RoverDude Posted August 3, 2014 Author Share Posted August 3, 2014 Ok! For the people with framerate issues... do you have anything else around that uses ORS??? Link to comment Share on other sites More sharing options...
tygoo7 Posted August 3, 2014 Share Posted August 3, 2014 (edited) Ok! For the people with framerate issues... do you have anything else around that uses ORS???Only MKS and OKS.EDIT: I have Texture Replacer, I'll try without it.EDIT2: Nope that didn't fix it. Edited August 3, 2014 by tygoo7 Link to comment Share on other sites More sharing options...
Olympic1 Posted August 3, 2014 Share Posted August 3, 2014 Only MKS and OKS.EDIT: I have Texture Replacer, I'll try without it.EDIT2: Nope that didn't fix it. Texture Replacer hates ORS most of the times Link to comment Share on other sites More sharing options...
tygoo7 Posted August 3, 2014 Share Posted August 3, 2014 Texture Replacer hates ORS most of the timesI tried it without Texture Replacer but that didn't change my framerate. Without this mod my framerate goes back to normal. Link to comment Share on other sites More sharing options...
Raptor831 Posted August 3, 2014 Share Posted August 3, 2014 Re: Chemical notation - When setting up the Real Fuels config, I decided on CH4NO2. So, in Kerbalese, KaH4NO2. I have no idea if that compound even exists, or could exist. Since we're talking about a magic substance that can make a bunch of fuels, that pretty much gave me everything I needed. Methane (CH4 or KaH4), O2, H2, N2O4, Nitrous Oxide (N2O), Water, and any Hydrazine derivative (carbon, nitrogen, and hydrogen depending). Pretty much anything I need. Have no idea where Xenon comes from out of that, but hey, khemistry is a dark magic.And on that note, a question about the efficiency of the converters/distillers. The 1.25m distiller seems way underpowered compared to the 2.5m one. I don't have any playtesting under my belt yet, as I'm away from my KSP rig, but I ran the numbers doing my Real Fuels config. In terms of MonoPropellant made to Karbonite used, the 2.5m distiller is 50% and the 1.25m distiller is just below 10%. And since they're the same mass, it's not really efficient at all to use the 1.25m one, at least by the numbers.Anyone else noticed this? Link to comment Share on other sites More sharing options...
RoverDude Posted August 3, 2014 Author Share Posted August 3, 2014 I tried it without Texture Replacer but that didn't change my framerate. Without this mod my framerate goes back to normal.Try deleting the ORS folder inside of Karbonite and the one inside of MKS. See if one or both of those fix things. Back them up because you will want them later.Re: Chemical notation - When setting up the Real Fuels config, I decided on CH4NO2. So, in Kerbalese, KaH4NO2. I have no idea if that compound even exists, or could exist. Since we're talking about a magic substance that can make a bunch of fuels, that pretty much gave me everything I needed. Methane (CH4 or KaH4), O2, H2, N2O4, Nitrous Oxide (N2O), Water, and any Hydrazine derivative (carbon, nitrogen, and hydrogen depending). Pretty much anything I need. Have no idea where Xenon comes from out of that, but hey, khemistry is a dark magic.And on that note, a question about the efficiency of the converters/distillers. The 1.25m distiller seems way underpowered compared to the 2.5m one. I don't have any playtesting under my belt yet, as I'm away from my KSP rig, but I ran the numbers doing my Real Fuels config. In terms of MonoPropellant made to Karbonite used, the 2.5m distiller is 50% and the 1.25m distiller is just below 10%. And since they're the same mass, it's not really efficient at all to use the 1.25m one, at least by the numbers.Anyone else noticed this?Very possible, I'll do a balancing run. there should be an efficiency dropoff for the smaller generator, but it may be too harsh Link to comment Share on other sites More sharing options...
maxrsp Posted August 3, 2014 Share Posted August 3, 2014 (edited) Hi All,I have been testing Karbonite ground mining extensively on .12 and can find no major issues I have no framerate issues, no parts functioning strangely, nothing. I'm running KSP 32-bit 24.2 with about 10 other mods installed but nothing that had other resources defined such as KSPI. The only small issue I've found is with the landing frame which has some ground clipping instability. In many cases if one or more legs is clipping through the surface the ship will actually fall over; I have to feather some vertical thrust so it comes slightly above the ground and re-land then everything is fine.Keep up the great work guys! Edited August 3, 2014 by maxrsp typo Link to comment Share on other sites More sharing options...
sober667 Posted August 3, 2014 Share Posted August 3, 2014 i heve one ore issue when u fast deploy and retract some times uour vehicle hop up Link to comment Share on other sites More sharing options...
RoverDude Posted August 3, 2014 Author Share Posted August 3, 2014 i heve one ore issue when u fast deploy and retract some times uour vehicle hop upThat's what colliders do. Link to comment Share on other sites More sharing options...
Raptor831 Posted August 3, 2014 Share Posted August 3, 2014 Very possible, I'll do a balancing run. there should be an efficiency dropoff for the smaller generator, but it may be too harshYeah, I would expect that the efficiency would drop for smaller ones. Was thinking that a 10-20% increase in efficiency per size increase, and about 1 ton mass increase per size would be about right. That way the larger ones are better but the smaller is still useful if you'd rather save the mass. Efficiency could come from both less E per output or less Karbonite used per output.I made a spreadsheet with some possible numbers for the 1.25 and 2.5m versions, and a theoretical 3.75m version. Link here: view spreadsheet. As I said, this is not playtested, but the numbers "feel" good to me. Link to comment Share on other sites More sharing options...
BigFatStupidHead Posted August 3, 2014 Share Posted August 3, 2014 Yeah, I would expect that the efficiency would drop for smaller ones. The opposite could be true. Larger industrial conversion processes usually use faster, less efficient reactions, whereas smaller laboratory scale conversions are often very efficient, but quite slow and unsuited for the large scale. Link to comment Share on other sites More sharing options...
RoverDude Posted August 3, 2014 Author Share Posted August 3, 2014 RELEASE CANDIDATE IS UP!Updated colliders for the landing frameRenamed/Reorganized all parts and foldersTech tree integration - the parts are split accross a few relatively early nodes: fuelSystems, heavyRocketry, and aerodynamicSystems. Tanks are spread accross all three.Updated masses/costs for all modulesTweaked the relative efficiency of the smaller distillation moduleDeprecated stock antenna supportChanged Karbonite to flow like RCS, etc. to reduce fuel line madness with colletors and convertersGo forth and test. I will add any last minute parts I get, but the intent is to release this pretty quick. Everything is in - titles, descriptions, costs, mass adjustments, and tech tree integration. Report bugs! Link to comment Share on other sites More sharing options...
Smurfalot Posted August 3, 2014 Share Posted August 3, 2014 (edited) Re: Chemical notation - When setting up the Real Fuels config, I decided on CH4NO2. So, in Kerbalese, KaH4NO2. I have no idea if that compound even exists, or could exist. Since we're talking about a magic substance that can make a bunch of fuels, that pretty much gave me everything I needed. Methane (CH4 or KaH4), O2, H2, N2O4, Nitrous Oxide (N2O), Water, and any Hydrazine derivative (carbon, nitrogen, and hydrogen depending). Pretty much anything I need. Have no idea where Xenon comes from out of that, but hey, khemistry is a dark magic.And on that note, a question about the efficiency of the converters/distillers. The 1.25m distiller seems way underpowered compared to the 2.5m one. I don't have any playtesting under my belt yet, as I'm away from my KSP rig, but I ran the numbers doing my Real Fuels config. In terms of MonoPropellant made to Karbonite used, the 2.5m distiller is 50% and the 1.25m distiller is just below 10%. And since they're the same mass, it's not really efficient at all to use the 1.25m one, at least by the numbers.Anyone else noticed this?Carbonite (aka Methanediolate) is CHO2http://www.chemspider.com/Chemical-Structure.26945204.htmlEdit: RELEASE CANDIDATE IS UP!Changed Karbonite to flow like RCS, etc. to reduce fuel line madness with colletors and convertersWhat does this mean, specifically? Edited August 3, 2014 by Smurfalot Link to comment Share on other sites More sharing options...
Shad0wCatcher Posted August 3, 2014 Share Posted August 3, 2014 It's all_vessel now; versus stack_priority. I.E. it'll pull from any tank and drop into any tank without the need for fuel lines. Link to comment Share on other sites More sharing options...
sober667 Posted August 3, 2014 Share Posted August 3, 2014 u suck it from ANY part of rocket even within separators and other with no fuel crossfeed Link to comment Share on other sites More sharing options...
RoverDude Posted August 3, 2014 Author Share Posted August 3, 2014 u suck it from ANY part of rocket even within separators and other with no fuel crossfeedIt's all_vessel now; versus stack_priority. I.E. it'll pull from any tank and drop into any tank without the need for fuel lines.Yup. Did it primarilly because of the collectors - it got real weird getting tanks to feed correctly, so better to have it less restrictive than to deal with all of the fuel line questions So has anyone tried it yet? Looking for some nods for the all clear before I release it to the unwashed masses... Link to comment Share on other sites More sharing options...
Nertea Posted August 3, 2014 Share Posted August 3, 2014 I'd suggest actually using STAGE_PRIORITY_FLOW for Karbonite if possible. It is still all vessel, but it tries to at least a bit obey staging rules, so would make a staged craft with Karbonite engines easier to deal with. Link to comment Share on other sites More sharing options...
nli2work Posted August 3, 2014 Share Posted August 3, 2014 What does this mean, specifically?Means it's getting close to lunch time, cafeteria is about to open Link to comment Share on other sites More sharing options...
Targa Posted August 3, 2014 Share Posted August 3, 2014 Trying it now. Just a quick test from the launchpad (I modified the Kerbin .png to give me Karbonite at KSC for the test), and I can say all seems to be functioning so far. Have yet to test the collector from space.That being said, the power consumption of the drills... 2.5 megawatts? I deployed 11 solar panels and still couldn't keep one drill running for more than about 30 seconds. The Converter is a power-hog also.I'd still love to see the ORS spheres replaced with cubes. Doesn't have to be you - just someone who has a way to decompile/compile .dll's. Will post more when I'm finished testing. Link to comment Share on other sites More sharing options...
EternusNox Posted August 3, 2014 Share Posted August 3, 2014 (edited) Maybe I messed up upgrading from the dev version to the RC but the scanner doesnt seem to actually show any resourcesEdit : just minmus nvm Edited August 3, 2014 by EternusNox Link to comment Share on other sites More sharing options...
RoverDude Posted August 3, 2014 Author Share Posted August 3, 2014 Trying it now. Just a quick test from the launchpad (I modified the Kerbin .png to give me Karbonite at KSC for the test), and I can say all seems to be functioning so far. Have yet to test the collector from space.That being said, the power consumption of the drills... 2.5 megawatts? I deployed 11 solar panels and still couldn't keep one drill running for more than about 30 seconds. The Converter is a power-hog also.I'd still love to see the ORS spheres replaced with cubes. Doesn't have to be you - just someone who has a way to decompile/compile .dll's. Will post more when I'm finished testing.That's odd... I'll check, but no changes occured with power consumptionI'd suggest actually using STAGE_PRIORITY_FLOW for Karbonite if possible. It is still all vessel, but it tries to at least a bit obey staging rules, so would make a staged craft with Karbonite engines easier to deal with.Sold Link to comment Share on other sites More sharing options...
EternusNox Posted August 3, 2014 Share Posted August 3, 2014 I'm not getting any karbonite hot spots on minmus, my scanner picks them up fine on kerbin though...? Link to comment Share on other sites More sharing options...
Smurfalot Posted August 3, 2014 Share Posted August 3, 2014 (edited) The RC killed the 2 Drilling rigs I had deployed with the old parts, also the smaller in-atmosphere scoop seems to be missing. Going to try the new harvesters now. Edited August 3, 2014 by Smurfalot Link to comment Share on other sites More sharing options...
RoverDude Posted August 3, 2014 Author Share Posted August 3, 2014 The RC killed the 2 harvesters I had deployed with the old parts, also the smaller in-atmosphere scoop seems to be missing. Going to try the new harvesters now.Yep, I expect it did given all the parts moved to their final versions.btw- i I can run a converter or a drill on four RTG's... which feels about right. Since we can get Karbonite almost anywhere, there has to be a penalty.. in this case, the penalty of needing lots of power, which I am ok with. Link to comment Share on other sites More sharing options...
GigaG Posted August 3, 2014 Share Posted August 3, 2014 Megawatts? Do you mean 2500 units of power? What the... Link to comment Share on other sites More sharing options...
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