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


Majiir

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I really hope not! With the current (dev) build of ISA it takes at least 4 times longer to get a usable map than a kethane scanner.

I don't think so, the current ISA build can map an entire planet in just a couple of hours.

Edited by zYnthethicz
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I think the only thing that would be beneficial from the way ISA scans is, for smaller bodies the swath width covers so much that in 5 minutes in a proper orbit you can have 90% of a small place like Minmus mapped(at 50x warp)

Tho for full sized planets the scan beam is so small that its only slightly wider than the kethane but won't scan over 100x warp. A scanning satellite like Khaos just linked can scan at what,, 1000x time warp? And with the proper orbit will map an entire planet in next to no time. Barely time to make a sandwich and have a coffee.

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Lol, I was referring to the monster satellites that Khaos uses,, I only use a single small scanner so making a map as detailed as he has done there on a mun sized body would take about 60-90 mins at 50x (I do ISA at the same time, so no super warp speeds)

I might actually consider making a satellite like someone posted a page or two ago with the scanners at the end of some winches, set them to 900m each and have them fired off 1800m apart from each other.. Just to see how overkill it really is!

But hey, if I can get my name in the credits for this awesome mod, bring on the nerf!!!

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0.7 or 0.8, depending on how those updates shape up. 0.7 will definitely include the new scan map, which means it will also have a new save format for scans. It probably won't have a new deposit generator or a new save format for the actual deposits; I expect that will be a major feature of 0.8. I like to include miscellaneous improvements in every update, and since one of the major features of Kethane is the modding API, that means improving modules.

Cool! So there will be a way to define recipes in the context of the converter module? I can't wait! :)

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Good call HoY, those pics were done at x1000 timewarp. I did make a rig capable of scanning at x10,000....but it was just silliness, was a 60ton satellite!

Im good at x1000.

Also I honestly don't think mounting the scanners away from each other helps at all, only more scanners. I did a test back in 0.19, made a loooong bar with trusses, twice the length of the SHP (as you can guess I used hyper edit to get it up) there was no difference between that and a scan made with 2 scanners right next to each other.

Edited by KhaosCorp
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In that case I have another test to run. With just two scanners mounted 2km apart on the same craft, with a probe core mounted with each scanner. I want to see if switching the 'control from here' from one scanner core to the other makes the scan line shift over by 2km.

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I have real trouble landing at the coordinates provided by the Kethane sensor.Is it necessary to have Mechjeb to do it?

It's not that hard, I would recommend doing it yourself a few times until it gets easy before I told you to use mechjeb to do it for you. But doing it all by hand isn't for everyone. I don't do much by hand anymore, and I'm not ashamed to admit it :)

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In that case I have another test to run. With just two scanners mounted 2km apart on the same craft, with a probe core mounted with each scanner. I want to see if switching the 'control from here' from one scanner core to the other makes the scan line shift over by 2km.

I'll save you the time: the scanners use the vessel center. Unless you can substantially change your center of mass between scanner pings, you're not going to get anything from spacing them apart.

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That answers that! Saved me a couple of hours of tinkering.

There is a simple way to change the center of mass, and do it quickly with the fuel balancer mod, and having the kethane detectors on fuel tanks out at the end of the long cables. Just have the balancer move the fuel from one tank to another , but if it only pings one spot at a time it doesn't help. One other thing I want to do is have a few satellites loaded into physics range of each other and taking advantage of mechjeb 2's multi craft control feature see if I can have them actively scan together. It's worth a try, and it just needs my pre built satellites and hyper edit to really test it.

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multi sat support would be great, but if the KSP dev guys could fix the power fluxuations in time warp that'd be good too

^^THIS^^ is one of the main reasons I have never put a single power source on anything I build. I'm still not even sure what fluxes under what warp speed, but I noticed it early on. Now i'm so used to how I build.....

EDIT: ok so I lied...my new wellheads have a single power source, kethane/electric generator!

Edited by KhaosCorp
oops =P
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^^THIS^^ is one of the main reasons I have never put a single power source on anything I build. I'm still not even sure what fluxes under what warp speed, but I noticed it early on. Now i'm so used to how I build.....

RTGs fluctuate because they run in Update instead of FixedUpdate. I reported this bug during 0.18 experimentals when RTGs were introduced, so don't hold your breath. (You can observe this by creating a module which consumes resources during Update; RTGs supply it smoothly, and everything else will make it fluctuate.)

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So i wan't sure if i had 0.5 or 0.5.1, but is it safe to assume that if all my files are dated to the same date and time as those i have in the 0.5.1 zip (that was already on my hard drive), i'm good to go for 0.6.1 ?

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So i wan't sure if i had 0.5 or 0.5.1, but is it safe to assume that if all my files are dated to the same date and time as those i have in the 0.5.1 zip (that was already on my hard drive), i'm good to go for 0.6.1 ?

You can check. KSP/GameData/Kethane/Plugins/MMI_Kethane.dll > right-click > Properties > Details > Product version.

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Hello, so I've installed Kethane Pack 0.6.1 on a fresh 0.20 install and am having loading problems.

It seems to load everything just fine, including several things in the Kethane folder, but as soon as it gets to the "Kethane/Parts/kethane_generator/part/kethane_generator" the loading stops, it's been loading that file for like the last 10 minutes, and now the usual loading background images have just changed to a black background. Not sure what would be causing this?

EDIT: Nevermind figured it out, apparently my "Squad" folder in the "GameData" folder somehow got deleted.

Edited by CoriW
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OK so system info

Kerbal 20.2

Kethane 6.1

What exactly is the color coding mean... I see yellow orange and red (Maybe... I am a little color blind). Are each type different? Or is it desposit density?

(I did read through the thread for a bit, but sooooo many pages, and search did not limit my researches. )

Alacrity Fitz

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Based on what I've seen in the kethaneresource modules, each deposit defines two colours, one for full and one for empty. Assuming this is true in your version as well, it possible that all three of those colours you see are all a single resource, just different levels of 'fill.' I think you can look this up by opening the Kethane mod folder/Resources/kethane.cfg and look for the ColorFull & ColorEmpty lines to know what they are. Assuming yours might be yellowish on the empty and red on the full - then you could see orange for in between.

Edit: I think those are the default colours used for ore in the latest EL build - I'm guessing you use that?

Edited by Krisism
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