Jump to content

Vladthemad

Members
  • Posts

    319
  • Joined

  • Last visited

Everything posted by Vladthemad

  1. I think it's something left over in the configs currently. The fact that there are also left over internals that don't function properly add to that theory. The launch pad is already set up as a probe, and doesn't need the Kerbals to operate. You can either do as skykooler stated and always remove them or go into the config file and change it. Under ...\Kerbal Space Program\GameData\EtraplanetaryLaunchpads\Parts\launchpad2 you'll find the part.cfg. Open it, and find the line that says "CrewCapacity = 2" and change it to 0. Problem solved...no more forgetting to pull jeb out before you fly it to the Mun! I noticed that type of stuff is usually a clipping issue. Are your anchors on a flatish area? I never actually had this problem except with the last EL version where my ships would spawn, clip through the launch pad and ground, explode and send everything into the sky. The only time this didn't happen was when I'd use anchors...of course sometimes the explosion took out the pad... :/ Yay for bug fixing updates!!!
  2. If you want sats to provide science, I'd highly recommend scansat. Not only will it give you science based on the type of and amount of surface scanned, it provides other bonuses...like finding things the Easter Bunny left behind...
  3. For anyone wondering, this still works in .23 and I found it highly useful for manual landings!
  4. Alright, after a bit of time sorting out the problems I was having, I've created a module manager file for those that were interested. What this does is take out some of the more difficult to deal with parts and adds their functions to Kethane items. Chances are you already have Module Manager 1.5.6 installed. All you need to do is create a file named ModuleManager.cfg or something more to your liking in your GameData directory, and put the code provided below into it. That's it. These are the changes I've made: Small Converter: added ore to metal conversion, nerfed the rate conversion due to the converter requiring less power to operate. (No metal to rocket parts here, you'll need the larger version to complete that task.) Large Converter: added ore to metal conversion, added metal to rocket parts conversion, nerfed the conversion rate due to the converter requiring less power to operate. Small and Large Drill: Added ore extraction. Will extract either ore, kethane, or both depending on whats under your drills. Fold Out Launchpad: Removed crew capacity, seemed to be a legacy config that should be removed. Launchpad already had remote probe capacity so doesn't need crew. The following items have been removed, as they were before, or are now redundant: All hexcans Both augers Megnetometer Ore and Metal Bins OMD Rocket Builder Both smelters I personally also changed the orbital dock and recycle bin to a less brightly colored gray I took from a stock part. To do this yourself, download this pic: http://i.imgur.com/b5fu5Vm.png and use it to overwrite these two files: ...\Kerbal Space Program\GameData\EtraplanetaryLaunchpads\Parts\OrbitalDock\Metal.png ...\Kerbal Space Program\GameData\EtraplanetaryLaunchpads\Parts\RecycleBin\recycle.png @PART[kethane_sensor_1m] { @MODULE[KethaneDetector] { Resource { Name = Ore } } } @PART[kethane_highGain] { @MODULE[KethaneDetector] { Resource { Name = Ore } } } @PART[kethane_1m_converter] { MODULE { name = KethaneConverter InputRates { Ore = 1.742 ElectricCharge = 7.5 } OutputRatios { Metal = 0.699431 } } } @PART[kethane_2m_converter] { MODULE { name = KethaneConverter HeatProduction = 600 InputRates { Ore = 3.4840 ElectricCharge = 10 } OutputRatios { Metal = 0.699431 } } MODULE { name = KethaneConverter HeatProduction = 600 InputRates { Metal = 3 ElectricCharge = 10 } OutputRatios { RocketParts = 0.9 } } } @PART[kethane_smallDrill] { @MODULE[KethaneExtractor] { Resource { Name = Ore Rate = 0.25 } } } @PART[kethane_heavyDrill] { @MODULE[KethaneExtractor] { Resource { Name = Ore Rate = 1.25 } } } @PART[exLaunchPad2] { @CrewCapacity = 0 } @PART[Auger] { @category = -1 } @PART[SmallAuger] { @category = -1 } @PART[HexCanMet*] { @category = -1 } @PART[HexCanOr*] { @category = -1 } @PART[HexCanRocket*] { @category = -1 } @PART[Rocketparts*] { @category = -1 } @PART[Magnetometer] { @category = -1 } @PART[metalBin] { @category = -1 } @PART[OMD] { @category = -1 } @PART[oreBin] { @category = -1 } @PART[RocketBuilder] { @category = -1 } @PART[Smelter] { @category = -1 } @PART[SmallSmelter] { @category = -1 } EDIT: One quirk I've noticed. In career mode the "removed" parts still show up in the research tree. This is because I didn't actually remove them, I just hid them in a nonexistent part folder so they don't show up and crowd up your VAB. Doesn't effect game play. Second Edit: I missed the sensors. Just updated the config above...you'll need to change it on your end, and then the Kethane sensors will detect ore. Sorry. Third Edit: 5th Horseman pointed out I was being lazy and accidently left out the hiding of parts in the VAB in my last edit...hahah...hopefully this will be the last edited edit!
  5. No, no sql...one day I should bother learning to use it, but currently I do everything by hand. MWAAHAAHAHA. I don't think I actually changed anything in the config file, mailing the mod control file to you right meow. Edit: Also, you probably won't need a module manager cfg unless you want me to change some stuff up. Like I said, I'm not a fan of the current models so I edited my own stuff. As you aren't going with career mode you won't need to add anything to the tech tree, so the sparrow missile should work properly...the rest I think are all current. All they should need to do is DL the mods, install them, and it should run fine. Let the destruction begin!
  6. Well that's the beauty of the module manager, easy to customize stuff. Up to you. In my opinion some of the models in EL need an update which is why I dropped them and added their abilities to Kethane. It's just personal preference. Small config file to make everything work as desired. I've about finished up my copy, had some tweaking to do. So let me know what you want and I can get it done. Also, I know I'm the only one that mentioned it, but does anyone else have a desire to use their own custom flags? If so we'd have to make those available as well.
  7. Alright, extracting the bits from my mod control file. Are you going to use ALL the EL parts? Not sure if they all work or not. I pulled out the ungainly ones and added their functions to Kethane parts. I'm in the process of making a module manager file to add the EL ore extraction and conversion functions to Kethane so players won't need to modify cfgs like I have for my server. I think I can use the same config to remove the parts with duplicate functions. Just curious so I know what to hand over. Also are you white/blacklisting dlls and checking folder structures?
  8. Alright, you and some others have shown some interest. I'm working on creating a module manager cfg for it, so nothing has to be modified as suggested by Jivaii. Getting some things to work right was easy, but I'm having a sticking point with the drills. Waiting for answers right meow on the module manager thread.
  9. Alright, I have most of what I wanted working, but I'm stuck at one specific point. I'm trying to add the resrouce ore directly to the kethane extractor module. This is how I have done it manually before attempting to use Module Manager, what I've added is in bold: MODULE { name = KethaneExtractor PowerConsumption = 8 Resource { Name = Kethane Rate = 1.25 } [B] Resource { Name = Ore Rate = 0.25 }[/B] HeadTransform = shaftSmall_geo TailTransform = drillMotor_geo } This works fine and will extract the resource Ore at the same time as Kethane, or one or the other depending on what's available at your location. I haven't be able to figure out how to add that information into that node at that location using Module Manager without adding a duplicate of the entire node. This ends up adding a second deploy drill button and probably doubles the power consumption. Any suggestions on how to get the resource applied in the location I want? Upate Edit: Dammit! I figured it out. Kethane uses "Resource" instead of "RESOURCE". I thought it was capitalized in the examples given because it needed to be.
  10. It took me awhile to figure out how to dock. I finally managed to do it last week, well at least I managed to bump two ships into eachother...but for the life of me, right now I can't remember what made it so simple for me. At time time I thought "Well hell, that turned out to be a lot easier now that I realized *whatever*". Fack...I bet now I couldn't do it again!
  11. Yeah I think I figured it out. My problem was for some reason the part I was using for testing I couldn't add things to. *shrugs* Works fine on just about everything else.
  12. I think I get how I'm supposed to create a cfg for this, but I don't know where I'm supposed to put them or how they are supposed to be named. Can someone please enlighten me? I tried to run a few searches, but the config and where terms are "too common" in the module manager threads :/
  13. Oh yeah, I hadn't thought of that. I give all that stuff to my friends in the zip files I provide for mods...of course it doesn't matter now because you're going sandbox I also see you aren't going to use KAS. TAC Self Destruct serves little purpose if you can't attach it to things. Sadly the explosions don't damage nearby ships/bases/Kerbals, so without being able to stick them onto someone else's ship in EVA it's just a fancy way of deleting your own stuff without going to the Tracking Center.
  14. As most combat will probably involve smashing your stuff into their stuff, do we need many more weapons than a dumb fire missile and a chaingun? You want a guided missile, attach a probe to the top of a small rocket. Do you want to get fancy? Use a KAS grappling hook to grab their station and drag it into Kerbol. I agree mechjeb makes it too easy to either crash into them, or worse yet get in range and shoot them down. Without it you at least need SOME skill. As far as being an engineer vs. a pilot, you should watch what mechjeb does while it's doing it. That's how I managed to learn to be a better pilot. It's like your own interactive tutorial! Hah. Here's a pic of my little gatling gun test when I first tried it out: http://cloud-2.steampowered.com/ugc/3299186391170652507/BDE0EDAE11F98246C520209AB2BFB79099DC79D7/ Interesting to note, they are pretty heavy, and they kick like a mule. A moment after that picture was taken the kick from firing them flipped that little lander can right off the platform! Make sure you balance them properly or you'll be spinning out of control.
  15. Or you may have to do it manually, as I've found that part manager isn't perfect the last time I tried to use it. Basically there's a file on your server that is called KMPModControl.txt. This is where you allow parts, ban DLL's, restrict this, whitelist that, etc. Open it, it explains what you need to do and how in the comments.
  16. Advanced players with big ships attacking noobs? Hence the reason for the no fighting in Kerbin SoI rule...thats the place where most low leveling work will be done by noobs. That works for sandbox mode too tho.
  17. His are probably as good as any other! http://forum.kerbalspaceprogram.com/threads/58328-Spazer-net-Kerbal-Multi-Player-Server-Information
  18. @bcspazer: Hmm... Maybe it's just my playstyle, but will sandbox attract the people you want attracted to it and keep them there, or will it just end up a waste land of debris with no active players after the first week? If I'm a normal player that wants the added difficulty of defending my bases am I going to want to be on a server where anyone can log in and load up a 1000 part death machine to attack me five minutes into their first time on the server? That said, will your real problem causers go there if there's no one to cause problems for? @godarklight: I don't know if OC is *proven*, apart from my trying it out a little bit. Both are a bit on the obscure side of the modding community. EL is far more popular and has a more active thread. Both would need more testing. Having put some thought into it, I'm guessing that because of the way the OC system and KMP work, nothing will stop me from spawning my ship with your orbital dock even if you locked it...and now I'm only half a click away...PEW PEW PEW!!!! With EL I at least have to access the base first. And what happens if I'm in the future at my base and someone in the past blows up my base? ERMAHGERD THYME PARADERX!!!!
  19. Clearly I meant Cumputar Powering Unimajig. Way to assume I was using a standardized abbreviation! Well I already had a server set up for just this idea, just hadn't completely fleshed it out or opened it to the pubs. You're just adding fuel to the fire I had already set As your servers are already established though, might as well just drop what I'm doing and come cause trouble on yours. Hah. That actually my feeling too...but I have nothing other than my own visual observations to go by. It'd be interesting to know if you also notice it worsen over time, or if that's just a quirk I'm experiencing. Well I just logged on and tested it again using the same high part count ship I had issues with after starting my computer today, and the stutter isn't there, or at least it's no worse than normal KSP. Second test flight, more noticeable but still flyable. Third time, a little more worse. I assume I kept launching to 20k, turning around and diving it back into the ground it would continue to get worse. I wasn't aware I should change that slider though...where was that bit of info hidden?
  20. Both were working fine for me over the weekend. Just checked, and the maps are still the same. Kethane information is saved correctly. Are you using sandox or career? 1.5.0 or 1.5.1? (Godarklight, correct me if I'm wrong here) All the Kethane information is saved client side. You wouldn't really be fighting over resources because those resources are only accessible by you...but we don't have to tell the players that. Each player has a different randomly generated, but persistent, resource map generated for them. EL had some bad bugs that they just corrected. Two weeks ago it was unusable as things often exploded on the launchpad! Haha. It was a clipping issue I think. You'd have to figure out if you wanted to use the equipment they provide or not. I'm not sure if all the parts even work properly, but as I said I just added the EL functionality to Kethane parts. The only parts I kept were the launch pads. The models are clunky as well, but some of the community is working on providing better ones. Orbital Construction is functional, and pretty simplistic. It feels more like teleporting your ships around than actually building them on site. The big difference between the two is that EL will spawn your ship right on the launch pad, or at the space dock. OC on the other hand places your ship about half a km away in orbit from your dock when you build it. If it's a planetside dock, it still puts it in orbit, and then there's an option to "land" it..which basically teleports it near the surface and slowly decends it at 1m/s giving you time to maneuver it and land it. EL also loads the ship right from your save files. OC requires you to go to KSC, go to the launch pad with a special part attached, and then gives you the option to teleport to any of your space docks that have enough materials in their inventory to build your ship. It's six of one, half a dozen of the other. EL goes for a more "realisitic" approach but is more difficult to use currently without modification. OC is more simplistic, and easier to use. I personally prefer EL, but they pretty much provide the same functionality if in different ways. Lastly, I can just about integrate any part into the tech tree, that's easy. Hah. I think EL is already integrated, cant remember if OC was or not. Basically if it just requires manipulation of the parts files I can make it work. Fixing outdated DLL's is beyond my scope so far though.
  21. HEY! I'm interested in a war server...actually was testing some stuff for myself. I can throw my hat in the ring if you want. @godarklight: I disagree that a war server should be a sandbox server. If it's career, you'll have to put in some hours before you can cause trouble. A sandbox war server might as well be called a grief server. Any troll can come in and blow up your bases and then never come back. Make them have to put in a few hours first and it will only be the dedicated trolls that stick around to grief. I do agree that Kerbin SoI should be restricted noncombat territory, with no tolerance for rule breakers. As far as bases that are safe? Keep that requirement to bases only in Kerbin SoI and you'll have to police it less. You won't have to deal with the 'I blew up your bases on Duna...lol, sorry bro, didn't know they were your main base lol'. Nothing near Kerbin can be attacked, so there's no excuse. Also, make a flag directory/download. Require all players to DL these flags to play. That way everyone can have their own flags, and everyone else will be able to see them! Lets face it, planting your flag on what I consider my territory is going to start many a war! Right now my problem is I love to add mods. Hahah. I need to learn not to add random crap I only use once. Here's what I'm using/thinking maybe for your war server (and I can provide the modtxt for it if you want): KAS Kethane Sparrow Missile Mod, TAC Self Destruct, and Gatling Gun mod...because hey weapons are cool. I was leaning towards mechjeb, but after some thought it removes the requirements for piloting skill to wage war. Don't even suggest I make a "would like to see" list, because there will be fifty mods on it. I have a few others I'd recommend though, if you want to add to that basic list. Fasa Asteroids (For base building. We keep the tech nodes off of it, that way they can only be added by admin.) Etraplanetary Launchpads OR Orbital Construction. The latter is more simplistic, the former isn't very pretty without the rather modified version I use to replace most of the items with Kethane equipment. (Will work on a Module Manager config soon). Spherical Tanks Wayland's Hyper Ring (because I think it looks cool!) Weka life boat (to escape when attacked! Also looks cool!) EVA parachutes (also to escape!) Near Future (real, or at least realistically viable engines and power sources that are much more efficient for space travel) Anyway, I'm all in for this if you want a hand. I've got my own up and running and have for awhile. I was thinking about opening it up to others, but it's just as easy to come help you out instead
  22. @JohannesMP Hey, can you try testing that laggy RCS stuff again for me? Last night it was so bad that I gave up. I was having a hard time even using the jet pack on mun without the same explosive RCS after a second of lag issue. It seems worse the longer I play. On a complete computer restart, if I join and use the exact same huge ship it's little different than single player. Play for a few hours, and it seems to get bad again. The strange thing is, if I restart the client it doesn't go away. I only noticed it today after a restart of my computer. I know they're talking about fixing it, but it's just weird that it would correct itself only on a cpu reboot. Memory leak maybe?
  23. There aren't too many weapons mods out there, but it might be fun to add what is available...there are 2 or 3 that I took note of that work fine on KMP as far as the little testing I have done. One was the gatling gun mod, another was a kinetic kill missile mod. The third one I monkeyed with but didn't bother keeping as what more do you need than a heavy gun and a dumb fire rocket? Edit: alright, responded to your post...lets get on this, you've got me ramped up and ready to defend mah bases!
  24. To those with fuel and linking issues (I've seen it posted here numerous times while searching for an answer to my own problems) while using cables and pipes, after you link two ships together you need to actually alt-right click on the two tanks to start the transfer. That took me forever to figure out! Hah. I personally kept trying to find it in a gui related to Kethane. I didn't realize it used the stock docking transfer system...DAMMIT, so much frustration and time wasted.
  25. But then I have to learn things and stuff! Hahah..I'll look into it, see what's all involved.
×
×
  • Create New...