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Found 21 results

  1. Hello kamarade, when i do a time warp, all my converter and all my drill just stop doing their job but it still tell me it doing it. i don't know if it's clear (sorry french player here) but if somebody can help me...
  2. You are descending to your outpost with running ISRU, and it rapidly builds core heat from nowhere (catch-up when going off-rails) and goes boom? "No ground contact" appears and disappears randomly, because surface detection of the game is challenged? Landed your 500-ton refinery on a "dead spot" of Pol? Oh, no. Your engineer went to the outhouse for a minute, and your ISRU production rate lowered in twenty times. ISRU TWEAKS Heavily inspired by @Markelius https://forum.kerbalspaceprogram.com/index.php?/topic/138756-112-no-overheating/ , distributed under the same license https://creativecommons.org/licenses/by-nc-sa/4.0/ Is made to stop that weird behaviour of stock mechanics by Module Manager magic. Even with mods. This is fairly simple. Patches can be used separately. Module manager is a dependency and you can get it here https://github.com/sarbian/ModuleManager, but looks like you have it already. No_overheat patch will look for any parts with modules, producing malicious CoreHeat. You will need no radiators for converters, processors and harvesters affected, they will not need to warm up and to blow up. RTGs are covered. Radiators will still be needed to operate NERVA-alike engines and in hot environments. No_engineers will remove stock 5% cap on effeciency of converters and harvesters, they will run on their nominal effeciency, harvesters will run depending on resource abundance. Your things will work like it`s 4-star engineer onboard, everytime, even on probes. Drill_collider makes drill collider 25 kerbal meters long, this is a dirty "fix" to fight bugged surface detection. But you still have to point it to the ground and to be landed. Mod support: Wild Blue Industries-any: Just works. For all parts, hopefully. Please tell me, if not. USI - any: no_engineers respects and preserves fancy USI effeciency and traits system, so you need specialist kerbals or you need automatic drills and automatic modules. Heat and colliders are patched as usual. Any custom parts with stock or USI/WBI modules are patched automatically, so stockalike mining extension, KPBS, MRS, Contares, rovers, etc are compatible. KSPIE: parts with stock modules are covered, parts with WasteHeat use WasteHeat pseudo-resource, no need to fix, you still need radiators. Extraplanetary Launchpads uses its own heat implementation for smeltery, own drill modules and unmanned production part, nothing to do here. 3rd party parts with stock modules are supported. You will need engineers to build stuff. OSE Workshop: Converters are covered, unmanned workshop is already present. Ground Construction: Converters are covered, you will need engineers to build stuff. Kerbalism: does not simulate heat, nothing to do here Near Future Electrical uses its own module for reactor, you still need radiators. SIMPLEX Resources, CRP, planet packs, new ISRU recipes, etc: compatible. Only drills, converters or generators(e.g. RTG) are affected, only heat and engineer requirement is disabled. Support: I will want to look at your save folder, namely craft files, and your KSP.log from the root folder, if something goes wrong. Special thanks to Markelius, Roverdude and SQUAD. DOWNLOAD LINK https://spacedock.info/mod/2469/ISRU Tweaks
  3. Hello fellow Kerbalnauts! Have you ever started a drill or ISRU, only to be frustrated when it either takes forever to max it's efficiency, overheats, or needs a massive amount of NearFuture radiators or solar panels to dissapate the heat, which aren't always reliable? Wish the stock drills and ISRUs worked the same way Karbonite did before 1.0? Then you need... No Overheating Download on Spacedock [works with 1.1.2, probably 1.0+ too] This mod is just a simple couple of Module Manager patches, which completely remove the core heat system on Drills and ISRUs. Just start them up and let them do their thing. It also removes the core heat system on RTGs, I wasn't sure if they actually had any effect but I removed them just to be sure. It also works with Kerbal Planetary Base Systems, Modular Rocket Systems, and Near Future Electrical, but does not require them. It does however, REQUIRE Module Manager. You can get it here. That's all, and happy mining! This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  4. So I am testing out stuff with the Modular Kolonization Mod by RoverDude so that I can make it work when I go out on other planets. I am testing the drills currently and I am running into a problem with the Industrial Strip Miner. No matter how many radiators I put on the craft they don't seem to reduce the heat output. They work for only 1 of the operations being active, but after that the temperatures just keep going up no matter how many more radiators I add on the craft. I tested this with both Thermal Control Systems and radiators attached next to the drill. The info in the VAB says the drill needs 200kW of cooling. I am guessing that is per operation active so in total we need 200 * 5 operations = 1000kW which 1 Thermal Controls System large should be able to provide. However even with 10 of them nothing hapens. So what am I missing here?
  5. The Bahamuto Science Drill certainly is a very handy Part for Probes. Unfortunately that Thing is MASSIVE and doesn't really fit onto most Probe Cores; not to mention the RoveMate Rover Body (I like Rovers). It can't be scaled down by TweakScale either, what would make Sense in my Opinion since a lot of Probes carry Experiments like that-just reasonably sized. I know that the Interstellar Mod includes this Drill in a tweakable and rerunnable Version but I am a bit reluctant to install Interstellar now because it wrecks the Dawn Engine which I am using in some Probes that would the become useless. So I've been trying a bit to either way make the "stock" Bahamuto Drill tweakable or "extract" it from Interstellar. None of that really worked. I then came up with the Idea to add this Sample Extraction Function to the Drill-O-Matic (Junior of course) stock Parts instead. So here is my Question: Can I just copy the "Science Module"-Section from the Bahamuto to the Stock Drills .cfg-Files or is there anything else I have to keep in Mind? I did some minor Tweaks to the Game Files before, like increasing the Stress Tolerance of Wheels after they kept mysteriously breaking evenwithout much Stress on Eve, un-hiding the Mk 1-2 Pod from the Tech Tree or increasing the Mass of some OP lightweight Parts (Big Khleb...). But I wasn't succesful at adding "new" functions to Parts, as said above.
  6. I am not happy with the way that radiators work or rather not happy with the way radiators 'seem' to not be working properly. Example. If I have an ISRU and or some drills and some radiators. The equipment overheats before the radiators have reached anywhere near their potential cooling ability. So you are watching the radiators slowly creep past 16% cooling and the ISRU or drill is over max. While as a veteran player I am aware that a certain amount of radiators are required to cool certain equipment however it still feels wrong that the equipment is overheating and the radiators are not even at a fifth of their cooling efficiency. It would 'feel' more accurate if the radiators ran up to 100% and were glowing brightly before the equipment started overheating. It would at least 'seem' more obvious that more radiators were required if they were maxed out and the equipment was still overheating. The radiators are not keeping pace with the given equipment and it just feels wrong. D.
  7. Hello, I'm not quite sure if this is any bug (I'm using some mods) or if there's some unknown multiplier within the core heat calculations. Perhaps someone here can help me to unterstand. In my setting I landed on Minmus with a level 2 engineer. The ship has 2 Drill-O-Matic Junior's attached to a fuel tank and attached to this tank a large radiator panel. Nothing else (of any heat importance) is conected with this fuel tank. There's no termal control system on the whole ship. Now each each Drill-O-Matic Junior has 50 KW max cooling and the large radiator panel has 200 KW of core heat xfer. So there should be more then enough cooling. But when I start mining, the drills core temp climbs up to 561 K. Thanks to KAS & KIS I was able to try some different settings. If I attach another small radiator panel (50 KW core heat xfer), the drills stay at 500 K. So the cooling requirement seems to be somewhere between 200 KW and 250 KW - the drills should only generate 100 KW. I also checked the additional thermal data over the debugging console (ALT + F12) but I'm no expert in those numbers and they don't gave my any hint, what happens with the heat when the drills starts to overheat (I mean going over 500 K). This behavior starts with 1.3.1, in prevoius versions the cooling for this ship was fine (but in those days I drilled on mun ) . Best regards
  8. So, I wanted to make an 'all in one' tug/explorer (vanilla parts) to export almost all of the Kerbol system. Criteria was that as much of the ship as possible should be reusable at each stop, and it can refuel itself along the way. My plan was to have three main components: a driller (for refueling), a science lander, and a tug to transport the other two components. The driller was pretty simple, with a 4500 ore capacity: Note the large docking port atop, that will mate to the 'back' of the tug. The harder part was building a lander. I started a lander that would handle MOST of the standard planets (Mun, Eeloo, etc) a single stage land/takeoff that would have about 3000+ dV. Added chutes and drogues for Duna and Laythe. For Duna and Laythe, I added a removable inflatable heat shield, connected with a docking port so I could add or remove it as the mission required via a docking port: Experimenting with the inflatable shield was VERY interesting. A few lessons: If you inflate it and it touches an atmosphere, you can't deflate and re-use it. Which means I'd need to bring one for Duna and one for Laythe. When you deflate it, it *VIOLENTLY* explodes. So I separated it as much as I could, and experimented to make sure after the peak of re-entry heat, I could turn the ship prograde, drop the shield, and then flip back retrograde before finishing the landing sequence (in some cases just turning sideways and firing the engines to get the heck away from this giant bomb I'm carrying). Otherwise, the air resistance forces the shield back into the craft, with another BIG BOOM. So, that being said, my tests with Laythe still didn't work because of the high dV needed to push through the atmosphere. So, I added another optional stage I could also add with a docking port: It's super ugly, and the lower engines gimbal way more than they should, making it a difficult craft to control. But I get an extra 1630 dV from the lower stage, coupled with 3670 on the upper stage (if I use the drop tanks, but a bit less otherwise), gives me about 5300+ dV total, enough to land and take off from Laythe and Tylo. Note that I have to cut the fuel cross-feed (otherwise it robs the upper tanks first) and the stage cutover is a manual redocking/staging sequence, but not too awful. So, now I have all the planets covered, except for Eve, of course. So, here is the assembled tug, powered by a dozen nuke engines: Note the two 'extra' sections being carried: - Fuel/Engine set for Tylo - Thermal balloon for Duna - Another set of both for Laythe And, of course, a science lab. Fully assembled and fueled, she has about 5000dV. Getting ready to run the full system test!
  9. Hi KSP dev team I found that toggling/deploy/retract drill in action groups for drill has been removed in the recent update, so I cannot toggle drills from action groups, it is annoying that toggle drills one by one, Also if it is possible that we can re-define the action group in flight.
  10. I have a mining vessel with a Convertotron 250, four drills, four ore tanks, some cooling, some batteries, some solar cells and a load of other stuff which you will see in the picture below. My question is - why is only one of my drills at 45% load and the other three at around 2%. The ore in the local area is 14.5% average. I don't fully understand mining and drilling yet so could somebody explain what's going on here? Even more confused. They all say ore rate 0.22 now and I stopped and restarted them and instead of a load they just say "Operational".
  11. Started building a miner today. I found that I couldn't put 'Toggle Deploy Drill' on an action button as the option was missing. Only the start harvesting ground/asteroid resources options were available.
  12. I put a surface base down on Minmus with a drill, but it's in a location with no ore to drill up. I don't really care about the difficulty of locating biomes with resources and such, so is there a way I can edit the game files or install a mod to make the entire Minmus surface covered in recoverable ore or make the drill always dig up ore anywhere at the fastest rate possible? Thanks.
  13. Hi, Basically I want to add dust particles to one of drill animations. When I import animations to unity from blender I cannot edit them (to add smoke to running drill animation), imported animations are displayed as read-only. Please help edit [Solved] couldn't include particles in animation (somehow cannot export particles in animation component - KSP doesn't show the part). However exporting just KSP particles with part works. However you need to write a custom code that activates and deactivates particle emission. Relevant code: private KSPParticleEmitter harvesterParticleEmitter; harvesterParticleEmitter = base.part.GetComponentsInChildren<KSPParticleEmitter>(); ---- function code ---------------------------------- harvesterParticleEmitters.emit = true;
  14. Hey all: I've recently removed UKS from my install and still want to use EPL. However, the augers are 1) ugly and 2) undeployable. As I understand it, right now, Infernal Robotics is not working with 1.2.2 so I can't just shove the augers into the ground that way, and I really would rather have better looking drills anyway. There used to be alternative drills for EPL, but that link seems to be broken and not maintained. Are there any alternatives to the augers? Is there any way to make the stock drills mine MetalOre? I tried messing about with the .cfg for the stock drills but can't seem to get it to work. Any help would be appreciated.
  15. Hello, I have contract to collect 500 ore from the Mun. Thats all just drill it and leave it there. So I built this... However for some reason the drill won't transfer into the side mounted tanks. The decoupler is set to crossfeed so I'm stuck. Here's the craft file; http://pastebin.com/wKALBTa5 Could someone tell me why this is not working please? Many thanks in advance
  16. I did a little Drill Calculator to show the amount of resources gathered per second. I always wondered how it worked and now I know. If anyone have any question, just ask! How it works (after you download a copy, because it's set as read only on google sheets): Chose Yes or No if you want to mine Dirt; Put the resource concentration at the point you will mine; Select drill to use; Select level of most experienced Engineer inside your vessel (there is also an option to put if you don't have an engineer around); Profit. You can also wirte the desired amount per second and it will calculate how many of that drill you need and how much thermal controllers you'll need. Download link: https://docs.google.com/spreadsheets/d/1xTjEnUrXCBdKnYLXImXlbEbGHyKJ1w8vhJogjm6oBbU/ Edit: I'm also doing a description of resources inputs and outputs of everything of MKS in a sheet to help managing production of things. If anyone wants something like this, just answer here and I'll post it in another topic.
  17. Firstly let me state that I am a complete modding noob and that I am just starting to dip my toe into the world of part modding with KSP via editing the config files. So far I have successfully re-textured/modified the small "Not-Rockomax Mocronode" into a working probe core/micro satellite and wanted to try something else. My plan is to try and turn one of the ore drills into a surface sample collector which can be placed onto an unmanned probe. I know, it's disgusting that I want to do this rather than send a Kerbal and pick up the samples in person but I plan on making the transmission penalty so high that the sample will have to be returned to Kerbin anyway in order to gain any useful science from them. The way I look at it it's just going to be using an unmanned probe rather than risking the life of a Kerbal to get the sample and you can already use probes to mine for ore which basically is a surface sample anyway so this seems like a logical progression of that mechanic. Anyway, that's enough of the starter now on to the main course... I can resize/re-texture the drill fine and can get it to display the "Take Surface Sample" message and run the experiment OK but I can't figure out how the animation of the part works. Ideally I would like to use the stock animation to deploy, drill for the sample and then stow the drill again when the experiment is run but I don't know if this is possible? Could someone please point me in the right direction for a tutorial on how the animation commands of the config work? I can't find much information on the "ModuleAnimationGroup" "deployAnimationName" and "activeAnimationName" commands which I am assuming are what I need to use? I should also point out that I intend to sue these parts purely in my own personal game and will not distribute other peoples code, I just want to learn and reverse engineering existing parts seems to be the logical starting point. Thank you in advance for any help offered.
  18. Hello, I've recently started learning to mine! I've made some good strides, but have run into a pair of troubles that have me stuck in the mud. First is, while on Minmus, my stock drills seem to harvest at a constant rate regardless of temp/efficiency. Is this normal behavior or a bug? My Kerbin-based drills became more efficient near their optimal operating temperature, but these don't. I have hyperedit installed for another project, but didn't use it for this. Second is, my survey scanner says there's ~80% ore in this area, my narrow-band scanner says the whole area is uniformly stare-at-the-sun bright with ore, but the actual ore concentration is only in the 5-10% ballpark. What causes the massive discrepancy between different survey methods? Once again, is this normal behavior or a bug? I'm confused. Thanks in advance for any help and advice! Pictures Edit: Huge thanks to @Plusck for the quick, concise answer. I never would have guessed that "Ore rate" on drills was actually max ore rate, and that the surface concentration percentages have a conversion factor between the different devices. Thanks again!
  19. I'm keen to learn from the experiences of anyone who might have attempted drilling on Gilly (moon of Eve). My drill rig has 3 drills but they are not on an action group, so they have to be deployed consecutively. I'm worried my rig will topple over? My only Plan B right now is to keep the lander on the rig and use SAS and RCS to stay vertical and possibly provide some downforce... Clues anyone, please?
  20. As I understood it in 1.0.5, drills were updated in 6 hour "batches". So what you wanted to do was leave the drill strictly alone for 6 hours and do other things -- and then come back to the drill after 6 hours and it would have done lots of work while you were gone. If you came back to it too early, then the drill would revert to where it was when you left, and you would lose all that time. (Maybe the batching was done at 0:00 hours every day -- I never examined it to that amount of detail.) But it seems different now. In fact, it seems to be about the opposite. If I leave the drill alone for 6 hours, then it stops, retroactively. If I visit it regularly, then it keeps going. Has anybody checked this in more detail? Has anyone verified the pattern of how it works now?
  21. I have an ISRU design I've used a bunch of time. I put one down on Pol. I was having trouble getting enough ore to keep everything running and come out ahead, but other than that, it was working fine. I jump away (letting it run) and come back. I haven't gotten anything so I left click on the drill and it says "no ground contact". It was working before I left. I is clearly in the ground? Anyone know what's up? Here is a picture
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