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


Majiir

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What other mods do you use? Read back 5-10 pages. There was a grid issue with another mod I forget the name of because I don't use that particular mod.

I think your referring to that mod scansat. I dont have that mod, actually i never even heard about it till i started thumbing through the pages here looking for an answer.

Lets see i have....

Kethane (newest version)

Mechjeb (newest version)

KAS (newest version)

Fasa Parts

Hull camera

Kw rocketry parts

Kommit Nucleonics

The radio chatter thing

and thats it ive removed all others to try ruling stuff out

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And to better describe my problem it goes like this...

I go to my ship around mun or minmus... i go to solar system map.

as soon as i do the sphere of hex representing potential kethane deposits around the moon expands and expands (within 2 seconds) until it is lost from FOV

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I think your referring to that mod scansat. I dont have that mod, actually i never even heard about it till i started thumbing through the pages here looking for an answer.

Lets see i have....

Kethane (newest version)

Mechjeb (newest version)

KAS (newest version)

Fasa Parts

Hull camera

Kw rocketry parts

Kommit Nucleonics

The radio chatter thing

and thats it ive removed all others to try ruling stuff out

I'm almost positive someone mentioned that MechJeb and Kethane were having problems playing nice together. I'd try to upgrade MechJeb or, if it's at the current version, remove it and see what happens.

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I'm almost positive someone mentioned that MechJeb and Kethane were having problems playing nice together. I'd try to upgrade MechJeb or, if it's at the current version, remove it and see what happens.

#147 seems to be the prob, I removed it and the overlay reappeared.

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Ok apparently i thought i had updated mechjeb but all i did was dl the file and snooze.

I updated mechjeb went into game encountered same problem.

I then tried the next recommendation, removed mechjeb entirely and sure enough that SOLVED the problem.

now the question is why? How can i fix it? because i really want my kethane mining station for rocket refueling to be on and at minmus.

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AFAIK the DLL is the only part that's changed since the re-addition of the eye-pod.

hmmm i never dled or dropped it in before :edit: ahh i see it comes with the zip yes yes.... but i pulled the most recent MJ version from that link dropped it in and still i have the same issue.

Edited by scythist
late, drunk, tired
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I always download the full thing but just change the DLL, which I drop right into the GameData folder.

I also have the ModuleManager_1_5.dll in GameData along with this Add_MechJeb.cfg


@PART[*]:HAS[@MODULE[ModuleCommand]]
{
//enables MechJeb on all pods and probes//
MODULE
{
name = MechJebCore
}
}

That way there's no need to use the AR202 or the Eye Pod, which is one less part to use and no way the direction the AR202 is mounted can muck up the flight control. That way, any part with command function, stock or modded automatically has MechJeb. It also makes it easier to share craft files with people who don't use MechJeb.

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I always download the full thing but just change the DLL, which I drop right into the GameData folder.

I also have the ModuleManager_1_5.dll in GameData along with this Add_MechJeb.cfg


@PART[*]:HAS[@MODULE[ModuleCommand]]
{
//enables MechJeb on all pods and probes//
MODULE
{
name = MechJebCore
}
}

That way there's no need to use the AR202 or the Eye Pod, which is one less part to use and no way the direction the AR202 is mounted can muck up the flight control. That way, any part with command function, stock or modded automatically has MechJeb. It also makes it easier to share craft files with people who don't use MechJeb.

i kind of like the tech tree disbursement of the mechjeb options. Is that suppose to allow me to use MJ without the overlay problem im having?

I have a screenie of the issue itself but i cant post it here...

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I fixed the problem

I shall explain in case anyone encounters this.

Went ahead and did a full reinstall. Then started dropping in mods one by one. Sure enough i got all the mods in and no problems were to be had.

I then dropped in my save file because i did not really wanna restart that career.

I loaded my save and the problem was still there... Then i loaded a fresh save from this install and strangely enough the problem was there as well now.

I removed my old save files loaded back in and loaded the fresh save. No problems.

So I'm to understand i guess that old save files from old mod versions can corrupt new save files? I had no idea saves interacted with each other like that.

If I'm off the ball here someone fill me in.

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Forgive me if this has already been covered, but I just started using Kethane and I'm having a hard time understanding how the extraction, conversion and ultimately refueling process is meant to ideally work. I've got the scanning working, no problems there.

I haven't been able to find any decent tutorial videos, and most articles simply reiterate what the mod does, not how to use it. From what I could gather from the few videos, as dated and unstructured as they were, it's a matter of creating a lander, drilling the kethane and then bringing it back to a ship. However, I'm finding it difficult to construct a lander that is able to land and take off under its own power and still haul enough kethane to refuel the ship.

So basically, what I'm trying to learn here is how I might go about building a simple drilling lander that can return to a main ship to refuel it.

This was my first attempt:

9q0DQzX.png

I know it's probably all wrong, but what do I need to do to fix it? I'm sure I'd need some fuel lines going from the kethane tanks to the centre tank perhaps.

Essentially what I'm trying to achieve there is to have the ungainly thing land using the Poodle and the single tank of liquid fuel, then I would deploy the solar panels to allow drilling to start. Some of the extracted kethane is used to power the four rector units to stabilize power consumption and the rest is converted into liquid fuel and oxidizer and pumped into the centre tank. Once full, the four kethane tanks would be filled with raw kethane. I could then launch back up and rendezvous with a ship in orbit and transfer the kethane to the ship's fuel tank. I'm not sure whether conversion at this stage would happen on the lander or on the ship.

Obviously a lander like this will only really work for low-gravity worlds, but it is feasible?

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Kethane converters have to be directly attached to a fuel tank. Also you don't need more than one. I think fuel turns out to be more dense than kethane so it takes up less volume after conversion which makes it easier to move. I don't know if it's any more or less massive in total.

Edited by SnappingTurtle
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Kethane converters have to be directly attached to a fuel tank. Also you don't need more than one. I think fuel turns out to be more dense than kethane so it takes up less volume after conversion which makes it easier to move. I don't know if it's any more or less massive in total.

Or you can use fuel lines and go from the fuel tank to the converter

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Or you can use fuel lines and go from the fuel tank to the converter

I actually did originally have just one converter in the middle. I think I changed it because I thought eight drills going to one converter would cause a bottleneck.

If I just have the four kethane tanks with fuel lines going to the converter in the middle, which will still be above the liquid fuel tank, will it first fill up the liquid fuel tank and then fill the kethane tanks?

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I actually did originally have just one converter in the middle. I think I changed it because I thought eight drills going to one converter would cause a bottleneck.

If I just have the four kethane tanks with fuel lines going to the converter in the middle, which will still be above the liquid fuel tank, will it first fill up the liquid fuel tank and then fill the kethane tanks?

No, the Kethane flows from the drills to the tanks, nothing special. The converter takes the Kethane and makes it into fuel, that is where you either have to have a tank attached directly or use a reversed fuel line to send fuel from the converter to the tank you want to fill.

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I actually did originally have just one converter in the middle. I think I changed it because I thought eight drills going to one converter would cause a bottleneck.

If I just have the four kethane tanks with fuel lines going to the converter in the middle, which will still be above the liquid fuel tank, will it first fill up the liquid fuel tank and then fill the kethane tanks?

What you do, is run the fuel lines in accordance to this page

No, the Kethane flows from the drills to the tanks, nothing special. The converter takes the Kethane and makes it into fuel, that is where you either have to have a tank attached directly or use a reversed fuel line to send fuel from the converter to the tank you want to fill.

The converter works by consuming a negative amount of fuel, so you have to run the fuel lines like you are feeding an engine but instead of connecting to an engine, it goes to the converter.

Hope that helps,

team.leit

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