RoverDude Posted November 23, 2016 Author Share Posted November 23, 2016 Yup, @Geschosskopf is correct. Quote Link to comment Share on other sites More sharing options...
LatiMacciato Posted December 2, 2016 Share Posted December 2, 2016 I'm unsure what I'm supposed to do , i have captured an Asteroid, have it hollowed (mined off all ore/resources), it now shows off some available space. Then I tried to attach a crew hatch, still can't use it as tank or equally. What am I missing? ty in advance Quote Link to comment Share on other sites More sharing options...
Odonian Posted December 2, 2016 Share Posted December 2, 2016 5 hours ago, LatiMacciato said: I'm unsure what I'm supposed to do , i have captured an Asteroid, have it hollowed (mined off all ore/resources), it now shows off some available space. Then I tried to attach a crew hatch, still can't use it as tank or equally. What am I missing? ty in advance Attach a fuel hatch. Through the fuel hatch's right-click interface you will be able to inflate an internal tank inside your asteroid and fill it with fuel. The fuel will be accessible for refueling your spacecraft through the fuel hatch interface, and not through the asteroid interface. Quote Link to comment Share on other sites More sharing options...
LatiMacciato Posted December 2, 2016 Share Posted December 2, 2016 (edited) On 2.12.2016 at 6:28 PM, Odonian said: Attach a fuel hatch. Through the fuel hatch's right-click interface you will be able to inflate an internal tank inside your asteroid and fill it with fuel. The fuel will be accessible for refueling your spacecraft through the fuel hatch interface, and not through the asteroid interface. ahh ok .. I did try that with the crew hatch, but I do not have any interface for that. I will see if a fuel tank works EDIT: crew hatch seems without function yet ..fuel tank works flawless! so happy i can re-use astros EDIT2: Would a modificated Asteroid.cfg break the license? .. for me personally a density of 3 instead is fair enough (with keeping the maxRadiusMultiplier = 5.0) EDIT3: i found out making it density 3 is giving big and small asteroids .. now I have a chance of getting rid of asteroids again! (they really spawn too often in my idea .. but I understand the realism aspect ) Edited December 19, 2016 by LatiMacciato Quote Link to comment Share on other sites More sharing options...
Donziboy2 Posted December 20, 2016 Share Posted December 20, 2016 Lol, this is fun, I found a 2.5Mt roid yesterday, to bad it did not have any K+ on it:P Quote Link to comment Share on other sites More sharing options...
Booots Posted January 18, 2017 Share Posted January 18, 2017 I sent you a pull request on GitHub because the calculation of excavated volume was wrong. It was just a multiplication sign where it should have been division. Not a big deal since your MM patch sets the density to 1, but I prefer a slightly lower density and my asteroids weren't letting me put in the volume they should have. Also, is it possible to mine out only the rock and leave the ore for later, or do all asteroid resources get mined simultaneously and the excess dumped? Quote Link to comment Share on other sites More sharing options...
LatiMacciato Posted January 18, 2017 Share Posted January 18, 2017 (edited) 5 hours ago, Booots said: I sent you a pull request on GitHub because the calculation of excavated volume was wrong. It was just a multiplication sign where it should have been division. Not a big deal since your MM patch sets the density to 1, but I prefer a slightly lower density and my asteroids weren't letting me put in the volume they should have. Also, is it possible to mine out only the rock and leave the ore for later, or do all asteroid resources get mined simultaneously and the excess dumped? reading the asteroid.cfg density is set to *= 33.3333333333333 ergo (1 multiplicated with 33.3333333333333) @PART:HAS[@MODULE[ModuleAsteroid]] { @MODULE[ModuleAsteroid] { @density *= 33.3333333333333 // Stock asteroids will have density of 1.0 maxRadiusMultiplier = 5.0 //Default is 1.25 so up to four times larger } @density *= 33.3333333333333 // Stock asteroids will have density of 1.0 } Note: with ART you decide either rock or regular ore (including CRP recources) I still hope my modifications are not beeing a stupid one or breaking the license by doing so, also I cannot speak for others to fit their game but this modification of the Asteroid .cfg is pretty helpful getting rid of the near-Kerbin-OMG-DANGEROUS-roids: Spoiler @PART:HAS[@MODULE[ModuleAsteroid],!MODULE[USI_DynamicTank]] { MODULE { name = USI_DynamicTank stepSize = 50000 //50 ton increments } } @PART:HAS[@MODULE[ModuleAsteroid],!MODULE[USI_AsteroidTank]] { MODULE { name = USI_AsteroidTank } } @PART:HAS[@MODULE[ModuleAsteroid]] { @MODULE[ModuleAsteroid] { @density *= 3 // 33.3333333333333 // Stock asteroids will have density of 1.0 maxRadiusMultiplier = 3.75 // 5.0 //Default is 1.25 so up to four times larger } @density *= 3 // 33.3333333333333 // Stock asteroids will have density of 1.0 } it does shrink all roids and have them slightly lower max mass etc, but still ok for beeing big and huge roids (i have small ones too now again YAY!) regards Edited January 18, 2017 by LatiMacciato Quote Link to comment Share on other sites More sharing options...
Booots Posted January 18, 2017 Share Posted January 18, 2017 18 hours ago, LatiMacciato said: reading the asteroid.cfg density is set to *= 33.3333333333333 ergo (1 multiplicated with 33.3333333333333) @PART:HAS[@MODULE[ModuleAsteroid]] { @MODULE[ModuleAsteroid] { @density *= 33.3333333333333 // Stock asteroids will have density of 1.0 maxRadiusMultiplier = 5.0 //Default is 1.25 so up to four times larger } @density *= 33.3333333333333 // Stock asteroids will have density of 1.0 } The stock asteroids actually have a density of 0.03 to start with, so they have a density of 1.0 after the asteroid.cfg patch is applied. Regardless, the pull request I sent will make it work for any density 'roid. Quote Link to comment Share on other sites More sharing options...
LatiMacciato Posted January 19, 2017 Share Posted January 19, 2017 (edited) 9 hours ago, Booots said: The stock asteroids actually have a density of 0.03 to start with, so they have a density of 1.0 after the asteroid.cfg patch is applied. Regardless, the pull request I sent will make it work for any density 'roid. Oh ok, i did not know that math and its my bad then (good to know). For me it works out anyways ... so in my case its 0.03 * 3 = 0,09 density then (i might have to keep in mind after this patch rolls out) ty for reply Edited January 19, 2017 by LatiMacciato Quote Link to comment Share on other sites More sharing options...
LastStarDust Posted January 24, 2017 Share Posted January 24, 2017 If anyone is interested, I made a very little and simple MM patch to get the Fuel Hatch to hold every USI resource (excluding "commodities" which personally I don't even know what it is and what is used for). The texture for these other resources is the white unlabeled one I found in the part folder. @PART[HA_FuelHatch]:NEEDS[UmbraSpaceIndustries] { @MODULE[FStextureSwitch2] { @textureNames = UmbraSpaceIndustries/ART/FuelHatch/Ka;UmbraSpaceIndustries/ART/FuelHatch/LF;UmbraSpaceIndustries/ART/FuelHatch/OX;UmbraSpaceIndustries/ART/FuelHatch/XE;UmbraSpaceIndustries/ART/FuelHatch/DifuseTemplate;UmbraSpaceIndustries/ART/FuelHatch/DifuseTemplate;UmbraSpaceIndustries/ART/FuelHatch/DifuseTemplate;UmbraSpaceIndustries/ART/FuelHatch/DifuseTemplate;UmbraSpaceIndustries/ART/FuelHatch/DifuseTemplate;UmbraSpaceIndustries/ART/FuelHatch/DifuseTemplate;UmbraSpaceIndustries/ART/FuelHatch/DifuseTemplate;UmbraSpaceIndustries/ART/FuelHatch/DifuseTemplate;UmbraSpaceIndustries/ART/FuelHatch/DifuseTemplate;UmbraSpaceIndustries/ART/FuelHatch/DifuseTemplate;UmbraSpaceIndustries/ART/FuelHatch/DifuseTemplate;UmbraSpaceIndustries/ART/FuelHatch/DifuseTemplate;UmbraSpaceIndustries/ART/FuelHatch/DifuseTemplate;UmbraSpaceIndustries/ART/FuelHatch/DifuseTemplate;UmbraSpaceIndustries/ART/FuelHatch/DifuseTemplate;UmbraSpaceIndustries/ART/FuelHatch/DifuseTemplate;UmbraSpaceIndustries/ART/FuelHatch/DifuseTemplate;UmbraSpaceIndustries/ART/FuelHatch/DifuseTemplate;UmbraSpaceIndustries/ART/FuelHatch/DifuseTemplate;UmbraSpaceIndustries/ART/FuelHatch/DifuseTemplate;UmbraSpaceIndustries/ART/FuelHatch/DifuseTemplate;UmbraSpaceIndustries/ART/FuelHatch/DifuseTemplate;UmbraSpaceIndustries/ART/FuelHatch/DifuseTemplate;UmbraSpaceIndustries/ART/FuelHatch/DifuseTemplate;UmbraSpaceIndustries/ART/FuelHatch/DifuseTemplate;UmbraSpaceIndustries/ART/FuelHatch/DifuseTemplate @textureDisplayNames = Karbonite;LiquidFuel;Oxidizer;XenonGas;MonoPropellant;MetallicOre;Uraninite;Substrate;Minerals;MaterialKits;Metals;Polymers;Supplies;Ore;Machinery;Recyclables;SpecializedParts;Fertilizer;Hydrates;Gypsum;Dirt;Silicates;Silicon;RefinedExotics;ColonySupplies;Organics;Water;Chemicals;Mulch;LqdHydrogen @fuelTankSetups = 0;1;2;3;4;5;6;7;8;9;10;11;12;13;14;15;16;17;18;19;20;21;22;23;24;25;26;27;28;29;30 } @MODULE[FSfuelSwitch] { @resourceNames = Karbonite;LiquidFuel;Oxidizer;XenonGas;MonoPropellant;MetallicOre;Uraninite;Substrate;Minerals;MaterialKits;Metals;Polymers;Supplies;Ore;Machinery;Recyclables;SpecializedParts;Fertilizer;Hydrates;Gypsum;Dirt;Silicates;Silicon;RefinedExotics;ColonySupplies;Organics;Water;Chemicals;Mulch;LqdHydrogen @resourceAmounts = 0.0001;0.0001;0.0001;0.0001;0.0001;0.0001;0.0001;0.0001;0.0001;0.0001;0.0001;0.0001;0.0001;0.0001;0.0001;0.0001;0.0001;0.0001;0.0001;0.0001;0.0001;0.0001;0.0001;0.0001;0.0001;0.0001;0.0001;0.0001;0.0001;0.0001 } } I tested it and is working (at least for me). Thanks again to RoverDude for his wonderful mod "universe". Quote Link to comment Share on other sites More sharing options...
Kaa253 Posted January 25, 2017 Share Posted January 25, 2017 On 24/01/2017 at 8:27 PM, LastStarDust said: If anyone is interested Very interested. Thanks. Quote Link to comment Share on other sites More sharing options...
fenderzilla Posted January 28, 2017 Share Posted January 28, 2017 The JAW works, and the available volume in the asteroid increases, but the fuel hatch doesn't do anything. Clicking "Expand Tank", "Dump" or "Compress" has no effect. Quote Link to comment Share on other sites More sharing options...
LatiMacciato Posted January 28, 2017 Share Posted January 28, 2017 34 minutes ago, fenderzilla said: The JAW works, and the available volume in the asteroid increases, but the fuel hatch doesn't do anything. Clicking "Expand Tank", "Dump" or "Compress" has no effect. I assume it's yet WIP Quote Link to comment Share on other sites More sharing options...
Rehpic Posted February 6, 2017 Share Posted February 6, 2017 I am unable to get the Jaw to stay cool enough to operate efficiently. I have two large radiator panels and two medium thermal control systems which should be massive overkill, but with all of them deployed and enabled the Jaw stays at 820K, which only gives about 1% efficiency. I submitted an Issue on github, but I thought I would post here in case this rings a bell with anyone, or I'm doing something obviously wrong. Quote Link to comment Share on other sites More sharing options...
rspeed Posted February 6, 2017 Share Posted February 6, 2017 (edited) 8 hours ago, Rehpic said: I am unable to get the Jaw to stay cool enough to operate efficiently. I have two large radiator panels and two medium thermal control systems which should be massive overkill, but with all of them deployed and enabled the Jaw stays at 820K, which only gives about 1% efficiency. I submitted an Issue on github, but I thought I would post here in case this rings a bell with anyone, or I'm doing something obviously wrong. Coping my response from github to here, for anyone else experiencing the issue: This is a bug in KSP. Editing the Jaw's cfg file as described on that page fixed the issue for me. Edited February 6, 2017 by rspeed Quote Link to comment Share on other sites More sharing options...
Rehpic Posted February 6, 2017 Share Posted February 6, 2017 1 hour ago, rspeed said: This is a bug in KSP. Editing the Jaw's cfg file as described on that page fixed the issue for me. @rspeedThank you so much! That resolved my problem. Quote Link to comment Share on other sites More sharing options...
cyberKerb Posted February 7, 2017 Share Posted February 7, 2017 21 hours ago, rspeed said: Coping my response from github to here, for anyone else experiencing the issue: This is a bug in KSP. Editing the Jaw's cfg file as described on that page fixed the issue for me. Could I get some clarification? Which edit did you use as there was two mentioned? UseSpecialistBonus = false or radiatorCoolingFactor = 100 Or were you recommending both? Quote Link to comment Share on other sites More sharing options...
rspeed Posted February 7, 2017 Share Posted February 7, 2017 Just UseSpecialistBonus Quote Link to comment Share on other sites More sharing options...
TDplay Posted February 27, 2017 Share Posted February 27, 2017 On 8/25/2014 at 2:29 PM, RoverDude said: asteroids are fluffy Yes... Fluffy, cuddly asteroids... You almost want your KSP to buy bigger hatches to hug one in a pressurised environment... Anyway, here I come, Dres! Gimme your dres-teroids so I can build easy-launch, high-capacity reconfigurable stations! Next project for me: Dres-teroid Freighter! To bring Dres-teroids to my SuperStations, my next gen stations, made of Dres-teroids! And yes, this is great incentive to visit Dres! Quote Link to comment Share on other sites More sharing options...
teohoch Posted March 9, 2017 Share Posted March 9, 2017 On 28/1/2017 at 5:21 PM, fenderzilla said: The JAW works, and the available volume in the asteroid increases, but the fuel hatch doesn't do anything. Clicking "Expand Tank", "Dump" or "Compress" has no effect. Had the same problem, turns out you need 50,000 available space to expand a fuel hatch. Looks like thats the minimum, and step size for the asteroid containers. Quote Link to comment Share on other sites More sharing options...
WintericeUK Posted March 10, 2017 Share Posted March 10, 2017 (edited) Is a radial ore tank REQUIRED for the Jaw to begin converting asteroid mass into Rock? Thanks in advance... Edit: after kit-bashing a test rig together, yes you DO need a radial ROCK tank to convert asteroid mass (unlike as shown in the OP video where the asteroid itself was a container for the rock)... unless I have a massive mod collision somewhere that is breaking ART's asteroid changes... Edit 2: I put together a Stock + ART (Version 0.9.8.0, freshly downloaded today) test install and the behaviour is the same, a separate ROCK tank MUST be attached to the asteroid in order for the system to work. The Rock is NOT being held within the asteroid as @RoverDude's video in the OP shows (Was this an evolution of the mod or is it a bug?). Edited March 11, 2017 by WintericeUK New data Quote Link to comment Share on other sites More sharing options...
RoverDude Posted March 12, 2017 Author Share Posted March 12, 2017 Evolution of the mod, not a bug Quote Link to comment Share on other sites More sharing options...
Wyzard Posted March 14, 2017 Share Posted March 14, 2017 I currently have a "build an orbital station" contract available that has, as one of its criteria: Quote Build the facility into a previously undisturbed Class B asteroid This sounds like something from ART, but I don't actually have ART installed. I do, however, have several other USI mods: MKS, USI-LS, Konstruction, FTT, and Malemute. I'm wondering if some code in a shared USI component (maybe USITools.dll) is activating when it shouldn't. Quote Link to comment Share on other sites More sharing options...
_Astra_ Posted March 30, 2017 Share Posted March 30, 2017 I tried using mass drivers from 0.9.9.0 with no luck. The mass engine requires a 'Rock' resource but i can't find any rock container. It's a bug or didn't i catch something? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted March 30, 2017 Author Share Posted March 30, 2017 3 hours ago, _Astra_ said: I tried using mass drivers from 0.9.9.0 with no luck. The mass engine requires a 'Rock' resource but i can't find any rock container. It's a bug or didn't i catch something? There should be rock containers available (a radial tank for starters). On 3/14/2017 at 2:59 PM, Wyzard said: I currently have a "build an orbital station" contract available that has, as one of its criteria: This sounds like something from ART, but I don't actually have ART installed. I do, however, have several other USI mods: MKS, USI-LS, Konstruction, FTT, and Malemute. I'm wondering if some code in a shared USI component (maybe USITools.dll) is activating when it shouldn't. hmm.. not it I do not add any contract types in my mods. Quote Link to comment Share on other sites More sharing options...
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