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


Majiir

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I really hate to harp on the main menu thing, but I've installed 0.7.2 and I can't find the option to turn off the main menu grid display. The control in the map view looks the same as it did in 0.7.1 and the "show overlay" radio button doesn't seem to affect the main menu's display when turned off. GameData/Kethane/settings.cfg doesn't have any additional settings in it that I can see. What am I overlooking?

PS, the reason I'm focused on this is because it's the only issue I've had with this new update. So that's a good thing? :)

Looking into the source on Github it looks like the value you want to set is ShowInMenu.

After some trial and error I figured it out. I placed ShowInMenu in the following location

ScanningSound = True

ShowInMenu = False

ShowOverlay = False

For some reason it kept reverting my changes when I placed it at the end although it might work for you there. So edit GameData/Kethane/settings.cfg and then start your game.

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That fixed it, thanks! I now officially have no complaints and only praise for this update (well, this setting could use a menu button somewhere, but other than that :))

Yeah I noticed that it didn't auto generate the line in the config but I'm sure that was just a minor oversight. Glad to help.

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I explained earlier in the thread why splitting up hexagons into different colors is a technical challenge. Not impossible, but it would involve changing the mesh structure and that screws with things like cell<->vertex lookups.

Another option would be to texture cells that contain other resources, like with a dot or something. It would be the same color as currently, but at least it would be an indication that "something's up" under that cell.

Random idea... but it sounds like people are getting hung up on modifying the kethane overlay to represent the presence of a second or third resource.

What if you did something more rudimentary?

Let us assume you have "Resource A" and "Resource B", each selectable in the menu. Would it be possible to have a separate and selectable "Resource A*Resource B" overlay that simply colours hexagons where non-empty values in both resources overlap, pulling into the tooltip the density values for both?

Might even make it procedural so that resource combo overlays are created automatically as more resources are added?

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So the map overlay is blocking solars for me around the mun. If I enable the overlay, all of my solar panels get 0 power. I am in a 70KM polar orbit.

See page 151 post #1506

If you ever have any issues with any software EVER step one should be to make sure your running most current version...

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So the map overlay is blocking solars for me around the mun. If I enable the overlay, all of my solar panels get 0 power. I am in a 70KM polar orbit.

Do you have 0.7.1 or 0.7.2?

I guess you still got 0.7.1 as your problem has already been fixed in 0.7.2

Kethane 0.7.2 has been released. The download link on the first post has been updated.

This update makes fixes and improvements related to the geodesic grid overlay. See the 0.7 release notes for information on upgrading from any version other than 0.7 or 0.7.1.

Changes in this version:

  • Fixed an issue where the grid overlay would block sunlight from solar panels.
  • The mouseover window no longer stays behind when exiting map view or disabling the overlay.
  • The resource selector window no longer remains when the UI is hidden.
  • Improved performance of cell mouseover detection.
  • Adjusted the Minmus grid radius to fix a clipping issue.
  • Moved plugin-wide settings from the PluginConfiguration system to a ConfigNode. Those settings now reside in KSP/GameData/Kethane/settings.cfg.
  • The "show overlay" setting and resource selector window position are now saved to the settings file and persist between scenes.
  • Added a settings option to disable the main menu overlay. But seriously, a lot of you guys complained way too hard about this.
  • Disabled surface attachment for the KE-G35 generator.

Edit: Ninja'd

Edited by Tex_NL
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First of all it takes an Immense amount of deltaV to get yourself to landing speeds, more deltaV than you can actually achieve with stock parts. The Orion engine might be able to do it, or infinite fuel. And after that I do believe there's actual land there but it's 100% pointless. With the deltaV you spend to land and take off again you could have done every mission imaginable 100 times.

Who said anything about landing?

I meant mining with a KAS connecter attached to a drill hovering a few inches above the surface(so the collider does not hit it)

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Who said anything about landing?

I meant mining with a KAS connecter attached to a drill hovering a few inches above the surface(so the collider does not hit it)

I have done ALOT of testing in this area, as far as I know I'm first to do off-shore drilling (i'm probly not though, but I looked). Drilling with KAS kinda only works when your stationary, even more so without the drag of water to slow things down.

There are 2 main issues with the process your talking about.

First is going to be speed, if your talking about dipping an orbit low enough to drop a drill...well, its not going to drop but trail behind.

Second issue is that in order for this to work the KAS cable would have to be plugged in Docked mod. Take into account the large kethane drill is 4tons just itself. Dropping that kinda weight so far from the ship can cause serious problems.

A lot of my initial testing for unorthodox drilling was done with airships, and even those had serious issues with CoM shifting when drill is deployed, even just hovering the ship was no good.

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Yeah, I would consider atmospheric scooping to be the purview of part dedicated to said process, as fun as dangling a drill off the side is.

Also as a bit of a PSA, it's easy enough to check in-game but it seems like scan map hexes are 2.3° wide at the equator of any given body. Useful for planning survey orbits.

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Who said anything about landing?

I meant mining with a KAS connecter attached to a drill hovering a few inches above the surface(so the collider does not hit it)

Everything Khaos said PLUS have you considered the gravity on Kerbol? If you want to hover over the surface at zero surface speed you'll need like 20 mainsails just to keep a mining ship in the air. (Not literally but the gravity there is sooooooo high that hovering isn't an option)

Now if you want to switch from hovering to actually orbiting Kerbol at a few meters (possible I think because its perfectly spherical I believe?) you'll be orbiting at what..20 kilometers per second lol. Kerbol is Heavy. the speed you need to be going is going to be huge. And that massive amount of DeltaV I mentioned before is still required to get yourself that low in the first place.

There Is however the option of using an insanely low insanely FAST aero brake pass through the (whatever-sphere since I don't know it's name) with an atmospheric scoop which is on the list of "maybe in a future release"

This would require a bit less delta V but still a boat load. Tho it's achievable with stock engine stays.

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Actually, orbiting Kerbol that low is not hard or fast, it is actually VERY slow.

Its the ÃŽâ€V that is unusually high.

a Solar Corona is the actual term, but Coronasphere can describe it perfectly.

In all reality mining from Kerbol would only have the stupid instant vaporization issue to deal with, meaning you would probably need to adjust the orbit or KAS cable until it works.

Edited by Galacticruler
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So, I decided to test this out.

The lowest you can orbit Kerbol is 1340.5 meters, and even using hyperedit i kept drifting down there from 1350 so heres the orbital and surface speed from 1400 meters.

Surface: 63,138.2

Orbital: 66,943.0

a transfer burn to kerbin from down here costs 28,831.1 m/s

So i stand by what I said,, and what Draft said,, using a scoop of some sort while doing an insanely fast pass through the Coronasphere (it will still be an immensely long pass even at those speeds due to the circumference of Kerbol)

Now, that altitude I mentioned is far from the surface, and the parts are all exploding due to overheating. so a custom built ship with proper heat shielding would need to be used for this :)

Engineering challenge!!

Edited by HoY
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Let me say - first, thanks for letting us turn off the Kethane maps on the title screens. I was one of the people who whined about that.

Once I got over it - the mapping system is absolutely brilliant. No more trying to translate pixels on a tiny little map into features on the globe, or trying to correlate the Kethane map to the ISA map to figure out which deposits are safely accessible. I can look on the map and pick my landing zone with immediate visual feedback about how rough the landing may be. I hope Squad is paying attention to this whenever they decide to implement resource detection in the game. This is how it should be done.

The only quirk I've seen so far (from mapping - I still haven't had a chance to land a drill) is that the mapping algorithm seems to punt if the sample point falls directly on the edge between two adjacent hexagons. I saw that happen repeatedly on a mostly-polar orbit with a satellite that had plenty of power, and at a fairly low warp (50x or lower - no other hexes were missed). Only those scans that happened to appear directly on the edge seemed to be skipped. Considering the low incidence, it's not a huge problem.

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Loving the overlay and 7.2 patches things nicely. Cheers.

Have some ideas for how you can represent multiple resources per cell.

1. Animate a colour transition for each resource.

2. Have a blended resource option that does a flat UV interpolation between the colours. The ugly option

3. Could probably use a toon shading effect on the edges and colour based on resource. Limits you to 6 resources

4. Speckle the cell colour based on resource ratios.

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I just watched the livestream, about multiplication particles, would it take to much processing to invert the texture and multiply it with the inverted color of what you want? If you do it that way when you multiply the particle the parts that are supposed to be white are black and will not change while the black parts which where not getting multiplied before (or rather stayed the same) will get the color you want.

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