around Kerbin, with two Kerbals inside with Low stupidity but I'm not generating any science! The station says "researching" but the rate is 0.0 and no science is accumulating The station is solar powered, do I need to attach an additional reactor or something? Have I put some mod files in the wrong place?
  23. I've looked around on here but I can't seem to find the answer to my question. The mod is great and I love it, although the size of some of the parts can make them difficult to work with! My question relates to Ore consumption when it's mined. Kethane gets depleted over time, but when I'm mining ore I don't see the amount where I'm mining getting depleted on the map. Kethane gets depleted but Ore does not, and yes I've checked it's actually getting mined and my tanks are filling up Is this intended or have I missed a trick? Debug is set to false in the launchpad part.cfg - is there another setting I need to toggle?
×
×
  • Create New...