Jump to content

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


Majiir

Recommended Posts

Hey Majiir, I was wondering if there were any plans to optimize Kethane's parts? Right now Kethane's parts folder is larger than even B9 Aerospace's parts folder. It doesn't look like it'd be too difficult, as most of Kethane's parts are tanks, and most of those have the same textures.

Link to comment
Share on other sites

Is there a quick way to scan all the kethane on a planet? I'm interested in modifying the random deposit placement code to get something I like and it is damn tedious to send a probe every time. Or would it literally be easier to just modify the "hiding" code while I'm working on it?

Link to comment
Share on other sites

Hey Majiir, I was wondering if there were any plans to optimize Kethane's parts? Right now Kethane's parts folder is larger than even B9 Aerospace's parts folder. It doesn't look like it'd be too difficult, as most of Kethane's parts are tanks, and most of those have the same textures.

Not currently. The size in memory is fairly small; there's room for optimization of the fuel tanks, but it's a lot of effort for little memory savings. Kethane is large on disk, which I've regarded as fairly inconsequential. If there's a tool which converts to another format without impacting texture quality or load times, point me to it and I'll switch over the textures.

Is there a quick way to scan all the kethane on a planet? I'm interested in modifying the random deposit placement code to get something I like and it is damn tedious to send a probe every time. Or would it literally be easier to just modify the "hiding" code while I'm working on it?

You can use debug mode to show all deposits regardless of your current scan mask. You could also edit the scan masks in your persistence file or edit the rendering code, but those options are both overkill. If you're actually modifying the deposit code in the plugin, you should take a look at the feature-generators branch on Github.

Link to comment
Share on other sites

If you're actually modifying the deposit code in the plugin, you should take a look at the feature-generators branch on Github.

If I find something I like I'll run some screenshots by you and see if you want me to commit, but any sort of fiddling with random stuff tends to piss people off, in my experience at least. Maybe add it as an option for which generator to use... I've already looked at your code and it'll be pretty easy to modify it to what I want to try (biasing towards the equator, attempting better support for lots of small deposits), so instead of just compiling something for myself I'll get a Github account and a working copy of that branch.

Link to comment
Share on other sites

Maybe add it as an option for which generator to use...

That's why I told you to look at that branch. :wink: It's been around for a while now, and it does exactly that. Generator classes are defined in plugins, and then configuration and state lives in the persistence file. (If a persistence doesn't have a generator defined, it loads the default from the KethaneResource definition. This means that even if the default generator is upgraded, you can keep the old one in your saves or choose to upgrade.) It's designed to be used as a third-party API, so there shouldn't be any need to modify Kethane (although for experimentation and feedback purposes that's probably easier).

Link to comment
Share on other sites

That's why I told you to look at that branch. :wink: It's been around for a while now, and it does exactly that. Generator classes are defined in plugins, and then configuration and state lives in the persistence file. (If a persistence doesn't have a generator defined, it loads the default from the KethaneResource definition. This means that even if the default generator is upgraded, you can keep the old one in your saves or choose to upgrade.) It's designed to be used as a third-party API, so there shouldn't be any need to modify Kethane (although for experimentation and feedback purposes that's probably easier).

Ah, sweet, thanks!

Link to comment
Share on other sites

Not currently. The size in memory is fairly small; there's room for optimization of the fuel tanks, but it's a lot of effort for little memory savings. Kethane is large on disk, which I've regarded as fairly inconsequential. If there's a tool which converts to another format without impacting texture quality or load times, point me to it and I'll switch over the textures.

If they're not currently in .PNG format, that could be an option for later when 0.22 is out since .PNG loading fix was mentioned as part of that release (presumably due to the Unity 4.2 engine upgrade).

Link to comment
Share on other sites

Majiir, I have a question about module KethaneConverter. There is an isEnabled bool but that seems to be on all the time. I'm using GetInfo() and chopping the return string up to find out the electric charge usage. However there does not seem to be any way to tell if a converter is active or not. GetInfo() always reports the same usage and isEnabled is always true.

Is that how it's supposed to work? Or am I missing how to find out the active state? I see the methods to activate, deactivate or toggle but nothing to query. Ideally I'd like to be able to see a bool with true/false denoting if it's converting or not and a resource usage list. GetInfo() works but is a tad clunky with string parsing.

Link to comment
Share on other sites

Majiir, I have a question about module KethaneConverter. There is an isEnabled bool but that seems to be on all the time. I'm using GetInfo() and chopping the return string up to find out the electric charge usage. However there does not seem to be any way to tell if a converter is active or not. GetInfo() always reports the same usage and isEnabled is always true.

Is that how it's supposed to work? Or am I missing how to find out the active state? I see the methods to activate, deactivate or toggle but nothing to query. Ideally I'd like to be able to see a bool with true/false denoting if it's converting or not and a resource usage list. GetInfo() works but is a tad clunky with string parsing.

isEnabled is defined by PartModule. IsEnabled (note the capital I) is defined by KethaneConverter and does what you need. The resource lists aren't directly exposed, but you can hack around it by accessing KethaneConverter.config, which is a copy of the module config node. [EDIT] I should note that the config node will only ever report the configuration, not the current status of the converter. You can assume the converter is running at full speed, but that's often not the case. (You can usually leave a converter turned on without harm.)

Link to comment
Share on other sites

Ah thanks, I'll use the IsEnabled capitalised. Mono auto offered the other one first and I must have just accepted the hint.

Just tested and it's showing the right values in flight now. I'll put a new build of Fusebox up tomorrow, I have to be up in 6 hours again.

Link to comment
Share on other sites

I'm pretty sure Majiir said 'no, make your own scanners' fairly recently but I could be mistaken.

Doesn't mean that we can't add the resource to the scanner for it to look for. Majiir doesn't want other mods to use his parts for their mods out of the box, haven't heard anything about not adjusting .cfg files (and possibly borking the install) to allow it.

Link to comment
Share on other sites

Hey, the site appears to be blocked on most computers, mind posting a mirror of sorts?

To clarify for everyone: the download server is functioning fine. There's an issue where the server (but not the Kethane download itself) has been flagged by some antivirus and filtering services and may be blocked. If you can, temporarily disable those services to download the package, and then feel free to scan the package itself if you're worried. I'm looking into solutions and alternatives, and I'll have something ready in time for 0.8 (which will probably be synchronized with the KSP 0.22 release, but it's hard to be certain).

if another mod adds new resources via Kethane's resource system, is there a way to make the scanner work to detect those?

As others have mentioned, third-party mods should create their own detector parts. It is possible for a part to detect multiple resources; see the Kethane API documentation for details.

Link to comment
Share on other sites

To clarify for everyone: the download server is functioning fine. There's an issue where the server (but not the Kethane download itself) has been flagged by some antivirus and filtering services and may be blocked. If you can, temporarily disable those services to download the package, and then feel free to scan the package itself if you're worried. I'm looking into solutions and alternatives, and I'll have something ready in time for 0.8 (which will probably be synchronized with the KSP 0.22 release, but it's hard to be certain).

You where right, odd. Normally if Avast (my virus scanner) Blocks anything it does make a mention of it. This appeared to simply be a server that was down. Thank you for the heads up!

Link to comment
Share on other sites

To clarify for everyone: the download server is functioning fine. There's an issue where the server (but not the Kethane download itself) has been flagged by some antivirus and filtering services and may be blocked. If you can, temporarily disable those services to download the package, and then feel free to scan the package itself if you're worried.

You're right that it has to do with anti-virus software. I disabled mine and it worked. Thank you.

Link to comment
Share on other sites

I'm sorry if this question was already answered many times, but how can I disable the Kethane map in the main menu?

It is getting boring when you see it so many times.

Also, minor suggestins for fixing gaps between some parts:

node_stack_bottom = 0.0, -1.40, 0.0, 0.0, 1.0, 0.0, 1 for kethane_heavyDrill

node_stack_bottom = 0.0, -75.0, 0.0, 0.0, 1.0, 0.0, 1 for kethane_tank1mLarge

All other nodes seem correct :) unfortunatelly unlike many of the stock ones ;.;

Edited by Absolute Human
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...