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evilC
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Everything posted by evilC
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Yeah, I think it is a crying shame that by default EL and OC use different resources. I approached Interfect about merging OC into EL and he did not seem too open to the idea unfortunately, and I don't think skykooler would want to merge EL into OC. I am seriously considering forking both, merging them and unifying the resource type and build menus. But until then, ass Krissm says, as long as you have Kethane 0.6+ installed you can add the following code to the part.cfg of any part (BEFORE the final }) to convert between the two: MODULE { name = KethaneConverter SourceResource = SpareParts TargetResource = RocketParts ConversionEfficiency = 1 SourceConsumption = 10 PowerConsumption = 0 } MODULE { name = KethaneConverter SourceResource = RocketParts TargetResource = SpareParts ConversionEfficiency = 1 SourceConsumption = 10 PowerConsumption = 0 }
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But I want it nowwwwwwwww Seriously, can't wait for decent VTOL. Will it cater for a non-central CoG? eg a VTOL craft carrying a rover - the CoG may be slightly off. If not, could you maybe add a way to trim the engines so we can alter the balancing ourselves? One way to do this would be to add an action group - if we anticipate forward/back imbalance, we can add the fore and aft pair of engines to a pair of action groups and trim each pair appropriately.
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What I would love to see is a navball for VTOL craft. eg when you land a rocket, you keep the heading (-w-) indicator inside the retrograde indicator to balance on your thrust. When you are flying a horizontal (plane style) VTOL craft, the retrograde indicator is not visible on the navball. Sure you can have a pod on the top of the craft and switch control to there, but then the controls are logically wrong (roll is yaw and vice versa) for a VTOL craft. Ideally the solution would involve either injecting a duplicate prograde indicator offset at 90deg to the real one, or some kind of window / overlay. If you could address this issue, I would love you long time.
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[0.22] Extraplanetary Launchpads Legacy Thread
evilC replied to skykooler's topic in KSP1 Mod Releases
The Kethane mod only supports 1 in, 1 out at the moment. If we want combining of resources, we have to write our own module to do that. -
[0.22] Extraplanetary Launchpads Legacy Thread
evilC replied to skykooler's topic in KSP1 Mod Releases
Oh, but HexCans is an exception as Greys has made it free to distribute. eg you can redistribute new hexcan textures that include the original base textures plus your own resource icon, or even include the models if you want. -
[0.22] Extraplanetary Launchpads Legacy Thread
evilC replied to skykooler's topic in KSP1 Mod Releases
A general rule of thumb here - asset file (Picture, DLL, Model) - not allowed to distribute cfg files - allowed to modify and distribute. So unfortunately, no you cannot release what you did to make it easier for non-technical people to move functions on to kethane parts (Though I applaud your community spirit), but you can release your altered cfg files - for example to suggest resource distribution, map colours, resource weights, etc etc. -
[0.22] Extraplanetary Launchpads Legacy Thread
evilC replied to skykooler's topic in KSP1 Mod Releases
Yes, it is a bit of a pain with the launchpad so awkwardly shaped. Personally, I have not used EL in a "proper" savegame yet, I agree it needs a better launchpad or another way of working to be practical. In the meantime, if you need to test it on other planets etc, use HyperEdit to cheat it there. -
[0.22] Extraplanetary Launchpads Legacy Thread
evilC replied to skykooler's topic in KSP1 Mod Releases
Were there models or code in there? If all he was doing was distributing cfg files that alter the config of the mod (Ore distribution etc), I do not see a problem with that. In fact, personally I encourage it. I don't see anything mentioned in his post that indicates what he did could not be done by just releasing cfg files, so if that is the case, do that and release again. -
[0.22] Extraplanetary Launchpads Legacy Thread
evilC replied to skykooler's topic in KSP1 Mod Releases
Wow, this looks interesting. Certainly interested in innovative ways of packing that launchpad, would love to have a play. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
evilC replied to Majiir's topic in KSP1 Mod Releases
Test version of Extraplanetary Launchpads for Kethane 0.6: Adds resources: Ore, Metal, RocketParts Ore detected like Kethane. Ore>Metal>RocketParts = Build a ship from the mobile LaunchPad http://forum.kerbalspaceprogram.com/showthread.php/35217-0-20-x-Extraplanetary-Launchpads-v1-1-v2-alpha?p=459542&viewfull=1#post459542 A big THANKYOU to Majiir for his work on Kethane and helping me so much recently. -
[0.22] Extraplanetary Launchpads Legacy Thread
evilC replied to skykooler's topic in KSP1 Mod Releases
New test build for Kethane 0.6: About: This is a testing release of EL with all functionality moved onto the pads. It allows you to test EL functionality with a minimum of fuss. Functionality can easily be moved to more appropriate parts by moving the module blocks in the part.cfg for the pads to another part. (eg Move resource processing to a kethane processor, move resource gathering to a kethane drill) Ore detection via Kethane mod is in, but by default in a cheaty state (it is everywhere by default). This can be changed by editing the ExtraSpaceCenters.cfg in the Resources folder. More sensible values are commented out. Installation: Copy the contents of the GameData folder into KSP's GameData folder. Optionally, copy the contents of the Ships folder into KSP's Ships folder. Optionally, install Kethane mod 0.6 or greater. If You do not, the only way to build offworld would be to ship RocketPart resources up to your construction facility. Usage: To build a craft, you need the RocketParts resource plus any Fuel etc the craft contains. Partial fuel fills are allowed. RocketParts, Metal and Ore containers are included, courtesy of Grey's HexCans. If you also have the Kethane mod installed (Must be version 0.6 or greater!), then the following features are enabled Detecting and mining of Ore. Processing of Ore into Metal. Processing of Metal into RocketParts. Please report all issues at https://github.com/evilC/Extraplanetary-Launchpads/issues Download: http://evilc.com/files/games/ksp/elmod.zip -
[0.22] Extraplanetary Launchpads Legacy Thread
evilC replied to skykooler's topic in KSP1 Mod Releases
The version I posted earlier did, as resource gathering / processing was completely removed from it, making it compatible with kethane 0.5. The new version for Kethane 0.6 can be made to work with Kethane 0.5 (But no ore gathering, ore>metal, metal>rocketparts functionality) , but you would have to rip out some stuff from the config files. But I see no reason why you would not want to move from Kethane 0.5 to 0.6 anyway -
[0.22] Extraplanetary Launchpads Legacy Thread
evilC replied to skykooler's topic in KSP1 Mod Releases
Correct, EL does not force you to use resource gathering and processing. You can always just ship RocketParts and Fuel up to your construction facility. -
[0.22] Extraplanetary Launchpads Legacy Thread
evilC replied to skykooler's topic in KSP1 Mod Releases
Right, with the release post out of the way, a little Q and A... Why have I removed the other parts? They were a pain - odd shapes, bad attaching plus they were not finished. Plus they visually indicated that a Kerbal should work at the rocket builder / smelter, an idea I did not plan to pursue. What about the pads? I am not 100% happy with those either and would like to improve them. The Launchpad is not too bad, but should have a decent attach node on the side and all arms should fold up. Why remove resource processing? The new version of Kethane lets you create all that functionality on your own parts through cfg file edits. I would be crazy not to hook into this functionality. Where are you headed with this fork? The intention is to merge the Orbital Construction code in - either by merging projects with Interfect, or forking that also. I also do not see the point in keeping resource processing as part of the EL mod. Now that we have resource containers for all the parts, there is no dependency on resource processing - if you want you can ship RocketParts up from Kerbin. Can I help? YES! If you can model or code I would love some help. Ideally more experienced people than me but if you can contribute something you are welcome. -
[0.22] Extraplanetary Launchpads Legacy Thread
evilC replied to skykooler's topic in KSP1 Mod Releases
Well here it is, the first packaged release in my development fork. Changes: New, improved build UI supporting partial fuel fills. All old parts removed except launchpad and runway. Old resource processing functionality removed HexCan containers added for RocketParts, Ore and Metal Sample test rig included If you have access to the Kethane 0.6 development branch, a couple of.cfg file edits (See the txt files for instructions on this - there are some in the Parts folder AND the Resources folder) will add the following features: IF YOU DO NOT HAVE ACCESS TO KETHANE 0.6, DO NOT BUG MYSELF OR MAJIIR FOR IT Kethane-like distribution of Ore (Currently hacked to be everywhere, changeable in cfg) Ore Detectors Ore Extraction (No Drill like part included, but the module code works on any part) Processing of Ore into Metal Processing of Metal into RocketParts The files can be downloaded here: http://evilc.com/files/games/ksp/elmod.zip Please report all bugs with this test fork here: https://github.com/evilC/Extraplanetary-Launchpads/issues THIS IS NOT A PATCH, IT IS A COMPLETE MOD. REMOVE OLD FILES BEFORE INSTALLING! -
I have been writing a build menu for EL, with the intention of using the same build menu for OC. I have partial fills, separate Jetfuel / Rocketfuel sliders, supports any resource, etc etc working. I will probably fork now that interfect is back. I plan to change the resource name to RocketParts, in line with the EL mod, because that has resource gathering, and with the coming version of kethane we can have full kethane-like resource gathering, processing and surface / orbital construction.
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[0.22] Extraplanetary Launchpads Legacy Thread
evilC replied to skykooler's topic in KSP1 Mod Releases
The mod gets its list of resources from the ship being built - so whatever resources that consists of will be in the list. Yes, this has been discussed and should be addressed at some point -
[0.22] Extraplanetary Launchpads Legacy Thread
evilC replied to skykooler's topic in KSP1 Mod Releases
The way we do it at the moment, it should work with any mod you throw at it. If you cannot "create" a resource you need, you can always set the slider to 0, but if you can, you can supply it. Removing it is just cosmetic. With your way, it needs to be enabled by each mod author to make it work with our mod. -
[0.22] Extraplanetary Launchpads Legacy Thread
evilC replied to skykooler's topic in KSP1 Mod Releases
That was my plan, but I may have to ask your help on that one; -
[0.22] Extraplanetary Launchpads Legacy Thread
evilC replied to skykooler's topic in KSP1 Mod Releases
Also please use the Issue Tracker to report issues. -
[0.22] Extraplanetary Launchpads Legacy Thread
evilC replied to skykooler's topic in KSP1 Mod Releases
Use the DLL in my post to use it now. This does not change the UI or kethane compatibility issues, it just changes the build UI. -
[0.22] Extraplanetary Launchpads Legacy Thread
evilC replied to skykooler's topic in KSP1 Mod Releases
Yes it should already, if it dont we will fix it. I may have to add an exception list - at the moment it is hard-coded (eg it never asks you to supply Intake Air!)