N3N Posted June 4, 2016 Share Posted June 4, 2016 Hey! Thanks for your great work! I like your Mods and Kethane was my first one. (First version that i used was 0.3). But: Can you do something to update it on CKAN for KSP 1.1.2? Because there is only the 0.9.4 Version for KSP 1.0.5 on CKAN. Thanks and have fun. N3N Quote Link to comment Share on other sites More sharing options...
taniwha Posted June 4, 2016 Author Share Posted June 4, 2016 I never put anything on CKAN, not my "job". Talk to the person who put Kethane on CKAN in the first place. Quote Link to comment Share on other sites More sharing options...
N3N Posted June 5, 2016 Share Posted June 5, 2016 3 hours ago, taniwha said: I never put anything on CKAN, not my "job". Talk to the person who put Kethane on CKAN in the first place. Hey taniwha, Sorry, i didn't know. N3N Quote Link to comment Share on other sites More sharing options...
Dirca Posted June 27, 2016 Share Posted June 27, 2016 Hello, I've been having a problem when trying to put my compiled version of kethane in KSP, can anyone help me? The issue is that the grid around planets is bright pink (screenshot at the bottom), the only way to find kethane spots is by hovering the mouse over scanned cells to see the deposit amount and there's no way to tell which cells have been scanned since they all look the same. KSP.log shows no obvious errors and I've added a couple of log messages to make sure the shader material is being properly loaded just before it's assigned to the overlay renderer but no luck. Steps I've taken (tried on 32 and 64 bit windows versions): Start with a vanilla KSP install Add kethane 0.9.6 downloaded from this thread Build probe and drill/converter in game, scan kerbin and then place it on a kethane rich spot for future testing Clone both kethane and geodesic grid from github, open them in VS 2015, setup the 'unityengine', 'assembly' and 'assembly-c-sharp' dependencies as the readme says and compile the grid then kethane (using the compiled grid dll as depedency). Change the extension of the 0.9.6 geodesicgrid.dll and kethane.dll to .dll.bkp to keep them as backups Place the compiled dlls in the plugins folder Start the game Pink Kerbin! Load previous game with drill/converter in place Map view shows the pink grid again. Delete compiled geodesicgrid.dll, restore the one from 0.9.6 and test. Pink kerbin! Delete compiled kethane.dll, restore the one from 0.9.6 and test. Grid is back to normal Here's a piece of the log with the messages I added in bold (for some reason they were printed twice): [WRN 14:40:28.439] [Kethane] Loading settings [LOG 14:40:28.450] UIMasterController: ShowUI[LOG 14:40:29.157] Loading shader [LOG 14:40:29.159] Shader loaded: Kethane/AlphaUnlitVertexColored (UnityEngine.Material) [LOG 14:40:29.159] Applying Color: RGBA(1.000, 1.000, 1.000, 0.4) [LOG 14:40:29.269] Loading shader [LOG 14:40:29.270] Shader loaded: Kethane/AlphaUnlitVertexColored (UnityEngine.Material) [LOG 14:40:29.270] Applying Color: RGBA(1.000, 1.000, 1.000, 0.4) [WRN 14:40:30.100] HighlightingSystem : Edge Highlighting requires AA to work! [WRN 14:40:30.101] [ApplicationLauncher] Awake False [LOG 14:40:30.103] [ApplicationLauncher] SpawnSimpleLayout: VerticalTopDown Main menu: Quote Link to comment Share on other sites More sharing options...
taniwha Posted June 29, 2016 Author Share Posted June 29, 2016 This is a shader issue. Kethane looks for the shader in its dll (as a resource). I've put (for my own sanity) a Makefile in the top level directory of the Kethane tree, and a few others in strategic places, such that you can do just make KSPDIR=path/to/ksp install Note that you will need quotes around the path if it has spaces, and even on windows you need to use / instead of \ as the directory separator (little known fact: Windows and even DOS has always supported / as the directory separator, it's only the UI (including command.com) that insists on \). Also, you will need gnu make and mono to use the Makefile. Anyway, if you look in Plugin/Kethane/Makefile, you'll see how the dll is built. Quote Link to comment Share on other sites More sharing options...
Dirca Posted June 29, 2016 Share Posted June 29, 2016 1 hour ago, taniwha said: This is a shader issue. Kethane looks for the shader in its dll (as a resource). I've put (for my own sanity) a Makefile in the top level directory of the Kethane tree, and a few others in strategic places, such that you can do just make KSPDIR=path/to/ksp install Note that you will need quotes around the path if it has spaces, and even on windows you need to use / instead of \ as the directory separator (little known fact: Windows and even DOS has always supported / as the directory separator, it's only the UI (including command.com) that insists on \). Also, you will need gnu make and mono to use the Makefile. Anyway, if you look in Plugin/Kethane/Makefile, you'll see how the dll is built. Thanks for the reply, I installed gnuwin for gnu make in windows and mono but running the make file gives me an error. It doesn't seem to care if I put the game's path in quotes, it still thinks the directory name 'Kerbal Space Program' means three separate directories. The command I'm using is this: make install KSPDIR="D:/Steam/steamapps/common/Kerbal Space Program" Using install at the end gives me an error about the syntax of the command being incorrect so I switched to using it after make, for the path I've tried single quotes, double quotes, quotes only in Kerbal Space Program and escaping blank spaces with \ , nothing seems to work. So my workaround was to rename the game's directory to KSP and then the make file builds it like a charm, no more pink kerbin for me. The only issue now is that I can't launch the game through steam but that's a very minor inconvenience. So thanks for the help! Quote Link to comment Share on other sites More sharing options...
taniwha Posted June 29, 2016 Author Share Posted June 29, 2016 The problem there will be in the makefile itself. I guess quotes need to be put around expanded path names, which I've just done and pushed. Please pull and try again. Quote Link to comment Share on other sites More sharing options...
Dirca Posted June 30, 2016 Share Posted June 30, 2016 Pulled and tested, it works great if I use bash on w10 and put double quotes around the entire path. Thanks a bunch! Quote Link to comment Share on other sites More sharing options...
Yuri kagarin56 Posted July 1, 2016 Share Posted July 1, 2016 (edited) Why in gods name does anyone still use ckan???? I mean it's so poorly set up. A lot of modder a don't support it and it's usually outdated with it's mods. From day one of me starting ksp way back I always modded manually. Just....easier that way. Edited July 1, 2016 by Yuri kagarin56 Quote Link to comment Share on other sites More sharing options...
taniwha Posted July 1, 2016 Author Share Posted July 1, 2016 Yuri kagarin56: That is inappropriate for this thread, or really any thread anywhere. Dirca: I'm glad that helped. Quote Link to comment Share on other sites More sharing options...
seanth Posted July 2, 2016 Share Posted July 2, 2016 Did you ever see my pull request. It's been a while, but I think I set it up so processing can happen in the background. Quote Link to comment Share on other sites More sharing options...
taniwha Posted July 3, 2016 Author Share Posted July 3, 2016 I don't think I had, sorry. I'll take a look. Quote Link to comment Share on other sites More sharing options...
seanth Posted July 6, 2016 Share Posted July 6, 2016 (edited) Derp. Ignore Edited July 6, 2016 by seanth Quote Link to comment Share on other sites More sharing options...
CoriW Posted July 10, 2016 Share Posted July 10, 2016 Hey so I was just wondering if this is setup to work with custom planets / solar system replacement mods? This is the one I'm using. Quote Link to comment Share on other sites More sharing options...
taniwha Posted July 10, 2016 Author Share Posted July 10, 2016 At worst, you may need to tweak the generator config in Kethane/Resources/Kethane.cfg. However, I believe the Body blocks override the defaults so it should be usable out of the box. Quote Link to comment Share on other sites More sharing options...
Speedster159 Posted July 21, 2016 Share Posted July 21, 2016 Is this compatible with 1.1.3? Quote Link to comment Share on other sites More sharing options...
MKellerBR Posted July 21, 2016 Share Posted July 21, 2016 (edited) The download link is not working for me! anyone? working now.. 5min after the post! Edited July 21, 2016 by MKellerBR information! Quote Link to comment Share on other sites More sharing options...
taniwha Posted July 23, 2016 Author Share Posted July 23, 2016 On 21/07/2016 at 10:25 PM, Speedster159 said: Is this compatible with 1.1.3? It seems to be. On 22/07/2016 at 6:39 AM, MKellerBR said: The download link is not working for me! anyone? working now.. 5min after the post! Yeah, sorry about that. My ISP was playing router roulette again so I had to update my name server. Nice timing on your part. Quote Link to comment Share on other sites More sharing options...
PotentiallyHabitable578 Posted August 14, 2016 Share Posted August 14, 2016 Sorry to bother you, but what is the purpose of the Kerbal blender (KE-WAITNOSTOP something)? It says in the description that it turns Kerbals into fuel, but I can't find any way of making it work. I've looked in the part cfg file, and it seems that there is no function to the part(unlike drills and whatnot). Is the Kerbal Blender a joke/aesthetic thing? Or am I missing out on something? Quote Link to comment Share on other sites More sharing options...
cantab Posted August 14, 2016 Share Posted August 14, 2016 Maybe it's not working in the latest version? It used to do just that: Kerbal vanishes, some kethane appears in the tanks. Quote Link to comment Share on other sites More sharing options...
taniwha Posted August 14, 2016 Author Share Posted August 14, 2016 8 hours ago, PotentiallyHabitable578 said: It says in the description that it turns Kerbals into fuel, but I can't find any way of making it work. It is activated by a kerbal on EVA. The one who drew the short straw. Quote Link to comment Share on other sites More sharing options...
PotentiallyHabitable578 Posted August 15, 2016 Share Posted August 15, 2016 8 hours ago, taniwha said: The one who drew the short straw. Thanks! The expendable Kerbals have gone to... erm... check the fuel reserves of the space ship! Quote Link to comment Share on other sites More sharing options...
seanth Posted September 17, 2016 Share Posted September 17, 2016 Are the github release links up to date? Also, would you mind if we (kethane users) started updating the wiki on the github page? Quote Link to comment Share on other sites More sharing options...
ElGazo Posted September 27, 2016 Share Posted September 27, 2016 Crash, when the Converter 2m is working. Sorry my bad English. Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted September 27, 2016 Share Posted September 27, 2016 2 hours ago, ElGazo said: Crash, when the Converter 2m is working. Sorry my bad English. Bad english isn't a problem. Lack of useful information to help troubleshooting is. Quote Link to comment Share on other sites More sharing options...
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