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


Majiir

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Is there any objection to one of us posting a ModuleManager config that integrates the Kethane parts into the tech tree? I figure that it would be useful for those who aren't inclined to write the config themselves.

Kethane license forbids distrubting ModuleManager files that modify Kethane

You may NOT: Distribute a byte patch or other difference file or patcher intended to modify Kethane files without directly distributing them.
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IIRC Majir made an exception for the MM Configs, He doesn't want us posting Entire configs.....

Here's the link to the post in question!!!

http://forum.kerbalspaceprogram.com/threads/23979-Kethane-Pack-0-8-Art-pass-terrain-conforming-grid-and-miscellaneous-improvements?p=723403&viewfull=1#post723403

Edited by Railgunner2160
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So, I had an idea which I think is sort of sane. Sort of. Perhaps.

hQW6rfy.png

This is my terrible drawing (with even terrible-er handwriting) of it. A sort of inline and radially attached drill which, rather than drilling at 90 degrees relative to the 'front' of the drill, drills right through the front. There could be 1.25m and 2.5m versions, probably. Illegible text at the bottom says "drill attaches on underbelly." Just a random thought I had.

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While searching my KSP.log to fix my game, I came across this curious entry for Kethane:

[WRN 23:00:18.000] File 'K:/Games/KSP/KSP_0.22/KSP_Data/../saves/default/kethane.cfg' does not exist

Pretty sure that's the wrong directory. :) The base directory for my game is 'K:/Games/KSP/KSP_0.22/'.

No that should be fine ".." in computers means "go back a directory." He probably stores a variable for the data directory as "K:/Games/KSP/KSP_0.22/KSP_Data/" and then references where the kethane.cfg file is from there.

K:/Games/KSP/KSP_0.22/KSP_Data/../saves/default/kethane.cfg is exactly the same thing as K:/Games/KSP/KSP_0.22/saves/default/kethane.cfg

The "problem" is that Kethane doesn't store a config file in your save directory. Everything goes into your persistent.sfs file (as far as I know). So that's probably legacy code in case someone upgrades.

In short: No biggie :)

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To clarify, the extension animation isn't scripted per se, I think it actually checks whether the drill touches the ground, and the animation is embedded in the model file. Not a cfg edit.

This is correct.

While searching my KSP.log to fix my game, I came across this curious entry for Kethane:

[WRN 23:00:18.000] File 'K:/Games/KSP/KSP_0.22/KSP_Data/../saves/default/kethane.cfg' does not exist

Pretty sure that's the wrong directory. :) The base directory for my game is 'K:/Games/KSP/KSP_0.22/'.

This is a log entry caused by KSP and doesn't actually represent an error. I can silence it now that System.IO is unblocked.

Is there any objection to one of us posting a ModuleManager config that integrates the Kethane parts into the tech tree? I figure that it would be useful for those who aren't inclined to write the config themselves.

You may post ModuleManager configs for integrating Kethane parts with the tech tree, as I posted earlier.

So, I had an idea which I think is sort of sane. Sort of. Perhaps.

hQW6rfy.png

This is my terrible drawing (with even terrible-er handwriting) of it. A sort of inline and radially attached drill which, rather than drilling at 90 degrees relative to the 'front' of the drill, drills right through the front. There could be 1.25m and 2.5m versions, probably. Illegible text at the bottom says "drill attaches on underbelly." Just a random thought I had.

I've wanted a 2.5-meter drill like this for some time. More drills are currently in the works, but it's a little too early to say anything for sure.

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Hey, guys. I love kethane mod but I think there is a problem with it...

The kethane probes always goes off when they are not directly selected? If I want to scan a planet I have to select it and then warp the time for best results?

'Cause, so far, putting lots of probes in orbit makes no sense since I can scan with only one of then at time...

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Just ran into a problem which rendered my miner useless. The drills on the new drill unit only extend like 4-10 meters, is there a way to modify it so they go longer?

The old small drill is still in Kethane .8 but it's category has been set to -1 so it won't show in the parts list. It still loads on previous ships but can't be added to new builds, unless you edit its cfg.

I made sure to make a backup copy of the files so I can keep using it. I like the looks of it better and its longer reach, and how it mounts inset into other parts.

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Hey, guys. I love kethane mod but I think there is a problem with it...

The kethane probes always goes off when they are not directly selected? If I want to scan a planet I have to select it and then warp the time for best results?

'Cause, so far, putting lots of probes in orbit makes no sense since I can scan with only one of then at time...

That's a KSP limitation. The only bits of the universe that fully exist are the ship you're currently flying and anything within 2.5 kilometers of that ship. If the current ship and anything else are both in an atmosphere, once the anything else gets over 2.5KM away the game deletes it, unless it lands before exceeding the delete distance.

A quirk of this is debris can orbit a planet with atmo for a long time, even with its orbit all in atmo, and not burn up because the game puts anything you're not looking at "on rails", only tracking its trajectory.

That's why Kethane scanners only work when they're on the current ship and same for Kethane drills. You just gotta sit there and wait in realtime or crank up the time warp until the tanks are full or the planet is scanned.

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First. I want to thank you for your hard work. This mod has made KSP ten times better for me. It gives me a reason to explore the solar system.

Second. The following is a critique of some issues that I find that frustrate me to no end. Please do not take it the wrong way.

Why have you still not exposed a way to turn the planet overlay off in the start screen? I hate the grid thing as it is. That is just my opinion of course.

Here is a simple thing. Turn it off by default. OFF. Not ON, but OFF. At the very least, make a read-me that states how to turn it off.

Because I have to scour the internet to find where someone mentions how to turn off that start overlay for the 500th time.

I sure do love it taking KSP over 45 seconds to go into the map view.(Sarcasm) You don't see how that is unacceptable?

Find out what is causing it to take ages to go into the map screen. Fix it or revert to the old method that didn't do that.

The turbine part that requires atmosphere to work is ill-conceived.

No one in their right mind is going to haul it along with them with only the potential to be able to use it where they are going.

Make it a rocket. Kethane already can be converted to fuel and oxidizer. Make a small rocket engine that at least a terrain scout can use.

Then it might be worth sending an entire empty drive system to another planet using a conventional one.

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The turbine part that requires atmosphere to work is ill-conceived.

No one in their right mind is going to haul it along with them with only the potential to be able to use it where they are going.

Make it a rocket. Kethane already can be converted to fuel and oxidizer. Make a small rocket engine that at least a terrain scout can use.

Then it might be worth sending an entire empty drive system to another planet using a conventional one.

Surprisingly I find that I agree with you, as I have never used it. (unfortunately)

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The Kethane Turbine is AWESOME and has many uses!! Works great for airships and rovers. I use them alot on Laythe and Kerbin, and LOTS on Eve. Just FYI...the turbine was meant to be an engine for slower speed vehicles...its not ill-conceived...you just dont know how to use it for its intended function.

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The following is a critique of some issues that I find that frustrate me to no end. Please do not take it the wrong way.

"No offense, but you suck." Rather than prefacing a nasty comment with this sort of disclaimer, try writing a more diplomatic comment in the first place.

Why have you still not exposed a way to turn the planet overlay off in the start screen? I hate the grid thing as it is. That is just my opinion of course.

Here is a simple thing. Turn it off by default. OFF. Not ON, but OFF. At the very least, make a read-me that states how to turn it off.

Because I have to scour the internet to find where someone mentions how to turn off that start overlay for the 500th time.

The config switch for the main menu overlay was added over three months ago, and so was the settings file documentation on the wiki.

I sure do love it taking KSP over 45 seconds to go into the map view.(Sarcasm) You don't see how that is unacceptable?

Find out what is causing it to take ages to go into the map screen. Fix it or revert to the old method that didn't do that.

For a small fee, I'd be happy to prioritize your request over my four other KSP projects and not insignificant real-world responsibilities. :rolleyes:

I'm well aware of the issue and I've done extensive profiling. The slowdown is occurring in a Unity routine I'll need to work around. The longest delay I measured was four seconds, enough to be obnoxious but not enough to be completely game-breaking. I will fix the issue, but it requires rewriting the grid positioning code. It's not something to rush without thorough testing.

The turbine part that requires atmosphere to work is ill-conceived.

No one in their right mind is going to haul it along with them with only the potential to be able to use it where they are going.

Make it a rocket. Kethane already can be converted to fuel and oxidizer. Make a small rocket engine that at least a terrain scout can use.

Then it might be worth sending an entire empty drive system to another planet using a conventional one.

If you're an unimaginative player, I understand why you wouldn't see the point in a highly efficient engine for use on Duna and Eve.

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With Majir's blessing, my attempt at a balanced Tech Tree integration via ModuleManager:

@PART[kethane_1m_converter]
{
TechRequired=fuelSystems
entryCost=0
}

@PART[kethane_2m_converter]
{
TechRequired=heavierRocketry
entryCost=0
}

@PART[kethane_generator]
{
TechRequired=largeElectrics
entryCost=0
}

@PART[kethane_heavyDrill]
{
TechRequired=advScienceTech
entryCost=0
}

@PART[kethane_highGain]
{
TechRequired=scienceTech
entryCost=0
}

@PART[kethane_kerbalBlender]
{
TechRequired=advElectrics
entryCost=0
}

@PART[kethane_radialDrill]
{
TechRequired=spaceExploration
entryCost=0
}

@PART[kethane_sensor_1m]
{
TechRequired=advScienceTech
entryCost=0
}

@PART[kethane_smallDrill]
{
TechRequired=scienceTech
entryCost=0
}

@PART[kethane_tank1mLarge]
{
TechRequired=fuelSystems
entryCost=0
}

@PART[kethane_tank1mStandard]
{
TechRequired=fuelSystems
entryCost=0
}

@PART[kethane_tank2mSmall]
{
TechRequired=heavierRocketry
entryCost=0
}

@PART[kethane_tank2mMedium]
{
TechRequired=heavierRocketry
entryCost=0
}

@PART[kethane_tank2mLarge]
{
TechRequired=heavierRocketry
entryCost=0
}

@PART[kethane_tank2mExtralarge]
{
TechRequired=veryHeavyRocketry
entryCost=0
}

@PART[kethane_tankExternal]
{
TechRequired=fieldScience
entryCost=0
}

@PART[kethane_turbine]
{
TechRequired=hypersonicFlight
entryCost=0
}

Just copy/paste this into a .cfg file under GameData (I use GameData/Kethane/Kethane_techtree.cfg), and you should be good to go for career mode.

Edited by RabidMonkey
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Has anyone else had a problem with the Large Drill Unit? I'm finding it plays the animation on repeat in flight regardless of whether the drill is deployed or not. The small drill doesn't do this.

Ias

Same here, couldnt find a solution yet. The animation is played over and over again.

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I fixed my cfg files.

But where do you get ModuleManager? I guess you can't get it alone, but enclosed in a mod file.

So many time wasted for users...

Today, how many people play with Career mode and can't use Kethane mod because we don't give them a "career mode version"?

What is the point?

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I fixed my cfg files.

But where do you get ModuleManager? I guess you can't get it alone, but enclosed in a mod file.

You can download ModuleManager.dll by itself. http://forum.kerbalspaceprogram.com/threads/31342-0-20-ModuleManager-1-3-for-all-your-stock-modding-needs

If I understand correctly, you need to put the DLL in KSP\GameData, and create a CFG in the same folder.

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I fixed my cfg files.

But where do you get ModuleManager? I guess you can't get it alone, but enclosed in a mod file.

So many time wasted for users...

Today, how many people play with Career mode and can't use Kethane mod because we don't give them a "career mode version"?

What is the point?

Even without ModuleManager it takes 3-5min to add kethane parts to the tech tree.......If its really that big a deal for ya, its not hard to do at all. In fact you could have gotten it mostly done in the time it took you to post this.....

I been using Kethane in Career mode since about 2hours after the 0.22 update dropped.

Edited by KhaosCorp
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Same here, couldnt find a solution yet. The animation is played over and over again.

What, you mean like the solution that was posted only a few pages back... repeatedly.

Whoops. It looks like Keptin changed the animation names without telling me. Open the part config (GameData/Kethane/Parts/kethane_heavyDrill/part.cfg) and find these lines:

MODULE
{
name = KethaneDrillAnimator
DeployAnimation = heavyDrill_deploy
DrillAnimation = heavyDrill_drilling
}

Change the animation names so it looks like this:

MODULE
{
name = KethaneDrillAnimator
DeployAnimation = idle
DrillAnimation = idle0
}

I'll have this patched in the next update, but I want to wait a bit before pushing out a hotfix.

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Hi there, i've a gameplay question:

Since the generator managed to put nearly _all_ Kethane-Deposits under water on laythe, i want to change that:

Preferred way: A new random Deposit-run, but only for Laythe. How do i make that?

2nd choice: How can i move a Deposit to a explicit location?

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Why is everyone so scared of the water in KSP lol!

You think when people find oil or natural gas deposits underwater they try and figure out how to move them?? NO of course not.

Kinda silly how much crying there is that Kethane is 'to easy'....but then there is THIS non-stop

At best you can use the debug function to reset the deposits...OR you could take the deposits your given and adapt and overcome.....

Its really not hard to mine deposits offshore anyway....its Laythe, what did you expect =P

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