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[1.12.x] Asteroid Recycling Technologies


RoverDude

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  • 2 weeks later...

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 :)

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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.

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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 :D)

Edited by LatiMacciato
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  • 3 weeks later...
  • 4 weeks later...

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?

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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 by LatiMacciato
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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.

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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 :D
... 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 by LatiMacciato
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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".

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  • 2 weeks later...

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.

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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 by rspeed
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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?

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  • 3 weeks later...
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!

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  • 2 weeks later...
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.

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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 by WintericeUK
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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.

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  • 3 weeks later...
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 :D   I do not add any contract types in my mods.

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