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Thurak

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Everything posted by Thurak

  1. https://ibb.co/HgxDCRv - 3 slide gif of my current WOLF setup. Its moderately late game in KSP but early WOLF stuff, as it appears mainly useful for lategame. I found it takes a little to get your head around it but its really useful once you do as it completely eliminates so many parts for long term bases. As I am playing in career money is important as well, but essentially what is going on: Step 1: Scan some biomes on an interesting orbital body - I have scanned more places but for simplicity in the image it is filtered to midlands. To me something about free transfer routes along Kerbins surface feels wrong to me in terms of balance so I have decided to not use any WOLF stuff on the surface of Kerbin, orbit and above only, this is a personal choice though. This is a space programme, we should mine moons not mountains. Step 2: Deploy depot in Kerbin oribt, Mun orbit, Mun midlands. This provides 5 units of power and does nothing else when used off Kerbin. Step 3: Send a MHU-500 Bulk Harvester set to mine Karbonite and deploy it on Mun midlands Now any vessel with a WOLF Harvesting Hopper is able to start using that 10 Karbonite resource that is being produced. A single 3.75m hopper uses 5 Karbonite and makes 2000/day, so 2 hoppers, 4000 karbonite/day. Sweet. But currently this is on the surface of the Mun, nice to have but there should be better places surely? Next: Transport routes! Transport routes are created with WOLF Cargo containers, you start from somewhere, then fly somewhere else, this creates a transport route. The cost is based on mass lost, as I have been doing this with single stage vessels I docked them at refuelling stations, so there was no mass lost as far as WOLF is concerned which means no transport credit requirement. This is intended design as the idea is that it rewards having the infrastructure in place for orbital refuelling. Plus the transport route is for fuel anyway. I created transport routes from Mun:Midlands → Mun:Orbit and Mun:Orbit → Kerbin:Orbit. Now this means I can use hoppers on stations in both Mun orbit and Kerbin orbit to pull Karbonite out. With the 10 karbonite that could be split for 2000karbonite/day in each location. You can change what the transport route is sending at any time as long as it fits within the capacity limit that you have and doesn't leave anywhere with a negative resource count. So if I had 5 being used by the hopper in Mun orbit, I would need to turn off the hopper first before adjusting the transport route to sending the full 10 to Kerbin orbit. Profit!: As I am playing in career, I was running low on cash. So as my transport route still has extra capacity available (It can take up to 30 currently) lets mine something valuable. As the first miner already took up the 5 power created by the depot, I sent a power module in low power mode, it only produces 5 power instead of 50 but has no maintenance requirement. This went up with another miner and is now extracting 10 units of ExoticMinerals. I could have instead sent a MHU-100 Bulk harvester, but this mines less efficiently, still consuming 5 from the resource vein but only producing 2 rather than 10 units of resources. I decided the extra weight of sending the power was worth the increased amount of resources. Now these are being sent to the station orbiting Kerbin and when a container fills up they can be sent back down and sold for profit - Note that there appears to be a bit of a bug with this and it usually results in your vessel having a negative value on returning, not sure if this is an issue with USI parts or just inherent in KSP. That is as far as I got, the bug is rather annoying with the parts values as it kinda ruins the moon mining operations I wanted. Editing credit value can be used as a workaround though, just requires checking through the parts list to see which values are wrong and adjusting to what they should be. I do want to expand it, first add more mining and using regular parts to process those resources. Then later on move onto processing chains within WOLF its self.
  2. How does microwave transmitting work? I have not played KSPI since 0.9x days, and it has certainly changed since then. https://github.com/sswelm/KSP-Interstellar-Extended/wiki/Microwave-Power-Transceivers seems very outdated Random trail and error seems to be that there are 3 different types of beam, visible, microwave, infrared. Which appear to be Gyrotron=Microwave, Free Electron=Infrared, DiodeLaser=Visible. But then most receivers don't mention which they can pick up, or what each type is good for using. The front page gives some info, although it is still not clear what each thing does, and many things ingame have old descriptions or are just blank. Also the info on the front page includes listing wave lengths in Ghz for some rows.
  3. Updated to work with 1.0.2, using the ore mining in vanilla KSP and adding conversion to the ISRU from ore. Disabled mining ore on kerbin.
  4. Updated to 2.0.0, with support for 0.90! Sorry that this took so long, I have not been on KSP for a while and had been assuming that KarbonitePlus had this functionality with karborundum, but playing the game again I have realised that is not the case and karborundum has a very different purpose.
  5. Yes, if you are mining PreciousMetals it is infinite on all except kerbin where you don't get any, but depending on concentration it can vary from 1-25KG/hour or so. I will probably remove the drill option in a later update, when I went over to converters I left it in as to not break peoples existing setups.
  6. I think I will try and convert values to be something similar to what EPL uses, would help with balancing out values and density. Originally I didn't want to use gold as the value would be massive, 1000KG of gold would be $46m, going by the price of LOX 4 credits = 1 USD (Raziel in IRC helped with that), I dont think it would be resonable to have 1T of minerals going back to kerbin giving 184m credits. Silver, Indium and Gallium have values more comparable to what I use currently. @PART[RocketWorkshop] { MODULE { name = USI_ResourceConverter deactivateIfFull = false deactivateIfEmpty = false displayName = Extract PreciousMetals INPUT_RESOURCE { name = Ore rate = 7.50 } INPUT_RESOURCE { name = ElectricCharge rate = 120 } OUTPUT_RESOURCE { name = PreciousMetals rate = 0.01 } } } This is what I went with thismorning, with 2 of the large stock pods also having something similar but at a slower and slightly less efficient rate. I was not aware that Karbonite used a formula for converters and expected it to simply be 750:1.
  7. http://i.imgur.com/Se3WN1T.jpg Is it supposed to work like that? the node being inside the workshop.
  8. I like the idea of a converter, trying to make one using ore, it will have a lower value than the ore its self does. 1000 worth of ore would only go into about 500 of precious metals, however the mass will be vastly reduced. I may also allow it to produce some metal, but much less than direct ore->metal.
  9. Currently there is no Scanning for precious metals, but it uses the same ore maps that EPL->Karbonite uses for ores, and MKS also uses the same, although I am not sure what MKS uses them for. I will look into Scans tomorrow morning.
  10. You should change the value of the RocketWorkshop to 28496, this would prevent the part having a negative cost when set to zero resources, the cost set in .cfg is the cost for the part when resources are full, with this value the price for a RocketWorkshop with no resources onboard would be 4000 which is what it seems like is intended.
  11. Ah so I did, just altered it to show 1.5million now.
  12. It is 1.5million, I have not got to high end contracts yet but briefly looked on google to get an idea of what missions rewarded further on and based it off that. Remember that it takes a lot of power/time to extract a worthwhile amount. Yes you could just time accelerate overnight with 1000 containers and have plenty of cash, but that is just like you could time accelerate with KSP Interstellar to get infinite science on the launchpad. Kerbin is the only place you cant extract any precious metals from.
  13. http://i.imgur.com/7PGBF5m.png Possibly working as intended http://i.imgur.com/qmuEC7z.png Unlikely working as intended I had the same problem, the work around I used was to add the full fuel cost to the parts intended value, so with Karbonite being 1.6/unit, if you wanted the large Karbonite tank to cost 1200 it would have to have a cost of 2480 (1200 + 800*1.6) EDIT: It may not instantly be clear in the pictures, look at the total ship cost in the second one, its a negative.
  14. I was just throwing parts together for testing with hyperedit, EPL->Karbonite allows you to use them to process ore to metal to rocket parts, and build rockets.
  15. Glad to see people like it It probably needs some work on balancing since I have not played using high end contracts yet. Just got back into KSP since the start of 0.23.5.
  16. This mod allows you to mine platinum from Mun and Minmus, using Karbonite drills. Download: Download Here Requirements: Karbonite - http://forum.kerbalspaceprogram.com/threads/89401 Also requires module manager, not included because required mods include it. Recommended: Extra Planetary Launchpads - http://forum.kerbalspaceprogram.com/threads/59545-Extraplanetary-Launchpads-v3-4 EPL -> Regolith - http://forum.kerbalspaceprogram.com/threads/89774-90-%28V-30%29-ExtraPlanetary-Launchpads%28EPL%29-Regolith-Adaptation-%282-4-15%29 Images: http://i.imgur.com/yhrfS94.png http://i.imgur.com/oEtGROw.png http://i.imgur.com/vfvThh1.png Balance is still WIP and I would like input for that, I have used realistic values for density under the assumption that 1 unit of resources = 1L, and for value that 250 USD = 1 Kerbal Kredit. I hope to also add more moons in the future after balancing the current ones.
  17. I can help you a little, also I would make a suggestion, perhaps for a little added weight (Even more than the coils alone) Add a built-in cooler for the EMRCS, using even more power of course but allowing them to be turned on all day long. Coding wise all you would need to do is +weight, +electric charge used, and remove heat build up. Anyway, as for making them work as you describe this is I think what you would want, with alterations as you see fit. This is copied and altered from regular RCS Blocks. mass = 2.5 dragModelType = default maximum_drag = 0.001 minimum_drag = 0.001 angularDrag = 2 crashTolerance = 15 maxTemp = 3600 MODULE { name = ModuleRCS thrusterTransformName = RCSthruster thrusterPower = 0.15 resourceName = EMRCS atmosphereCurve { key = 0 260 key = 1 100 } } //--I cant tell for certain if the generator will stop using power when storage of EMRCS is full, another option would be to make the RCS module above use 2 fuel types however I am not sure if this is possible. MODULE { name = ModuleGenerator isAlwaysActive = true OUTPUT_RESOURCE { name = EMRCS rate = 0.75 } INPUT_RESOURCE { name = ElectricCharge rate = 32 } } RESOURCE { name = EMRCS amount = 20 maxAmount = 20 } } You may need to alter numbers for balance and to make it work as intended.
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