

psyper
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Everything posted by psyper
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KSP have moved all their mods over to Curse for what its worth: http://www.curse.com/ksp-mods/kerbal Edit: didn't see the discussion on Curse when posting sorry
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I've multiplied Iron's value by 10 from the values in the above post - basically add a zero on the end of everything and you have the quantity you need. So now you can create a mining colony on any planet, mine for Iron Ore, convert it to Iron, bring it back down to Kerbin (I would recommend a ship that'll deorbit some drop tanks with parachutes and landing legs as close to KSC as possible for maximum profits!) & then recover the craft for finance for your space presence. Kethane Plus - Mars Edition 0.3 Download: Here Compatible with: KSP 0.24.x Kethane 0.8.8 ModuleManager 2.2.0 [*]Adds Iron Ore as a mineable resource. [*]Iron Ore covers the following bodies 100% (mostly): Duna, Bop. [*]Drills and Scanners are able to mine and detect Iron Ore. [*]Adds Iron as a resource which you cannot mine. [*]Enables Kethane's converters to convert Iron Ore to Iron. [*]Adds additional Psyper's Upcycle Iron Ore and Iron Tanks under the Utility category. [*]Iron and Iron Ore can be 'sold back' to KSP for profit under the new contact version of KSP The Mars Edition will give you the ability to find and mine Iron Ore and convert it in to Iron. You can bring Iron back (and Iron Ore to a lesser extent) to Kerbin for profit under the new version of KSP.
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5th horseman definitely. and Scott Manleys reusable space program taught me a lot of what I know about ksp. gonna subscribe this post for any more as I'm always viewing one or more YouTube ksp series
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For the Mars Mod I've been crunching some numbers for the costs. I created a basic miner which can convert Iron Ore in to Iron and did some experiments. The Miner costs 39061.70. When recooping it straight back I get 39061.68 (not quite 100%) If I fill it up with 3200 of iron ore I get back 39062.00 ( 0.32 profit) - this is the same amount as you would get back if you did the same for Water - the profit in that would be because its basically spring water. However, I want to a) discourage bringing back large quantities of iron ore (or mining it straight from ksp if its under a deposit) but want to make it semi-realistic so will probably up the profit on that. Filling a 3200 tank of iron ore and then converting that using the 2m converter gives you 2720 of iron. When recovered this gives you a profit of 1740.74 above an empty miner. Filling a 3200 tank of iron by converting and drilling gives you 2048 profit. I haven't played career yet let alone the contracts version so is this balanced? The purpose of this is to set up a mining colony above minmus and bring tanks with legs and parachutes down to kerbin full of iron ore to sell off to finance the mission. Would you be able to launch several empty iron tanks off to minmus - fill them up - bring them back to kerbin and make the trip worthwhile? Edit: Yeah I created a drop tank consisting of 8 radial parachutes, a small iron tank, 4 legs, 4 solar panels and remote guidance unit - comes to 8512.00 might have to x10 on all the figures. What do ya reckon?
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have you got a screenshot of your vehicle - this will help a great deal in diagnosing the issue.
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I've been making changes to the Kethane mod and also trying to get on top of the lifesupport and karbonite mods with an interest to tweak them but I get time to work on the mods but end up opening ksp and playing the game itself and never get time to work on the mods!
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[24.2] Karbonite Ongoing Dev and Discussion
psyper replied to RoverDude's topic in KSP1 Mod Development
a-man to that!! Perhaps if we could list them on the front post or a separate thread might be better. I created a water resource which was the same weight as kethane so if you have both tanks on your craft it wouldn't become unbalanced but someone pointed out that LifeSupport mod had LiquidWater as a resource which was slightly heavy - so I made an add-on for that too - you could even install both and you could mine either water or liquidwater and convert between the two - it was stupid and confusing but it might end up being that Kerbonite will have different 'connections' between different mods so you can add to the specific mod you have installed without it being compromised by one that you don't have (if you get what I mean!) -
[24.2] Karbonite Ongoing Dev and Discussion
psyper replied to RoverDude's topic in KSP1 Mod Development
This thread is going at break neck speed (which is awesome) so I may have missed the boat on this but with regards to modding this to work with other mods: I have been creating add-ons for Kethane for a while now which add extra resources, changes the kethane balance to make it harder to use and adding tanks to the kethane converters (to get round the routing issue). This is all done with MM scripts and extra tanks so its a case of the player just picking a choosing which add-on they want and dropping its folder in the gamedata folder. I think this method would be ideal for this mod and I would be happy to help out in creating these if anyone is interested. To give you an idea my add-ons are located here: http://forum.kerbalspaceprogram.com/threads/71140-WIP-KSP-0-24-Kethane-Plus-v0-3 -
[24.2] Karbonite Ongoing Dev and Discussion
psyper replied to RoverDude's topic in KSP1 Mod Development
Here take my sword. Here take my open source tanks http://forum.kerbalspaceprogram.com/threads/71204-Psyper-Multipurpose-Tanks-Co I won't even begin to say I'm any good at mods but I put word out a while ago for people to add tanks that I can recolour in gimp to use for kethane addons. This was the result and you're more than welcome to use them as you see fit. -
New version (0.3) of the Mercury Edition of my Kethane Plus add-on. The tanks have been renamed better, their prices have been tweaked to reflect the new KSP version and water has been given a monetary value which is very low as its just filtered river water! Kethane Plus - Mercury Edition 0.3 Download: Here Removes Kethane's converters ability to convert Kethane in to Oxidizer. Adds Water as a mineable resource. Water covers the following bodies 100% (mostly): Kerbal, Eeloo, Laythe & Vall. Enables Kethane converters to convert Water in to Oxidizer. Enables current Drills & Scanners to mine and detect Water. You don't need additional hardware sent to your bases or satellites. Adds additional Water & Kethane Tanks under the Utility category. New style many thanks to blackheart612 (old style is present but unavailable in the VAB/SPH so your old craft files will not be affected). Tanks start empty but they are tweakable. In order to mine fuel for your rockets with The Mercury Edition you will need to detect Kethane and Water deposits on the different bodies in the Kerbal System. Your existing drills and scanners have been automatically upgraded to mine and detect Water. You will need to equip your miners with Kethane or Water tanks. If you find a Water and a Kethane deposit that overlap then your drills will mine both resources equally (lucky you!). You can then connect these tanks to a converter (or transfer them to tanks attached to a converter) and convert Kethane in to Liquid Fuel and Water in to Oxidizer. I'll be updating the rest shortly and adding new add-ons soon.
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.... wonder where we'll get the inspiration from ... http://www.space.com/13139-space-fully-reusable-rockets-works.html
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[24.2] Karbonite Ongoing Dev and Discussion
psyper replied to RoverDude's topic in KSP1 Mod Development
First off ModuleManager is your friend - if you can make sure that elements are tagged so they can be accessed through this if anyone needs to change any settings - also have folders where putting files will get picked up by the karbonite mod for things such as resources and be open for other users to modify your parts if they so wish - the main problems I have with kethane is that its very against modulemanager interactions with the converters - if I want to change one conversion there is no proper way to refer to it as they lack tags that MM can pick up on. Also I wasn't allowed to create new parts using the kethane parts as templates - for example I wasn't allowed to take the kethane tanks and change the green trim to blue as this violated the agreement - even when I asked the person who created the tanks for the kethane mod he was told that he's not allowed to create tanks for anyone else as this violated his agreement with Mojjiiirrrolrr WTH -.- -
[24.2] Karbonite Ongoing Dev and Discussion
psyper replied to RoverDude's topic in KSP1 Mod Development
I've been eagerly following this tread for the last couple of days. I have a kethane add-on which adds Water as well as other elements to its scanning, mining and conversion systems and its been a bit of a headache skirting around the licence and now the issue of mod statistics too. I would very much like to 'port over to kerbonite at some point and would like to help or provide input if you need it. -
I have had to use modulemanager to get these add-ons to kethane working and I have had a few problems running up against the licencing imposed on kethane and the use of its parts. I have been keeping an eye on karbonite and it does have a lot of potential and its tempting to switch over to it. only problem is my save game is about 7 months (irl) in to the game and I have a lot of craft that heavily depend on kethane so its going to be a hard switch. however, looking at this mod statistics issue it might be worth the pain of retiring my mining operations and upgrading them to kerbonite mining!!
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So anyone have any opinions on this idea: Trinium - a very valuable mineral found on different moons on the Kerbal system. You have to scan for the Trinium ore and refine it in to Trinium - but its not that easy as you can only refine it by using energy and Kethane. Once refined you can transport it back to Kerbin and recover the tanks and earn money from it that you can then use to purchase more parts for your space program?
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coming soon for version .24 - valuable resources you can sell by bringing them back to Kerbin - starting with Iron (as water is pretty much valueless for bringing back to Kerbin!)
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(currently having a problem with the radial drills at the moment - for some reason the latest version of kethane isn't allowing me to mine it - I'll have an eureka moment at some point and it'll become clear what I did wrong) edit: eureka moment encountered - typo - now working but need sleep.
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http://www.firstmenonthemoon.com/ Very awesome website if you want to totally geek out and follow the conversations on the way to the moon. Gives you some cool tips for landing on Mun too - first tip have 5 guys stand behind you following the script on the site. Hover over any acronyms and technical terms for an overview of what they mean etc. geek out.
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I'm trying to update my mods but when I get free time I'm playing KSP rather than working on the mods!!! I will update these I promise - this isn't abandoned! I'm going to be renaming these to be more procedural and adding some new ones but if anyone has any requests please let me know.
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IIRC when you first install the TAC life support mod none of your ships will start consuming resources until you get in to physics range (>2k) so I'm thinking that the kerbal won't start consuming resources until you get close enough to them to rendezvous with them anyway - and 6 hours is plenty time. The only thing you have to ensure is that your rescuing craft has enough life support in order to bring the kerbal home safely.
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This happened to me too - I assumed it was the KAS mod as the parts that started going crazy had KAS struts on so I undocked them and removed them from the game - stopped the station going crazy and I just sent up a replacement part. I can't see your screenshots as my work block imgur (if you uploaded them there) so I can't tell if you have KAS or not. If you do it might be worth removing the parts from your persistence file?
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wow jaded much? From what I can gleam from the thread with people who have the early release of the game: Not sure if this is what you're after but I hope it helps.
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Elon Kerman and the Space K Korporation invites you to the very first Space Hotel aboard a Single Stage to Orbit passenger transfer craft! Package includes a tour of the Kerbal Space Centre, a trip on the DreamCatcher - Space K's inaugural VTOL SSTO travelling up to The Sarah-Jane Space Hotel where you will spend 2-weeks travelling at over 5,000 miles an hour 50 miles above Kerbin. In the near future we will be offering this as a gateway to other planets - spend 6 months on Mun or Minmus, spend 4 years on a trip to Duna. Perhaps one day even Laythe. The Possibilities are endless. The skies await you. I wanted to build a space hotel in LKO complete with a vehicle to get tourists from Kerbin and back. The Hotel is to provide ample room (Hitch-hiker Compartment for two tourists each) and no need for them to use their jetpacks in EVA. At the moment the stock game cannot transfer crew from one capsule to another so a ladder system was needed. I tried countless times to create an SSTO which will take a hitch-hiker capsule in to low orbit, rendezvous with the hotel and to dock the hitch-hiker capsule to the station with the option of leaving it there so inter-planetary vessels can grab the capsule and take it to wherever it needs to go without the tourists having to even leave the capsule itself. The SSTO then refuels at the station and brings a hitch-hiker capsule back to Kerbal Space Centre where it can refuel and pick up more passengers and take off again. Originally I tried a space plane, over and over and over again. 99% of them ended up as a fireball near the end of the runway or splashing in to the ocean. One the rare occasions I do get one past the island the fuel changes the balance and it flat spins in to the water. Not going to space today. Eventually I hit upon creating a rocket/ssto design which will lift off vertically using jets and use rockets once the atmosphere gets too thin. After about 8 different redesigns I settled on the one you'll see below. This first one is call DreamCatcher and the hotel has room for another to be docked at the same time so I'm going to create a few more so they can be cycled (BlackCat & RabbitsFoot are currently under construction). Beware this is going to be picture intensive, I was going to put these all in an album but I'll put some of the highlights on their own so I can go through the premier trip with you Meet Tomler, Hans, Samlin, Nedfry & Sidfred Kerman. They have spent the week at the KSC and its late evening and time for the trip they have eagerly been waiting for (they took like two hundred photos of their tour in the KSC but I didn't think you'd want to see those!). The buggy has come to pick them and their luggage up outside their temporary living quarters ready to take them to the DreamCatcher waiting for them on the launch field outside. (yeah I know we need a better buggy!) The DreamCatcher having a last minute refuelling and checklist before taking off. Theres one of the engineers doing a final inspection. In Hindsight I really should have renamed the SSTOL BEFORE launch NOT while in orbit but ho-hum. The sun is setting and its time for one quick photo op before boarding. Really should've pressed F2! With the sun setting and The Sarah-Jane Space Hotel approaching over the horizon behind us we have lift off!! Moar Struts, Moar Boasters - now Moar Intakes! Pushing the Periapsis forward before making our gravity turn. I tend to keep it about 9 seconds ahead. Love this game! One of the jet engines started to sputter so they all were cut, rockets activated and the air intakes closed. ONWARD! The hotel was behind us so we did a Hoffman Transfer and moved to a higher orbit to allow it to catch up. Think our tourists are enjoying the view. Final approach to the hotel. We have docked. From left to right: Starboard docking port for larger craft and future expansion. Next we have the two parking docking ports for the SSTOs to connect on to once they have dropped off their cargo/hitch-hiker compartments. The next two ports are where the Hitch-hicker compartments sit, these can be stacked but normally there is only 1 on each side. These are connect via ladders to the passenger quarters which is next (top middle). Behind those are the orange fuel storage tanks & liquid fuel only tanks to resupply the SSTO's and interplanetary craft that visit. At the centre of the image we have a large docking port for expansion and at the bottom centre we have the crew quarters and Cupola C&C for the station itself. Tourists can visit this via the ladder system for some stunning views of Kerbin and an insight to the workings of the station. At the far right is the port docking system - 4 normal docking ports and 1 central senior port for large craft. This is provided for servicing the station as well as any other visiting craft - two of the docking ports are accessible via the ladders (one of which has been extended!). In the dark on the senior port is the station tug (rcs and probe body) there in case anything needs moving around! The hotel was named after my Wife who put up with my Kerbal addiction and watches Murder She Wrote in the other room. You always has to name something in your latest game craze after your SO - it goes a long way (Had a planet called Sarah-Jane in OGame when I played it too!) The back of the hotel showing the fuel tanks and DreamCatcher docked on its parking docking port. The first brave tourist doing an EVA with the ladder system fully deployed. The network of ladders enables you to get to both SSTO hitch-hiker compartment docks, the hotel living quarters, the staff and C&C systems and the two port docking ports. There are two living quarter modules connected to the Hotel with options to extend this further. Solar Panels! The crew transfer - a full complement of engineers who have just completed working on the hotel are coming back home on the DreamCatcher! Time to redock and bring them back down to Kerbin. We have separation! Time to check 'control from here' (how many times have I fogotten to check that!) and then homeward bound. bye bye! One day Mun we'll have a tourist base on you.. one day. Deorbit Burn. Its just sunrise at the KSC but those city lights look cool. Sunrise! The air intakes are open and once they start building up air we will switch from the rockets to the jet engines. Not liking that suicide burn countdown mechjeb :/ KSC in sight under the clouds. Keeping the target and my retrograde markers as close as possible for a perfect landing. want to land near the passenger buggy and fuel tanker Coming in. Just noticed how much fuel we're bringing back down. Perhaps next time we'll only take enough with a bit of a margin! Landed. The engineers are finally home leaving the tourists in their place up at the hotel. For now we'll have to land and take off on the grass field outside KSC until the nice people at the space centre builds us some landing platforms. (Kennedy Space Centre is currently doing something similar so you never know ... Squad?) But for now there is a more civilized way to launch... Now if only there was a way up and down from here!.. Many thanks for joining me on my little adventure - now for all the pictures: