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MatterBeam

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Everything posted by MatterBeam

  1. Sounds great. I'm encountering a problem when this mod is in use though: I cannot transfer resources manually between different parts. Is this intended?
  2. This is incredible! Would you mind if I put it down as suggested mod for use with SimpleConstruction? Also, does this transfer any resources, or does it need an MM patch to be able to use non-stock resources?
  3. Apparently, more habitat modules add to your productivity factor, even if they are empty.
  4. I'm sorry, the 60EC/s was a design decision. I doubt the ISRU has fancy chemical extraction processes, so melting Ore and extracting metals out of it is the only way to refine. Therefore, it consumes more energy than simply boiling out the volatiles. I'd like to keep it at 60Ec/s for now. Here is a mediafire link: https://www.mediafire.com/?xg45dfe1pcmhxr2
  5. Apparently, I was wrong. The extending launch clamp MM code was inside my settings folder, which I had kept without understanding what it did. I've removed it and created version 3.3
  6. It seems this can be fixed by keeping the MM patch from EPL, which I dont have (only took the plugin).
  7. Is it this problem: https://www.reddit.com/r/KerbalAcademy/comments/4tz53q/issue_with_the_stability_enhancer/ ?
  8. Impressive work. I will implement these in the next version.
  9. You can download previous versions from SpaceDock by clicking on the Changelog download links. You have to rotate the design inside the VAB/SPH to achieve the correct orientation.
  10. It is coded into the .dll that comes with the EPL plugin. I cannot change the effect of crew skills through a config file.
  11. It is adjustable. Currently, they die, but I have to update the mod to 1.2.1 first.
  12. It is to compensate for the higher productivity multipliers the crewed modules provide. With reduced efficiency but increased multiplier (4x for the pods, x7 for the Science Lab), it favours large designs with multiple crewed parts rather than small, ultra-efficient designs that rely heavily on crew skill.
  13. Updated to 1.2.1! Thanks for the input of @Rayden Sorry, I was unable to get EPL's custom recycling collider to work with the stock models. Attempts to recreate it in Blender have been unsuccessful.
  14. Sorry, I haven't had any internet connection as I have moved home. I'll look into this. Are you using 1.2.1?
  15. You need: a drill, three Holding tanks in Metals, RocketParts and Ore configuration, an ISRU, a Science Lab and a small docking port (re-named to Construction Port). Process is: -Mine Ore. -Convert Ore into Metals using ISRU. -Convert Metals into Rocket Parts using Science Lab. -Open the docking port's GUI -Select a design from VAB or SPH. -Build. -Release.
  16. As far as I know: 1-FAR use a voxel-based shape-detection system that allows it to take into consideration wing angle and offset items, occlusion and the such. Any shape built like stock models will be correctly analyzed by FAR. 2- Ground effect is not in the mod.
  17. I haven't completed testing, but everything seems to be working so far. I can't promise more for now.
  18. I've updated Interstellar Fuel Switch and Extraplanetary Launchpad dlls. It should work in 1.2 Please raise any errors you encounter.
  19. You'd have to delete the settings file and plugins folder. The balance would be completely off, however.
  20. Next update, for sure. If you are able to spawn a vessel, then the mod works. Survey stakes work differently, and I am unsure how to implement it in stock, so I left them out. My suggestion is, if you are on land, to add launch clamps to your construction. They will spawn and hold the construct in place while you decouple.
  21. Yes, RocketParts is the original resource pathway, taken from EPL. I have responded. Doing so requires modifying the dll, and it requires knowledge and tools I do not have. It might be a simple fix, but the only person able to do it is the dll's original author, and if he refuses out of principle, then I can't do anything. SimpleConstruction is meant to be stand-alone, hence the duplicate dll if someone tries to install it alongside the mods it is supposed to replace. My Settings file only adds the necessary EPL modules to command pods to give then a productivity rating. No.
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