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Farnsworth

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Everything posted by Farnsworth

  1. Thanks a lot, hope you enjoy it. Please report any bugs or suggestions you may have to improve it.
  2. Sphere Launchpads v 1.2 UPDATE: Now available, Spherical Launchpads with Ramps! Drive your rover or other landed vehicle down these accessible ramps to explore the surface as you like. We are proud to present our first product to be delivered to market on Kerbin. The Sphere launchpad is designed to be used with Skykooler's excellent "Extraplanetary Launchpads" modification for the current space program. If you plan on landing one of these on any other planet, or moon, we highly recommend adding a strudy base with connection points for other service vehicles required to operate the launchpad. To operate, simply right click and select deploy or shutdown to open or close the launchpad. Warning: Building vehicles on the launchpad while it is shielded (closed) will lead to many pretty explosions. We hope you enjoy this latest addition in getting kerbals as far away from Kerbin as possible. Please do not hesitate to advise us if this product does not perform as intended and a recall is required. Sincerely, The Staff of GNE ************************************************************************************************************ Licence: Please do not redistribute this work without the express permission of GNE staff. Please respect other's work. Copyright 2013 Download v1.2: http://www./?bu5hm3m53ux69gx Please feel free to report any bugs, comments, or crits. As this is my first part, there may be bugs I don't even know about. Thank you. Mun Opening Rovers Down Easy Ride
  3. Delete your "kethane.cfg" file from your "saves" folder. This has been mentioned many times, and is associated with the old Extraplanetary Launchpads modification.
  4. I will be uploading this weekend hopefully. I wanted to make sure I would not step on any toes by releasing a modified config file with the part, but after reading above, I see it should be fine. Oh, and the collider was broken, had to make a new one.
  5. All three of them are leaning because they are on weak Rovers. They work much better when built on a solid base.
  6. My first attempt at a part in KSP: A simple Launchpad concept. Starts as a sphere, and unfolds to reveal launchpad. Small, Medium, and Large. If anyone is interested, I will upload. Note: the rovers are not included in the part, just a quick build to move them around.
  7. Glad to hear you are still working on this. Just started with parts for KSP, so let me know if you want some help with modelling.
  8. Nice work! About the resource processing (I do not have Kethane 0.6), I am guessing we will have the choice of shipping rocket parts or mining ore, then processing to obtain them? I was in the process of making my first part for the smelter, but it could be used for something else, so I could help once it gets going. I also have scripted some stuff in the RAGE engine, but need to get familiar with unity/ksp. Thanks again. Great UI.
  9. I have laid them down on Eve, Duna, Minmus, and the Mun. Easiest way I have found is to attach 6 or 8 jet engines with radial decouplers along the base, and some mono on top of the tanks for RCS when dropping the lifter. Make sure to also have some thrusters on the launchpad itself. You can also open it before landing to land with a "+" instead of a "|" shape. They do not need to lay directly on the ground. You can attach wheels directly to the base and drive it around, or attach it to a base on wheels as some have done here. Oh, and they are not indestructible. I have destroyed at least 5 now when launching another ship from them, which means landing a new one. Hope it helps.
  10. Red - Yellow = Ore (low to high density) Green - White = Kethane (low to high density) Not sure about relative deposit density though. Thanks, that helps a lot. Does the auger not even mine then, or is it just the animation that is bugged? I can start and end the auger, it just does not move.
  11. EXTRAPLANETARY LAUNCHPADS + KETHANE 0.5 1. Delete "kethane.cfg" from any save folders you wish to use this with. 2. Delete all maps from GameData\Kethane\Plugins\PluginData\MMIKethane. (Not necessary but the modified dll will create new maps. Keep the old ones if you want to revert to original 0.5) 3. Replace "MMIKethane.dll" from Kethane folder with one included with this mod. 4. Profit? I have not been able to mine ore yet or have the animation for the auger work, but everything else does so far.
  12. Ok got it. To run this mod with Kethane 0.5 you must delete any current "kethane.cfg" files from your saves folder. The modified kethane.dll will create a new one when you load a kethane part. This will create a new random seed and deposit information. I am not certain whether this changes location, density, or both, so you may need to delete your map files from the plugin data folder as well. I am running a quick scan now to see how the map turns out. EDIT: It will create new maps for you, so you are better off deleting the old ones.
  13. Hah, I pulled half of my mods one by one before looking into this. The error has disappeared is what I was posting above, whereas in my previous post a page back when trying to load the deposit information I would receive a null reference error, it is now saving the deposit data. This is with all of my current mods in and runs smooth so far, only a new save. I can also load vehicles used in the troublesome save without error. I am not sure where the deposit data is stored though, I do not believe it is in the map files, so not sure how to fix it.
  14. Have you tried a new save? I believe it has something to do with the deposit information that is already stored as now my output log is as follows: [LOG 23:15:58.922] Generating software for Kerbin [LOG 23:15:58.928] Generating software for Mun [LOG 23:15:58.968] Generating software for Minmus [LOG 23:15:58.979] Generating software for Moho [LOG 23:15:58.992] Generating software for Eve [LOG 23:15:59.005] Generating software for Duna [LOG 23:15:59.020] Generating software for Ike [LOG 23:15:59.031] Generating software for Jool [LOG 23:15:59.046] Generating software for Laythe [LOG 23:15:59.058] Generating software for Vall [LOG 23:15:59.072] Generating software for Bop [LOG 23:15:59.084] Generating software for Tylo [LOG 23:15:59.099] Generating software for Gilly [LOG 23:15:59.114] Generating software for Pol [LOG 23:15:59.127] Generating software for Dres [LOG 23:15:59.139] Generating software for Eeloo [WRN 23:15:59.152] Kethane deposits loaded (249ms) [LOG 23:15:59.232] Generating software for Sun [LOG 23:15:59.246] Generating software for Kerbin [LOG 23:15:59.251] Generating software for Mun [LOG 23:15:59.292] Generating software for Minmus [LOG 23:15:59.303] Generating software for Moho [LOG 23:15:59.316] Generating software for Eve [LOG 23:15:59.329] Generating software for Duna [LOG 23:15:59.344] Generating software for Ike [LOG 23:15:59.356] Generating software for Jool [LOG 23:15:59.370] Generating software for Laythe [LOG 23:15:59.382] Generating software for Vall [LOG 23:15:59.396] Generating software for Bop [LOG 23:15:59.408] Generating software for Tylo [LOG 23:15:59.423] Generating software for Gilly [LOG 23:15:59.438] Generating software for Pol [LOG 23:15:59.451] Generating software for Dres [LOG 23:15:59.463] Generating software for Eeloo [WRN 23:15:59.477] Kethane deposits loaded (249ms) So in theory, if we can delete this information from our current save, it should work properly. EDIT: But your current maps will be useless of course.
  15. Skykooler has stated repeatedly in this thread and the release one that the current model is a placeholder until a better one is made.
  16. Aviation Lights Home Quantum Struts Quantum Fuel (Not in use yet) Crew Manifest Damned Robotics (Infernal fix) KAS Kethane KW Rocket Mechjeb Protractor Chatterer Subassembly Loader UDK structural parts Omni Wheels Orbital Construction Novapunch I think that is all of them. Edit: New install, no lag. Will post if I find conflict.
  17. Same result here. I seem to get major lag instead of a total freeze though. This is coming up in the KSP log, not sure if it is related to this mod or not: [LOG 21:08:25.657] Generating software for Sun [LOG 21:08:25.673] Generating software for Kerbin [LOG 21:08:25.678] Generating software for Mun [LOG 21:08:25.712] Generating software for Minmus [LOG 21:08:25.724] Generating software for Moho [LOG 21:08:25.739] Generating software for Eve [LOG 21:08:25.752] Generating software for Duna [LOG 21:08:25.765] Generating software for Ike [LOG 21:08:25.778] Generating software for Jool [LOG 21:08:25.790] Generating software for Laythe [LOG 21:08:25.804] Generating software for Vall [LOG 21:08:25.817] Generating software for Bop [LOG 21:08:25.829] Generating software for Tylo [LOG 21:08:25.842] Generating software for Gilly [LOG 21:08:25.855] Generating software for Pol [LOG 21:08:25.868] Generating software for Dres [LOG 21:08:25.879] Generating software for Eeloo [EXC 21:08:25.892] ArgumentNullException: Argument cannot be null. Parameter name: s [LOG 21:08:25.908] Generating software for Sun [LOG 21:08:25.923] Generating software for Kerbin [LOG 21:08:25.929] Generating software for Mun [LOG 21:08:25.962] Generating software for Minmus [LOG 21:08:25.975] Generating software for Moho [LOG 21:08:25.989] Generating software for Eve [LOG 21:08:26.003] Generating software for Duna [LOG 21:08:26.016] Generating software for Ike [LOG 21:08:26.028] Generating software for Jool [LOG 21:08:26.041] Generating software for Laythe [LOG 21:08:26.054] Generating software for Vall [LOG 21:08:26.068] Generating software for Bop [LOG 21:08:26.079] Generating software for Tylo [LOG 21:08:26.092] Generating software for Gilly [LOG 21:08:26.105] Generating software for Pol [LOG 21:08:26.118] Generating software for Dres [LOG 21:08:26.129] Generating software for Eeloo [EXC 21:08:26.143] ArgumentNullException: Argument cannot be null. Parameter name: s [LOG 21:08:26.148] Generating software for Sun
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