Wren
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Everything posted by Wren
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[24.2] Karbonite Ongoing Dev and Discussion
Wren replied to RoverDude's topic in KSP1 Mod Development
Uh, that is easily tested by making a craft with a fuel tank and recovering that? You don't even need any mods installed. Seriously, what was the point of asking when it would take you maybe 2 minutes? I literally just launched a regular game and recovered a tank at the Launchpad. .18 per unit of oxidizer and .80 per unit of liquid fuel. Have a nice day mr lazy. -
[24.2] Karbonite Ongoing Dev and Discussion
Wren replied to RoverDude's topic in KSP1 Mod Development
I believe it is usually 1ppm in atmosphere, so very hard to obtain. I'm all for leaving it out and having an add on or something that has it's own collector and converter, perhaps one that can even just use air as it's intake. -
[24.2] Karbonite Ongoing Dev and Discussion
Wren replied to RoverDude's topic in KSP1 Mod Development
Woke up, immediately went back to testing. Grabbed the newest version (0.5) and went to work testing. Drilling and conversion still A-OK on the existing stuff, built new rigs and tested in various locations on Kerbin. Was able to land a little more rough but still managed to crash several times, I say that is probably working as intended, as when I crashed and broke I sort of deserved it. Looking good with only Karbonite installed. Going to test more, let me know if there is anything specific people are seeing that needs to be tested with only Karbonite itself. -
[24.2] Karbonite Ongoing Dev and Discussion
Wren replied to RoverDude's topic in KSP1 Mod Development
No, the only thing I downloaded was Karbonite and it has everything in it to stand alone and work. If you want maps then you will need scansat (although that comes with modstats) and if you want base building stuff then you would get mks. ****EDIT**** Holy crud I see that I've been calling it kerbonite the entire time instead of Karbonite. I'm dumb, please forgive. -
[24.2] Karbonite Ongoing Dev and Discussion
Wren replied to RoverDude's topic in KSP1 Mod Development
Lolz, I crashed the other drill platform trying to move it. So, I guess just make sure there are fuel lines going to your tanks and you are golden. Maybe some sort of thing how monopropellant is always cross-feed and LFO not so much. K, I'm about to crash. Unlike RoverDude, I need more than 4 hours sleep. I already worked a 12 hour shift and this has been about 4 hours testing this awesome mod. I LOVE THIS. To all involved in making this, you are 100% condensed pure awesomeness. Please continue to spread your awesomeness to we, the underserving masses. -
[24.2] Karbonite Ongoing Dev and Discussion
Wren replied to RoverDude's topic in KSP1 Mod Development
Okay, I made 2 very similar crafts and the conversion for all 3 fuels works perfectly. Going to disarm and unclaw the first pair and try again and see if that makes a difference. The pair that does work there is fuel lines in both directions from the kerbonite tank to the 4 LFO tanks. Let's see what happens. Stay tuned sports fans! -
[24.2] Karbonite Ongoing Dev and Discussion
Wren replied to RoverDude's topic in KSP1 Mod Development
Then why would the monopropellant conversion work when the whole craft doesn't have a monopropellant containment at all, only the tanker does? Setting up the craft file folder for you, RoverDude, expect it here soon once I get it done. **Edit** https://www.dropbox.com/s/dcex4u4uo6c76rl/KerboniteTestShips.zip Let me rebuild with a whole new set up for both vehicles and see what happens. -
[24.2] Karbonite Ongoing Dev and Discussion
Wren replied to RoverDude's topic in KSP1 Mod Development
Yes, in the spirit of thoroughness I tried all combinations, more than 1 conversion, only 1, and all pair combinations. The only conversion I could detect working was monopropellant. However, this must be something I am doing since other people haven't reported problems with liquid fuel or oxidizer conversion, right? I pulled up debug log, and it doesn't say anything except game paused game unpaused. I pumped all the fuels around and tried again, same result. Closed the client and restarted, same result. If you need anything from me to recreate, let me know, I have dropbox, I could upload my gamedata folder and my save folder. No fuel lines at all, and the only monopropellant tank is on the tanker. -
[24.2] Karbonite Ongoing Dev and Discussion
Wren replied to RoverDude's topic in KSP1 Mod Development
Okay, here is what is currently going on with my testing, RoverDude! (BTW, you probably already know this but the drill needs a little bit of particle effect or noise so I know it's drilling) First this is on a completely empty and fresh 24.2 install with the absolute only mod on it is Kerbonite. So I set up a test platform at KSC since it is right there. Created my drill and convert platform and a tanker. Got drill drill'n. No problem, could see the hotspot indicator showing the parts per billion or whatever. No problem at all. Took my claw tanker and rammed it into my drill platform and attached. Success! Mined some Kebonite over the course of a few hundred days, lolz. Started testing conversion and moving to the tanker. Ran into strangeness. When I use the monopropellant, it creates and automatically goes over to the tanker. When I try Oxidizer or Liquid fuel.... nothing at all happens. Kerbonite is consumed, but no liquid fuel or oxidizer is created. http://s20.photobucket.com/user/Wrenpheonix/library/KSP%20-%20Kerbonite%20Testing (If you click on the album you can see the actual numbers by clicking one of the pictures and clicking the magnifying glass to see original resolution) http://i20.photobucket.com/albums/b247/Wrenpheonix/KSP%20-%20Kerbonite%20Testing/screenshot3_zps07f06505.png http://i20.photobucket.com/albums/b247/Wrenpheonix/KSP%20-%20Kerbonite%20Testing/screenshot2_zpsce2c84d0.png On a non functionality standpoint, I think the contributors for the textures and mods did a damn near perfect job, it looks like it came straight out of stock with the matching colors and overall feel. -
Newest project: 12 Kerbal + Cargo/Claw Orbital Transport. http://s20.photobucket.com/user/Wrenpheonix/slideshow/Spaceplane/12%20Kerba%20and%20Claw%20SSTO
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[24.2] Karbonite Ongoing Dev and Discussion
Wren replied to RoverDude's topic in KSP1 Mod Development
I'm also a ORS and SCANSat newb. Plan to update KSP and get this and start testing when I get home. -
[24.2] Karbonite Ongoing Dev and Discussion
Wren replied to RoverDude's topic in KSP1 Mod Development
I think what we are going for here is not a 1 stop shop be all end all fuel solution. Having a craft dive in and get your xenon could then dock and fill an orbital station that could then resupply xenon powered craft. This would save the xenon craft from needing to have the probably heavy conversion and storage for the resources anyway. I support not having xenon from kerbonite. If you want something that mines xenon from the ground, simply request a dedicated xenon extraction unit and either a whole new model or a config for existing drills. That's the beauty of having this open. I think that is an excellent choice. So the engine is useful only in certain situations and applications, and not the easy button. -
[v0.24] Tarsier Space Technology (v4.5c Now with GALAXIES!!!)
Wren replied to tobyb121's topic in KSP1 Mod Releases
I have been meaning to install this again, I used to have it and then lost track of it. Now I've got this thread subscribed so I can always find it again. Thanks for all the work you've put into this mod. I am at work right now but when I get home I'll install it and get you some feedback and pictures. I hear mod makers love pictures of their mod in action, heh. -
[WIP] KERES - Stockalike launch vehicle and spacecraft mod
Wren replied to Borklund's topic in KSP1 Mod Development
I'm also intrigued. **edit** Ooooh, oh, okay, very neato start to this. Looking forward to your updates, and here is some nummy rep. -
That thing looks sweet.
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[24.2] Karbonite Ongoing Dev and Discussion
Wren replied to RoverDude's topic in KSP1 Mod Development
Any chance this could have dual intake duties, for either air or kerbonite?, with the open/extended variety adding large amounts of drag? Wowsers! Neato burrito! Okay, I read this thread front to back in about 3 hours. I'm super impressed and happy for all involved. Very good start to a great project. -
Are we still supposed to test this after .24, and do you know if it is 64bit compatible?
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The nodes do that because the lower node is for the cargo bay outside to connect to other parts, the other is the center so you can place things inside. If you angle camera side on it, you can make sure it is flush with your other parts.
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Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Wren replied to Majiir's topic in KSP1 Mod Releases
Yeah, I was playing with 64bit client and could not even see the overlay anywhere. Also, the detectors were activated and sound enabled, but I never heard it scanning. They would animate and rotate towards the planet but I'd never hear any found/not found blips and with no overlay I couldn't tell if it was actually doing anything. Let me know if I can do anything to help track this bug or conflict down, as I do have a few other mods installed as well. -
[v0.24] Tarsier Space Technology (v4.5c Now with GALAXIES!!!)
Wren replied to tobyb121's topic in KSP1 Mod Releases
Maybe put a limit on how many you can sell per week/month or something, so you can't just sit up there all day taking pictures and get a fat wallet, but I do like the idea of selling the pictures for kredits. -
[1.0+] B.Dynamics - Retracting/vectoring engines etc. v1.2.0 (May 6)
Wren replied to BahamutoD's topic in KSP1 Mod Releases
Downloaded and tested all of these out. Very nice! Seems like maybe the turbojets are a little on the powerful side, but other than that, I like what you have done here. Almost seems a shame they aren't part of stock KSP so more people could enjoy them. -
[v0.24] Tarsier Space Technology (v4.5c Now with GALAXIES!!!)
Wren replied to tobyb121's topic in KSP1 Mod Releases
Glad to see this again, I was looking for something a little extra to add and I always did like this mod. Looking forward to the changes to the drives. -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
Wren replied to RoverDude's topic in KSP1 Mod Releases
My hope is that somehow I helped inspire the H.E.R.P. for your D.E.R.P. Then I can get away with herping and derping through the kerbol system.