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Mechanical Mouse Industries - Kethane & Payload Packs Released!!!


Dani-Sang

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MMI plugins are best one what I see but I have a question. Will it have something like red dot as current position in Kethan minimap? It can be very useful.

(sorry for my english)

Yes, as I stated often. This interface is stillll in its development. This code is only 2 weeks old and its "BETA". So please be patient and wait for next update.

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Already launched a few kethane sensors out to the Mun and Minimus, but here is my first build attempt at a mobile kethane rover. Hope it holds up in transit. Really enjoying the plugin, and the fact that now my moon bases will actually serve a purpose besides "this spot looks cool". Keep up the great work!

screenshot69.png

screenshot71.png

screenshot70.png
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Hey guys, could you please discuss other plugin's problems in the respective forums.

Reason is, if you post it here, the plugin creator will never know about the problem.

Also this game is in alpha state so bugs should be expected, don't be surprised about it.

Am I not posting in the right forum? The bug is with Kethane so I'm posting about it in the Kethane thread.

I also understand its in Alpha/Beta but how else would you fix bugs unless someone informed you about them?

This is a great mod and if you can get it to play nice with other plugins which a majority of people use it will mean better success for Kethane.

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Just wanted to say thank you to all the guys w/ MMI for all the work you have shared. These mods are amazing. :)

ThQ for the kind words.

Already launched a few kethane sensors out to the Mun and Minimus, but here is my first build attempt at a mobile kethane rover. Hope it holds up in transit. Really enjoying the plugin, and the fact that now my moon bases will actually serve a purpose besides "this spot looks cool". Keep up the great work!

screenshot69.png

screenshot71.png

screenshot70.png

Always like it when people make stuff and totally surprise me with it!

Am I not posting in the right forum? The bug is with Kethane so I'm posting about it in the Kethane thread.

I also understand its in Alpha/Beta but how else would you fix bugs unless someone informed you about them?

This is a great mod and if you can get it to play nice with other plugins which a majority of people use it will mean better success for Kethane.

You just said... I get that and that about not being able to get back to spacecenter or quit the game. And at the sametime somebody has it too but with other mods. That gives me a reason to think it is with the game itself, not plugin

No way to replicate what you said. You didn't gave a method how you managed to get that. A bug report is a relative detailed description of what you did and what exactly happened. And this has to happen a couple of times. Specially when it is with a alpha game.

You are the first person to report such incident. I can't just confirm a bug just based on one vage discription.

And also our mod has NOTTING to do with other plugins. Kethane plugin is a stand alone plugin and not even sharing anything with the others. There is no communication between the plugins. It either works or it doesn't and I highly doubt other plugins can influence that at this point.

Sorry, I simply cannot help you just based on a incident.

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I thought my report was fairly detailed. I told you the mods that I was using and how after reaching the mun with my Kethane-capable ship I was not able to leave the ship or end flight. I have never had that bug prior to Kethane and have been running those other mods since 0.16 came out with no problem.

I don't know how I can get more detailed then that, I could send you my craft file when I get home.

I understand that your mod is a standalone mod but you must know that most people use other mods along with yours. So far all other plugin developers have made sure their plugins are compatible with others and I think you should do the same.

I'm not in any way trying to be rude, but your response seems a bit too defensive, especially to some who's actually trying to make your mod better. You saying "You're the only person who has the issue" doesn't mean other people aren't having it too, I'm just nice enough to let YOU know about it.

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Dani-Seng, you're being overly defensive. Look, your plugin is trying to do something awesome. There are going to be glitches. I'm having a major issue that I can't even launch the ship when I try to use RemoteTech and MMI together, but I've been unable to lock down where the issue is other than when I try to launch, it won't ever fully load because the modules won't load fully due to the incompatabilities.

As this is a large community with a lot of different things going on, you need to make sure your plugins have minimum interference with other addons. Obviously, there is an issue as multiple people are having interference problems between Kethane/MMI and other mods. It's your responsibility to either work with the users and other mods to figure out what the problem is or simply tell people that yours is incompatible, but don't get defensive about it. It's something I brought up early on when you started talking about doing plugins and you yourself have been talking about wanting to make things more "streamlined". If your plugin is causing problems with others and instead of trying to fix it telling people the problem is with everyone else, does that not come across as being hypocritical?

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Guys, KSP is alpha, and riddled with bugs, just because you had a bug with a mod installed does not mean it is down to that mod, I myself have had this activity before with a fully stock install, meaning it is not Kethane related.

If you think you have found a new bug, make a bug report in the development board, with persistence files, dxdiag, output_log.txt and any other info you can provide :)

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Moderator Comment: Could any bug/glitch reports that are written for this Add-On please be as detailed and factual as possible (images are very helpful as well as the debug output). Remember, it might not be this Add-On that's 'broken'.

Edited by Ted
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Mods seem to be already have answered the way I wanted to answer.

I wasn't being defensive at all. I just said I can't do anything with the description you gave and clarified how plugins work. We had 2 dedicated testers (me and barie) testing for more then 20h in total together before we released it and we kept going and try to replicate all bugs until they were gone. I'm surprised myself how solid the code is that kulesz made, and that was only possible because of our own bughunting team.

And I can tell you from a developer point of view, bughunter and "manager" of 3 other people that you can't do much with the description you gave.

+

I don't mind bugs being reported here at all. But I need to be able to replicate it in order to call it a bugreport.

Edited by Dani-Sang
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211160027.jpg

this mun mining and refueling complex "Mun77"

1. "Mining Probe" (not is present in the picture) (Scaner)

1. "Scout rover" (Scaner + Drill + 800l tank + pump)

2. "Miner 44 " (Scaner + Drill + 3600l tank + converter + pump)

3. "Tanker 4" (Pump + 6000l tank + pump)

This complex can refill the ships in orbit or surface Mun ðnd also deliver 6,000 liters within the system Kerbin.

AMAZING MOD!!! thx.

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211160027.jpg

this mun mining and refueling complex "Mun77"

1. "Mining Probe" (not is present in the picture) (Scaner)

1. "Scout rover" (Scaner + Drill + 800l tank + pump)

2. "Miner 44 " (Scaner + Drill + 3600l tank + converter + pump)

3. "Tanker 4" (Pump + 6000l tank + pump)

This complex can refill the ships in orbit or surface Mun ðnd also deliver 6,000 liters within the system Kerbin.

AMAZING MOD!!! thx.

Thats how I like to see it being used :D Glad you are liking it.

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Mods seem to be already have answered the way I wanted to answer.

I wasn't being defensive at all. I just said I can't do anything with the description you gave and clarified how plugins work. We had 2 dedicated testers (me and barie) testing for more then 20h in total together before we released it and we kept going and try to replicate all bugs until they were gone. I'm surprised myself how solid the code is that kulesz made, and that was only possible because of our own bughunting team.

And I can tell you from a developer point of view, bughunter and "manager" of 3 other people that you can't do much with the description you gave.

+

I don't mind bugs being reported here at all. But I need to be able to replicate it in order to call it a bugreport.

To replicate, install mechjeb 1.9.1, isamap sat 3.1.0 and kethane, launch into orbit and try to go back to space centre. Doesn't get much simpler to replicate. I've had the same issue as have others. Now i can't say anything for powertech or any of the other mods because, while i DO have them installed, the mods aren't loaded if the craft doesn't need them so surely they can't be affecting this craft. Now i'd like to point out that if i take the scanner and control system OFF the craft, leaving JUST mechjeb and isamap sat i DONT get this issue!

Spoiler Shows scanner, control unit and isamap satellite.

attachment.php?attachmentid=31414&d=1345239846

Spoiler shows mechjeb radial version and external casing of the rocket

attachment.php?attachmentid=31413&d=1345239827

I can not think of anything else to show you unless your mod generates its own bug reports?

Now i'm not saying it's our right to have a working mod, considering all mods are done as a hobby and not for financial gain. HOWEVER if you know that people using your mod MIGHT have troubles with other mods, you really should either try your hardest to fix the issue OR put an official statement in the OP stating that your mod can't be used with whatever mods are the issue.

Edited by crimsonknight3
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I'm having an small issue with pumping fuel, is it necessary that the ship that's going to be refuelled *let me give you an example: i made an base on the moon, with drill, pump, controller, well, you get it, everything.* be close to the other pump? Because i can't find the ship in the GUI

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I just made a Kethane rover

It has:

  • 2 kethane Extractors
  • 1 Kethane Converter
  • 2 RCS fuel tanks
  • 6 RCS thrusters (to lift it of your delivery craft and to help with mobility)
  • 1 Liquid fuel tank (to store liquid fuel as a buffer when you transfer it
  • 1 kethane scanner
  • 1 Kethane controll unit
  • 1 mechjeb unit
  • A manned command pod
  • A savvy Parabol dish

No ladders tho, could only climb down, but not up, so you'll have to rely on your E.V.A pack

ncOb6.png

eap0i.png

Edited by maxsil
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To replicate, install mechjeb 1.9.1, isamap sat 3.1.0 and kethane, launch into orbit and try to go back to space centre. Doesn't get much simpler to replicate. I've had the same issue as have others. Now i can't say anything for powertech or any of the other mods because, while i DO have them installed, the mods aren't loaded if the craft doesn't need them so surely they can't be affecting this craft. Now i'd like to point out that if i take the scanner and control system OFF the craft, leaving JUST mechjeb and isamap sat i DONT get this issue!

Spoiler Shows scanner, control unit and isamap satellite.

attachment.php?attachmentid=31414&d=1345239846

Spoiler shows mechjeb radial version and external casing of the rocket

attachment.php?attachmentid=31413&d=1345239827

I can not think of anything else to show you unless your mod generates its own bug reports?

Now i'm not saying it's our right to have a working mod, considering all mods are done as a hobby and not for financial gain. HOWEVER if you know that people using your mod MIGHT have troubles with other mods, you really should either try your hardest to fix the issue OR put an official statement in the OP stating that your mod can't be used with whatever mods are the issue.

This is a bug report I can work with and since I know both other mod makers, I can notify them (currently my own plugin developer is on holiday)

I'm pulling everything of to make this mod work. I'm not sure where people get the impression from that I don't? I can simple not work with bugreports that have no single grasph of grain that I can't replicate properly.

Just check the "Known Isues & Fixes", not many out there have that and properly organized. I even advised somebody today to use a similar system.

Ones again, I don't see where you guys get the idea that I'm not going to bugfix.

All I will say is, go start your own modding project along with 3 other people and pull this all off within a month or so. Then you will know what I'm talking about.

Edited by Dani-Sang
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I'm having an small issue with pumping fuel, is it necessary that the ship that's going to be refuelled *let me give you an example: i made an base on the moon, with drill, pump, controller, well, you get it, everything.* be close to the other pump? Because i can't find the ship in the GUI

I did not understand your question 100%, but both vessels MUST have a pump in order to work. You can't just have a pump on one ship and pump towards the one who doesn't have a pump. This doesn't work like in the real world ;)

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This is a bug report I can work with and since I know both other mod makers, I can notify them (currently my own plugin developer is on holiday)

I'm pulling everything of to make this mod work. I'm not sure where people get the impression from that I don't? I can simple not work with bugreports that have no single grasph of grain that I can replicate properly.

Just check the "Known Isues & Fixes", not many out there have that and properly organized. I even advised somebody today to use a similar system.

Ones again, I don't see where you guys get the idea that I'm not going to bugfix.

All I will say is, go start your own modding project along with 3 other people and pull this all off within a month or so. Then you will know what I'm talking about.

I am actually pretty impressed that you managed to pull it off so fast, considering i've just started modelling and have barely got off the ground in 2 weeks (but have had a lot of personal issues)

The thing that makes people think your not going to try and fix this is simply because of A. Your insistance that it is the game and nothing to do with you and B. That it is other peoples mods.

Now while B is true you gave no assurance that you would look into it, however i do agree that it is a bit of a pain for people to say WHAT mods and not include what versions and what parts were used in the craft, however again, surely it is easier to ask the poster to elaborate, specifically ask for versions etc, rather than set off a fight by telling them that it isnt a proper bug report. I know how you see it in your eyes but not everyone is a bug tester like yourself so you can't place your standards of information on that of the general public who may indeed be a lot younger and more naive that you.

At any rate thanks for the great mod. By far it is the best mod out there, then zoxygene will be second. I'd like to hope that squad would like to implement your mod and that of zoxygene into the full game itself because they are a great concept that adds a whole new aspect to the game. Re-usable, re-fuelable, long-term craft.

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I did not understand your question 100%, but both vessels MUST have a pump in order to work. You can't just have a pump on one ship and pump towards the one who doesn't have a pump. This doesn't work like in the real world ;)

See if you understand this better:

I mean, both vessels HAVE PUMPS, but IS IT necessary that both vessels MUST be close to each other?

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See if you understand this better:

I mean, both vessels HAVE PUMPS, but IS IT necessary that both vessels MUST be close to each other?

I am assuming there is a maximum distance... It would be wholly SILLY to be able to refuel craft no matter where in the universe they are. Have you actually tried to get the craft you are trying to refuel CLOSER? say withing 10km? What is the distance between them (roughly) at the moment?

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Dani-Sang ÕÑÂÑ‚ÑŒ ýðôõöôð чтþ òüõÑÂтþ ÷õûõýых ûøýøù òы ÑÂôõûðõтõ тþÿûøòþÿрþòþôð?

Currently regular fuellines aren't a priority. We first want to have a solid gameplay.

But about the idea, it is something we toughed about and we will look at the possibilities, but not now.

Personally, I like this line more :).

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I am assuming there is a maximum distance... It would be wholly SILLY to be able to refuel craft no matter where in the universe they are. Have you actually tried to get the craft you are trying to refuel CLOSER? say withing 10km? What is the distance between them (roughly) at the moment?

There is a maximum distance and I forgot (blush)... I think it was something like 100m?

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There is a maximum distance and I forgot (blush)... I think it was something like 100m?

That is good. I know it "could" be pretty simple to add in for the next update but is it possible to add a 'Fuel Relay' Part when if the relay is 99m from the pump, then another relay with 99m of that, you could relay the fuel to longer distances. This could work by simply extending the range of the craft finder or by going a more complicated route and detecting any craft within 100m or EVERY relay.

What do you think?

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