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


Majiir

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I'm looking for a better solution, honestly, because this didn't happen until .22.

I have been working on a patch, but this is a complicated fix. I'm currently in the process of writing a custom raytracer for mouseover detection. For quite a few months, I've been working on a complete replacement for the geodesic grid code, and in the last several weeks I've made substantial progress. In order to implement the raytracer, I'll probably need to include that replacement, so I also need to integrate that with the rest of the mod. I have other things tying up my schedule so I can't give a good estimate on when that will be done, but it's in the works and I'll make a release immediately upon solving the delay issue.

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I have been working on a patch, but this is a complicated fix. I'm currently in the process of writing a custom raytracer for mouseover detection. For quite a few months, I've been working on a complete replacement for the geodesic grid code, and in the last several weeks I've made substantial progress. In order to implement the raytracer, I'll probably need to include that replacement, so I also need to integrate that with the rest of the mod. I have other things tying up my schedule so I can't give a good estimate on when that will be done, but it's in the works and I'll make a release immediately upon solving the delay issue.

Thanks for the Update Majiir! You're the best!

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I have a question relating to Kethane and Kerbal Attachment System, but I think it's slightly more Kethane related than KAS so I'm asking it here. I have set up drills, kethane tanks, a converter, and KAS fuel lines in such a way that I *thought* I'd be able to refuel my ships. However, no fuel is building up in the ship's tanks.

The drills are active and working. The 2 Kethane tanks that the drills are attached to are filling up.

The KAS fuel pipes running between tanks are working. The two Kethane tanks that are not attached to drills are also filling up.

The converter is turned on and is set to create both LiquidFuel and Oxidizer.

Somewhere along the line between the Kethane tanks and the ship's fuel tank, however, there is a disconnect. The ship's tank in the below picture is NOT getting fuel.

You see all of my resources. I'd need to bring more from Kerbin (and I'm willing to) but I'd like to understand why this isn't working first, and ideally would like to fix it with the resources on hand.

Any ideas?

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Im getting a very strange bug indeed. If a kethane tank is being pulled (ie the rockets are ABOVE the tank) then the thrust amount is 0. I'm still loosing fuel but gaining nothing, RCS can move it but any liquid fueled engine cannot.

If I place the kethane tank above the rockets in question (so the rockets push the tank) everything is fine (Hence how i was able to get the pictured tank into space).

Here's an example of a ship that wont work; the rockets were trying to pull the ship downwards across the picture (its upside down) but nothing was changing. It was a bit odd as I'd just docked the two seperate parts together.

I did some testing to isolate it in the ship builder and discovered its true for all kethane tanks but the small. It seems the' rockomax' sized tanks just dont like being pulled.

4MZmlFI.jpg?1

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Im getting a very strange bug indeed. If a kethane tank is being pulled (ie the rockets are ABOVE the tank) then the thrust amount is 0. I'm still loosing fuel but gaining nothing, RCS can move it but any liquid fueled engine cannot.

If I place the kethane tank above the rockets in question (so the rockets push the tank) everything is fine (Hence how i was able to get the pictured tank into space).

Here's an example of a ship that wont work; the rockets were trying to pull the ship downwards across the picture (its upside down) but nothing was changing. It was a bit odd as I'd just docked the two seperate parts together.

I did some testing to isolate it in the ship builder and discovered its true for all kethane tanks but the small. It seems the' rockomax' sized tanks just dont like being pulled.

4MZmlFI.jpg?1

That actually should happen with all tanks (and parts) of the same size, not just Ketane ones. Your rockets work by throwing propellant out the back. If that propellant hits your ship then it doesn't escape into space, and your net velocity gain is zero. This is similar to why your spent stages fly back when you kick your engines on.

Make your engines stick out further (See my pictures right above yours, I put my rockets on the side for this very reason) and the problem will go away.

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Your rockets work by throwing propellant out the back. If that propellant hits your ship then it doesn't escape into space, and your net velocity gain is zero. This is similar to why your spent stages fly back when you kick your engines on.

I remember this happening to me once. It took me so long to figure out why I wasn't going up. :P

Don't worry Dreadstorm, it's an easy mistake to make. :)

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RCS thrusters in KSP violate Newton's Third Law of Motion. It doesn't matter if their exhaust hits other objects, it causes no push force to be transmitted to what it hits.

Exhaust from the other engines does work that way, and if you flame it long enough the object(s) being hit by the exhaust will be destroyed.

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Any ideas?

Just a stab in the dark here but do the KAS pipes work like stock fuel lines? I think with kethane converters you need lines from tanks to converters. Unless something changed. Not sure if the KAS pipes work for that. Again not sure but that's my idea.

EDIT: Ok looking at your picture harder I see that's what you did with the KAS pipes, so it might be that they don't work like the stock fuel lines, but like I said not sure, it might be the converter needs to be connected to the kethane tank.

EDIT Again: Ok now I know I need some sleep :confused: .... I see you did that as well with the KAS pipes. So long story short... Not sure if they work like stock lines.

Edited by Secret Squirrel
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Just a stab in the dark here but do the KAS pipes work like stock fuel lines? I think with kethane converters you need lines from tanks to converters. Unless something changed. Not sure if the KAS pipes work for that. Again not sure but that's my idea.

EDIT: Ok looking at your picture harder I see that's what you did with the KAS pipes, so it might be that they don't work like the stock fuel lines, but like I said not sure, it might be the converter needs to be connected to the kethane tank.

EDIT Again: Ok now I know I need some sleep :confused: .... I see you did that as well with the KAS pipes. So long story short... Not sure if they work like stock lines.

They don't generally work like regular fuel pipes. They just create a fuel-friendly link between areas. It'd be like if (in the VAB) you had 2 fuel tanks separated by - say - a structural fuselage. Or in this case, it should be like I put the converter down in the VAB, put a structural fuselage over it, and then put a fuel tank over that. I assume in that case that fuel tank would fill?

I do not know if I tried connecting them both ways so it can't hurt to go back and do it 2 times to be sure :)

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Just a stab in the dark here but do the KAS pipes work like stock fuel lines? I think with kethane converters you need lines from tanks to converters. Unless something changed. Not sure if the KAS pipes work for that. Again not sure but that's my idea.

KAS pipes/lines do not work like fuel lines, but rather like any other part with fuel crossfeed enabled.

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After much fiddling and testing on the launch pad (which I should have done before I launched to Mun but for some reason it didn't dawn on me to grind up Kerbals in creative mode, so I thought I couldn't test the fuel flow) I've confirmed what I read in other threads: You pretty much must use backwards yellow fuel lines OR have a fuel tank connected directly to your converter.

So I'm brining up another converter and that one will just be decoration... :D

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After much fiddling and testing on the launch pad (which I should have done before I launched to Mun but for some reason it didn't dawn on me to grind up Kerbals in creative mode, so I thought I couldn't test the fuel flow) I've confirmed what I read in other threads: You pretty much must use backwards yellow fuel lines OR have a fuel tank connected directly to your converter.

So I'm brining up another converter and that one will just be decoration... :D

One other option. TAC Fuel balancer, I use it and never have this problem. I connect the hose, or pipe where ever I have a port and transfer resources that way.

You can also do this by ALT-click on the tanks you want to transfer to and from and do it manually in the stock KSP. Once the pipes are connected you are basically one vessel as far as the game is concerned.

If the tank with the converter is full it will no longer convert, so set that tank to transfer out to the tanks you want the fuel in, and that way the converter will continue to work.

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One other option. TAC Fuel balancer, I use it and never have this problem. I connect the hose, or pipe where ever I have a port and transfer resources that way.

You can also do this by ALT-click on the tanks you want to transfer to and from and do it manually in the stock KSP. Once the pipes are connected you are basically one vessel as far as the game is concerned.

If the tank with the converter is full it will no longer convert, so set that tank to transfer out to the tanks you want the fuel in, and that way the converter will continue to work.

That's the problem though, there are no resources to transfer. The converter doesn't see any fuel tanks as valid places to put fuel, so it creates none. Can't balance what you don't have.

I added 0.01 liter's worth of each fuel type (liquid, oxidizer, xenon and monoprop) to the converter itself, so now it functions as its own tiny fuel tank. I can transfer the fuel as you describe above to other tanks in the same ship, but it still won't transfer automatically. That's good enough for me to get it to work as I expect. Bonus: I don't need those fuel lines between any tanks, it'll go anywhere when I'm doing it manually.

I'm also going to (re)install TAC fuel balancer so it will work mostly automatically.

Edited by 5thHorseman
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Is that kommit's stockalike cubical strut part in the middle?

Nope. Other than Kethane and KAS (which add categories of things that are simply not in the game at all) my parts are all stock. What you see in the middle is the strut girder thingy you get in tech node 0, or more accurately you are seeing 5 of them. There's one horizontal one, then 4 more radially attached around it, including underneath. That underneath one used to be stuck to a big rocket that got the entire contraption up to Mun from Kerbin.

Edited by 5thHorseman
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I have now worked out the theory behind the new raycaster (which will solve the planet switching delays). I haven't designed all the underlying algorithms for frustum intersections, but that will just be a few evenings of math. At the end, we'll have an algorithm for casting rays onto a geodesic grid with arbitrary heights and levels of detail. This might come in handy for other features, like scanning at an angle to the surface instead of looking straight down.

This fix could end up comprising as much as 30% (!) of the Kethane codebase, but it will have a lot of advances which lay the ground for other improvements. Because one of the core competencies of Kethane is the geodesic grid and that code will be completely replaced by a largely untested system, I might run a formal public beta before officially releasing 0.8.1.

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Is this/will this be integrated with the tech tree?

if not, does anyone have .cfg edits that add the parts to the tree?

I just opened the parts cfg files and added them to the tech tree all at the beginning. It was easier to do it myself that way I knew how to adjust it if I ever wanted to.

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I cant get the Tutorial to work on .22 says there is a vessel loading error

Vessel Kethane Mun Probe was not loaded becasue it had the following parts missing:

ProbeCoreOcto2

longAntenna

kethane.highGain

batteryBankMini

miniFuelTank

liquidEngineMini

solarPanels4

So im wondering if there was someing wrong with my install or what

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Forgive me if this has already been asked,

does the kethane probe (say on a satellite) always scan for kethane or do you have to be "focused" on that craft for the kethane to map? In other words, can I launch a satellite and put it in an orbit, then come back to that satellite days or weeks later and find the planet/moon has been mapped?

TB

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I have a problem

I want to use the Kethane scanners and drills to use them for the Extraplanetary Launchpads mod too. So I don`t need to use those over-sized animation-less ugly parts.

So, I thinking about to use the scanners to detect Kethane or Ores. Once at each time. and the drills to drill ores or Kethane also once at the same time.

And finally to use the converter to convert ores to metal and metal to rocket part.

How can I use the parts for EL too?

Thanks

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