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Agnemon

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Everything posted by Agnemon

  1. Hav a look at this https://www.dropbox.com/s/46eg7tfco1a2dcm/Mintropolis Base %231.png?dl=0 this is on Minmus, built insitu using EL The base is made of Ashpalt Tiles by Kerbal Hacks and is welded using the "UbioWelding" mod (the 3 landing pads are welded seperately and added in the VAB) The landing pads also double as construction pads (no stakes) and the yellow lines glow in the dark https://www.dropbox.com/s/nhz1y3wb94psy2z/Night Landing %231.png?dl=0 This one is at 500 meters https://www.dropbox.com/s/niw69t6sgbf22nx/Night Landing %40 500 Meters.png?dl=0 I also have another one of these on the Mun and one on Gilly with others to be built on every landable body (seeder ships are in transit now)
  2. Um, my bad. looking at it again the wrong attachnodes are just those nodes that are not attached to anything (on tiles that have 2 or more faces, only one face attachs). They stick out about half the height of the nodes in the center of the tiles. But I do have this problem. If I build a tile base upside down and with some fixtures on it, then weld it, it wants to be build upside down with EL The orange bit is what I mean https://www.dropbox.com/s/k22owj3pbbnrkpq/corner.png?dl=0
  3. Some screen shots of "Mintropolis Base" https://www.dropbox.com/s/46eg7tfco1a2dcm/Mintropolis Base %231.png?dl=0 https://www.dropbox.com/s/ah7vfbbqucmq44l/Mintropolis Base %232.png?dl=0 The tile base is all one piece (welded) with the exception of the 3 landing pads at the north end. I increased the static attach force for tiles to 5000 as the base is wandering. It has rotated about 15 degrees west around the Main Landing Pad (possibly becuase I have 4 augers all rotating in the same direction on the south edge of the industrial park
  4. Enceos, a request for a couple of additions to the asphalt tiles. First, a blank tile (no markings) I tried flipping them upside down, but then the attachnodes are wrong. (I am experimenting with using welded tiles instead of launch clamps for building bases) Second another tile with corner markings but the inverse of the current corner one and with the markings smaller and in the corner. If you look at the images in the OP, the ramp one has the transition from the pad to the ramp but the markings have a gap (yeah, I know, I'm abit poophole at times )
  5. I have created a flow chart of the EL process which maybe of some use to newcomers https://www.dropbox.com/s/o604qxf4qsmexgm/EL Flow Chart.jpg?dl=0
  6. Well, you will be happy to know,I set up one of your landing pads on the mun, added sciman's script, built a 950ton ship on the pad, topped up the rescources thru the pad then launched it. Only issue is the offset Sciman used (1.25 M) which is a tad high I think
  7. @IzeHeart You will also need Module Manager (needs to be installed in Game Data itself, not a sub directory). There are other mods as well that are recommended, see the OP (first page of the thread). However, I would try with the three minimum requirements first, then when that is proven to work satisfactorily, add any other mods one by one.
  8. Just downloaded the Ashphalt Tiles pack, haven't tried them yet but my mind is already buzzing with ideas. +10 for the EPL survey stakes ( a single origin stake in the center tile would/should do the trick) How about lights, single ones in the corner tiles as a basic option. Strobing cascade to the center if you are feeling masochistic (possibly start strobing when targeted) Are the pads targetable (for landing) and nameable (Pad 1, Tanker Pad, etc) (Have been meaning to drop a flea in Sarbins ear about adding named targets to MechJeb instead of having to put in the Long /Lat every time) Um, how redonkulously high can the staticattach force be? Brilliant idea, the lack has been annoying me for some time ( too lazy to learn how to do it myself tho)
  9. Taniwha can you please peruse this image and supply the missing data, (spent a day and a half trawling the forum for what I have so far) and if possible can you supply images of each of the modules (as jpg's? or similar) so I can replace these clunky shapes (stock Visio). I have looked through the EPL files in GameData, but there is nothing there that I can use with the software I have. I also need to source Kerbal images, preferably as "Portrait Stats" does them (experience stars along the bottom and profession icon in lower left) (Yes, I could go and hassle DMagic, but this is for your Mod, so I thought I would hassle you first ) Process's missed = Rocket Workbench, productivity 1?, any other data available? Kerbal images sought : Outline portrait image in gray, stars gray, no profession icon Full portrait image (green), gray stars, no profession icon then for each profession 1 image for each experience level star https://www.dropbox.com/s/ijofg4tbjeg4uq1/EPL Flowchart.jpg?dl=0
  10. Would it be terribly difficult to modify the launch clamps so that they did not release unless specifically set to? possibly change the colour on them to yellow or something to differentiate them from stock. I have several large base's sitting launch clamps on various moons and I am terrified that I will inadvertently hit the space bar and release all the clamps. If that were to happen, I would invariably call you lots of names for not making it idiot proof. On a side not, I manged to blow a hole clean through the Mun, you could see stars through it, it was A BIG HOLE. Landed a kerbal on the mun next to the base, EVA'd , on touching the base the anti matter bomb some terrorists planted went off, no base, no lander, no Kerbals and no Mun, at least locally. Max delta V was something over 19,000,000 m/s! Needless to say, speeding tickets were issued and some pilots licences were revoked (posthumously) (or is that post humourously)
  11. I have a similar issue with the digits displayed in the build menu, but with me it's on the amount required,This is particularly annoying as the number of digits changes as it counts down, this means I have to pause the build to find out how many more units I need to supply. Suggestions: make the display value an integer rounded up. Change the font size (this would also mitigate the issue with labels being to long for the display area). You could make it user selectable with a spinner or font size drop box. Add two more digits, this would remove the vast majority of instances. In reality these are minor annoyances in an otherwise excellent mod that adds a great deal of depth to the game.
  12. A minor cosmetic issue, in the production pad / select ship menu, if you delete a ship the confirmation query window pops up behind the other windows, you have to move them out of the way to confirm the delete
  13. Possible bug Kethane 0.9.6 KSP 1.12 x64 Getting Nan errors if the small kethane converter runs out of Kethane, appears to work alright if there is a trickle coming in from a drill. Haven't tried the large converter yet If you want logs / mod list poke me with a blunt stick Edit Oops, not the small converter, the large one
  14. Just a heads up, it seems that you need to have an Engineer in the Hitchhiker/Survey Module before it will recognise a stake surveyed pad. Once the pad has been recognised you can remove the engineer with no "APPARENT" issues. Question: If I have a "Landing Pad V2" on a base, do I need a survey can? (Obviously everything would have to be built on the landing pad and you would not be able to use survey stakes)
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