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


Majiir

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My graphics card is definatly starting to show its age. This pc has been picked apart a little since I built a htpc/nas machine for the living room. I swapped the boot drive for a smaller ssd which may have been a little too small, after a year or so windows is starting to fill the drive and I get occasional disk full errors when copying files but I keep everything else installed on another drive.

Also Im running the non-steam version of ksp.

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Majiir, crossposting from the CustomAsteroids thread, I was doing a little investigation into how to do kethane extraction from an asteroid. It looks like you can raycast and find out which part you intersected. A KethaneExtractor does this:


Physics.Raycast(tailTransform.position - direction.normalized * TailOffset,
direction,
out hitInfo,
direction.magnitude + HeadOffset + TailOffset,
mask);

Need to change the mask to something that includes vessel parts. Then if we look at the hitInfo we can see which part was hit:


GameObject hit = hitInfo.collider.gameObject;

Then just check to see if that part is PotatoRoid. That should let it detect that a drill is in contact with the roid.

But then we have to figure out how to get KethaneData to track the kethane on the object... hmm. Starstrider42's code in the CustomAsteroids mod is able to intercept and adjust roids as they're spawned.

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Hey, love the mod but quick question here as searching hasn't turned up any results. How do I disable the Kethane Map on the title screen? I remember doing it once before but looking through the files I can't remember for the life of me how I actually did it.

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Hey, love the mod but quick question here as searching hasn't turned up any results. How do I disable the Kethane Map on the title screen? I remember doing it once before but looking through the files I can't remember for the life of me how I actually did it.

IIRC you edit the kethane cfg file and add

ShowInMenu=False

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Cheers for your concern, m8. I do believe however, that no OS will give its best with my current hardware. It's not too old but old enough for a low performance, specially my processor. I did confirm that my PC is 64bit compatible, though.

You'd be surprised. Windows has piles and piles of overhead that slows the entire system down (registry, anyone?). Ubuntu by comparison is extremely lightweight, and just as fully featured, if not more in many areas. I'd highly recommend using it for KSP, no matter what hardware you're using, because in any case, you'll get more performance out of it.

Edited by phoenix_ca
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Is there any way to get rid of the annoying tooltips that pop up when you hover over a hex? It gets in the way while I'm trying to set up my maneuver nodes and I can't read anything at all! So frustrating.

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Is there any way to get rid of the annoying tooltips that pop up when you hover over a hex? It gets in the way while I'm trying to set up my maneuver nodes and I can't read anything at all! So frustrating.

In the little green box, uncheck "display map" or whatever it's called. There are two controls on that box. Click the lower one of the two :D

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Hi, I wanted to use the Scott Manley mod package but suprisingly, Kethane is throwing an error at game start.

The MMI_Kethane.dll is 0 byte big and the error is:

[ERR 20:34:29.813] Failed to load assembly D:\Games\Kerbal Space Program\GameData\Kethane\Plugins\MMI_Kethane.dll:

System.BadImageFormatException: Format of the executable (.exe) or library (.dll) is invalid.

at Mono.Cecil.PE.ImageReader.ReadImage () [0x00000] in <filename unknown>:0

at Mono.Cecil.PE.ImageReader.ReadImageFrom (System.IO.Stream stream) [0x00000] in <filename unknown>:0

at Mono.Cecil.ModuleDefinition.ReadModule (System.IO.Stream stream, Mono.Cecil.ReaderParameters parameters) [0x00000] in <filename unknown>:0

at Mono.Cecil.ModuleDefinition.ReadModule (System.String fileName, Mono.Cecil.ReaderParameters parameters) [0x00000] in <filename unknown>:0

at Mono.Cecil.ModuleDefinition.ReadModule (System.String fileName) [0x00000] in <filename unknown>:0

at AssemblyLoader.ScanForBadTypeRefs (System.String file) [0x00000] in <filename unknown>:0

at AssemblyLoader.LoadExternalAssembly (System.String file) [0x00000] in <filename unknown>:0

Can anyone advice?

Thanks in advance.

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Hi, I wanted to use the Scott Manley mod package but suprisingly, Kethane is throwing an error at game start.

The MMI_Kethane.dll is 0 byte big and the error is:

[ERR 20:34:29.813] Failed to load assembly D:\Games\Kerbal Space Program\GameData\Kethane\Plugins\MMI_Kethane.dll:

System.BadImageFormatException: Format of the executable (.exe) or library (.dll) is invalid.

at Mono.Cecil.PE.ImageReader.ReadImage () [0x00000] in <filename unknown>:0

at Mono.Cecil.PE.ImageReader.ReadImageFrom (System.IO.Stream stream) [0x00000] in <filename unknown>:0

at Mono.Cecil.ModuleDefinition.ReadModule (System.IO.Stream stream, Mono.Cecil.ReaderParameters parameters) [0x00000] in <filename unknown>:0

at Mono.Cecil.ModuleDefinition.ReadModule (System.String fileName, Mono.Cecil.ReaderParameters parameters) [0x00000] in <filename unknown>:0

at Mono.Cecil.ModuleDefinition.ReadModule (System.String fileName) [0x00000] in <filename unknown>:0

at AssemblyLoader.ScanForBadTypeRefs (System.String file) [0x00000] in <filename unknown>:0

at AssemblyLoader.LoadExternalAssembly (System.String file) [0x00000] in <filename unknown>:0

Can anyone advice?

Thanks in advance.

This message is normal. MMI_Kethane.dll is intentionally a 0-byte file, and the actual code has been moved to Kethane.dll. As long as Kethane.dll loads successfully, you will have full functionality.

If the message in your logs gets annoying, you can safely delete MMI_Kethane.dll. See http://forum.kerbalspaceprogram.com/threads/23979-Kethane-Pack-0-8-5-Find-it-mine-it-burn-it%21-0-23-5-%28ARM%29-compatibility-update?p=901989&viewfull=1#post901989

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@undercoveryankee

Thanks for the help.

I found what was causing the game to keep endless loading, my version of the Module Manager was bugged the new version solved the problem. Now everything is fine, except the 2 errors in 2 other mod configs.

But it is a step forward :)

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Hey guys, was wondering if someone could help me out. I am looking for a way to add ore to a specific hex or group of hexes. Primarily to test things and so I don't have to build two bases on the Mün. Not really keen on having to transport fuel a couple hundred km to the launch pad. I also posted this in the EPL thread.

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I was wondering if there were any plans to make the scanners work while not focused on the ship doing the scanning? it would be really nice to not have to leave kerbal running in the backround focused on a single ship waiting for it to finish scanning. I have scansat installed and it scans in the backround. otherwise I love this mod.

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I was wondering if there were any plans to make the scanners work while not focused on the sh...

I'll stop you there and say no, there is not. Plenty of people have asked/requested this, it has not changed, nor do I see it changing in the future. Which is a real shame because as it is, keeping the scanner as the active ship is literally being forced to do nothing for ages. You can't change orbits, switch ships, warp too fast.. you just sit there and watch it until it's done. I usually just set up a scanner with an edited scanrate to be 0.01 or so, whack it on as high a warp as possible without missing hexes (I think it's 100x) and then just leave it going overnight.

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You could just edit the cfg to add that :)

I'm looking at cfg files... I see what appears to be a means to change what resources are created on different bodies, and also how much of it is created. And of course the inputs and outputs of all the parts are configurable. So that seems straightforward enough.

Will the plugins freak out about this?

Somebody else must've already tried this; it just seems too obvious.

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I'm looking at cfg files... I see what appears to be a means to change what resources are created on different bodies, and also how much of it is created. And of course the inputs and outputs of all the parts are configurable. So that seems straightforward enough.

Will the plugins freak out about this?

Somebody else must've already tried this; it just seems too obvious.

That somebody else is Skykooler :) That is exactly how Extraplanetary Launchpads does its mining and conversion. I've since taken over the project, but he gets the credit for getting the ball rolling.

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I'll stop you there and say no, there is not. Plenty of people have asked/requested this, it has not changed, nor do I see it changing in the future. Which is a real shame because as it is, keeping the scanner as the active ship is literally being forced to do nothing for ages. You can't change orbits, switch ships, warp too fast.. you just sit there and watch it until it's done. I usually just set up a scanner with an edited scanrate to be 0.01 or so, whack it on as high a warp as possible without missing hexes (I think it's 100x) and then just leave it going overnight.

Why doesn`t Kethane use the method Scansat uses to scan offline?

When you use the scanner you get fresh scans/updated maps from craft you haven`t controlled in a while.

Many people say `it`s just not possible/feasable` but scansat has done it.

There may not be `plans to do it` but its totally possible...

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There may not be `plans to do it` but its totally possible...

I'm not saying it's not possible because, as you said, it's completely possible and SCANsat shows that. I'm saying that there doesn't appear to be any plans to make Kethane scanning method work like that, despite the amount of requests about it.

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I'll stop you there and say no, there is not. Plenty of people have asked/requested this, it has not changed, nor do I see it changing in the future. Which is a real shame because as it is, keeping the scanner as the active ship is literally being forced to do nothing for ages. You can't change orbits, switch ships, warp too fast.. you just sit there and watch it until it's done. I usually just set up a scanner with an edited scanrate to be 0.01 or so, whack it on as high a warp as possible without missing hexes (I think it's 100x) and then just leave it going overnight.

If your having to leave scanners overnight then the issue here is not kethanes scan mechanics, but rather your lack of understanding in how those mechanics works.

It takes about 15min real-time to make a 100% complete scan of Kerbin with the proper satellite..and that is with default values on the scanner, no config haxs....

For all you people bellyaching about the scanners I would suggest reading the Kethane wiki and actually learning how they operate. Personaly I hope Majiir keeps the current scan mechanics, as its a great way to create a bit of gameplay balance. Kethane lets you make massive amounts of fuel very easy anywhere in the solar system....the time that must be invested to scan is really the only balance that has.......after all, if you just want easy-mode alt+f12 will give ya all the fuel ya want....

edit: should also note that, unlike ISA or SCANSat, with Kethane a 100% complete map is damn near pointless. On most bodys 65%ish is more than enough, and with most bodys mining ops can begin once ya get 12% or so done.....

Edited by KhaosCorp
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There may not be `plans to do it` but its totally possible...

Of course it's possible to calculate a craft's trajectory relative to the surface, but that's not the problem. As I understand it, the problem stems from the fact that kethane scanning divides the surface of a body into hexagons, and working out exactly which hexagons said trajectory passes through is very much not an easy task.

Actually, an algorithm for solving the generalised version of that problem would probably make a good doctoral thesis for a maths student, if anyone's looking for any ideas.

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