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Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update


Majiir

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Umm, You do know that for the convertor to work it must either be attached to the fuel tanks to be filled, or have Fuel Lines leading FROM the fuel tanks to the convertors???

Mine seems to work ok. Though they are connected fuel tank to fuel tank. For instance, I have a Liquid/Oxi tank, then a Mono tank under that, then a Xenon tank under that. The converter is attached directly above the Liquid/Oxi tank.

It will make them all in order. Once one tank is full, it starts converting and filling the next.

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is the current download cut-and-paste or do you have to edit the part configs for 0.20?

the current download is not working, but if ya look a few pages back from here there is a fix that will get it runnin in 0.20 till an official update comes along

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So again for everyone, 0.20 fix for Kethane

Put/unzip this to your KSP_win/GameData and you should have your Kethane back and working.

I don't know .rar does anyone have a .zip, like all the other files are like?

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Hey guys.

I'm currently using the patch posted earlier in this forum to get this thing running with 0.20. While I was testing a new Miner design I encountered this issue- http://puu.sh/32OJT/aba3b293d4.jpg

The converter won't work at all. I don't know if this is a glitch or due to my placement of the converter, as this is my first time using them. Any help would be appreciated.

how did you get it working? iE where did you put all the files? i tried the fix and the game locked up everytime i tried to launch with a detector on board

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Is anyone else getting a problem where any ships that have kethane parts on them fail to load at launch?

yup...i end up just looking at a starry sky and the game locking up like it does with the old ramfarer plugin

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how did you get it working? iE where did you put all the files? i tried the fix and the game locked up everytime i tried to launch with a detector on board

My structure:

GameData\Kethane: Contains \Parts, \Plugins, and \Resources.

\Parts: Contains \Engine, \Fuel Tank, and \Utility, each of which are pretty self-explanatory and have sub-folders with individual parts in them.

\Plugins: Contains \PluginData and MMI_Kethane.dll - \PluginData contains \MMI_Kethane, which contains the actual data.

\Resoureces: Contains Kethane.cfg, with density modified to be 2.5x higher.

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My structure:

GameData\Kethane: Contains \Parts, \Plugins, and \Resources.

\Parts: Contains \Engine, \Fuel Tank, and \Utility, each of which are pretty self-explanatory and have sub-folders with individual parts in them.

\Plugins: Contains \PluginData and MMI_Kethane.dll - \PluginData contains \MMI_Kethane, which contains the actual data.

\Resoureces: Contains Kethane.cfg, with density modified to be 2.5x higher.

and the parts ...did you have to go in and put the PARTS {} brackets in the part files?

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Mine seems to work ok. Though they are connected fuel tank to fuel tank. For instance, I have a Liquid/Oxi tank, then a Mono tank under that, then a Xenon tank under that. The converter is attached directly above the Liquid/Oxi tank.

It will make them all in order. Once one tank is full, it starts converting and filling the next.

That setup works for exactly the reason you just said. Your converter is connected directly to the LFO tank. Both Xenon and Monopropellant are pumped differently by the game, they don't need fuel lines Or cross feed to work, so the processor can pump directly into those even if they were separated by a decoupler.

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No problem, and because I didn't say it specifically in my last post, your engines and RCS thrusters can also use those resources in the same way, even across decouplers and other non cross feed enabled parts :) you wouldn't have normally guessed it for ion engines since they are almost Never used in any sort of staging, but it should be evident for RCS, as for most common launches you will only have a single monoprop tank on the top stage that will feed all the lower stages thruster blocks :)

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At last, I got kethane working a few days ago, so I played a little too long. However, I've found something interesting! The more scanners you use, the shorter the scan interval seems to be when timewarping 100x and higher. Later today, I'll try to use a few dozen small scanners on a probe with huge solarpanels, if I can map faster on warping 1000x and more.

Edited by MennoLente
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He was on the KSP Podcast a week or so ago. Showed off a few things and said he was working on a new sound set for parts as well.

I have a question about the next version. I haven't dug into the interwebs, but perhaps you just might know the answer. Do you know if the next version of Kethane will break compatibility with the current Kethane mod? i.e. parts might be removed/replaced or changed so the old ones don't work?

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I have a question about the next version. I haven't dug into the interwebs, but perhaps you just might know the answer. Do you know if the next version of Kethane will break compatibility with the current Kethane mod? i.e. parts might be removed/replaced or changed so the old ones don't work?

I honestly don't know. Though the next version will use the 0.20 file system so removing the old mod from the legacy folders will be a good idea. I always make it a habit of removing a mod before updating it that way if something has drastically changed I won't have any game breaking conflicts.

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It has a shorter scan interval

Is a shorter scan interval really a big deal, though? I mean, you'd have to be sweeping pretty fast across the surface of a planet for 1.2-second pings not to hit a deposit at all (not to mention it must be a pretty small deposit if so!) I guess I was hoping the bigger sensor could cover a larger area per ping or something, a narrow cone rather than a line.

Oh, and while I'm thinking of it: I'd like to see an addition to the map screen that lets you mouseover a deposit (once detected, natch) and see how much is in it. I'd also like to be able to bind the map to an action group; it's sometimes fiddly to find the scanner to turn the map on, and while I can turn it on or off by action group, I can't open or close the map window.

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Is a shorter scan interval really a big deal, though? I mean, you'd have to be sweeping pretty fast across the surface of a planet for 1.2-second pings not to hit a deposit at all (not to mention it must be a pretty small deposit if so!) I guess I was hoping the bigger sensor could cover a larger area per ping or something, a narrow cone rather than a line.

Oh, and while I'm thinking of it: I'd like to see an addition to the map screen that lets you mouseover a deposit (once detected, natch) and see how much is in it. I'd also like to be able to bind the map to an action group; it's sometimes fiddly to find the scanner to turn the map on, and while I can turn it on or off by action group, I can't open or close the map window.

Ping don't matter in real time...its when you use time warp it starts becoming an issue..and the scanner will tell you how much is in a deposit, but only as its scaning that deposit. It shows on the map after the 'last deposit' coordinates in ()

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