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


Majiir

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I've been mucking about on minmus and so far about 10 Fatman90's from the Nucleonics pack, I can get into orbit pretty easily, I only use up about 2000 units of kethane converting as I go, that's out of 40000 units, so pretty efficient to haul it into orbit and refuel crafts there in my opinion. Also since I use OrbitalConstruction Redux I can now make rocket parts so hauling kethane in it's raw form does double duty for me.....

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It's about the same, which is to say that hauling unrefined fuel is probably slightly more efficient as you don't need to haul along a converter.

OR multiple fuel types! Consider this:

In order for an orbital refueling station to be 100% effective in its job it has to carry good sized stock of Liquid fuel, Oxi, MonoProp, and Xenon for most players. So in order for a jumpship to carry fuel to said station you have to carry all 4 as well, or make 4 trips in place of one. Take all this into account and hauling up Kethane is WAAAAY more effective, not to mention much more versatile.

sorry for the double....its been a long day and im 1/2 paying attention =P

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I am having a problem where I can not open the scanning map, I have made sure there is power enough, and that I am w/in range. I am using a crap load of mod parts though if that will damage my chances as well as Lazor Systems and Mechjeb. Please Help!!;.; mind you when I downloaded the mod (the download on the first post) there was only a gamedata folder, with no readme, do I have to get an alt download?

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I have an annoying problem, I originally believed I did not install the whole file, but alas I did, my problem is when I right click or mouse over any of the

Kethane parts, nothing happens, at least when I do so with normal liquid tanks it pops up, but no, I believe I have a problem as there was only the game data folder that I ended up downloading, that was all that was in the file, I believe though there is a DLL, I used the first post's download. Please Help!;.;

Mods: Dammed Robotics, Hyper edit, Mechjeb, editor extensions, Lazor systems, TAC self destruct, B9 Aerospace, Hydrogen scoop, BFT Form tanks, Lackluster parts, Station rings, Weights,Deep Space Part Pack

~Alderon~

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I used to be only able to use the large drill, as the small one would cause the "hello world" bug. now either drill causes the game to crash in the same manner. Any ideas? I have started a new game, no saves or old files. without the use of the Kethane mod any use of the game and exploration has come to a standstill.

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It's about the same, which is to say that hauling unrefined fuel is probably slightly more efficient as you don't need to haul along a converter.

Ideally, you don't haul a converter regardless of whether you're refining planetside or in orbit. The way to refine planetside is to keep the converter on a separate mining ship or base that stays down on the planet, so the ship hauling the refined fuel doesn't need anything but fuel tanks. The drills and converter only need to be hauled around when a deposit is exhausted.

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Do you get a "hello world" message? I could only use the large drill as the small drill caused the game to crash. now after the latest update I cant even use ANY drill. and it locks up the computer. didn't get much help solving the issue before either.

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Do you get a "hello world" message? I could only use the large drill as the small drill caused the game to crash. now after the latest update I cant even use ANY drill. and it locks up the computer. didn't get much help solving the issue before either.

If your getting the 'hello world' bug its NOT an issue that Kethane has caused....

@Charles_sparrow: you can get previous releases of kethane from Majiirs github, i think the link is in OP, if not maybe the wiki.

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I am having a problem where I can not open the scanning map, I have made sure there is power enough, and that I am w/in range. I am using a crap load of mod parts though if that will damage my chances as well as Lazor Systems and Mechjeb. Please Help!!;.; mind you when I downloaded the mod (the download on the first post) there was only a gamedata folder, with no readme, do I have to get an alt download?

Im not sure if you know or not, I dont think you actually get a little map graph thing anymore. Go to your map while scanning and look at the actual planet. you will see it laying out the areas where Kethane is. Also make sure you click it on.

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I have run into the problem where I landed on the Mun in a Kethane rich area (as clearly displayed by the map overlay) and tried mining; however, nothing is coming out. I have 3 small drills, a Kethane tank with a capacity of 4000 units, and more than enough electrical charge. I've checked the map multiple times to confirm that I am on top of a Kethane deposit. I've restarted the game, as well without any luck. I'm not using any mods other than the Kethane mod, so I don't know what the problem is. If anyone could help, it'd be much appreciated.

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I have run into the problem where I landed on the Mun in a Kethane rich area (as clearly displayed by the map overlay) and tried mining; however, nothing is coming out. I have 3 small drills, a Kethane tank with a capacity of 4000 units, and more than enough electrical charge. I've checked the map multiple times to confirm that I am on top of a Kethane deposit. I've restarted the game, as well without any luck. I'm not using any mods other than the Kethane mod, so I don't know what the problem is. If anyone could help, it'd be much appreciated.

Take a screen shot please...

But I'm guessing that you have the drills to high or to low from terrain.

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Take a screen shot please...

But I'm guessing that you have the drills to high or to low from terrain.

My drills were too high when the landing legs were extended, so obviously nothing was happening. I was too scared to retract the landing legs because I have a docking port on the bottom, but I managed it. Thank you for your help!

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Nice mod, thanks for all your efforts.

The only thing i don't really like is the scanning system. Would like it to either scan while the probe is inactive (would even allow a bunch of probes) or to make it possible to build bigger, more effective probes. If it could scan all fields within a small angle, we could slap multiple scanner on a probe. Flying higher (and using the large scanners) could even make sense, to scan a larger part of the planet at once.

I also don't really like the live update while mining. Sure, it is extremely convenient. But without it scanning would remain somewhat important until you are actually done mining.

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Nice mod, thanks for all your efforts.

The only thing i don't really like is the scanning system. Would like it to either scan while the probe is inactive (would even allow a bunch of probes) or to make it possible to build bigger, more effective probes. If it could scan all fields within a small angle, we could slap multiple scanner on a probe. Flying higher (and using the large scanners) could even make sense, to scan a larger part of the planet at once.

I also don't really like the live update while mining. Sure, it is extremely convenient. But without it scanning would remain somewhat important until you are actually done mining.

Due to current limitation of KSP scanning with an inactive vessle is not possible.

You can however speed up the scanning process by using multiple scanners and time warp. If done properly you can have a 100% complete Kethane map of Kerbin in around 28-32mins real-time.....less if you get really crazy making a satellite. Some of the smaller moons can be 100% complete in under 10min. Its all about high orbits, fast time warp(1000x and up), and getting full resolution per pass.

I understand this is not quite what you were saying, but the end result is the same...faster mapping.

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can the next version have a backwards converting option? for example since kethane can be turned into both fuel and mono, can i convert them back into kethane.

That would allow for exploits. You could convert liquid fuel into xenon, for example. The "xenon dissolved in kethane" excuse is silly enough for xenon production as it is, but kethane would become totally unbalanced if you could do that.

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can the next version have a backwards converting option? for example since kethane can be turned into both fuel and mono, can i convert them back into kethane.

imo if u want to cheat that bad just turn on inf fuel

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My grid overlay at duna is all spazzy and all over the place, and cant be seen without moving the camera in the map. The beeps now have a mind of their own too, changing tone randomly and sometimes stopping all together

its known bug. i found best to keep overlay off till u need it. doing that it stoped happening so offten. but when it happens only thing is game restart to fix it.

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My grid overlay at duna is all spazzy and all over the place, and cant be seen without moving the camera in the map. The beeps now have a mind of their own too, changing tone randomly and sometimes stopping all together

Read back a few pages before you post people.....

This has been mentioned almost once a page since just after the 0.21 compatibility update.

Its an issue with either MechJeb or stock game, a fix was even posted for it in this thread....

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That would allow for exploits. You could convert liquid fuel into xenon, for example. The "xenon dissolved in kethane" excuse is silly enough for xenon production as it is, but kethane would become totally unbalanced if you could do that.

Not really if u had a high tax on the efficiency. Its like a chemical reaction you can make stuff go backwards but it costs alot of either energy and/or product.

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