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[0.22] Extraplanetary Launchpads Legacy Thread


skykooler

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Hm, so I'm rebuilding my standard scansat to include the bigger ore scanner... but because it's deployed itself in the VAB it's confused p-fairings to the point I can't actually get any fairings. Is there some way to stop the deployment animation until it's actually activated? I notice it's using a kethane specific animation routine about which I know nothing at all....

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Hm, so I'm rebuilding my standard scansat to include the bigger ore scanner... but because it's deployed itself in the VAB it's confused p-fairings to the point I can't actually get any fairings. Is there some way to stop the deployment animation until it's actually activated? I notice it's using a kethane specific animation routine about which I know nothing at all....

Whoops, that's my bad.

It won't auto-deploy in flight, so you can use the locking feature of Procedural Fairings to get the right size. This will be fixed in the next version of Kethane (but I'll probably accumulate a few more fixes before I put out another update).

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is anyone elses ore detector, deploying in the VAB?

Edit: I fail at reading comprehension. Looks like the VAB deployment in this case is due to something in Kethane, as Majiir indicated above.

That said, most other parts that animate while in the VAB are a result of the Firespitter .dll - if you don't have Firespitter itself you probably have B9, which includes it.

Edited by LordAldrich
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That (and all of the various parts that animate while in the VAB) would be the Firespitter .dll - if you don't have Firespitter itself you probably have B9, which includes it.

nope none of my other parts animate in the VAB just this one

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is anyone elses ore detector, deploying in the VAB?

Mine is, as well.

Does anyone have the large spherical tanks set up for holding rocket parts? I'm building a rather large base and could use the storage capacity.

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EXCELLENT MOD!!

I've been fiddling with this... I understand that it is still in development (as is my understanding of the mod). I have a few questions.

OK, so: x ore (smelted) = y metal (converted) = z rocket parts = tons build-able craft ... What is the current ratio's?/ math?

Is the ore/metal bin parts supposed to only hold 20 units?

I also replaced the auger with a double size 2.5m Kethane drill, because the augers were not animating. (small config file edits).

LOL, I still haven't got it to actually build anything... Thanks for re-invigoring my space program.

-Peace and kerbal kindness

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for conversions, I plan to get some fixes out ASAP (unless skykooler beats me to it), but I have family issues today (1st anniversary of the death of my father-in-law (Japan)), so I can't promise any ETA.

However, when I do, I'll do up a "proper" release package (ie, zip file) with my most recent code and everything else in it.

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MrChumley: the pad was configured before I tweaked resource densities and was then forgotten.

As for the ratios (mass!): just shy of 70% conversion for ore to metal (the other 30% would be carbon-dioxide). 90% conversion for metal to parts. For resource units (5l) about 49.4% ore -> metal, and about 1404% metal to parts (metal is 15.6 times as dense as parts). 1u of ore will get you 6.9u of parts, but 1t of ore will get you 0.63t of parts.

Details of ore->metal conversion (from the part.cfg)


// From http://en.wikipedia.org/wiki/Iron_ore
// Stage One: 3 Fe2O3 + CO → 2 Fe3O4 + CO2
// Stage Two: Fe3O4 + CO → 3 FeO + CO2
// Stage Three: FeO + CO → Fe + CO2
//
// Until Kethane supports multiple input/output resources, no point in
// worrying about CO/CO2.
//
// So 3Fe2O3 + 9CO → 6Fe + 9CO2, Fe = 55.845, O = 15.999 which means
// 479.061g of ore will produce 335.070g of iron. Kethane takes care of the
// relative densities for us, thus the efficiency is just 355.07/479.061.

Kethane does now support multiple outputs, but if I make the smelter produce CO2, I'll need to make either CO2 tanks or a vent. Or even both. (what good is CO2? plant food! (sunlight + CO2 + H2O + chlorophyll = sugar + O2 + chlorophyll, or something like that))

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1u of ore will get you 6.9u of parts, but 1t of ore will get you 0.63t of parts.

I guess my ultimate question was properly phrased as:

How may t of parts can be fashioned with the 20 units of ore in the ore bin?

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Oh dear, latest release of Kethane seems to have made my Smelter no longer convert ore to metal...

:(

Glerp,never mind, missed the edited configs posted earlier. I don't know why I fail at reading so hard lately :/

Though hotfixes should probably be posted to the frontpage.

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MrChumley: Ore u * Ore density * 0.63 -> 20 * 0.0275 * 0.63 = 0.3465t

Really, the pad itself is misconfigured. The intention was supposed to be 20t, so change the maxAmount (and amount?) to something like 725 (a bit shy of 20t).

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Those are the numbers I was searching for. Thank you sir/ma'am taniwha. If I could +rep you more I would.

*edit: I changed the max amount in the ore bin to 500 (accounting for empty space between ore particles... plus 20t is a lot)

Edited by MrChumley
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Hey I just started using this mod and love it but had a small question about it. What does the different colors of deposites mean (when I find deposite it show it in red, orange or yellow)?

P.S. If somebody asked that question before, I'm sorry for having you guys say it again because I checked from Page 102 down to 83 and could not see it.

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Hey I just started using this mod and love it but had a small question about it. What does the different colors of deposites mean .

Density. Different amounts, I believe.

(what good is CO2

Ioncross life support has a part that recycles CO2 into oxygen. But that would be an extra level of mod interaction to worry about.

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Oh yeah the crane mod. Just wondering - the spaceport site had a fix for the kethane.dll, but the mod itself there was outdated. does the kethane fix still work?

I'm using the current version of KSP, the only modification I've done to get this working is to this mod. Here's the tweaks I'm using:

Fixed launchpads

Fixed configs

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Be warned that wheeled* vehicles with wide-spread wheel bases may (probably will, depends on various factors) suffer the old exploding craft problem. Howevr, there is a workaround: use launch clamps to suspend the craft a little until physics has kicked in properly, then stage and recycle the launch clamps.

* tested only with RollKage wheels. Other brands may or may not be a problem

I tested spawning vehicles with the standard KSP wheels, they seem to be working just fine.

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