flart Posted March 15, 2021 Share Posted March 15, 2021 Converter rate of the SME converters of the Cryotanks resources is too low compared to the stock converters: // stock + mining + cryotanks 125 Ore 2.5/s + 30EC/s = Lf 0.22/s + Ox 0.28/s Ore 2.5/s + 30EC/s = MP 0.5/sOre 2/s + 50EC/s = LH2 141/s Mk2 Ore 1/s + 30EC/s = Lf 0.45/s + Ox 0.55/s Ore 1/s + 30EC/s = MP 0.66/sOre 1/s + 30EC/s = LH2 0.9/s 250 Ore 0.5/s + 30EC/s = Lf 0.45/s + Ox 0.55/s Ore 0.5/s + 30EC/s = MP 1/sOre 1/s + 50EC/s = LH2 141/s 375 Ore 2/s + 45EC/s = Lf 1.8/s + Ox 2.2/s Ore 2/s + 45EC/s = MP 4/sOre 2/s + 45EC/s = LH2 3.6/s Quote Link to comment Share on other sites More sharing options...
pp3d Posted March 22, 2021 Share Posted March 22, 2021 I edited the stack pump (oceanicextractor.cfg) to. get water instead of ore... but it can't. find water even though in the ocean. Ideas? // MODULE // { // name = ModuleResourceHarvester // HarvesterType = 1 // Efficiency = 4 // ResourceName = Ore // ConverterName = #LOC_SMX_OE // StartActionName = #LOC_SMX_StartOE // StopActionName = #LOC_SMX_StopOE // ToggleActionName = #LOC_SMX_ToggleOE // INPUT_RESOURCE // { // ResourceName = ElectricCharge // Ratio = 6 // } // } MODULE { name = ModuleResourceHarvester HarvesterType = 1 Efficiency = 10 ResourceName = Water ConverterName = Water Pump StartActionName = Start Water Pump StopActionName = Stop Water Pump INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 6 } } Quote Link to comment Share on other sites More sharing options...
Morgan927 Posted May 8, 2021 Share Posted May 8, 2021 I installed this mod a while back and am just starting to use it on 1.11.2. I brought a small asteroid to LKO and attached to my station. I have tried the Large Mining Auger, Drill-o-matic and the tremor stack drill. None will harvest. I "Start Asteroid Harvesting" and I hear a grinding noise for a split second (on the drill-o-matic) and then nothing. I am sure I am missing something required to do the drilling, but I have no idea what. Quote Link to comment Share on other sites More sharing options...
Spaceman.Spiff Posted May 8, 2021 Share Posted May 8, 2021 6 hours ago, Morgan927 said: I installed this mod a while back and am just starting to use it on 1.11.2. I brought a small asteroid to LKO and attached to my station. I have tried the Large Mining Auger, Drill-o-matic and the tremor stack drill. None will harvest. I "Start Asteroid Harvesting" and I hear a grinding noise for a split second (on the drill-o-matic) and then nothing. I am sure I am missing something required to do the drilling, but I have no idea what. Do you have enough E/C? What other mods do you have that affect resources? Can you send a screenshot of the craft? Quote Link to comment Share on other sites More sharing options...
Morgan927 Posted May 9, 2021 Share Posted May 9, 2021 (edited) Plenty of E/C (78416) I can't paste a local image in apparently... I don't want to create yet-another-acct somewhere that I have to track, just to post an image. Why can't we just upload an image file? What other mods that affect resources? Perhaps I should clarify that I had a drill working and pulling ore (about 1600 total). Now nothing will. Subsequent research makes me fear that the small asteroid does not have any ore left. I do not know how to check. Geez, not sure which affect resources, but here is all the mods I have. KSP: 1.11.2 (Win64) - Unity: 2019.2.2f1 - OS: Windows 10 (10.0.0) 64bit Filter Extensions - 3.2.6USI Tools - 1.4 KSP-Recall - 0.1.0.8 ABCors - 0.5.1.2 B9 Part Switch - 2.17 BAM - 1.3.3.3 Community Category Kit - 5.2 Community Resource Pack - 1.4.2 CommunityTechTree - 3.4.3 Contract Configurator - 1.30.5 Contract Pack: Exploration Plus - 2.0.1 Contract Pack: Clever Sats - 1.4 Contract Pack: CommNet Relays - 2.1 Contract Pack: Field Research - 1.2.2 Contract Pack: Historical Progression - 0.9.2 Contract Pack: Kerbal Academy - 1.1.10 Contract Pack: Bases and Stations - 3.7.2.5 Contract Pack: RemoteTech - 2.1.4 Contract Pack: Tourism Plus - 1.5.2 Crowd Sourced Science - 6.0 CustomBarnKit - 1.1.21 DecouplerShroud - 0.7.2 DynamicBatteryStorage - 2.2.2 Easy Vessel Switch - 2.2.7689.40431 Firespitter - 7.17 HideEmptyTechTreeNodes - 1.3 Interstellar Fuel Switch - 3.29.2KAS - 1.7.7516.37663 Kerbal Engineer Redux - 1.1.8.3 Kerbal Inventory System - No Fun - 0.1.10 Kerbal Joint Reinforcement - 3.5.2 Kerbal Reusability Expansion - 2.9.1 Kerbal Inventory System - 1.28.7685.40880 KSP-AVC Plugin - 1.4.1.5 Module Manager Watch Dog - 0.0.1 Docking Port Alignment Indicator - 6.9.2.2 NearFutureConstruction - 1.3.1 NearFutureElectrical - 1.2.2 NearFutureExploration - 1.1.1 NearFutureProps - 0.6.4 NearFutureSolar - 1.3.1 NearFutureSpacecraft - 1.4.1 Final Frontier - 1.10.0.3485 OPT Reconfig - 3.4 Photon Sailor - 1.7.1 PlanetShine - 0.2.6.3 Procedural Fairings - 1.8.3 RemoteTech - 1.9.10 ReStock - 1.3.1 ReStockPlus - 1.3.1 SCANsat - 1.20.3 SETI-CareerChallenge - 1.3 SETI-CustomBarnKitConfig - 0.9.1 SETI-Greenhouse - 1.2.1 SETI-MetaModPack - 1.3 SETI-ProbeControlEnabler - 1.3 SETI-RebalanceMaterialsGoo - 1.3 SETI-RemoteTechConfig - 1.3.0.1 ButtonManager - 0.0.1 SpaceTuxLibrary - 0.0.6 VesselModuleSave - 0.0.1.1 StationPartsExpansionRedux - 1.4 Strategia - 1.8 Surface Mounted Lights - 1.17.7665.33291 Trajectories - 2.4 Kerbal Alarm Clock - 3.13 Transfer Window Planner - 1.7.2 TrimIndicator - 1.11 TRP-Hire - 0.6.10.2 TweakScale - 2.4.5 Konstruction - 1.4 KSP Interstellar Extended - 1.28.5 Kerbal Actuators - 1.8.3.1 Edited May 9, 2021 by Morgan927 Quote Link to comment Share on other sites More sharing options...
Morgan927 Posted May 9, 2021 Share Posted May 9, 2021 Yeah, it looks like the asteroid is out of resources...only 10t. Just isn't worth all the effort to bring that thing in. Quote Link to comment Share on other sites More sharing options...
Dominiquini Posted July 15, 2021 Share Posted July 15, 2021 On 8/8/2020 at 9:51 AM, BerdinskiyBear said: I think that I was misunderstood, I know that there is a mirrored version of a model for the wheel, I just asked if you can add a switchable variant for this part that will switch between mirrored versions of models so creating a vessel like on picture would be possible in one piece. Wheels on the front can't be placed like that during construction. Also I have noticed that mirrored version of the model appears to steer wrong way while physically working correctly. This craft is supposed to turn right and it does so without problem, but mirrored wheels (front-left and back-right) appear to be turned wrong way. I was having this problem too. Is there a way to fix this? * They rotate in the wrong direction too, but physically they work! Thanks Quote Link to comment Share on other sites More sharing options...
123nick Posted July 18, 2021 Share Posted July 18, 2021 Hello, would it be possible too have an optional MM patch that gives the Trebuchet and Onager an alternate mode with near-identical performance too Rock but it just runs off of Ore instead? i think itd make sense considering both are pretty much unprocessed junk. And i dont think rational resources has configs for Rock yet. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted July 19, 2021 Share Posted July 19, 2021 (edited) 13 hours ago, 123nick said: Hello, would it be possible too have an optional MM patch that gives the Trebuchet and Onager an alternate mode with near-identical performance too Rock but it just runs off of Ore instead? i think itd make sense considering both are pretty much unprocessed junk. And i dont think rational resources has configs for Rock yet. Actually........ Rational Resources Parts (by default) changes the SMX mass drivers (engines and RCS) to run on Rock. They've been tested so that the EC demand should be unchanged. It's not a switching config, though. You have to add or delete this file and restart KSP depending on your preference. Edited July 19, 2021 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
123nick Posted July 19, 2021 Share Posted July 19, 2021 2 hours ago, JadeOfMaar said: Actually........ Rational Resources Parts (by default) changes the SMX mass drivers (engines and RCS) to run on Rock. They've been tested so that the EC demand should be unchanged. It's not a switching config, though. You have to add or delete this file and restart KSP depending on your preference. Ah, ok. i understand now. sorry, i got Rock confused with Dirt, which isnt whitelisted by Rational Resources. thats why i was asking. Although, maybe RR having a option too make the trebuchet and onager multimodal engines that switch from Ore or Rock might be cool, no? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted July 20, 2021 Share Posted July 20, 2021 17 hours ago, 123nick said: Ah, ok. i understand now. sorry, i got Rock confused with Dirt, which isnt whitelisted by Rational Resources. thats why i was asking. Although, maybe RR having a option too make the trebuchet and onager multimodal engines that switch from Ore or Rock might be cool, no? RR handles Dirt without purging it (since release 1.19) so it's available for your use now. I could make them multimode...but I'd rather players make up their mind which resource to use and to stick with it as my presentation of the Rock resouce intends for it to do exactly what Ore partially does (being an abstract, omnipotent resource). Quote Link to comment Share on other sites More sharing options...
flart Posted August 24, 2021 Share Posted August 24, 2021 old stock textures in the configs is missing Squad/Parts/Engine/liquidEngineMainsail/model002 Squad/Parts/Structural/Size3To2Adapter/decoupler_and_adaptor_cm Quote Link to comment Share on other sites More sharing options...
theJesuit Posted August 24, 2021 Share Posted August 24, 2021 18 minutes ago, flart said: old stock textures in the configs is missing Squad/Parts/Engine/liquidEngineMainsail/model002 Squad/Parts/Structural/Size3To2Adapter/decoupler_and_adaptor_cm You'll need to use this instead for the textures: Squad/zDeprecated/Parts/Engine/liquidEngineMainsail_v1/model002 and Squad/zDeprecated/Parts/Structural/Size3To2Adapter_v1/decoupler_and_adaptor_cm Quote Link to comment Share on other sites More sharing options...
flart Posted August 25, 2021 Share Posted August 25, 2021 (edited) 18 hours ago, theJesuit said: You'll need to use zDeprecated instead for the textures: it's strange, this patch doesn't work for some reason, though MODEL is changed in the MM-cache. Spoiler @PART[SMX_Size0Driver,SMX_Size1Driver]:FOR[Local] { !MODEL {} MODEL { model = MiningExpansion/Parts/Size1Driver/Model texture = Mainsail2, Squad/zDeprecated/Parts/Engine/liquidEngineMainsail_v1/model002 texture = Size3AdvancedEngineDiffuse, Squad/Parts/Engine/Size3AdvancedEngine/Size3AdvancedEngineDiffuse texture = ksp_s_processorSmall_diff, Squad/Parts/Resources/MiniISRU/ksp_s_processorSmall_diff texture = TriBitDrill, Squad/Parts/Resources/RadialDrill/TriBitDrill texture = decoupler_and_adaptor_cm, Squad/zDeprecated/Parts/Structural/Size3To2Adapter_v1/decoupler_and_adaptor_cm } } @PART[SMX_RCSDriver]:FOR[Local] { !MODEL {} MODEL { model = MiningExpansion/Parts/RCSDriver/MDCS texture = Mainsail2, Squad/zDeprecated/Parts/Engine/liquidEngineMainsail_v1/model002 texture = Size3AdvancedEngineDiffuse, Squad/Parts/Engine/Size3AdvancedEngine/Size3AdvancedEngineDiffuse texture = ksp_s_processorSmall_diff, Squad/Parts/Resources/MiniISRU/ksp_s_processorSmall_diff texture = TriBitDrill, Squad/Parts/Resources/RadialDrill/TriBitDrill } } @PART[SMX_AsteroidPort]:FOR[Local] { !MODEL {} MODEL { model = MiningExpansion/Parts/AsteroidPort/Model texture = dockpitportstd, Squad/zDeprecated/Parts/Utility/dockingPort_v1/model000 texture = grabberDiffuse, MiningExpansion/Parts/Assets/grabberDiffuse texture = TriBitDrill, Squad/Parts/Resources/RadialDrill/TriBitDrill texture = ksp_r_medWheel_diff, Squad/Parts/Wheel/roverWheelTR-2L/ksp_r_medWheel_diff texture = ksp_r_medWheel_normal_NRM, Squad/Parts/Wheel/roverWheelTR-2L/ksp_r_medWheel_normal } } fix_SMX_TextureFix.cfg https://1drv.ms/u/s!Alncj27YxKc-h3jbTJvkz1Dq8jBn mm-cache https://1drv.ms/u/s!Alncj27YxKc-h3asaCwAERo2sWfG ksp.log https://1drv.ms/u/s!Alncj27YxKc-h3e98ERw1joOEnwc Edited August 25, 2021 by flart Quote Link to comment Share on other sites More sharing options...
theJesuit Posted August 25, 2021 Share Posted August 25, 2021 1 hour ago, flart said: it's strange, this patch doesn't work for some reason, though MODEL is changes in the MM-cache. Hide contents Not quite sure what Local is in your patches. Quote Link to comment Share on other sites More sharing options...
flart Posted August 25, 2021 Share Posted August 25, 2021 21 minutes ago, theJesuit said: Not quite sure what Local is in your patches. by default I set :FOR[Local] for my local patches Quote Link to comment Share on other sites More sharing options...
Hohmannson Posted August 25, 2021 Share Posted August 25, 2021 4 hours ago, flart said: doesn't work for some reason Tried that too. It seems you need a .bat file to simply copy all missing textures from zDeprecated to places where they were in 1.11 - or to do it manually. Quote Link to comment Share on other sites More sharing options...
Krzeszny Posted September 6, 2021 Share Posted September 6, 2021 (edited) @SuicidalInsanity Hello, I found 2 bugs a bug: Wildcat and Terravore have broken drilling animations. Edited September 14, 2021 by Krzeszny SystemHeat incompatibility report moved to the appropriate topic Quote Link to comment Share on other sites More sharing options...
Stumble Posted September 27, 2021 Share Posted September 27, 2021 I found a bug in the MK2ISRUDrill. For whatever reason it was causing a huge amount of drag on the order of 10 times the drag from a short MK2 cargo bay. Adding the following to the .cfg file seemed to sort it out and drop the drag to where it should be. MODULE { name = ModuleLiftingSurface useInternalDragModel = False deflectionLiftCoeff = 0.35 dragAtMaxAoA = 0.15 dragAtMinAoA = 0.1 } Quote Link to comment Share on other sites More sharing options...
KSPNoob Posted February 8, 2022 Share Posted February 8, 2022 Im having the texture issue and cant seem to fix it. Changed the config files for the parts to the zDeprecated path as listed previous but they remain white. I do have Restock installed and have tried removing the part from the restock whitelist config but sill no go. Any help would be appreciated. Quote Link to comment Share on other sites More sharing options...
krautbernd12 Posted February 16, 2022 Share Posted February 16, 2022 (edited) Can somebody tell me if the mod works in 1.12 (apart from minor issues like missing textures in some parts)? Are there any other mods that integrate additional (stock-like) drill parts/sizes? Edited February 16, 2022 by krautbernd12 Quote Link to comment Share on other sites More sharing options...
Davi SDF Posted February 16, 2022 Share Posted February 16, 2022 (edited) 3 hours ago, krautbernd12 said: Can somebody tell me if the mod works in 1.12 (apart from minor issues like missing textures in some parts)? Are there any other mods that integrate additional (stock-like) drill parts/sizes? I am using it in 1.12 without any problems (of course, there are some missing textures). I don't know any mod that adds stock-like drills and parts like this one, sorry. : ( Edited February 16, 2022 by Davi SDF Quote Link to comment Share on other sites More sharing options...
Noah Foloni Posted August 23, 2022 Share Posted August 23, 2022 Is this compatible with ReStock? Quote Link to comment Share on other sites More sharing options...
darthgently Posted August 24, 2022 Share Posted August 24, 2022 3 hours ago, Noah Foloni said: Is this compatible with ReStock? I use both and they seem to play well Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted August 24, 2022 Share Posted August 24, 2022 7 hours ago, Noah Foloni said: Is this compatible with ReStock? It is: Restock may have broken some of the parts due to blacklisting stock texture files and that would've been fixed by now. It is not: I hope you're not expecting these parts to use Restock's textures. That's never happening. Quote Link to comment Share on other sites More sharing options...
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