psyper
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Everything posted by psyper
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I got the same yesterday when I wanted to move a ladder I just assumed it was the size of the thing clipping my kerbal in half! I used the h key in the end to do it, but if you have one of my mods installed I'm fearing that this might be the culprit - if you remove the gameData/psyper/scripts folder and reload the game what happens?
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If it's named differently then it wouldn't know that it's the same resource. Renaming it will work but you need to rename it in the script file for the drills and scanners. When I get a chance I can create an add-on specifically for kspi if you'd prefer. I want do carer for as many resource mods as poss! As for the water tanks they act just like the kethane system so you will need water tanks connected directly to your craft or reverse fuel lines if radially mounted. You can alternatively use the europa edition which adds tiny tanks to new and existing converters on any craft and you can the drill and convert directly from them.
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I feel like a kid in a sweet shop!! I have no idea which one I want to bite in to first!! I think the red trusses are probably not to my taste but I'm not sure if other people would like them. I prefer the black trusses in the original tbh. I like the kethane text on the green ones with the text vertically printed (rather than embedded in the trim) but I'm not sure how much work you'll have to do in future if we name and colour each tank individually! I've done a deal with blackheart612 where they will create each tank in one colour then I'm able to open the png file in GIMP and remap the hue to a different colour - this is as far as my painting skills go! Thus freeing up blackheart612 to just create individual tanks and for me to create the colour range. If you're willing to do each tank then I would love to have the following tanks: your X200-32 (kethane texture 3 one) in the following paint: Green - Kethane (like your example) Blue - Water Red - Iron Brown - Iron Ore That would be awesome thankyou
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Awesome. Glad I could assist your kerbals in furthering their space endeavors Please can you post a screenshot? I created a interplanetary craft which uses water and kethane to refuel - it is planning to do a grand tour and refuel at each location. http://forum.kerbalspaceprogram.com/threads/73181-IMC-Eosphorus-Interplanetary-Mining-Vessel I keep looking at her in awe - shes one of my biggest creations beauty and function! (Ireallyneedtogetoutmore)
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IMC Eosphorus Interplanetary Mining Vessel
psyper replied to psyper's topic in KSP1 The Spacecraft Exchange
Same. Its also the maintence that happens on the ship that gets me too - the ship drops in to orbit around a planet or moon - scans for resources then depending on the resources available a small tug launches grabs the relevant cartridges and plugs them in to the lander which then targets its landing zone drops down and fills up, launches, redocks, unloads resources and then gets its cartridges reconfigured again! -
I'd like to show off my latest creation. The Interplanentary Mining Corporation's Astra Planeta Class Mining Vessel The Eosphorus (phew a mouthful!) The ship is designed to extract Water and Kethane to make fuel while it patrols the Kerbal system. It will stop off at several moons and planets along the way visiting various outposts making sure they are okay and providing assistance when required. Its fully supplied with Resource Scanning and Mining capabilities. From the image above from left to right: Kethane and Water scanning satellite - 1 Nuclear engine and 4 scanners - able to detach and manoeuvre in to its own polar orbit if needed and return to the vessel once completed its scan. Monoprop Tug - Main work-horse of the vessel itself. Two large monoprops, two batteries and a probody wrapped in rcs thrusters. Mainly used to move tanks from the vessel to the mining lander. Next up is the mining lander itself. Designed to take different combinations of tanks including fuel, water, kethane and even personnel (via hitch-hiker cans). Has two nukes and two LV-T30's to give it the lift it needs to get in to orbit - the LV's shut off once in orbit and the lander is then able to dock with vessel once its in close. Next is a lander passenger can - this consists of one hitch-hiker can but we can add further to the ship when needs arise. This can be connected to on of the landers pads so crews can make excursions to the surface to plant flags and fall over etc. Next is the main body - it consists of 8 sr docking nodes, solar panels, fuel tanks and a kethane converter. The converter is configured to convert kethane in to liquid fuel and water in to oxidizer. Makes the game just that bit more interesting! The docking nodes holds 4 water cartridges , 4 kethane cartridges and 4 fuel tanks. There are plans to swap this out for a 5 orange tank configuration with the docking nodes at a 90 degree angle pointing down the ship to hang the cartridges on to make it more 'streamlined' Lastly at the front of the vessel we have the command and control - 4 nukes to shorten thrust duration and a cupola cockpit. The vessel can store up to 32,000 litres of water, 32,000 litres of kethane, 18,480 litres of oxidizer, 15,120 litres of liquid fuel, 2,115 litres of monoprop and can be manned by up to 5 kerbals.
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amazing work kyklop! On the first pic ALWCT-125-220 I liked the interior ones. On the second pic I liked 950E, 800G and ... Actually the octagonal tanks do look good - I think I'm torn with the fact that they probably wouldn't fit on my ships in their current configuration but I think they actually look pretty snazzy! Will you be able to do something similar for the Rockomax X200-32 Fuel Tank similar to your 3000G but with a red trim - not sure how you would do the trim whether to have the struts coloured that way or to have it painted on like blackheart did on some of my screenshots above?
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Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
psyper replied to Majiir's topic in KSP1 Mod Releases
shameless plug: You do need tanks - either that or you can use my add-on which add a small kethane tank inside the converters: http://forum.kerbalspaceprogram.com/threads/71140-WIP-KSP-0-23-Kethane-Plus-v0-2 Its the Europa Edition that you need to download - and you'll need modulemanager if you haven't already got it. -
Kethane Plus - Mercury Edition 0.2.1 Download: Here New version. Now has some pretty tanks added with thanks from blackheart612. The old tanks are still in the install but are not available in the VAB/SPH - this means if you have craft using the old tanks you wont loose them! However, they will be removed in later versions so its best to send new supplies! (although you could keep them in the craft folder and they will remain unaffected anyway!)
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Help needed: Kethane Miner
psyper replied to psyper's topic in KSP1 Gameplay Questions and Tutorials
Loving the SSTO and its colours - I'm guessing the texture replacer there!! I did try to do without the gigantor panels but its finding enough surface area on the lander without either clipping the kethane/water tanks or the solar panels themselves - two gigantor's are pretty much all I needed plus some mini ones to keep the battery charged while they are stowed. This is a good idea - perhaps the small converter with a sr docking port to stow underneath the lander - it needs to be a sr really because the lander sits between the spaceship and a kethane scanner satellite - I'd probably need a jr docking port and a tug to move it in to place - there is another option to add it to the top of the lander so it could have a probody and rcs so it can move itself on to the lander while in orbit... So anyway - Lander Mk IV was pretty much a success - it landed filled up 4 water containers so thats 12,800 L of water and managed to take off with ease and docked. A little niggle was for some reason when I first thrusted to deorbit the lander it started to spin uncontrolled - I stopped the thrust realigned to the marker and started firing again and had no problems. I checked it to make sure I didn't have any fuel lines missing or fuel unbalanced and couldn't find anything out of place. Landed okay and took off without a hitch - even was able to cut out the extra engines after the initial boost and use the nukes for the rest of the way up. When I rendezvoused with the spaceship again I kicked in the thrusters and it started spinning but this time I noticed the tanks were wobbling around so it looks like I need MOOOR STRUTS lol. Easy thing to solve with a bit of tweeking on the design. Also I had to keep an eye on the electricity level a lot so might get rid of the radial batteries and go for the large inline one. But all in all it was an easy ride and should work okay for Moho - the big test! NEW WATER TANKS (I tried to amend the persist file with my new tanks and they ended up clipping the docking ports (still worked though without taking the rest of the spaceship with it!) Is there not a sight more beautiful than one of your own creations screaming along after having its full of liquid Many thanks for everyone for posting tips and hints and screenshots - you've all been a great help and I couldn't have done this without your input. I plan on posting my full spaceship in detail at the craft exchange if anyone is interested. -
are you able to do something similar to the one you did with external reinforcement but have it wrapped around the tanks (I'm thinking of something like chicken wire wrapped around it :/ )
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Help needed: Kethane Miner
psyper replied to psyper's topic in KSP1 Gameplay Questions and Tutorials
How does this change if you needed to extract Kethane from one field for Liquidfuel and Water from another field to convert in to oxidizer? Water weighs the same and the tanks are the same as the kethane ones. If I have to make a hop from one side of a moon to another to fill up the other half of my di-mix fuel would that kick the ball firmly to the keep the refinery on the spaceship's side of the pitch so to speak!? I'm tempted to install a mini converter on my lander but its .5 tonnes that I don't really need if I have no fields that overlap with each other. -
Check out my Kethane mine: the tanks are cartridges for the different resources - so I can swap them out as required. This one is geared up for both Water and Kethane mining! Thanks again blackheart612. I'll release these to my addon's when I get the chance and I've credited you in the cfg files of course Edit: I tried to edit the persistent file to replace the current (illegal tanks) on my miner on the mun but it clipped a bit. Still awesome until we ship over some more stable versions !lol
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I'm liking version B Would there be anyway to put the trusts around the tank itself like you did with the ALW-FTB-250-950F?
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Did a quick search for iron ore tanks and found these for tanks that hold metal ore: http://www.permastore.com/market-sectors/mining/gold-process-plant I think theres a texture like these already out there?
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Thanks again Blackheart612 - I'll check it when I get home from work
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They are amazing! Can you send them to me? Or post them here?
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Those are awesome!! I think I may have borrowed you image as an example (sorry) The idea behind this is to get as generic as possible so they can be used by modders for many different applications - green could be used for oxygen or kethane or waste water (eww) but I do see the point of perhaps giving them more specific style. I'm currently in the need of water tanks, kethane tanks in the same style and then I need iron and iron ore tanks / containers. I'm useless at moddeling and being arty with textures so I'm hoping to get the likes of you two to help me out. So I'm thinking blue glass / plexiglass for the water tank? Same in green for kethane (it's probably a gas compressed into a liquid anyway)? Maybe a square box or framed tank with red trim for iron and brown trim for iron ore? What do you guys think? Edit: yep they were your tanks! http://forum.kerbalspaceprogram.com/threads/60853-0-22-x-Alchemy-Technologies-products-v02 Hope you don't mind
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Help needed: Kethane Miner
psyper replied to psyper's topic in KSP1 Gameplay Questions and Tutorials
I KNOW THIS!! LOL I KNOW THIS and for some reason I totally blanked it out - even when I had trouble rotating all I kept thinking was - this thing is really bad at rotating what am I doing wrong! Even the lifter has an SAS module to help getting heavy payloads in to orbit without fighting and yet the lander has nothing so I say again I KNOW THIS *smacks head against keyboard* Thanks for pointing that out. Yep you're right the hitch-hiker is pretty low down - I wanted to try and stow a hitch-hiker underneath the lander so I don't have to worry about routing ladders all over the place just so the kerbs can get off and back on with minimal RCS (I'm not sure how heavy they will be on moho so I'm thinking of the worse case scenario here. The hitch-hiker is also an optional 'cartridge' that you plug in to the bottom so it can land totally autonomous to save weight or can be used to land a crew down to plant a flag and visit any anomalies - also when they visit Ike I should have a fully fledged mining operation there for an earlier flotilla that are on their way there directly (this spaceship will be going to moho and Gilly before going to Ike so they'll get there by the time its been there awhile - hopefully the colony will still be alive and not eaten by the kraken and theres always the possibility that we need to launch a rescue mission so having a hitch-hiker is imporatant - I haven't tried landing with it stowed underneath yet but the Mark IV will be lower anyway as you suggested so I'll have to plug it in to one of the four ports along the top - not sure how that would do weight wise - may have to have two hitch-hikers to balance things out! The removal ability of the tanks are important to the design of the ship because if I add more resources in the future (working on this as a kethane add-on at the moment) then I need to be able to bring some empty tanks to the ship in order to mine the new resources - KSC wanted to keep costs low so wanted to have a versatile lander for this - also I wanted the option to either bring two water tanks and two kethane tanks for the lucky times where I have overlapping resource fields or to bring 4 of one or 4 of the other for when I'm not so lucky! Just had a thought that I could stow a mini-converter underneath that can be plugged in for when I find overlapping resources and then have fuel tanks for the cartridges (thanks for the idea ) Looks like a cool mod - will need to look into it and if its able to work out the payload with the lifter or if I'll need to make the payload as a sub-assembly or not (theres a mod to redefine what is the root part anyway so I could install both if I need to!) Luckily it looks like I'm getting a lot of bang for my buck in the conversion rates - I'm getting enough to refuel the lander and about an orange tank I think (I'll have to keep a closer eye on that) I think it more or less filled up my oxy on the spaceship in two trips so was pretty much the same for the liquid too. I was more concentrating on the lander itself so didn't really pay much attention to that! The big test is moho - if I can make a decent profit landing and getting off of there then we're good to go! Ah yes I realised this when I deorbited and started my descent - I kept having to check my electricity to make sure I wasn't going to loose control of the ship - luckily the lack of SAS helped reduce the electrical load!! lol. Putting them on the new Mark IV! I've also swapped out the small engines for two LV-T30's as Jouni suggested. Changed my radial fuel tanks for the squat ones and put the ports on top of them. The drills are mounted underneath and a large ASAS on top! Mark IV docked with my fuel depot in LKO ready for its transfer to mun. I'll get better pics if its a success! -
Help needed: Kethane Miner
psyper replied to psyper's topic in KSP1 Gameplay Questions and Tutorials
Back to the drawing board - handles very badly and no real manoeuvrability without rcs so used up most of that when landing let alone redocking with the starship afterwards! - had to get it in close using nukes and then get the tug from the ship to ferry each tank - taking an age to do it!! Also was front heavy because of the tanks - kethane does weigh extra when full - guess they fixed that bug :/ So will need a think and a redesign.. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
psyper replied to TaranisElsu's topic in KSP1 Mod Releases
Some people are a bit 'nervous' (is that the right word) about editing config files and doing it correctly so its easier just to place a dll file on your install and then download the MM files - its dropping two files on to a folder and thats it. You also have the ability to remove it easy too - just delete the cfg file and reload the game. Some of my mods involve going in to every single kethane or stock part and adding code and changing other bits - to produce an open-this-add-that-change-this file would be horrendous and would be time consuming to the user and for me - on of my MM files is a couple of lines long and would be 100 times that if I had to give instructions to do it manually. I've also done a lot of edits to my game so I'm planning to change these to mm cfg files so its easier to remove and add changes to the game - need a certain tank to weight this much for testing add the relevant cfg file no need to open up an editor the just remove it when I'm done testing. Lastly, if you need to upgrade ksp or any mods or if you need to reinstall them you then don't have to go through the hassle of editing the code again. -
I'm currently waiting delivery on some decent tanks at the moment. Started a thread so fingers crossed! http://forum.kerbalspaceprogram.com/threads/71204-Psyper-Multipurpose-Tanks-Co?p=1019353&viewfull=1#post1019353