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Everything posted by hubbazoot
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[0.22] Extraplanetary Launchpads Legacy Thread
hubbazoot replied to skykooler's topic in KSP1 Mod Releases
I sent up a pad and about 5k metal, that was enough for me to bootstrap my entire op. It was much easier to make two trips of 2600 metal than a trip with the smelter. -
[0.22] Extraplanetary Launchpads Legacy Thread
hubbazoot replied to skykooler's topic in KSP1 Mod Releases
Matt Oper: I fixed the converters. Here. http://forum.kerbalspaceprogram.com/showthread.php/35217-0-21-1-Extraplanetary-Launchpads-v3-New-Launchpad-Ore-Scanners?p=591519&viewfull=1#post591519 -
[0.22] Extraplanetary Launchpads Legacy Thread
hubbazoot replied to skykooler's topic in KSP1 Mod Releases
@skykooler: I'd HIGHLY suggest insuring there's some way for resources to be transferrable with the new pad. KAS is pretty much a requirement to make this mod work in its current state. Also, does anyone know how to make the pad default to having vehicles turned 90 degrees from where they are? I'm having problems with my vehicles hitting the stuff off the sides of the pad. -
[0.22] Extraplanetary Launchpads Legacy Thread
hubbazoot replied to skykooler's topic in KSP1 Mod Releases
I tested spawning vehicles with the standard KSP wheels, they seem to be working just fine. -
[0.22] Extraplanetary Launchpads Legacy Thread
hubbazoot replied to skykooler's topic in KSP1 Mod Releases
I'm using the current version of KSP, the only modification I've done to get this working is to this mod. Here's the tweaks I'm using: Fixed launchpads Fixed configs -
[0.22] Extraplanetary Launchpads Legacy Thread
hubbazoot replied to skykooler's topic in KSP1 Mod Releases
Mine is, as well. Does anyone have the large spherical tanks set up for holding rocket parts? I'm building a rather large base and could use the storage capacity. -
[0.22] Extraplanetary Launchpads Legacy Thread
hubbazoot replied to skykooler's topic in KSP1 Mod Releases
Done. Here's the new cfg's. http://www.myordan.com/ksp/download.php?file=eplPartsCfg.zip -
[0.22] Extraplanetary Launchpads Legacy Thread
hubbazoot replied to skykooler's topic in KSP1 Mod Releases
I have 2 ore making ~10 metal. Sound right? -
[0.22] Extraplanetary Launchpads Legacy Thread
hubbazoot replied to skykooler's topic in KSP1 Mod Releases
...Yes I am. I'll fix both part configs and re-upload them. -
[0.22] Extraplanetary Launchpads Legacy Thread
hubbazoot replied to skykooler's topic in KSP1 Mod Releases
The converters aren't working for me, any idea as to what I'm missing here? Edit: I have also created a smaller smelter for use with this plugin. Its mass and output are roughly half of the original, and its size has been reduced to maintain the half volume/mass relationship. It does, however, have reduced efficiency over its parent. http://www.myordan.com/ksp/download.php?file=smelter_small.zip -
[0.22] Extraplanetary Launchpads Legacy Thread
hubbazoot replied to skykooler's topic in KSP1 Mod Releases
Excellent, thanks. I'm putting together a smaller refinery that'll have reduced output and efficiency to help people bootstrap. I'll publish it here. I may also mod one of the kethane drills and see if animations work well with it, assuming the license will allow me to use it. -
[0.22] Extraplanetary Launchpads Legacy Thread
hubbazoot replied to skykooler's topic in KSP1 Mod Releases
Alright, I'm getting pretty frustrated with this. I've been trying to use this plugin for the last two weeks, and I haven't had any luck getting it working yet. I downloaded v3 off the main page, and currently it'll let me build any ship, despite the fact that I don't have the resources to do it. When I do spawn the ship, no resources are deducted. How do I get this thing to work? Update: Turns out debug mode was on for the new pad by default. Turned that off, and now the only problem I have is the absurdly high quantities for rocket parts requirements. -
[0.22] Extraplanetary Launchpads Legacy Thread
hubbazoot replied to skykooler's topic in KSP1 Mod Releases
Alright, I'm missing something here. The screenshot on the first page says that the stock 2-stage lander takes 38.73 parts. On the pack I just downloaded, it says the 2-stage lander takes 3084 parts. I just downloaded "Extraplanetary_Launchpads_v3.zip" from the download link on the page as of 10 minutes ago. What am I missing here? -
[0.22] Extraplanetary Launchpads Legacy Thread
hubbazoot replied to skykooler's topic in KSP1 Mod Releases
http is a little more complicated than that. The client may have mistakenly seen an EOF. -
[0.22] Extraplanetary Launchpads Legacy Thread
hubbazoot replied to skykooler's topic in KSP1 Mod Releases
Yeah, I was saying it'd be nice to have some smaller converters, as well. It'd be nice to have a low production base we could use as a bootstrapper. Maybe the base unit isn't terribly powerful in and of itself, but it still has enough production that you could make a medium from a small, and then make a large from a medium. -
[0.22] Extraplanetary Launchpads Legacy Thread
hubbazoot replied to skykooler's topic in KSP1 Mod Releases
So, I just went to see what it'd take to bootstrap a base... The plugin is saying 6593 rocket parts for a pretty basic drill and a ore->metal conversion unit. Is this right? That number feels REALLY high. It'd be nice to have some parts more designed to bootstrap. The small landing pad is nice, but more scalability (kinda using kethane as an example) would be nice to give us some option for scaling up our operations. -
[0.22] Extraplanetary Launchpads Legacy Thread
hubbazoot replied to skykooler's topic in KSP1 Mod Releases
Remember, you can bootstrap (that's a good word) the building process somewhat. All my initial lander has on it is some rocket parts and a landing pad. I build the drilling unit and refineries planet-side. -
[0.22] Extraplanetary Launchpads Legacy Thread
hubbazoot replied to skykooler's topic in KSP1 Mod Releases
Kerbal Attachment System is a good way to hook together the parts, as well.