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


Majiir

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You shouldn't need to delete the kethane.cfg file. Make sure you've installed Kethane in the right place; if it's not in the right directory, it might crash on trying to load sound files.

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i deleted the CFG file in the resources folder. didnt do anything. is there any known mod conflicts with Kethane? i have quite a few.

Don't delete that config file; it's required. He probably meant the file at saves/{your-save}/kethane.cfg.

See my post above, though. I don't think deleting the file is necessary.

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Currently having a strange bug: Whenever I launch a ship with a Heavy Drill on it, the drill deploys automatically as soon as the ship loads, and I can't seem to re-pack them either. When I right-click on one of them, it just has a button for "Deploy Drill", which when I click on it, nothing happens.

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Currently having a strange bug: Whenever I launch a ship with a Heavy Drill on it, the drill deploys automatically as soon as the ship loads, and I can't seem to re-pack them either. When I right-click on one of them, it just has a button for "Deploy Drill", which when I click on it, nothing happens.

Same problem :(

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As soon as you run the game that file is CREATED. So telling people to delete it isn't going to do them any good.

When it comes to the conflict created by installing EL mod it does. And when its CREATED it RESETS all the info in said file. So in some situations it helps...or if you just happen to want to reset your maps/deposits.

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Just a suggestion, I would love to se a tiny converter unit. About the size of the large radial battery form KSPX would be nice. It be great for the small lander were a 1m one is a little to big but manageable.

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I've written documentation for third-party developers in preparation for the 0.6 update. I've been keeping in touch with skykooler and we're planning a roughly simultaneous release of Kethane and Extraplanetary Launchpads so everyone can update both and enjoy the latest versions.

I've done some work on the particle effects code, and it's now much easier to add particle systems to parts. (They're defined in part.cfg files instead of copy-pasted and hard-coded.) The generator part doesn't have all the animations done, but it has enough, so tomorrow I'll write the module code for that.

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What is the reasoning for it to be backwards?

I think the way that resources work; fuel never goes "toward" a fuel tank unless you manually move it. The converter is actually an engine, that is "withdrawing" a NEGATIVE amount of Fuel from the fuel tanks.

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Is there a way to keep the kethane detector running when you are not controling the satalite?

Cause every time I activate the thing, go back to manage some other craft and come back, it stopped.

So currently the only way for me to scan the entire Mun would be to watch my satalite actually cover the entire Mun. Which kinda sucks

Does anyone know this?

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Is there a way to make the kethane deposits have infinite kethane?

I know you can edit the values of the deposits in the kethane.cfg in the saves folder, but didn't see how to make them infinite

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Is there a way to make the kethane deposits have infinite kethane?

I know you can edit the values of the deposits in the kethane.cfg in the saves folder, but didn't see how to make them infinite

put em in the billions...they will seem infinite

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Has anyone found a fix for the common problem where KSP refuses to load a craft with a kethane part on it? (only see space, no planet or craft, unable to end flight). Sorry but I just don't feel like looking through 90+ pages for a solution :S

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