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About taniwha

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  1. Ah, yes, I had forgotten about Vessel Mover (probably because I have never used it, only seen it used). Yeah, it would be a good reference. Still, I'm glad I was able to help.
  2. @linuxgurugamer: if everything else is working nicely, then I suspect you may be fighting physics itself. I know that sometime recently, JPLRepo worked on the ground-placement code in KSP to get vessel placement more reliable, but KSP has always tried to force landed vessels to ground, and unlanded vessels would get deleted if they were on rails (this caused some fun when getting captured spawning working in EL). It sounds to me like you are essentially trying to create a gravity-defying object (and gravity is the core game element in KSP). Maybe a good question to ask: why do you want the new vessel to spawn in the air? If it is for some sort of display, you might want to look into EL's survey plaques (SurveyStake.cs). Then you could put a small vessel on the surface and have it show a plaque at an arbitrary height, or even an arbitrary 3d offset. Another thought is a two-part vessel with a "cheaty" separation of the parts: one part is on the ground, the other is in the air supported by the ground part (since KSP's intra-vessel physics cares about only the joints, not the colliders).
  3. You might find it easier to create a .craft config node (or, if it's always the same part, a .craft file you can load into a config node), then use ShipConstruct to "build" the ship, something like PlaceShip in EL's SurveyStation.cs (to get position and orientation correct: the key points for you are the two rootPart.transform manipulation lines at the end), then use ShipConstruction.AssembleForLaunch to get the all the vessel and part modules running. There is some extra jiggling needed(? was in the past) to deal with the ship being put to ground correctly, which you'll find in BuildControl.BuildAndLaunchCraft (follow the builder.capture == false paths: capturing a built vessels is another barrel of worms). There's also some stuff in there for staging and current vessel switching. Getting a spawned vessel up and running is a complex task and it is best to let KSP itself do as much of the work as possible. I hope that helps. If you have more questions, feel free to ask.
  4. taniwha

    [1.4.4] Extraplanetary Launchpads v6.1.0

    I recommend checking EL_Recipe as lets you specify the recipe for the part itself (it is the one recipe node that goes into a part config) and also lets you specify the ratios of the module recipes. But still, yes, the recipe section of the manual should have you covered. If not, please do ask questions.
  5. taniwha

    [1.4.4] Extraplanetary Launchpads v6.1.0

    Not quite: what happens is that inexperienced (0-star) engineers can't be productive in the workshop. However, I very much intend on making the kerbal-hours cost of production tunable. I forgot to mention: you can avoid that problem by setting FullyEquipped = true. (ProductivityFactor >= 1 implies FullyEquipped = true).
  6. taniwha

    [1.4.4] Extraplanetary Launchpads v6.1.0

    domain seems to be restored.
  7. taniwha

    [1.4.4] Extraplanetary Launchpads v6.1.0

    Sadly, no. This time it was a typhoon (#21) knocking out the power for 3 days. I haven't fixed the domain yet (just getting back online), but I will shortly. Posting first just to let people know what's up.
  8. taniwha

    [1.4.4] Extraplanetary Launchpads v6.1.0

    Actually, I am tempted to do a simplified version that can be selected via the difficulty settings. Possibly direct Ore (yes, stock Ore) to parts*, and easier productivity**. Also considering much more complicated settings. * Just a matter of adjusting the recipes to require/produce Ore instead of RocketParts/ScrapMetal. ** Maybe constant productivity for construction kerbals (and maybe even all). Just some tweaks to the productivity code in the workshop part module. The "hard" part will actually be the difficulty settings and choosing which set of recipes. Unfortunately, right now I'm rather busy so don't have the time to work on it (hopefully have some time this weekend to catch up to 1.4.5, though). However, should someone step up and produce a PR, I would happily consider it (depends on quality, really), thus the hints on how it can be done. And in case someone does step up: the build system uses make (possibly GNU make specific), git, and some shell scripts (bash). Probably easiest to work in Linux, but there are suitable tools for Windows (msys, cygwin, etc).
  9. taniwha

    [1.4] Modular Fuel Tanks v5.11.0

    I've been busy lately. I hope to have some free time soon.
  10. taniwha

    [1.4] Survey Transponder 0.5.2a

    No, I do not. I have not added any of my mods to CKAN (other people have added some of them).
  11. taniwha

    [1.4.4] Kethane Plugin and Parts 0.9.12

    This is your problem. KSP 1.3 used Unity 5.something, KSP 1.4 uses Unity 2017. The asset bundles (.ksp files) are not compatible. You will need to fetch a version of Kethane for 1.3.1 (I don't remember the version number, but it will be 0.9.something: just edit the version number in the download url to get the version you want).
  12. taniwha

    [1.4.4] Extraplanetary Launchpads v6.1.0

    Thanks for that. For the first time in about 18 months, my IP address changed. It should be back in a few minutes.
  13. taniwha

    [1.4] Modular Fuel Tanks v5.11.0

    @invultri: KSP's resources are mostly 5L/u (or 200u/m3) (exceptions are XenonGas and Ablator). However, what you are "missing" is that the tank is assumed to have the internal structure of a capsule (ie, rounded ends) rather than a simple barrel. I worked out that a Jumbo-64 (and the other 2.5m tanks) are actually pretty close to correct in both capacity and mass for a certain thickness of iron (about 9mm iirc).
  14. taniwha

    [1.4.4] Extraplanetary Launchpads v6.1.0

    @Critter79606: I forgot to add: you can safely use launch clamps, even on rough terrain (so long as you take care to ensure the bottom of the vessel is above ground).
  15. taniwha

    [1.4.4] Extraplanetary Launchpads v6.1.0

    For a survey build, you need the survey station (a cloned hitchhiker can) a supply of survey stakes (you will have to put them in a KIS container) and a mallet (put in a KIS container). Since you probably want to fuel your rockets, you will also need KAS connectors as survey builds "arrive" empty. KIS is required to place the stakes (and the survey related parts are unavailable without KIS anyway), and most people who use KIS use KAS as well, so KAS being required shouldn't be an issue (when I designed the survey system, KAS had not yet been split in two).