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art's Introduction

Umbra Space Industries (USI)

This repository is a publishing point for the entire suite of USI mods for Kerbal Space Program packaged in a single download. All source code and game assets reside in the GitHub repositories for the individual mods included in this download.

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art's Issues

Rock Tank config lacks mesh/model node

The Rock Tank config seems to entirely lack a reference to a model or a mesh. It has a rescalefactor, but nothing else. It seems it remains unchanged in the 1.1 version (I'm still on 1.0.5).
Link to your code here.

Jaw doesn't claw

While messing around with asteroids I gave these parts a try. The Jaw doesn't seem to want to latch on to asteroids. I tried attaching at speeds ranging from 1 m/s to 20 m/s. On impact the craft would bounce off the rock and go spinning.

KSP v1.1

Beehive ISRU

This module is 300% more efficient at turning water into LFO than the MKS fuel refinery module.

Request: larger increments for asteroid storage space

With increased mass and density of asteroids, increasing the storage space by 1 ton/click is not sufficient. For a typical Class C asteroid, this can mean 50,000 clicks to utilise all available space.

It would be helpful to have either larger increments or an option to increase the increment size.

Crew Hatch eating kerbals, hatch does not exist

If you put a kerbal in a crew hatch via stock transfer in 1.8, the kerbal can be viewed in IVA. The kerbal can not, however, be taken out as the game thinks there is no EVA hatch. Once kerbals are inside the Asteroid through the crew hatch they can not be taken out again. Furthermore, if you unload the craft, the kerbals then dissapear completely. The game does not think they are dead and if you go to the astronaut complex they are reported as still being inside the crew hatch despite being entirely un-interactable on the craft its self.

Wrong URL path in ART version file

Reference URL in version file lead to 404 error. UmbraSpaceIndustries folder is missing

It should be https://raw.githubusercontent.com/BobPalmer/ART/master/FOR_RELEASE/GameData/UmbraSpaceIndustries/ART/ART.version

Feature Request - Rock Processing

Now Rock production is coming to MKS, this will completely throw off the balance for the ART Mass Driver. This means that, given the very high production rates, a mass-driven vessel could touch down on a planet with a tiny drill, refuel and be off again in minutes. As such, a way of countering this would be to change the Mass Driver to run on Rock Dust rather than raw Rock. The Jaw would produce Dust instead of Rock, the extraction modules could run on both raw and crushed rock (with a switchable bay system like that of MKS, but would cost nothing to switch) and a new ISRU model would be added to process the raw MKS-provided Rock into Dust. Provided with a crusher model and texture, I would be able to do the rest.

Rock not being mined

Although space is created for the fuel hatches, no rock is produced.

I've added a separate rock tank as I thought you might have implemented the need for temporary storage, but no rock is added to the tanks either.

ART malconfigured parts in bleeding edge relases

ART parts in bleeding edge releases are moved to folder "parts" but their configs haven't been updated
model = UmbraSpaceIndustries/ART/MassDriver/MassDriverRCS
should be
model = UmbraSpaceIndustries/ART/parts/MassDriver/MassDriverRCS

Jaw won't cool

I am unable to get the Jaw to stay cool enough to operate efficiently. In the attached example I have two large radiator panels and two medium thermal control systems, but with all of them deployed and enabled the Jaw stays at 820K, which only gives about 1% efficiency. This example is Stock + USI ART components only.

Jaw cooling bug.zip

Fuel Hatch doesn't release space when arm released

When you reserve some space for resources in fuel hatch, and then release arm without space compression and dampening resources, available space in asteroid won't increase.
I have idea to solve this with "Convert Space" command button of asteroid checking also unreleased space. (temporally solution to fix manually with savegame editing though)

Xenon produced by laser drill

The laser drills produce around 0.05 xenon per second. Is this intentional? I'm also using your 2.5m nuclear reactor, but it says it only does 0.04/day.

CTT nodes don't exist.

It looks like the two resource nodes resourceUtilization and offworldMining don't exist.

The CTT progresses as:
advScienceTech -> experimentalScience -> advOffworldMining -> resourceExploitation

Many of the existing drills are unlocked in advScienceTech

Increase size should increase the size by more

I captured a Class E, lasered it out and set to work filling it with things I like, but the Increase size button is only + 100 size. My hollow rock is 3.4 million size. I worry clicking the increase size button 34 000 times may not add to gameplay. I think the increase size should do 10 000 space per click, since it would be pretty rare you need to store much less if you've gone to the trouble of capturing and mining an Asteroid.

Mass Driver node issues

Basically, the rotation value for the bottom stack node is +1 when it should be -1 in the MassDriver_250.cfg

The actual value for the displacement is off as well, probably due to the somewhat recent change from the 1.25 to the 2.5m? I dunno, just what I figure shrug

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