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


Majiir

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Hyperedit can be used to refill all resources after you put your ship on the pad or runway.

You can use TAC Fuel Balancer for that, too (for those who don't want HyperEdit).

Has anyone made a config file to add the store and grab abilities from the KAS to the smaller parts (such as the small scanner, small drill, etc)?

And what about an inline drill? For KAS-Grabmodule integration, add this to your cfg's:

MODULE
{
name = KASModuleGrab
evaPartPos = (0.0, 0.0, -0.15)
evaPartDir = (0,0,-1)
attachOnPart = True
attachOnEva = False
attachOnStatic = False
attachSendMsgOnly = true
}

I have no idea about the evaPartPos and evaPartDir, I don't want to test every possible coordinate.

Edited by ExtremeTrader
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I have no idea about the evaPartPos and evaPartDir, I don't want to test every possible coordinate.

I just copied the details for a similar sized object and it worked for me. I think evaPartPos is the relative location of the part on your kerbals back when they are in eva, the evaPartDir I believe is the direction its facing in the X, Y, Z axis'

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Okay heres a little thing thats annoying me. I have a kethane miner:

B6pdNUI.png

it is connected to docking ports via KAS. The miner is normally fully fueled up to the max and has the drills running and the converter active for fuel and rcs. When a ship that needs refuelling docks with the docking port the miner instantly starts to convert kethane in to rcs and refuels all the rcs tanks on the empty ship. However, in order to start the conversion in to oxidizer and fuel I have to transfer the fuel out of the tank attached to the miner in to the ship manually and the miner will start to fill up just the tank on the miner itself. I originally thought it was because I had the rcs tank directly attached to the converter so (as you can see from the image above) I switched these around in my next version so the fuel tank was directly above the converter but I'm still getting the same issue. Its not a major problem but it'll just be nice for my ship to dock and for the miner to automatically spring in to life and refuel everything on it.

I'm creating a new miner with the new radial drills and would be nice if I can get it to work this way too while I'm upgrading!

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Okay heres a little thing thats annoying me. I have a kethane miner:

http://i.imgur.com/B6pdNUI.png

it is connected to docking ports via KAS. The miner is normally fully fueled up to the max and has the drills running and the converter active for fuel and rcs. When a ship that needs refuelling docks with the docking port the miner instantly starts to convert kethane in to rcs and refuels all the rcs tanks on the empty ship. However, in order to start the conversion in to oxidizer and fuel I have to transfer the fuel out of the tank attached to the miner in to the ship manually and the miner will start to fill up just the tank on the miner itself. I originally thought it was because I had the rcs tank directly attached to the converter so (as you can see from the image above) I switched these around in my next version so the fuel tank was directly above the converter but I'm still getting the same issue. Its not a major problem but it'll just be nice for my ship to dock and for the miner to automatically spring in to life and refuel everything on it.

I'm creating a new miner with the new radial drills and would be nice if I can get it to work this way too while I'm upgrading!

Sadly, that's a stock game issue with how fuel flow works for different fuel types. There is no way you can build differently to make it work the way you want.

However, there is a rather excellent mod that will do exactly what you are looking for - the Goodspeed Automatic Fuel Pump, which you can find in http://forum.kerbalspaceprogram.com/threads/67163-0-23-Goodspeed-Automatic-Fuel-Pump-v1-29-1 . Basically, you can tell the little tank on the miner to automatically pump fuel to other connected vessels whenever they dock, and it is as simple as that. You can even have multiple priority levels, so your drill will auto-pump into your tankers, which will auto-pump into your orbital fuel depot, which will auto-pump into any other craft that dock there.

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Do the drills only work if there is enough power throughput, regardless of how much stored power is available?

I revised my mining lander by removing the four Gigantors which generated enough power for eight small drill units and a heavy converter. In their place I put eight SP-W panels for some boost power with the intention of using four reactor units to provide most of the power during drilling and processing. The lander also has four Z-4K batteries providing 16,000 e.

Obviously the drills have to start extracting kethane before it can be used in the reactors, but they won't dig anything up using the stored power and the limited power from the solar panels. I thought I may have just gotten unlucky and landed in a glitchy spot, even though it was right in the middle of a high yield zone, and tried a few other spots to no avail.

EDIT: Nevermind, I just uninstalled and reinstalled 0.8.4 (for some reason I only had 0.8.3) and it's working fine.

Edited by Bobe
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Sadly, that's a stock game issue with how fuel flow works for different fuel types. There is no way you can build differently to make it work the way you want.

However, there is a rather excellent mod that will do exactly what you are looking for - the Goodspeed Automatic Fuel Pump, which you can find in http://forum.kerbalspaceprogram.com/threads/67163-0-23-Goodspeed-Automatic-Fuel-Pump-v1-29-1 . Basically, you can tell the little tank on the miner to automatically pump fuel to other connected vessels whenever they dock, and it is as simple as that. You can even have multiple priority levels, so your drill will auto-pump into your tankers, which will auto-pump into your orbital fuel depot, which will auto-pump into any other craft that dock there.

Thanks Crater, I'll give it a go :D

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If you want the textures back on the old small drill, download an older release and copy them to GameData\Kethane\Parts\kethane_radialDrill

I don't currently have plans to use it on anything new but I do have flights out and about with that drill.

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It did make me wonder, though... Would it be possible/desirable to make Kethane sensors generate Science?

If you want sats to provide science, I'd highly recommend scansat. Not only will it give you science based on the type of and amount of surface scanned, it provides other bonuses...like finding things the Easter Bunny left behind...

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Does anyone know the conversion ratios for the medium sized converter? (as in, how many units of fuel does 1 unit of kethane give)
From the part.cfg files:[TABLE=width: 500]

[TR]

[TD][/TD]

[TD]1m converter[/TD]

[TD][/TD]

[TD][/TD]

[TD]2m converter[/TD]

[TD][/TD]

[TD][/TD]

[/TR]

[TR]

[TD][/TD]

[TD]Kethane[/TD]

[TD]ElectricCharge[/TD]

[TD]Output[/TD]

[TD]Kethane[/TD]

[TD]ElectricCharge[/TD]

[TD]Output[/TD]

[/TR]

[TR]

[TD]LiquidFuel[/TD]

[TD]2.25[/TD]

[TD]6[/TD]

[TD]0.97[/TD]

[TD]6.75[/TD]

[TD]12[/TD]

[TD]1.03[/TD]

[/TR]

[TR]

[TD]Oxidizer[/TD]

[TD]2.75[/TD]

[TD]6[/TD]

[TD]1.01[/TD]

[TD]8.25[/TD]

[TD]8[/TD]

[TD]0.99[/TD]

[/TR]

[TR]

[TD]MonoPropellant[/TD]

[TD]1.50[/TD]

[TD]8[/TD]

[TD]0.30[/TD]

[TD]3.00[/TD]

[TD]10[/TD]

[TD]0.85[/TD]

[/TR]

[TR]

[TD]XenonGas[/TD]

[TD]1.50[/TD]

[TD]3[/TD]

[TD]0.40[/TD]

[TD]2.00[/TD]

[TD]8[/TD]

[TD]0.25[/TD]

[/TR]

[/TABLE]

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Is there a way to have the Kethane window start in the closed/hidden state in map view? While the grid on/off is persisted, the open/closed state of the window doesn't seem to be. Of course, it doesn't take many seconds to click the K in the toolbar, but I find myself doing it over and over again so being able to default the window to closed would be appreciated.

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I thought the larger one was more efficient though?
Yah, I know. It ought to be, but isn't. The two parts were made at different times, and haven't been balanced yet.

It's pretty easy to edit the part.cfg, to change those values to something more sensible. But I just ignore the imbalance, and choose the large or small one based on role-playing purposes. A mobile refinery should have a small, lightweight converter, while a fixed base should have a big clunky thing.

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Aren't those kethane values the rate at which kethane is converted? I believe the formula is 2.5 units of kethane becomes X units of fuel where X is the output listed. So a heavy converter is faster than a medium converter whilst about as efficient (apart from monoprop and xenon where there are tangible differences).

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Is there a way to edit kethane deposits and how many deposits generate on a planet or moon?

*starts devising evil plan to raid the Urania system and fuel the Kerbal space program for eternity*

Yes! Quicksave, then open your persistent.sfs file. Search for "KethaneData". That'll take you to the first line of the kethane stuff for your save. You can tweak all sorts of things, like: how many deposits, their shapes, sizes, and quantity min/max. Then scroll down a little more to your body of interest, where you will find "seed = n" and the exact quantity of each deposit on that body. The seed is the location and shape of each deposit.

If something goes wrong, just F9 to overwrite your changes with that quicksave you did at the beginning. You did quicksave, didn't you?

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Yes! Quicksave, then open your persistent.sfs file. Search for "KethaneData". That'll take you to the first line of the kethane stuff for your save. You can tweak all sorts of things, like: how many deposits, their shapes, sizes, and quantity min/max. Then scroll down a little more to your body of interest, where you will find "seed = n" and the exact quantity of each deposit on that body. The seed is the location and shape of each deposit.

If something goes wrong, just F9 to overwrite your changes with that quicksave you did at the beginning. You did quicksave, didn't you?

I haven't tried yet, but I will now! Thanks! :D

*makes each moon in Urania covered in kethane*

Edit: does it work for editing planet factory planets?

Edited by Deadpangod3
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First of all, big thanks for this mod :)

Just wanted to show my Kethane Bird zooming around on Eve, hopping from field to field to refuel itself.

yjs9g7J.jpg

A small question regarding the Kethane engine intakes. Sorry if it was mentioned before, a quick search didn't give me any usable results and I didnt parse all the 400+ pages ;)

The engine intakes always are either maxed out or drop to zero instantly, usually when reaching greater altitudes. It would be great if it could behave similar to the normal air intakes -> kethane intake resource should depend on speed/atmosphere density like the normal intakes.

I also could not find a reliable source on how they reactivate again.

Example (on Kerbin): I can fly up to 10-11km without problems, at 12km the intakes suddenly cease to provide air, the engine flames out -> so far so good.

Then I descend slowly. Somewhere between 6km and 3km, they activate again. I could not find a reliable value as it was different each time.

I have a similar behavior on Eve with (of course) different altitudes.

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How large are the Kethane Hexes? I found a deposit half a hex-edge offshore, entirely under water, and was wondering how far (or deep) I would need to make my mining aparatus go offshore.

In order to mine kethane off-shore you need to position the drill in the same manner as you would on land. So if your in 100meters of water youd need to sink the drill almost 100meters to mine.

Its possible to weight the drills down and use modified KAS winch to extract kethane from off-shore deposits, though I would suggest going after deposits deeper than 600meters, as this is Kraken invitation.

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