

skykooler
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Everything posted by skykooler
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[0.22] Extraplanetary Launchpads Legacy Thread
skykooler replied to skykooler's topic in KSP1 Mod Releases
Did you replace the .dll with the 0.21 version? -
[WIP Plugin] Extraplanetary Space Centers!
skykooler replied to skykooler's topic in KSP1 Mod Development
A magnetometer will be the short-range detector, which you'd put on probes or landers. -
[WIP Plugin] Extraplanetary Space Centers!
skykooler replied to skykooler's topic in KSP1 Mod Development
So, I've been working on the large detector. The main problem I had was to figure out how to make it realistic. What do you detect ore from space with? Kethane is liquid or gaseous, so it makes sense that there would be something in the air that you could see with a spectrometer or something, but how do you detect ore? Well, ore is dense; denser than plain rock. So, you need a way to detect extra-dense rock from space. My solution is based on NASA's GRACE mission, which detects gravitational anomalies using two satellites some distance apart. As the first satellite approaches a mass concentration, it speeds up due to the extra gravity, and there is a sensitive laser measuring the distance between them. Because KSP doesn't have a simple way to deal with multiple satellites, my detector instead has a mirror (made out of hexagons, like that of the JWST) on a tether that is extended in space; the mirror is unfolded and a laser calculates the distance. -
[WIP Plugin] Extraplanetary Space Centers!
skykooler replied to skykooler's topic in KSP1 Mod Development
I've isolated the exploding issue; for some reason it is spawning two copies of the same ship, which intersect with each other and therefore explode. I'm still trying to figure out whether this is because of the button being triggered multiple times or some loop I missed, but I have found that you can launch things without exploding, although maybe only like 3 times out of 10 (this may depend on your framerate). -
[0.22] Extraplanetary Launchpads Legacy Thread
skykooler replied to skykooler's topic in KSP1 Mod Releases
Yes, they are. I post things like that in the development thread. -
[0.22] Extraplanetary Launchpads Legacy Thread
skykooler replied to skykooler's topic in KSP1 Mod Releases
Thank you! No, I don't; it becomes complicated sorting out which things to recycle and which not to. However, if you right-click on a probe and click "Rename vessel", I believe you can mark it as debris. -
You could EVA the Kerbals and then go to the space center to end it.
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[WIP Plugin] Extraplanetary Space Centers!
skykooler replied to skykooler's topic in KSP1 Mod Development
...What long loading times? 0.21 starts up faster for me than 0.20 did. There were several things that changed in the last commit besides the "debug mode" flag. If you absolutely need an 0.20 version, you can clone an earlier version off of Github and paste in the debug mode lines. -
[0.22] Extraplanetary Launchpads Legacy Thread
skykooler replied to skykooler's topic in KSP1 Mod Releases
Instructions are in the post above yours. It will recycle anything that's "debris". It will not recycle probes, landers, or anything else. EPL is released under the GPLv3, which I keep forgetting to put in the .zip. Thanks for reminding me, I'll add that for next release. -
[WIP Plugin] Extraplanetary Space Centers!
skykooler replied to skykooler's topic in KSP1 Mod Development
And here's a preview of me testing retro-rockets on the new launchpad (which will be included in v3): -
[WIP Plugin] Extraplanetary Space Centers!
skykooler replied to skykooler's topic in KSP1 Mod Development
Updated plugin for 0.21. -
[0.22] Extraplanetary Launchpads Legacy Thread
skykooler replied to skykooler's topic in KSP1 Mod Releases
Extraplanetary Launchpads v2.1 patch released! Download here. Changelog: 0.21 support (thanks to taniwha) Don't "magically" spawn Kerbals (ditto) Added "Recycler" module Fixed SolidFuel mass so that you don't need 100 tons of rocketparts for one booster anymore Re-enabled debug mode! This is just the .dll. Replace the .dll in v2 with this one and it should work. I will put together a proper release once I finish fixing the part-related problems. What did not make it into this release: Augur fix - this will be added soon New launchpad - it's mostly working, but has a slight game-breaking bug in that it seems to detonate 9 out of 10 ships I load on it. I'm investigating this. Ore detectors - currently that functionality is bundled into the launchpad, but I am working on a short-range and a long-range detector part. Fixed fuel routing - because I forgot to get around to that by this release. I don't plan on adding auto-levelling, since that's a bit outside the scope of this mod. However, you can use launch clamps on your rockets to keep them from falling over, and then recycle them afterward. How to add the Recycler module to your parts: Add the following code: MODULE { name = Recycler } to any part that you want to be able to recycle debris with. To recycle debris, make sure you are within 50 meters, and then select "Recycle debris" in the right-click menu. -
[0.22] Extraplanetary Launchpads Legacy Thread
skykooler replied to skykooler's topic in KSP1 Mod Releases
Yes. And, yes, I did just say this. I just re-enabled debug mode in my testing branch, and hopefully I can release v2.1 with debug mode and 0.21 support tonight. -
[0.22] Extraplanetary Launchpads Legacy Thread
skykooler replied to skykooler's topic in KSP1 Mod Releases
I do have the free version, and parttools 0.20. Interestingly, my models are loading in 0.21, although they still don't in 0.20, so this looks like it is no longer an issue. The current launchpad is a placeholder; I am working on a much better one, which includes such things as sloped sides, retrorockets for easy landing, and a shape that will fit on a rocket without looking insane. -
[0.22] Extraplanetary Launchpads Legacy Thread
skykooler replied to skykooler's topic in KSP1 Mod Releases
Ok, here's the current status everyone: I have finally got a chance to download 0.21.1, and am testing with it. I have committed taniwha's changes; I'm glad that 0.21 allows me to basically sidestep the crew issue! Note that now you might want to build launch towers for Laythe bases, so your kerbals have a way to get into the capsule. I have a few more changes I need to complete before I release version 2.1, including debug mode, and (hopefully) a fix for fuel tanks so you don't need fuel lines anymore. The augur won't be fixed in this release, because my Unity is still broken and so I can't export any models. Hopefully I can fix that this week. -
You couldn't pull that diagram off in KSP; the periapsis for the first gravity assist is in the wrong place!
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[WIP Plugin] Extraplanetary Space Centers!
skykooler replied to skykooler's topic in KSP1 Mod Development
Well, you will either need some way of providing the resource at the launchpad, or you will need to launch your ship with empty tanks. -
[WIP Plugin] Extraplanetary Space Centers!
skykooler replied to skykooler's topic in KSP1 Mod Development
They are stuck in a state of limbo. I've got the modelling done, imported into Unity and everything, but my copy of Unity is no longer exporting models that KSP can read, and nobody I've talked to has any idea why. I've sort of given up for the time being, because I have no idea how to get it working again. -
[WIP Plugin] Extraplanetary Space Centers!
skykooler replied to skykooler's topic in KSP1 Mod Development
Are they stock ships or modded ones? Could you post the .craft files? -
I think they've had trees since at least 0.14 judging by Danny's videos; someone who has played earlier versions can update on those.
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[0.22] Extraplanetary Launchpads Legacy Thread
skykooler replied to skykooler's topic in KSP1 Mod Releases
OMG 0.21 has been released?? -
Planet Ideas And Names For The Future Of Kerbal Space Program
skykooler replied to Dead Pixel's topic in KSP1 Discussion
I for one am really looking forward to Fonso. And how is that unrealistic? Compare Iapetus for example, which has a ring of 30-km tall mountains at the equator. Also, all extra-solar rocky planets we've found are several times as big as Earth; I don't see why this would be considered "gimmicky". -
I might be able to make the plugin for you, if you're interested. But I won't be able to work on it for a week or so.
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Ooh, this would be awesome if it lets you change the KSP time - so you could go backward or forward in time.
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I've done Mün flights before, but this was my first attempt to fly strictly based on the Apollo mission: three-stage rocket, command module, two-stage landing module, no radial boosters. Basically, this was my initial flight plan: Get into LKO Transfer to Mün Land on Mun Return to command module Ditch LEM and return home What my flight plan ended up being was this: Run out of fuel on the way to orbit Re-dock command module with LEM on suborbital trajectory Run out of fuel again during transfer to Mün "Borrow" some fuel from the LEM to complete Münar injection Run out of fuel again during circularization Get into an elliptical orbit with RCS Fly LEM down to surface Land badly, breaking off RCS tanks and docking port EVA on Mün! Take off from Mün. Run out of fuel. Again. EVA both Kerbals into orbit Realize I forgot to plant a flag on the Mün Realize the CM has no fuel or RCS left Give up, and send giant asparagus-staged rescue ship to retrieve everyone.