Jump to content

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


Majiir

Recommended Posts

The game has a limitation where only the active craft will scan, the fix is multiple scanners on the same craft. http://forum.kerbalspaceprogram.com/showthread.php/23979-Kethane-Pack-0-7-4-Find-it-mine-it-burn-it!-Compatible-with-KSP-0-21?p=470011&viewfull=1#post470011

A satallite in a polar orbit will scan a planet within one day

Link to comment
Share on other sites

Took a few minutes to figure out the new interface, but I really like the new map overlay. Awesome job. I know you'll work out the zoom jitters over time, but nice to be able to use the Mechjeb "Land Here" feature with the Kethane overlay.

Link to comment
Share on other sites

I just noticed that there is a .cfg file that defines the geometry and distribution of Ke deposits. I'm sorely tempted to go in and edit it to be a little harder at least for the Mun.

Except, unless I'm reading https://github.com/Majiir/Kethane/blob/master/Plugin/KethaneController.cs correctly, it uses a random seed to regenerate the same deposit shape every time. So you can change the quantities, but not the locations. Easily. I suppose you could iterate through different seeds until you got a configuration you like. Sounds time consuming, though.

Link to comment
Share on other sites

Hey guys, I'm new to this forum, but been playing KSP for about a month and recently started installing mods to make the game more interesting. Had a heartbreaking moment when I got my crew to my mining site on Minimus. Hooked up the Drill/Converter to my silo (via KAS) and bam, 4000 kethane will not convert to liquid fuel or oxidizer. At first I thought it was the KAS mod not working properly so I started searching that down,, but I went to make monopropellent and everything worked as expected... Checked my kethane 7.4 folder and looked at the config files for the various parts, but I can't find any inconsistencies. I thought maybe they changed the variable names for LiquidFuel and Oxidizer with the update but the resources match the stock Squad parts. So basically. I can drill and transfer Kethane to the Kethane tank (build on same assembly) and transfer Mono to the Silo assembly at the same time, but I cannot make Liquid Fuel or Oxi. The mono tank is on the far side on the liquid fuel tank so I don't think it's a connection problem anywhere. Just strange. Restarted several times and the problem has not remedied himself, but I (so far) cannot find a record of anyone else having this problem. Running 0.21.1 and Kethane 7.4, other mods are KAS, Engineer, Procedural Fairings, KSPX, and Subassembly Manager (though this one is on my to-be-deleted list). Should I post a bug report on this?

You probably need to check your fuel flow lines to make sure the converter is connected to the tank. This happened to me the first time too.

Link to comment
Share on other sites

Should I post a bug report on this?

NO!!!

You should learn how fuel-routing in KSP works.

http://forum.kerbalspaceprogram.com/showthread.php/35664-Kethane-Usage-and-Proper-Fuel-Routing

Kinda sounds like you have things routed from your Converter wrong, give that thread link a read and see if it helps.

@kodemunkey:

Yes, stock parts do indeed float, though a little more unpredictable than boat parts. And let me save you a bit of time with the off-shore drilling =) You need around 20 tons to sink the large kethane drill and the KAS plug. Lots more if you want it to sink fast! (20 tons will sink at about 0.5 m/s)

Link to comment
Share on other sites

NO!!!

You should learn how fuel-routing in KSP works.

http://forum.kerbalspaceprogram.com/showthread.php/35664-Kethane-Usage-and-Proper-Fuel-Routing

Kinda sounds like you have things routed from your Converter wrong, give that thread link a read and see if it helps.

@kodemunkey:

Yes, stock parts do indeed float, though a little more unpredictable than boat parts. And let me save you a bit of time with the off-shore drilling =) You need around 20 tons to sink the large kethane drill and the KAS plug. Lots more if you want it to sink fast! (20 tons will sink at about 0.5 m/s)

Thanks about 5 minutes after posting this I saw that the lines need to be run "backwards" b/c of the negative thing. I'll check your link out. I'm going to try "docking" with KAS from the other side (tank to Keth instead of keth to tank) but I think in the end I'm going to be stuck and need to scrap this mission in favor of a better drilling rig.

Link to comment
Share on other sites

Thanks about 5 minutes after posting this I saw that the lines need to be run "backwards" b/c of the negative thing. I'll check your link out. I'm going to try "docking" with KAS from the other side (tank to Keth instead of keth to tank) but I think in the end I'm going to be stuck and need to scrap this mission in favor of a better drilling rig.

Kinda something you gotta get used to in KSP...sometimes all the best laid plans of mice and men come crashing down! Sometimes its just your lander what does that....

Link to comment
Share on other sites

Thanks for the help. I tried using the connector the other way 'round and it's still not working. *sigh*. Looks like I need a new drilling platform with a liquid fuel tank attached, which is a bummer. I figured that using a KAS connector from the converter directly to a liquid tank would work but it's not, no matter which side I connect from. The two are docked but LF will not communicate through the converter. The really sad part is that I have another identical drilling platform in orbit (I launched 2 in-case my heavy lander crashed) ready to be put down, but it too should only be good for RCS or Xenon. So many hours wasted, but that's why I chose minimus as my first mining site instead of Duna.

Link to comment
Share on other sites

I'm getting a weird bug when I build a small satellite with a small or medium kethane scanner when I go to launch. I'm somehow in orbit unable to do anything. I don't see my creation, I can't fast forward time, and I can't end flight. I go back to the KSC and everything is locked up, I can't click on anything. I have .21.1 and I tired installing the newest version of kethane twice. Please tell me someone else is having this problem.

You need to put the ENTIRE Kethane folder under the GameData folder.

Edited by NeoAcario
Link to comment
Share on other sites

I've been reading through the bugs and can say only one still bothers me. I had to take the Kethane Generator out since my game locked up on boot every time with it. I have a 27" iMac with an i7 3.4 GHZ and a Nvida 680MX with 2GB of ram. Still looking back to see if this has a fix and will post again if I find it here.

Link to comment
Share on other sites

You need to put the ENTIRE Kethane folder under the GameData folder.

I had the same problem. It's not like a typical mod, you have to put it in the folder with squad, not the squad folder. It's one layer up from where you put it.

Link to comment
Share on other sites

I had the same problem. It's not like a typical mod, you have to put it in the folder with squad, not the squad folder. It's one layer up from where you put it.

So, it's exactly like a typical mod?

Link to comment
Share on other sites

I had the same problem. It's not like a typical mod, you have to put it in the folder with squad, not the squad folder. It's one layer up from where you put it.

Most mods are installed via game data folder since 0.20...

Link to comment
Share on other sites

For the case anyone wants to try my temp fix: https://dl.dropboxusercontent.com/u/59546146/ScaledSpaceDumper.dll

What this does is for one is dumping all ScaledSpace transforms into KSP\ScaledSpaceDump.txt upon scene change, next it'll remove all null transforms to prevent the map wobble and grid freaking, lastly it'll remove all non body spaces when you go back to the spacecenter because they get created upon entering a flight anyways, but without this they'd end up getting added over and over again, everytime you enter a flight from the spacecenter.

And for the paranoid ones, here's the source: https://dl.dropboxusercontent.com/u/59546146/ScaledSpaceDumper.cs

I tried this little patch and it seems to work for the hex overlay issues and map jittering. The only issue I'm still having is that, if I exit a flight or the tracking station to the space center, with the Kethane grid still 'on', the grid is visible in the sky above the space center. If I go back into the tracking station and turn the grid off, this fixes it, but it's still not a desirable situation.

Link to comment
Share on other sites

I had the same problem. It's not like a typical mod, you have to put it in the folder with squad, not the squad folder. It's one layer up from where you put it.

Uh, that makes it a typical mod.

If you're putting mods in the Squad folder, you're doing it wrong.

Link to comment
Share on other sites

I'm having a problem with the kethane scanners, whenever I right click on the scanners and try to activate them they say insufficient power. now you might be thinking that all it means is that I don't have enough power connected to them but I've added tons of solar panels and tons of batteries, and it still says insufficient power, I'm also in the range of the scanner so its probably not that. when i right click on the scanner instead of show map being under activate detector it just says disable scan tone. I'm still on version .20 so I'm not sure whether thats the problem or not, and all the parts work fine. I've put the whole kethane folder into the gamedata, and I don't think that its conflicting with any other mods, I also dont think im building them wrong because I've looked at other peoples designs and tried those as well. I'd love it if someone could help me out.

Link to comment
Share on other sites

For those of you having the mechjeb + kethane problems just put mechjeb on your second to last stage of your sat launcher and jettison the mechjeb stage after you have achieved the desired orbit. I have a small ion based kethane survey sat and put mechjeb on the last liquid fuel stage to test and it worked.

I also noticed while testing this that the Kethane Grid will come back if you start the game, launch a vehicle from kerbin w/o mechjeb, achive orbit and view the grid once then switch to a vehicle that has mechjeb. not sure if it will be consistent though.

Link to comment
Share on other sites

Just to be sure for everyone, since I've seen one or two posts about my problem that were not related, it was my ignorance. I just hooked a "refinery" to my driller and that one is working fine.

Link to comment
Share on other sites

Long time fan and user ... am just wonderig if the extraplanetary laucher issue is still around. I understand I am going to have to scrap all my old rigs but am still hoping to get a fully functional off world self sustaining base set up...

Thanx

Alacrity

Link to comment
Share on other sites

Long time fan and user ... am just wonderig if the extraplanetary laucher issue is still around. I understand I am going to have to scrap all my old rigs but am still hoping to get a fully functional off world self sustaining base set up...

Thanx

Alacrity

This would be something to ask in the Extraplanetary Launchpads thread.

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...