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Thread: [0.23.5] Extraplanetary Launchpads v4.1.2

  1. #1

    [0.23.5] Extraplanetary Launchpads v4.1.2

    This is the new thread for Extraplanetary Launchpads as skykooler has asked me to officially take over the project. Old thread

    Download: Extraplanetary Launchpads v4.1.2.
    Release notes: 4.1.2, 4.1.1, 4.1, 4.0.3, 4.0.2, 4.0.1, 4.0
    Source code (GPL): github.
    Issue tracker: issues

    Mods I consider essential for getting the most out of EL:
    • Toolbar to allow control of the VAB/SPH GUI and easy control of the in-flight GUI.
    • Module Manager to allow pods to become workshops (albeit poor quality).
    • Kethane. Allows mining of Ore and convertion to Metal and RocketParts. Also, gotta get fuel for your rockets .
    • Kerbal Attachment System. Connect parts of your base together.
    • Infernal Robotics. Makes it easier to move things around.


    At this stage any pad, the runway or the dock can be used landed, splashed or in orbit. When landed or splashed, operation is exactly as it was before. When in orbit, the new ship is spawned "docked" (docking ports not required) to the construction dock and must be released (the build menu will be unavailable until the new ship has been released). To release the ship, right click on the dock and click "Release". Once the release bug (see below) has been worked around, the new ship will slowly drift away (as expected for two objects in orbit).

    Station before any construction begins.


    The hab module has been built and moved over with a little tug.


    D'oh, not enough parts to build the tank.


    After shipping up some more parts, the tank is built and being moved into position by the station's tug (which was built just before the hab module was).


    Checking out the new workshop:



    Last edited by taniwha; 12th April 2014 at 22:13.

  2. #2
    Well best of luck with the take over, and looking forward to what the future holds!

    Cheers,
    The Medieval Nerd
    "Patience is a virtue."

    Realistic Progression LITE - Tech Tree & Plugin + Tweak Pack - LINK
    Realistic Tech Tree Overhaul Development Thread : link (Created by NathanKell & myself)
    Custom Experiment & Data Recorder Plugin Thread: http://forum.kerbalspaceprogram.com/...ic-Experiments (Created by Myself)

  3. #3
    I'm glad to see you in the primary maintenance role. You've done good work with EL so far.

    Would you write a bit about your general goals for EL development? Where do you see the mod in the near and far future?
    Kethane Pack (alt thread) – Explore, mine and process resources into fuel
    Community Voice Server – In space, WE can hear you scream!
    Check out #kspmodders – Need a license? Here's a guide.
    Community Mod Repository (and The Majiir Challenge)The Internationalization Project

  4. #4
    Great news. Looking forward to what you have in store.
    Want robotic parts?
    Download the Magic Smoke Industries Infernal Robotics plugin and parts!
    Magic Smoke Industries Infernal Robotics

  5. #5
    I got so excited that there was a new update to EL... Oh well!

    Congrats on the official change and I'm looking forward to see how things go from here.

    As the old thread has been closed I'd like to continue a conversation we had going on it, here. I'm still having issues with the mod though I think I understand the mechanics now. I successfully - by modding a ton of ore into the hex surrounding KSC in sandbox mode - created a base that will mine ore, smelt metal, and then create rocket parts. I then used those 3 resources to build an assemblage on the smaller, newer launchpad.

    And then everything exploded and I literally cannot access that save game. KSP freezes and I have to kill it with task manager. Luckily it's in my sandbox game but I simply can't use this mod in my career game if that's a possibility.

    Is this common? Was there something I could/should have done to prevent it or at least make it less likely?
    I explore Career Mode from Tech 0 to (hopefully) bases on every landable planet and moon!

    Season 1

    Season 2
    KSP, the only space program where sometimes getting out and pushing is the best option.

    "It's in Alpha" isn't an argument. It's an objective assessment. It's not my fault that it continues to be relevant.

    We have a word for docking at high velocity. It's called crashing.

  6. #6
    5thHorseman: sorry to disappoint. However, there will be more updates. I'm working on improving the resource section of EL (I got my hands on some fantastic maternial).

  7. #7
    Will there be a tutorial? The previous one's biggest fail was that there was no tutorial.

  8. #8
    I do want to do something along those lines. I'm still fighting with getting recording to work (linux), but I've made a little progress and have some ideas along those lines. I also want to do an in-game tutorial like Kethane's.

  9. #9
    Any chance of smaller versions of the Smelter, Auger, and OMD? Like 1/2 or 2/3 scale. Especially the Smelter but they all seem unnecessarily large and cumbersome.

  10. #10
    As someone who managed to fly a wheeled Smelter (the bigger original *******) to Duna and land it, I concur... Smaller please. And maybe a different shape, just to make it easier to design around. Engineering that thing as a deployable item from Kerbin was nightmarish and used up every parachute in my inventory.

    Just sayin,

    That said Glad EP will continue and hope you have as much devving it as we have playing with it

    Alacrity

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