Donziboy2 Posted March 30, 2014 Share Posted March 30, 2014 Hmmm build a massive AM lag moster and send it to Jool or build a Transmitter station on Minmus and mine my own fuel..... Choices...Fractal_UK, can we get some like 64 meter reactors.... Cus I hit the mother load.For those of you that don't grasp the scope of what a single ISRU is mining then: 1x upgraded 3.75 reactor needs 14.2kg a day of UF4 to run. I mine that amount in 0.28 seconds.I have an EL construction yard about 30 klicks to the east I could drive over some reactor crazyness. My one rule so far with my 2+ month old career save has been that UF4 reactors have to be built in space and get the fuel somewhere other then Kerbin. Well that and not dump the Depleted fuel into Kerbins atmo Link to comment Share on other sites More sharing options...
SirusKing Posted March 30, 2014 Share Posted March 30, 2014 Okay! Thanks, I completely forgot about radiation output going up by the forth power >.> Link to comment Share on other sites More sharing options...
WaveFunctionP Posted March 30, 2014 Share Posted March 30, 2014 I have a Orbital Fusion station pumping out something like 35 gw of power but if I turn on the microwave transmitter is sends out all the megajoules and they shut down. Is there a way to limit how much the transmitter will put out? That way I can have it set to just above the limit of what my reactors need to stay online.Transmitters are supposed to only send extra power, but there is a bug when using generators in direct conversion mode. This will be fixed in the next update. Transmission and reception limits will be possible to configure as well. Link to comment Share on other sites More sharing options...
NeoAcario Posted March 30, 2014 Share Posted March 30, 2014 Transmitters are supposed to only send extra power, but there is a bug when using generators in direct conversion mode. This will be fixed in the next update. Transmission and reception limits will be possible to configure as well.Yeah... I pointed that out to Fractal right after the last patch. It's a pretty critical bug... I was hoping for a hotfix. I'm still waiting for these faster and smaller patches he said he was going to start doing.This is another reminder that you asked for, Fractal! RAWR!Seriously tho... keep up the good work.~Steve Link to comment Share on other sites More sharing options...
merendel Posted March 30, 2014 Share Posted March 30, 2014 Fractal_UK, can we get some like 64 meter reactors.... Cus I hit the mother load.PFTT. you call that the motherload? a measly 50kg/h? Try the patch down around 45 south.166.667 kg/h now thats the good stuff. It reads at 50% concentration on the scanner. There may be a teensy risk that I'm drilling into the hopefully dead corpse of a demon that is the source of all this uranium. well that or the little brother of the hell kraken. Link to comment Share on other sites More sharing options...
db48x Posted March 30, 2014 Share Posted March 30, 2014 PFTT. you call that the motherload? a measly 50kg/h? Try the patch down around 45 south.http://i.imgur.com/CCg7MJu.png166.667 kg/h now thats the good stuff. It reads at 50% concentration on the scanner. There may be a teensy risk that I'm drilling into the hopefully dead corpse of a demon that is the source of all this uranium. well that or the little brother of the hell kraken.That's a slightly unphysical number. It's a wonder Minmus doesn't go supercritical just sitting there... Link to comment Share on other sites More sharing options...
merendel Posted March 30, 2014 Share Posted March 30, 2014 That's a slightly unphysical number. It's a wonder Minmus doesn't go supercritical just sitting there...I tend to agree but then again I didn't set the resource limits or make the map. speaking of the map there may be another spot of similar or greater magnitude further south but I havent had a chance to check it out. Either way its the greatest concentration I've found so far. I'm runing a similar save where I'm building most everything in space and so need high concentrations of fuel to power the reactors. Needless to say I need to upgrade from that single refinery. That and I need to design a better fuel pod. That tank on the ground was droped off by my skycrane which has proved to be the bigest PITA of the save so far. Better to have a self mobile pod that a kerbol hooks up with KAS. Link to comment Share on other sites More sharing options...
Fractal_UK Posted March 30, 2014 Author Share Posted March 30, 2014 (edited) 166.667 kg/h now thats the good stuff. It reads at 50% concentration on the scanner. There may be a teensy risk that I'm drilling into the hopefully dead corpse of a demon that is the source of all this uranium. well that or the little brother of the hell kraken.50%? I'll have to check the power scaling settings for Minmus, it shouldn't be possible to get numbers that large.Yeah... I pointed that out to Fractal right after the last patch. It's a pretty critical bug... I was hoping for a hotfix. I'm still waiting for these faster and smaller patches he said he was going to start doing.This is another reminder that you asked for, Fractal! RAWR!Seriously tho... keep up the good work.Right now, I'd settle for having a relatively small update complete after a large gap. I didn't expect, before making those comments, to find myself moving house, moving job, etc quite so quickly. It has been a busy time!I have been a fair bit more successful at getting stuff done for Interstellar this week compared to previous weeks so you should hopefully see movement soon. Edited March 30, 2014 by Fractal_UK Link to comment Share on other sites More sharing options...
not-a-cylon Posted March 30, 2014 Share Posted March 30, 2014 Quick question: is there any benefit to using more than one warp drive? Link to comment Share on other sites More sharing options...
db48x Posted March 30, 2014 Share Posted March 30, 2014 Quick question: is there any benefit to using more than one warp drive?Always bring a spare warp-drive; it really sucks to be stranded light-years from home and be forced to build an entirely new society and manufacturing base just to get back. Link to comment Share on other sites More sharing options...
Rabada Posted March 30, 2014 Share Posted March 30, 2014 50%? I'll have to check the power scaling settings for Minmus, it shouldn't be possible to get numbers that large.Right now, I'd settle for having a relatively small update complete after a large gap. I didn't expect, before making those comments, to find myself moving house, moving job, etc quite so quickly. It has been a busy time!I have been a fair bit more successful at getting stuff done for Interstellar this week compared to previous weeks so you should hopefully see movement soon.Take your time! Your mod is quite excellent as it is right now. I still have a lot to learn myself before I would even mess around with any of the new features you would add anyways.On a serious note though, Fractal, would you mind explaining how Anti-matter actually works in this mod? The open resource system link in your sig helped me figure out how to add and/or modify all the rest of the resources present in Interstellar, however I still am unable to figure out Anti-matter. In my current sandbox game I added the Urania system and changed its orbit to 216 Mm so I could create a super-hard mode destination to explore. (It is quite the challenge to get Kerbins there and back alive using stock TAC settings, along with DRE and FAR) I have been able to figure out how to add all the planetary, oceanic, and atmospheric resources used in Interstellar to the planets I added, except for Anti-matter, which is probably the one I wanted to most lol. I haven't actually brought out an anti-matter collector to Urania yet, but I have brought the Dual Technique Magnetometer and this is what it reads at 1000km|B|: 1.452 x 10^-9B_r: 9.426 x 10^-11B_T: -1.449 x 10^-9Antimatter flux: 0Temp: -201Cif it helps, this is what I have the Urania system set to in my planet factory folderPFBody{ name=Urania templateName=Jool flightGlobalsIndex=700 }CelestialBody{ bodyDescription=Closer to the sun than its green cousin Jool, Urania is a beautiful blue gas ice giant. Many moons and asteroids orbit this magnificent planet. GeeASL=0.73}Orbit{ inclination = 2.0 eccentricity = 0.2 semiMajorAxis = 216000000000 LAN = 0 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 0 referenceBody = Sun} Link to comment Share on other sites More sharing options...
WaveFunctionP Posted March 30, 2014 Share Posted March 30, 2014 (edited) Take your time! Your mod is quite excellent as it is right now. I still have a lot to learn myself before I would even mess around with any of the new features you would add anyways.On a serious note though, Fractal, would you mind explaining how Anti-matter actually works in this mod? The open resource system link in your sig helped me figure out how to add and/or modify all the rest of the resources present in Interstellar, however I still am unable to figure out Anti-matter. In my current sandbox game I added the Urania system and changed its orbit to 216 Mm so I could create a super-hard mode destination to explore. (It is quite the challenge to get Kerbins there and back alive using stock TAC settings, along with DRE and FAR) I have been able to figure out how to add all the planetary, oceanic, and atmospheric resources used in Interstellar to the planets I added, except for Anti-matter, which is probably the one I wanted to most lol. I haven't actually brought out an anti-matter collector to Urania yet, but I have brought the Dual Technique Magnetometer and this is what it reads at 1000km|B|: 1.452 x 10^-9B_r: 9.426 x 10^-11B_T: -1.449 x 10^-9Antimatter flux: 0Temp: -201Cif it helps, this is what I have the Urania system set to in my planet factory folderPFBody{ name=Urania templateName=Jool flightGlobalsIndex=700 }CelestialBody{ bodyDescription=Closer to the sun than its green cousin Jool, Urania is a beautiful blue gas ice giant. Many moons and asteroids orbit this magnificent planet. GeeASL=0.73}Orbit{ inclination = 2.0 eccentricity = 0.2 semiMajorAxis = 216000000000 LAN = 0 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 0 referenceBody = Sun}I don't know how planet factory works, but if geeasl means what I think it does, that isn't very much mass if those values aren't independently defined.Edit: To really know if something is up, you need to know the mass, rotational period, and radius.re-edit: I think I found it.double atmosphere_height = PluginHelper.getMaxAtmosphericAltitude (crefbody); if (altitude <= atmosphere_height && crefbody.flightGlobalsIndex != 0) { return 0; }Now I'm not a very good programmer, but it seems to me that you may have some of you planetary figures off, because this is the only return 0 in the magnetometer, and the others are still giving values. Long story short, you're max atmospheric altitude may be set too high, and/or you are "orbiting" too low, or maybe most likely, the value for max atmospheric altitude is not defined..I fully accept that I'm an idiot, so I may be wrong, but maybe it's worth checking out. Edited March 30, 2014 by WaveFunctionP Link to comment Share on other sites More sharing options...
Rabada Posted March 30, 2014 Share Posted March 30, 2014 (edited) I don't know how planet factory works, but if geeasl means what I think it does, that isn't very much mass if those values aren't independently defined.Edit: To really know if something is up, you need to know the mass, rotational period, and radius.re-edit: I think I found it.double atmosphere_height = PluginHelper.getMaxAtmosphericAltitude (crefbody); if (altitude <= atmosphere_height && crefbody.flightGlobalsIndex != 0) { return 0; }Now I'm not a very good programmer, but it seems to me that you may have some of you planetary figures off, because this is the only return 0 in the magnetometer, and the others are still giving values. Long story short, you're max atmospheric altitude may be set too high, and/or you are "orbiting" too low, or maybe most likely, the value for max atmospheric altitude is not defined..I fully accept that I'm an idiot, so I may be wrong, but maybe it's worth checking out.The only thing I changed was the semi major axis, the rest of that code was from the mod author. I bbelieve gleeasl is surface gravity based on 1 = Kerbins. It might look low, bbut Jools is only slightly more and it is still less than Kerbins surface area. This is because both Jool and Urania have a Much larger diameter. (Jool and Urania have a 6000 km diameter iirc) Finally, i tried the magnetometer at Varyying heights from 1000km to 100,000km since I last posted that and none of the values have changed. I will try out your code very shortly, thank you very very much for your help!Edit: I've been avoiding looking up anything about the Urania mod to heighten my sense of exploration and discovery.Edit2: Where did you find that code? I can't find anything mentioning antimatter in the mod files. Edited March 30, 2014 by Rabada Link to comment Share on other sites More sharing options...
WaveFunctionP Posted March 30, 2014 Share Posted March 30, 2014 (edited) The only thing I changed was the semi major axis, the rest of that code was from the mod author. I bbelieve gleeasl is surface gravity based on 1 = Kerbins. It might look low, bbut Jools is only slightly more and it is still less than Kerbins surface area. This is because both Jool and Urania have a Much larger diameter. (Jool and Urania have a 6000 km diameter iirc) Finally, i tried the magnetometer at Varyying heights from 1000km to 100,000km since I last posted that and none of the values have changed. I will try out your code very shortly, thank you very very much for your help!That is part of the c# for the magnetometer that I was looking at. It's not a fix for your problem.If none of the values are varying, try changing your planet index. Maybe they need to be consecutive for the planet to be found. Edited March 30, 2014 by WaveFunctionP Link to comment Share on other sites More sharing options...
NeoAcario Posted March 30, 2014 Share Posted March 30, 2014 Right now, I'd settle for having a relatively small update complete after a large gap. I didn't expect, before making those comments, to find myself moving house, moving job, etc quite so quickly. It has been a busy time!I have been a fair bit more successful at getting stuff done for Interstellar this week compared to previous weeks so you should hopefully see movement soon.Please don't take any of that seriously... I'm just busting your balls. You're freely giving us something we're all deeply enjoying, and we thank you for that.~Steve Link to comment Share on other sites More sharing options...
merendel Posted March 30, 2014 Share Posted March 30, 2014 50%? I'll have to check the power scaling settings for Minmus, it shouldn't be possible to get numbers that large.Oh goodie found and reported a bug and didnt even know it The location is in the screenshot(top right hud) but that is the highest concentration I've seen. There is also some high 30s to mid 40s in that same area, just sent an oversized probe with a scanner hovering around checking spots till I found the best one I could. Link to comment Share on other sites More sharing options...
WaveFunctionP Posted March 30, 2014 Share Posted March 30, 2014 (edited) CelestialBody{ bodyDescription=Closer to the sun than its green cousin Jool, Urania is a beautiful blue gas ice giant. Many moons and asteroids orbit this magnificent planet. GeeASL=0.73 Mass = xxxx Radius = xxxx rotationalPeriod = xxxx maxAtmosphereAltitude=xxxxx}Try defining these values (xxxx). I don't know what units they are in, maybe look into some planetfactory files to get a sense of scale for some premade planets if they have any.I don't believe these values are being inherited to your planet into the CelstialBody definitions and that is why you are not seeing variance on your numbers, because each one depends on those numbers in different ways. Usually as a power function, and if they are zero then the muliplier becomes 1, and all you are left with are constants.A wild guess, but maybe it'll work out. If you define the numbers, and start seeing variance on the magnetometer, then it is working, and you can then tweak them to your liking. Edited March 30, 2014 by WaveFunctionP Link to comment Share on other sites More sharing options...
SV-ESK Posted March 30, 2014 Share Posted March 30, 2014 On planetfactory planets magnetometer does not return 0. I think, it does not return anything at all. Use HyperEdit - teleport self on Kerbin orbit, then teleport to Urania. Magnetometer will not update its value.Open Alt-F2 and you will see spam[Exception]: ArgumentOutOfRangeException: Argument is out of range.Parameter name: indexORS also does not work. You can write configs, but game will ignore it. I have tried.It seems ORS does not know that planetfactory planets exists. Link to comment Share on other sites More sharing options...
WaveFunctionP Posted March 30, 2014 Share Posted March 30, 2014 Looking at the .cfg files at https://github.com/Kragrathea/PlanetFactory/tree/PlanetFactoryCE/PlanetFactory/PluginData/PlanetFactoryI believe Radius is in km, rotationPeriod is in seconds, and maxAtmosphericAltitude is in m, and and still have no idea what units Mass is using, but I would start big. Link to comment Share on other sites More sharing options...
WaveFunctionP Posted March 30, 2014 Share Posted March 30, 2014 (edited) On planetfactory planets magnetometer does not return 0. I think, it does not return anything at all. Use HyperEdit - teleport self on Kerbin orbit, then teleport to Urania. Magnetometer will not update its value.Open Alt-F2 and you will see spam[Exception]: ArgumentOutOfRangeException: Argument is out of range.Parameter name: indexORS also does not work. You can write configs, but game will ignore it. I have tried.It seems ORS does not know that planetfactory planets exists.According to the config files, that that may be because he rarely defines any of the celestial body parameters, which is what I believe you need to do to get it to work. ORS uses the celestial bodies class to find those parameters, but if they haven't been defined then they won't return any values.That error is noting the missing, or perhaps not consecutive, parameter, index. Possibly FlightGlobalsIndex.Found why mass is missing. From the PF:CE thread:Notes from the thread:-Mass and SOI are both derived from GeeASL (see Thud). Be advised it is really easy to mess up SOIs so you cant orbit anything.-You can change the radius by modifying both CelestialBody "Radius" AND PQS "radius" (note one is capitalized). Again its easy to mess things up if you go too big or too small.-For atmosphere look at Skelton. -If your new system isn't working you probably missed something while renaming the files or in the CFG files. Look in the log window for hints.-As far as a textured planet goes look at Barney, Slade, Planetar and Moonar. All use simple textures I got out of SE. NOTE the only texture format that will work is PNG. No jpgs.-Kerbin won't work as a template currently. Too complicated. Same with Laythe, although I got Erin to work (barely). -When exporting from SpaceEngine use 2048 as the size. The only textures needed are surface_bump and surface_diff. They should be converted to png and then renamed <planetname>_height and <planetname>_color respectively. The rest are generated when you export from PlanetFactory.-You can distribute your updated system by just zipping the directory and write some install instructions on where to unzip it in PlanetFactory.-8gig RAM is more than enough. I only have 4.Looks like you might be able to get away with just defining radius, max atmo, geeasl, flightindex and rotational period.Well, as far as the magnetometer goes. If the mod or any other uses other celstialbody parameters, they are likely going to fail. Edited March 30, 2014 by WaveFunctionP Link to comment Share on other sites More sharing options...
Rabada Posted March 30, 2014 Share Posted March 30, 2014 (edited) That is part of the c# for the magnetometer that I was looking at. It's not a fix for your problem.If none of the values are varying, try changing your planet index. Maybe they need to be consecutive for the planet to be found.Planet Index?Edit: nevermind, after I posted this I saw your posts, I will try the ideas you posted. Thankyou again for your help! I'm slowly but surely learning how to mod KSP, and I wouldn't be able to without the help of you and other people like you. Thanks! Edited March 30, 2014 by Rabada Link to comment Share on other sites More sharing options...
WaveFunctionP Posted March 30, 2014 Share Posted March 30, 2014 Planet Index?PFBody{ name=Urania templateName=Jool flightGlobalsIndex=700 }I'm bored so I'll see if I can't get a working config for you on an install, if you don't mind waiting. Link to comment Share on other sites More sharing options...
Rabada Posted March 30, 2014 Share Posted March 30, 2014 PFBody{ name=Urania templateName=Jool flightGlobalsIndex=700 }I'm bored so I'll see if I can't get a working config for you on an install, if you don't mind waiting.Sure thanks, all I got planned for today is to play KSP on one monitor and browse the internet on the other. Link to comment Share on other sites More sharing options...
SV-ESK Posted March 30, 2014 Share Posted March 30, 2014 (edited) Yes, flightGlobalsIndex! Must be consecutive! Stock planets are 0-16.Urania must be 17. I have tried to change- resources and antimatter collectors works!It seems MM does not work on it.@PFBody[urania]{ @flightGlobalsIndex=17 } Edited March 30, 2014 by SV-ESK Link to comment Share on other sites More sharing options...
Rabada Posted March 30, 2014 Share Posted March 30, 2014 Yes, flightGlobalsIndex! Must be consecutive! Stock planets are 0-16.Urania must be 17. I have tried to change- resources and antimatter collectors works!http://i.imgur.com/svozB3g.pngIt seems MM does not work on it.@PFBody[urania]{ @flightGlobalsIndex=17 }I can confirm!! Thanks!!!! It works for me! Link to comment Share on other sites More sharing options...
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