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


Majiir

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Welp tried that, ended up with the same problem. Deleted the Kethane file in the Gamedata folder and reinstalled, same problem.

Could it be the module manager I am using? Everything else in the plugin is working I just dont have a overlay grid anymore. Which sucks because I have no clue where the Kethane is or how much is there.

Anyone? I would really love my grid back or some way to work around it without activating the debug menu.

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Anyone? I would really love my grid back or some way to work around it without activating the debug menu.

You mention mod managers. The only time this happened to me was when I tried to use a mod manager and it totally boned up all of my mods so I had to just wipe out the whole thing and start over. I've never used one since. Installing mods is trivial these days anyway so there's no real need for a program to manage your mods for you.

Barring that, have you tried uninstalling all OTHER mods? Maybe it's not Kethane but another mod that is conflicting with it.

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You mention mod managers. The only time this happened to me was when I tried to use a mod manager and it totally boned up all of my mods so I had to just wipe out the whole thing and start over. I've never used one since. Installing mods is trivial these days anyway so there's no real need for a program to manage your mods for you.

Barring that, have you tried uninstalling all OTHER mods? Maybe it's not Kethane but another mod that is conflicting with it.

I may just uninstall everything and reinstall again and see if that fixes things.

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You mention mod managers. The only time this happened to me was when I tried to use a mod manager and it totally boned up all of my mods so I had to just wipe out the whole thing and start over. I've never used one since. Installing mods is trivial these days anyway so there's no real need for a program to manage your mods for you.

Barring that, have you tried uninstalling all OTHER mods? Maybe it's not Kethane but another mod that is conflicting with it.

Just an FYI regarding this issue. I'm having something very similar happen, though I'm not sure it's identical.

I've lost my map for the Mun, but my map for Kerbin and Minmus is fine. Specifically, it looks like Kethane is confused and actually tries to draw the Mun map centered on my active vessel. Furthermore, when I zoom in or out, the map zooms extremely fast as though Kethane can't figure out what scale it should be drawing at.

During play last night, the Mun map temporarily fixed itself, but then went wonky again later.

I do not use a mod manager, but I do run a lot of mods, and I've seen some other strange behavior not tied directly to Kethane, so I'm not sure if the Kethane issue might be some kind of memory issue. Regardless, I'd really like to have my Mun map back :)

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Are you using the same save game though?

Yes. Thats what took the longest to fix. I had to go back in and add things back to the tech tree that I had done previously for mods that aren't already on the tech tree.

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WAIT A MINUTE. Kethane is an impossible element! If Majiir's avatar is really the symbol for kethane, that means kethane is really Potassium Tetrahydrogen. If my grade 9 chemistry is correct, since both hydrogen and potassium have 1 valence electron, that would add up to 5 valence electrons, not completing the valence shell. therefroe it would be highly reactive and would need special equipment to be contained, and wouldn't just be found lying around on planets.

Jokes. I know it's just a mod and not meant to be real.:wink:

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WAIT A MINUTE. Kethane is an impossible element! If Majiir's avatar is really the symbol for kethane, that means kethane is really Potassium Tetrahydrogen. If my grade 9 chemistry is correct, since both hydrogen and potassium have 1 valence electron, that would add up to 5 valence electrons, not completing the valence shell. therefroe it would be highly reactive and would need special equipment to be contained, and wouldn't just be found lying around on planets.

Jokes. I know it's just a mod and not meant to be real.:wink:

You paid way more attention in chemistry then I did. I spent it flirting with the brunet next to me.

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WAIT A MINUTE. Kethane is an impossible element! If Majiir's avatar is really the symbol for kethane, that means kethane is really Potassium Tetrahydrogen. If my grade 9 chemistry is correct, since both hydrogen and potassium have 1 valence electron, that would add up to 5 valence electrons, not completing the valence shell. therefore it would be highly reactive and would need special equipment to be contained, and wouldn't just be found lying around on planets.

Jokes. I know it's just a mod and not meant to be real.:wink:

Thus K must be a group 4 element, unknown to mankind or is just a code-name for a known element. If that's true, it's just another analogue of Methane, like Silane (Silicon tetrahydride), Germane (Germanium tetrahydride) and Stannane (Tin tetrahydride).

It's also possible that as K is code-name for another element other than Potassium, the H is also a code-name for another element other than Hydrogen. It would be very confusing and complicated if that's the case...

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As far as I know, the Kerbal scientists are still debating whether Kethane is a chemical compound or an element. They're also still debating whether it's a fuel or an oxidizer, which is the reason that it can be used as both.

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@Geoffrey:

H'mmm, that 'sounds' more like an assumption..... Who knows what little electron, proton and kerbtron particles do 'out there'???????? We are too fast to judge / analyze the entire cosmos, based only on our 'vast' experience ..... of one planet, one moon and some little robot dudes visiting a few other rocks..... Hell, we can not even find or prove the substance that makes up 70% of our 'known' universe ... Black matter may actually be an form of kerbotrons......

You just dont know.... Will have to wait and see how this all play out... and what can be learned....IF we are willing to learn.......

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Thus K must be a group 4 element, unknown to mankind or is just a code-name for a known element. If that's true, it's just another analogue of Methane, like Silane (Silicon tetrahydride), Germane (Germanium tetrahydride) and Stannane (Tin tetrahydride).

It's also possible that as K is code-name for another element other than Potassium, the H is also a code-name for another element other than Hydrogen. It would be very confusing and complicated if that's the case...

It could also be that Kerbals just use different words for elements and compounds we know. Why should they use our words right? :P

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pingopete: You'll just have to learn to accept the change. Really, using the grid is much nicer than the old window was, though I agree that it does take a bit of getting used to.

I actually want to remove the grid, and add in the scanning report data to my scansat maps, so I can use those more.

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Hi, I love this mod and it is the basis of my own little space program. The only thing I would change would be to make the kethane deposits on moons and planets hold about 100x to 1000x as much kethane. There are patches that won't even fill one of the larger kethane tanks! Even the larger patches can't take more than a dozen landings from my refueling/digging ship before they are empty.

Is there a file in the mod where I could make a change like this for myself, even if you don't change the mod? I was building a moon base on a bright green patch of kethane and it ran out before the base was assembled. Even if I had been more efficient, the kethane would have been largely gone by the time the base is set up, making it sort of pointless.

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The only thing I would change would be to make the kethane deposits on moons and planets hold about 100x to 1000x as much kethane...

Is there a file in the mod where I could make a change like this for myself, even if you don't change the mod?

Yes. Back up your entire save (in case you make a mistake) and then open your persistent.sfs file in an editor (Notepad is fine for this sort of thing). Search for "KethaneData" and under that in the file is the data for each planet. Whether you've scanned them or not, each planet has its data put into the file, and you can edit them all to add a couple 0's to make them bigger.

If you don't care about the locations, you can also delete all of the planet data and change the MinQuantity and MaxQuantity to larger numbers, and then when you load your game it'll regenerate the fields, possibly in different places. You can also change the other values to make more or less fields or larger or smaller sizes.

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