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psyper

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  1. Need some tanks for your latest mod but you're rubbish at making them or have no idea how. Well we can help. Below is a list of freely available tanks that different modellers have made available for use for other mods. They may consist of re-textured stock or ones where the modeller have expressed they can be used by others as long as the authors details are left in the cfg file. WANTED: If you're a modeller and would like to contribute please either post your contribution below or pm me. I'm always more than happy to add more variety to the list! Screenshots: Always start with the screenshots! Now for the matrix (not sure how this is gonna turn out so bear with me as this may change from time to time!) blackheart612 - Shiny [table=width: 300, class: grid, align: left] [tr] [td][/td] [td]FL-T800[/td] [td]Rockomax X200-32[/td] [td]Stratus-V Cylindrified[/td] [/tr] [tr] [td]Blue[/td] [td]Link[/td] [td]Link[/td] [td]Link[/td] [/tr] [tr] [td]Brown[/td] [td]Link[/td] [td]Link[/td] [td]CS[/td] [/tr] [tr] [td]Green[/td] [td]Link[/td] [td]Link[/td] [td]Link[/td] [/tr] [tr] [td]Red[/td] [td]Link[/td] [td]Link[/td] [td]CS[/td] [/tr] [tr] [td]Kethane[/td] [td]CS[/td] [td]CS[/td] [td]CS[/td] [/tr] [tr] [td]Water[/td] [td]CS[/td] [td]CS[/td] [td]CS[/td] [/tr] [tr] [td]Iron Ore[/td] [td]CS[/td] [td]CS[/td] [td]CS[/td] [/tr] [tr] [td]Iron[/td] [td]CS[/td] [td]CS[/td] [td]CS[/td] [/tr] [/table] Psyper - Upcycle Tanks [table=width: 500, class: grid, align: left] [tr] [td][/td] [td]FL-T800[/td] [td]Rockomax X200-32[/td] [td]Rockomax Jumbo-64[/td] [td]Rockomax X200-8[/td] [/tr] [tr] [td]Aqua Green[/td] [td]Link[/td] [td]AOR[/td] [td]AOR[/td] [td]AOR[/td] [/tr] [tr] [td]Aqua[/td] [td]Link[/td] [td]AOR[/td] [td]AOR[/td] [td]AOR[/td] [/tr] [tr] [td]Black[/td] [td]Link[/td] [td]AOR[/td] [td]AOR[/td] [td]AOR[/td] [/tr] [tr] [td]Blue[/td] [td]Link[/td] [td]Link[/td] [td]Link[/td] [td]Link[/td] [/tr] [tr] [td]Brown[/td] [td]Link[/td] [td]CS[/td] [td]CS[/td] [td]CS[/td] [/tr] [tr] [td]Green[/td] [td]Link[/td] [td]Link[/td] [td]Link[/td] [td]Link[/td] [/tr] [tr] [td]Grey[/td] [td]Link[/td] [td]AOR[/td] [td]AOR[/td] [td]AOR[/td] [/tr] [tr] [td]Light Blue[/td] [td]Link[/td] [td]AOR[/td] [td]AOR[/td] [td]AOR[/td] [/tr] [tr] [td]Lime[/td] [td]Link[/td] [td]AOR[/td] [td]AOR[/td] [td]AOR[/td] [/tr] [tr] [td]Magenta[/td] [td]Link[/td] [td]AOR[/td] [td]AOR[/td] [td]AOR[/td] [/tr] [tr] [td]Pink[/td] [td]Link[/td] [td]AOR[/td] [td]AOR[/td] [td]AOR[/td] [/tr] [tr] [td]Purple[/td] [td]Link[/td] [td]AOR[/td] [td]AOR[/td] [td]AOR[/td] [/tr] [tr] [td]Red[/td] [td]Link[/td] [td]CS[/td] [td]CS[/td] [td]CS[/td] [/tr] [tr] [td]White[/td] [td]Link[/td] [td]AOR[/td] [td]AOR[/td] [td]AOR[/td] [/tr] [tr] [td]Yellow[/td] [td]Link[/td] [td]AOR[/td] [td]AOR[/td] [td]AOR[/td] [/tr] [tr] [td]Kethane[/td] [td]Link[/td] [td]Link[/td] [td]Link[/td] [td]Link[/td] [/tr] [tr] [td]Water[/td] [td]Link[/td] [td]Link[/td] [td]Link[/td] [td]Link[/td] [/tr] [tr] [td]Iron Ore[/td] [td]CS[/td] [td]CS[/td] [td]CS[/td] [td]CS[/td] [/tr] [tr] [td]Iron[/td] [td]CS[/td] [td]CS[/td] [td]CS[/td] [td]CS[/td] [/tr] [/table] Note: CS - Coming Soon. Creating, formatting, uploading & updating this post eats in to my Kerbal time! But expect these to be uploaded soon! AOR - Available on Request. I have no plans on creating these but if you require them please reply to this thread or pm me and I'll create them for you. I do plan to add more as they come available but at the moment my Kerbals need me....
  2. Thank-you - I just got the 3 so far and hopefully have the 4th added when I get some time to test it.
  3. Created a new thread on this as its now confirmed 100% legal
  4. Version 0.3 is compatible with Kethane 0.8.8, Module Manager 2.2.0 & Kerbal Space Program 0.24 Do you love the Kethane Mod? Do you want it to do more? Lets see what we can do then.. These are add-ons to the Kethane mod which uses its API and as such you need to install the Kethane mod prior to installing this. They also make changes to the Kethane mod itself which is done through ModuleManager which you also need installed. Place the ModuleManager .dll file in to your GameData folder and the Kethane Plus add-ons will do the rest when you load KSP. You also need to be aware that this is a work in progress mod and parts and their workings may be changed in future versions - I will make an active effort to keep defunct parts in the later versions available for active craft to use but they wont be available in the VAB. Each version of Kethane Plus will do various things - all of the versions are compatible with each other (unless otherwise stated) so you can download multiple versions to customise Kethane however you want. Kethane Plus - Mercury Edition 0.3 Download: Here Compatible with: KSP 0.24.x Kethane 0.8.8 ModuleManager 2.2.0 [*]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. [*]Water now has a monetary value for the new contract system but is a very small amount (it is only filter water a 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. 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. Kethane Plus - Saturn Edition 0.2 Download: Coming Soon! Adds Kethane Plus capability to the TAC LifeSupport Mod which is a required install before adding this. Causes TAC to loose resources in its processes - nothing has a 100% conversion: 'oxygen -> carbon dioxide', 'water -> waste water', 'food -> waste' is lost in any conversion process. 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. Tanks start empty but they are tweakable. Adds Hydroponics which converts Water / Waste Waste, Carbon Dioxide & Electricity in to Food & Oxygen. This add-on plays around with the TAC LifeSupport mod to integrate it with the Kethane mod. It removes TAC LifeSupports ability to recycle resources with 100% efficiency and adds Water as a mineable resource which you will need to keep topped up to add further resources such as Food and Oxygen for your Kerbals survival Kethane Plus - Phobos Edition 0.2 Download: Here Compatible with: KSP 0.24.x Kethane 0.8.8 ModuleManager 2.2.0 [*]Makes Kethane tanks tweakable. A tiny add-on which allows you to fill up your Kethane tanks within the VAB/SPH. They will, by default, start empty. Kethane Plus - Europa Edition 0.2 Download: Here Compatible with: KSP 0.24.x Kethane 0.8.8 ModuleManager 2.2.0 [*]Creates small tanks on all Kethane Converters Don't you just hate it when you get your miner working but you didn't get the fuel tanks right and it just won't fill up your radial tanks or tanks attached via KAS? Well this will provide small tanks inbuilt in to the Converter so you can then syphon off the fuel from these into other tanks either manually or via a fuel balancer mod. Kethane Plus - Callisto Edition 0.2 Download: Here Compatible with: KSP 0.24.x Kethane 0.8.8 Goodspeed Automatic Fuel Pump 2.14.1 ModuleManager 2.2.0 [*]Adds the following tanks to the Goodspeed Automatic Fuel Pump: Kethane & Water This adds Kethane Plus tanks (including Kethane) to the Goodspeed Automatic Fuel Pump mod. Note: The names of these editions are totally fictitious and are not related to any Kerabal myths about strange pink beings from another solar system. Now for some piccies, kerbals love pictures! Licence: All Kethane Licences are owned by Majiir via the Kethane Mod: https://github.com/Majiir/Kethane/wiki/License Kethane Plus add-ons have been created by myself and are freely available as long as you maintain the authors details. If you amend them be sure to ADD your own name to the info file along with what you changed. Hey, contact me and I might add it to this post with your details retained Additional tank models are owned by Squad and have been re-skinned by myself. These re-skins are freely available to use for other mods here. Future Release Ideas: If you have any suggestions or you require a resource which can be 'plugged in' to other mods please post in the thread. Must create better tanks!
  5. IIRC the mapping sats are able to carry on scanning while you're not viewing them. I originally thought the Kethane mod couldn't do this because the pockets were mapped out as the satellite scanned the terrain but now I realise that the depots are created as soon as you focus on the planet (or something along those lines). Would it not be possible to use the same system that mapping sats use in working out what is covered? and if not why not?
  6. or anything else really - it always makes me cringe when I hear Jeb drilling a pipe end in to a fuel tank WHAT YOU DOING JEB NOOOOOO *kaboom*
  7. no, JewelShisen quoted the relevant part to the Horseman but he asked where the rest of the release notes were. Unless I misread it. edit: I did misread, apologies. Try this: https://github.com/KospY/KAS/wiki/Default-keyboard-shortcuts
  8. This is my stance on it as well. I wonder if theres a different in perspective between those that started playing the game before and those after Minmus?
  9. Its hidden a few pages back: http://forum.kerbalspaceprogram.com/threads/53134-Kerbal-Attachment-System-%28KAS%29-0-4-6-Smarter-part-containers-fewer-explosions%21?p=974407&viewfull=1#post974407
  10. Add the line: Debug = True In the kethane mod settings file. The debug options are available in the little green box in map mode.
  11. I think we need to put you both in a ring and duke it out to see which option is the victor!
  12. YES ! I misread the persist file and thought they were small batteries sorry. Glad you got your framerate back down though
  13. Thanks Majiir. Changed it Is there any way then for Kethane to not load other resources. So if i created a resource that can only be converted to by the converters but can't be scanned or mined how do I do that without the hex scanner controls picking it up? Also, if its not too much trouble could you check the resource file for Water and see if that is the best way to cover kerbin etc in 100% water or if theres an easier way. I made it one huge resource pocket but ideally I would like it to be loads of pockets but cover 100% of the map?
  14. I've updated the add on(s) to now use ModuleManager to make the changes needed to work with the Kethane mod. Hopefully this now complies with the licence and we can get down to having fun with this
  15. from your original persistent file have you tried just deleting lines 63586 - 64337 (inclusive) and see what happens - I'm at work so can't test it myself. If theres no parts attached to these (they aren't parent parts) then it shouldn't be a problem. It would be a lot easier to install KAS mod, EVA out a kerbal, grab and release each battery, delete them from the debris option in mission control and then remove the KAS mod afterwards.
  16. If they are the small batteries and theres nothing attached to them you should be able to do as Kasuha suggested and remove them manually and then renumber the parts to fit. (keep a backup of the file though!)
  17. Could say the same about craft parts really - the amount of different parts there are out there each with their modders own style attached to them and that is what makes ksp fantastic - the ability to create your own style and share it with others. Theres no limit to how many mods we can produce so why not? I just posted this as an add on to Kethane - from the start I didn't say it was a mod just an add on to it. Quite a few people are interested in it which is great - those that don't just skip the thread and move on. But its okay Horus its all okay. I'm planning on using this to 'plug in' to other mods such as TAC Life Support so that users who don't have the module know-how can just download these and they get a kethane drill that also produces and converts whatever resource they would like!! Also I'm bringing out two versions of the add-on for satellites - one with additional "super unique" sats & one with the resources incorporated to already existing ones. I originally had the thought that you would have a kethane sat but then need something to scan for iron or water - the kethane sat wasn't designed for it - the frequency in the hardware was out of range to detect these compounds/elements so a new sat would have to be launched - we do this all the time in RL - send a sat on a flyby pass some moons realise there could be water on them from the view so send another one that detects water or liquid methane etc. if thats too hard for you or you just don't have time for that then the easier method is available to use, hell yes! Using badly textured stock parts for now. Do you know where theres some free-to-use tanks out there? I tried looking for any but can only find the hex ones and the ones they now use for TAC and I don't think they are suitable for my needs.
  18. even if its just a prompt "you have an active ship in the hanger, do you really want to exit?"
  19. thats a good idea. And also the more you use a sub-assembly the cheaper it becomes because you're mass producing it more.
  20. Theres also ORS http://forum.kerbalspaceprogram.com/threads/64595-Open-Resource-System-%28ORS%29-Mod-Resource-API-version-1-1-0
  21. Follow your dreams! Its more efficient and easier to build a small lander but if you feel it would be awesome to do a space plane then go ahead - its not impossible to get one working judging from some of the comments. After all the most efficient and easiest way to play ksp is not to leave the space centre at all
  22. Many thanks for this - that would solve a few things. I've even managed to get MM to play nice with this - just gotta test it now Well if its easier to learn Blender, learn how to 3d model and download all the various textures and try my best at using them (you should see my water tanks!) than to work out how to get ModuleManager to play nice with Kethane then I'm in big trouble!! *help* I was hoping that MM would help with this as I'm thinking of producing a few of these changes for different mod hooks in to Kethane and wanted it so that you could just add another MM file to your version of the game and get these additional features - I didn't want to have to create a new file for each and every combination. With some hours worth of playing I think I just about managed to work it. The problem was that there are several KethaneConverter modules in each file and MM wasn't able to work out which one was which - I tried EVERYTHING! In the end I opted to refer to each one in turn as a dummy to ignore (the 2nd one was the one I wanted to change) so we have in the end: @PART[kethane_2m_converter]:HAS[@MODULE[KethaneConverter]:HAS[@InputRates[*]:HAS[#Kethane], @OutputRatios[*]:HAS[#Oxidizer]]] { @MODULE[KethaneConverter] { } @MODULE[KethaneConverter] { @InputRates { @Kethane = 0 Water = 8.25 } } } This kinda worked but the main problem was removing Kethane from it - no matter how I did it !Kethane !#Kethane !Kethane(*) it wasn't playing ball. Not sure if this will effect the converter as it seems to work okay when I had no kethane tanks onboard but the kethane entry is annoying me a bit! Basically yep Nope you're not missing anything and you're right - they used that combination on the space-shuttle (RIP) also if you think about it monoprop is also Hydrogen Peroxide which could probably be converted from splitting and recombining Water in to H2 O2 to H2O2 so you could really say that Kethane is just normal tap water. But what I wanted to do mainly was to split the job up so that you had to go mining for two components in order to get a fuel tank full of fuel - I felt it was tooo easy to land a craft on the ground - mine some kethane and fill up all the tanks! I've even managed to get it so that Laythe, Kerbin and Eeloo is covered pretty much 100% in water because lets face it - if you drill down enough and bake it anywhere will extract from the soil. (esp laythe). I've got a few more tests to do and have a few ideas on how to make this so that it can be plugged in to other mods or even to create your own resource. My next project for Kethane Plus is to create Iron so you can 'sell' it back at Kerbin.
  23. *Bump* I've created an extra resource file in the resource folder and have populated it with the same values as Kethane at the moment. I know that you can over-ride the default values for each planet and moon (as some of the Kethane entries). So what values do I need to add to Kerbin, Laythe and Eeloo in order to at least have 90% coverage. I don't want one pocket, many small pockets with large values will be perfect. Also, what happens if they overlap?
  24. I keep getting roadblock after roadblock!!: http://forum.kerbalspaceprogram.com/threads/55219-Module-Manager-1-5-6-%28Jan-6%29?p=987074&viewfull=1#post987074 Does anyone have any idea how to use ModuleManager to change one resource to another in the converters config files!!??
  25. http://sploid.gizmodo.com/an-awesome-space-image-of-the-moon-setting-behind-earth-1529504094 Its amazing to see real world comparisons. So this got me thinking. Lets start a thread where we compare our KSP photos to real world photos. Or post recreations of them in KSP.
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