cineboxandrew Posted July 12, 2017 Share Posted July 12, 2017 (edited) I dont have any of these parts in career with CTT. It doesnt look like the "advOffworldMining" tech exists anymore in CTT nevermind I'm just blind Edited July 12, 2017 by cineboxandrew Link to comment Share on other sites More sharing options...
Toriach Posted July 15, 2017 Share Posted July 15, 2017 Hello In other side is jaw mining rock.Now is my qestion,what i doing wrong?why i can't convert available space to any resource tank space?how this mod work now in ksp 1.3? i dont make free space or what? now its rock tanks are needed to mine rocks ok so its should be made empty while ming proces(asteroid space) ?:) Link to comment Share on other sites More sharing options...
kermand Posted July 25, 2017 Share Posted July 25, 2017 (edited) Hello I accepted an E class asteroid redirect mission, and then noticed the ART mod makes asteroid giant mastodonts in the million tons. Well, at Kermand Space Program we don't let a customer down ! So, I decided the kerbals will complete the mission or die trying. My question is: does the Jaw ans all the converting units in the ART mod benefit from the presence of an engineer ? Or is it just the same if i send an unmanned probe to hollow out the asteroid ? Edited July 25, 2017 by kermand Link to comment Share on other sites More sharing options...
Starslinger999 Posted November 3, 2017 Share Posted November 3, 2017 (edited) On 7/25/2017 at 12:43 AM, kermand said: Hello I accepted an E class asteroid redirect mission, and then noticed the ART mod makes asteroid giant mastodonts in the million tons. Well, at Kermand Space Program we don't let a customer down ! So, I decided the kerbals will complete the mission or die trying. My question is: does the Jaw ans all the converting units in the ART mod benefit from the presence of an engineer ? Or is it just the same if i send an unmanned probe to hollow out the asteroid ? Heres a extremely dumb idea for redirecting: Find a drilling crew, put em on a couple of shuttles with MOAR BOOSTERS, slingshot around the Mün, and land on the astroid with gear. Than mine to the core, and nuke it. IT WILL WORK PERFECTLY!! (If you don't get the reference, ill give a hint: MICHEAL BAY!!! https://en.wikipedia.org/wiki/Armageddon_(1998_film)) Edited November 3, 2017 by Starslinger999 Link to comment Share on other sites More sharing options...
SqrlGrlDawn Posted January 24, 2018 Share Posted January 24, 2018 are there any plans on updating this to 1.3.1? Link to comment Share on other sites More sharing options...
goldenpsp Posted January 24, 2018 Share Posted January 24, 2018 5 hours ago, Don0303 said: are there any plans on updating this to 1.3.1? Already is. Best to check the release notes on these things https://github.com/BobPalmer/ART/releases Link to comment Share on other sites More sharing options...
SqrlGrlDawn Posted January 24, 2018 Share Posted January 24, 2018 4 hours ago, goldenpsp said: Already is. Best to check the release notes on these things https://github.com/BobPalmer/ART/releases thx! Link to comment Share on other sites More sharing options...
SqrlGrlDawn Posted January 24, 2018 Share Posted January 24, 2018 On 7/15/2017 at 6:06 PM, Toriach said: Hello In other side is jaw mining rock.Now is my qestion,what i doing wrong?why i can't convert available space to any resource tank space?how this mod work now in ksp 1.3? i dont make free space or what? now its rock tanks are needed to mine rocks ok so its should be made empty while ming proces(asteroid space) ?:) I'm having the same issue, also the asteroid vibrates whenever I connect to it Link to comment Share on other sites More sharing options...
TK421d Posted February 4, 2018 Share Posted February 4, 2018 does anyone have a patch to add Monoprop or Hydrogen fuel hatches? i tried hacking in one for monoprop, but couldnt get the fuel flow to work right. Link to comment Share on other sites More sharing options...
Kurbalizer Posted April 15, 2018 Share Posted April 15, 2018 @TK421d I used this in 1.2.2 last time with a few tweaks and it worked for me: https://spacedock.info/mod/572/ART Hatches for CRP Link to comment Share on other sites More sharing options...
Tybot Posted May 2, 2018 Share Posted May 2, 2018 Question, trying to finally delve into this for my modded career save. I know size and density multipliers are randomized and that asteroid classes are rendered meaningless. (A fact I lament but that's besides the fact.) Once tracked, is there a way to check what the mass of an asteroid is without having to visit it first? Having to send out a probe for every rock I find with no indication as to which ones are small enough to actually work with will get expensive. Link to comment Share on other sites More sharing options...
TheNosferatu Posted May 15, 2018 Share Posted May 15, 2018 (Playing 1.4.2) I don't see any asteroids around / near Kerbin when in map-view, yet there are supposed to 32 according to the indicator at the top of the screen. Is this an issue with the new(er) KSP version or did I screw something up on install? Link to comment Share on other sites More sharing options...
The Minmus Derp Posted June 5, 2018 Share Posted June 5, 2018 On 8/25/2014 at 8:29 AM, RoverDude said: Habitable modules that let you turn your asteroid into an ant colony Ooooooooh. Im on 1.4.3 tho Link to comment Share on other sites More sharing options...
goldenpsp Posted June 6, 2018 Share Posted June 6, 2018 22 hours ago, The Minmus Derp said: Ooooooooh. Im on 1.4.3 tho Ok? So download the latest version which works with 1.4.3? Link to comment Share on other sites More sharing options...
The Minmus Derp Posted June 6, 2018 Share Posted June 6, 2018 But the OP says 1.3 Link to comment Share on other sites More sharing options...
goldenpsp Posted June 7, 2018 Share Posted June 7, 2018 (edited) 10 hours ago, The Minmus Derp said: But the OP says 1.3 OMG you're right! Luckily it also has a link at the bottom with @RoverDude's signature for his catalog, and from there a link to the latest release! You may have noticed @RoverDude has a lot of mods he maintains. Updating forum threads is way down on the priority list. TLDR: A little effort yields rewards. Edited June 7, 2018 by goldenpsp Link to comment Share on other sites More sharing options...
Aeroboi Posted September 8, 2018 Share Posted September 8, 2018 (edited) @RoverDude Must the drill be on a active craft for it to operate? I'm someone who likes to manage the time aspect of my career and I don't want to wait days, weeks or moar for the drills to collect all the rock without being able to do other things. If this is a limitation I will ignore this mod for now. Edited September 8, 2018 by Aeroboi Link to comment Share on other sites More sharing options...
DStaal Posted September 8, 2018 Share Posted September 8, 2018 3 hours ago, Aeroboi said: @RoverDude Must the drill be on a active craft for it to operate? I'm someone who likes to manage the time aspect of my career and I don't want to wait days, weeks or moar for the drills to collect all the rock without being able to do other things. If this is a limitation I will ignore this mod for now. Yes and no. Like any other process in KSP, it will only compute on an active, loaded, craft. Also like any other process in KSP, it will - at load time - compute how much it would have done since the last time it was loaded. So you can leave the craft and when you come back it will exist as though it had run the entire time you were gone. Typically that's good enough, but there's the occasional edge-case where it isn't. (And notably: the catch-up is done in 6-hour chunks. You need to have enough of any needed intermediate storage for the entire 6-hour chunk, or things will be modeled as 'shutdown' or tossing the extra out.) Link to comment Share on other sites More sharing options...
Aeroboi Posted September 8, 2018 Share Posted September 8, 2018 15 minutes ago, DStaal said: Yes and no. Like any other process in KSP, it will only compute on an active, loaded, craft. Also like any other process in KSP, it will - at load time - compute how much it would have done since the last time it was loaded. So you can leave the craft and when you come back it will exist as though it had run the entire time you were gone. Typically that's good enough, but there's the occasional edge-case where it isn't. (And notably: the catch-up is done in 6-hour chunks. You need to have enough of any needed intermediate storage for the entire 6-hour chunk, or things will be modeled as 'shutdown' or tossing the extra out.) Just like stock huh, then that is good enough for me Link to comment Share on other sites More sharing options...
bdole92 Posted January 26, 2019 Share Posted January 26, 2019 Hey @RoverDude, sorry to revive an older thread but i'm having trouble with ART. I downloaded it with the USI constellation (mod version 1.0.0), and none of the extraction modules seem to work. I haven't actually put them on an asteroid yet, but on the runway the only options when i click on them are aim:camera and autostrut. I assume i'm missing a file or loaded something incorrectly? Okay coming back to this, i attached a Jaw module to an asteroid and started the mining laser, but it doesn't appear to be excavating any resources or space This is after letting the jaw work for some amount of time. None of the extraction/distillation modules show any functionality attached to the asteroid either. I definitely think i have something installed wrong, any idea what i'm missing? Link to comment Share on other sites More sharing options...
RoverDude Posted January 26, 2019 Author Share Posted January 26, 2019 9 hours ago, bdole92 said: Hey @RoverDude, sorry to revive an older thread but i'm having trouble with ART. I downloaded it with the USI constellation (mod version 1.0.0), and none of the extraction modules seem to work. I haven't actually put them on an asteroid yet, but on the runway the only options when i click on them are aim:camera and autostrut. I assume i'm missing a file or loaded something incorrectly? Okay coming back to this, i attached a Jaw module to an asteroid and started the mining laser, but it doesn't appear to be excavating any resources or space This is after letting the jaw work for some amount of time. None of the extraction/distillation modules show any functionality attached to the asteroid either. I definitely think i have something installed wrong, any idea what i'm missing? KSP version? Link to comment Share on other sites More sharing options...
bdole92 Posted January 26, 2019 Share Posted January 26, 2019 Latest build on steam, 1.6.1 Link to comment Share on other sites More sharing options...
lunaris69 Posted February 6, 2019 Share Posted February 6, 2019 it isn't just those, every mining module and converter from the usi mods is broken in the exact same way, I'm suspecting its an install issue, as it seems to be affecting people sporadically, but when it does its in the exact same way. I'm going to try a few reinstalls today to try and diagnose what the hells actually happening here, because this is way too universal of a failure for it to have gone unnoticed if it was in the release Link to comment Share on other sites More sharing options...
lunaris69 Posted February 6, 2019 Share Posted February 6, 2019 (edited) ok, so i think i have identified the issue. for some reason most of the usi mods are still using the old module system. i just checked in the github because i thought it was me, but it really is in there. for instance https://github.com/BobPalmer/Karbonite/blob/master/FOR_RELEASE/GameData/UmbraSpaceIndustries/Karbonite/Parts/KA_Distiller_125_01.cfg the new system is USI_ConverterSwapOption but whats in there is MODULE { name = ModuleResourceConverter_USI ConverterName = H2O Condenser StartActionName = Start H2O StopActionName = Stop H2O INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 6 } INPUT_RESOURCE { ResourceName = Karbonite Ratio = 5 } OUTPUT_RESOURCE { ResourceName = Water Ratio = 1 DumpExcess = false } } i suspect theres similar things throughout, though im not good enough at reading the code to figure out what its supposed to look like. the two that seem to have been updated are life support and mks, everything else is still under the old system Edited February 6, 2019 by lunaris69 adding info and identifying the problem Link to comment Share on other sites More sharing options...
lunaris69 Posted February 8, 2019 Share Posted February 8, 2019 so i've patched what i can of this mod to 1.6, unfortunately it seems like the fuel hatches have something wrong with them related to the fuel switch, so seems like using this mod properly will have to wait for an update, heres the separators though, i got them workinghttps://www.dropbox.com/sh/j7rkfnfbb35zkpw/AACcmajwQb-jqsmkprNxX18ra?dl=0 Link to comment Share on other sites More sharing options...
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