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[1.12.x] Karbonite/Karbonite Plus (K+)


RoverDude

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  • 4 weeks later...

Hey just a quick question, 

Where are the Karborundum fuel tanks located? I can't find them in the fuel tank section which is odd since there area supposed to be 3 tanks if I'm reading correctly. Can Karborundum be stored in regular Karbonite tanks? 

Edited by Galaxyfalcon
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  • 2 months later...

In the Kerbal Space Program\GameData\CommunityResourcePack\ResourceConfigs the Karborundum.cfg, what Unit is it using for distance (sun mainly), I think it Gm. But whatever scale it's in Changing it to a range of 1.9 to 2.1 might work... I'll have to test it.

 

So i did some testing and more research, found out how wrong I was and it not a unit but a multiplication of the Equatorial Radius (0=Sea level, 1=2xEquatorial Radius). So Karborundum is found at 300,000,000m orbit.

Edited by Vjrcr
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  • 2 weeks later...

Quick question: I'm attempting to find an asteroid with Karborundum on it. However, short of actually drilling the asteroid, I can't seem to determine a way to scan it. The stock surface scanner picks up everything else, but I'm not 100% about this. Any ideas?

Additionally, I'm not sure which drills can and can't harvest Karborundum. The drills included with the mod do not appear to work on asteroids (there's no option to start harvesting, only retract the drill). Do the stock drills work to harvest it from asteroids?

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  • 2 weeks later...

Okay, at this point I feel I have to ask: Has anyone actually managed to build a craft that can reliably survive, with particle collectors intact, at less than 200.000 km from the sun?

I've tried about ten different builds, one practically a flying heat radiator, one completely enclosed in collectors to use as heat shields, and at this point I'm desperate.

I hate to be the one to complain, considering the great work RoverDude has put into this, but a Kerbol satellite just doesn't seem feasible to me.

Thanks in advance.

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  • 2 weeks later...
  • 2 weeks later...

With the Outer Planets mod, Eeloo is moved to be a moon of Sarnus and the filling in the Pluto analog now is Plock, orbiting a bizzaro-huge distance away (35 year transit time according to the subway charts).

If I install this mod while using Outer Planets, will Karboneum still be found on Eeloo or out on Plock?

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KPlus economy play through feedback

Drills need to be drillier

Having recently done a lot of mining with this mod, I think the extraction rate needs to be buffed 50-500x.

With the stock rate on a moderately capable mining ship, 100ish ton dry mass, 12 medium (1.25ton I think) drills, on the richest spot on a very well prospected Eve (0.0027 concentration) took over 400 days to get enough fuel to get back to orbit (enough K+ for 5500 M/s DV). It was crewed in case the extraction rate is modified by the engineer.

My mission was to get about a hundred+ tons to a refuelling station in MEO to kick start a K+ economy.

Based on the out of the box rate, I's have either needed a lot more drills (like hundreds) or centuries of mining. In my opinion neither make for compelling game play. I buffed the rate 100 fold in the config file, and it filled up in about a year, which felt about right to my mind.

Fusion drives are about how I remember them

the lack of isp in atmo scared me since early phase Eve mining needs ducted fans and Fusion drives, but they still worked out just fine once I got too high for the fans to work. Ascending 25km at ~30 m/s on fans was a memorable and majestic moment! Idk if new reactors are better, or I just added more or them, but EC management used to be the toughest part, and it was a total non issue this time.

There is nothing smaller than a 1.25m Kontainer for K+, so I can't build any really small ships with those awesome 0.625 Fusion drives. tiny radial packs from before seem missing, and they were great. the non sample double bottles.

The changes to the torch drive are neat.

The use of ore made me have to retrofit a lot of my bases and stations, since they had little or no storage for it and I needed 100s of tons to top off torchships. the lack of a stylish way to attach that much ore means lots of kontainers of ore, which looks functional but maybe less futurey that the feel of the mod implies. Liquid fuel filler fuel would have been a lot easier since I had to have storage for it everywhere for logistics hubs, but ore is cool as far as things that call for sweeping redesigns.

There is a bug where the 5M drive is currently unusable, the attachment point looks to be in it's centre of mass, so it glitches out pretty brutally. which is a shame since it's got the best ISP.

I really dislike how big the spread in ISP is. The 2.5m form factor has the best mass and thrust for most things I was doing, but had half the ISP of the 3.75m drive, so it was always a better choice to use that one, with the thrust limiter set to not crush it to death. I think the spread between the best and the worst should be 20-30% rather than the 150% that 5000- 12500 ISPs represent. 

It might be a funny mechanic to add a crushing gee penalty to USI LS?

I accidentally hit like 25 Gs with a 3.75m torch drive, and it would be hilarious if that stunned everyone for a day or two.

 

Edited by Admac
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Sorry if this is by design, but it seems like a bug to me or just a typo to me. Not that I am there yet, but i noticed the 1.25m and 2.5m karborundum fusion drives on the CTT end up in fusion power instead of fusion rockets. I mean they could go in advanced fusion reactions but seems odd the .625 drive is in the fusion drives node but the bigger ones are on a different branch for fusion power. 
This is in ksp pre 1.1 x64.

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  • 2 weeks later...

"approximately 2000 meters of the sun's surface" ~Edited original post

*ship explodes due to overheat in 1.0.5 in about 100000000 meters*

I wonder why you still make the sun harvesting minimum at 2000 meters in 1.1. Hence, the sun harvesting is Impossible.

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10 minutes ago, Anbang11 said:

"approximately 2000 meters of the sun's surface" ~Edited original post

*ship explodes due to overheat in 1.0.5 in about 100000000 meters*

I wonder why you still make the sun harvesting minimum at 2000 meters in 1.1. Hence, the sun harvesting is Impossible.

As far as I can calculate from the definitions of karborundum it should be at altitude 300Mm spanning 50mM. I think the 2000m is an old figure which have just not been updated.

RealAltitude = Radius * Altitude = 261Mm * 1.14678899 = 300Mm

RealRange = Radius * Range = 261Mm * 0.191132 = 50Mm

  Assumptions
Resource Karborundum
Planet Sun
Radius 261.600.000
PresenceChance  
MinAbundance  
MaxAbundance  
MinAltitude 1,14678899
MaxAltitude 1,14678899
MinRange 0,191132
MaxRange 0,191132
Variance  
  Results
Min height 300.000.000
Ideal height 300.000.000
Max height 300.000.000
   
Width (min) 50.000.000
Width (average) 50.000.000
Width (min) 50.000.000

 

I am unsure if this is measure from planet core, or above sea level though......

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1 minute ago, Warezcrawler said:

As far as I can calculate from the definitions of karborundum it should be at altitude 300Mm spanning 50mM. I think the 2000m is an old figure which have just not been updated.

RealAltitude = Radius * Altitude = 261Mm * 1.14678899 = 300Mm

RealRange = Radius * Range = 261Mm * 0.191132 = 50Mm

  Assumptions
Resource Karborundum
Planet Sun
Radius 261.600.000
PresenceChance  
MinAbundance  
MaxAbundance  
MinAltitude 1,14678899
MaxAltitude 1,14678899
MinRange 0,191132
MaxRange 0,191132
Variance  
  Results
Min height 300.000.000
Ideal height 300.000.000
Max height 300.000.000
   
Width (min) 50.000.000
Width (average) 50.000.000
Width (min) 50.000.000

 

I am unsure if this is measure from planet core, or above sea level though......

Cool, but I think I'll stick to Karbonite first. Just alert that to the OP so he can update that.

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  • 4 weeks later...

I'm guessing this doesn't actually work for 1.1.2 yet because I tried using the sun harvester at 300Mm and it can't find anything.  I checked my CRP files and it's definitely all there as it should be with the right numbers.

I'm using Karbonite Plus v0.6.3.0 for 1.1.2.

 

Edited by Phraxas
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  • 2 weeks later...

Hey! :)

Thanks for your great work! I like your Mods. :)

 

But:

I have installed the newest "Karbonite" and "Karbonite Plus" found on CKAN for KSP 1.1.2.

And I have tried to found "Karborundum" at the Sun, but I couldn't find it.

I have searched with many Probes at orbits between an inclination of 0° to 25° and an altitude from 750000km to 299km.

But I can't find any (even the scanner show nothing) and with the high temperatures my Probes gets destroyed after a while... :(

 

Please can you fix it or am I doing something wrong? (Other people have the same problems...?)

 

 

Thanks and have fun. :)

N3N 

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On 5/20/2016 at 5:30 PM, Phraxas said:

I'm guessing this doesn't actually work for 1.1.2 yet because I tried using the sun harvester at 300Mm and it can't find anything.  I checked my CRP files and it's definitely all there as it should be with the right numbers.

I'm using Karbonite Plus v0.6.3.0 for 1.1.2.

 

Yes, this works in 1.1.2

3 hours ago, N3N said:

Hey! :)

Thanks for your great work! I like your Mods. :)

 

But:

I have installed the newest "Karbonite" and "Karbonite Plus" found on CKAN for KSP 1.1.2.

And I have tried to found "Karborundum" at the Sun, but I couldn't find it.

I have searched with many Probes at orbits between an inclination of 0° to 25° and an altitude from 750000km to 299km.

But I can't find any (even the scanner show nothing) and with the high temperatures my Probes gets destroyed after a while... :(

 

Please can you fix it or am I doing something wrong? (Other people have the same problems...?)

 

 

Thanks and have fun. :)

N3N 

See above, and a few posts above.  Sun altitude needs to be re-sorted, so in the interim your best bet is asteroids (Dres is good for this), Eve, or Eeloo.

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3 minutes ago, RoverDude said:

See above, and a few posts above.  Sun altitude needs to be re-sorted, so in the interim your best bet is asteroids (Dres is good for this), Eve, or Eeloo.

 

 

Hey RoverDude,
Thank you for your fast answer! :)

 

Is there maybe an ETA when it will be "re-sorted" or is it a bigger problem?

 

 

Thanks and have fun! :)

N3N

 

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