Srilania
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Everything posted by Srilania
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MechJeb 2 - Patch test bed release (October 10)
Srilania replied to sarbian's topic in KSP1 Mod Releases
no word on carreer mode compatability? not nagging, just curious as to the state of things. -
[0.22] Extraplanetary Launchpads Legacy Thread
Srilania replied to skykooler's topic in KSP1 Mod Releases
The smelter shape is not the issue, it's the attachment points. Often, it's not able to set right, it gets unstable, and parts fall off. Since the ore smelter is the same shape as the hexcans, I thought a simple model replace would do the job, and a similar one for making rocketparts. Or, one like the 3d printer for the orbital launchpad plugin, but turning ore to metal, and metal to rocketparts, instead of Kethane to rocketparts -
[0.22] Extraplanetary Launchpads Legacy Thread
Srilania replied to skykooler's topic in KSP1 Mod Releases
Ok, I see what you mean. I've tried the landing and making stuff. Rovers get stuck on the pad, and new ships, I crash into the surface. But, my point I am trying to make is that Orbital Construction plugin has a 3d printer that takes kethane, and transforms it into rocket parts. I know it's a simple modeling thing, not a major coding thing, but more parts like that would be helpful, since the current models for the smelter and rocket builder are difficult to manage on a planet. -
[0.22] Extraplanetary Launchpads Legacy Thread
Srilania replied to skykooler's topic in KSP1 Mod Releases
What parts spheres? I tried to land a setup with just the smelter, an ore drill, and the bare essentials to get it going. Also sent as a seperate craft, the refinery to turn metal to rocket parts. End results, crash crash crash, and the one time I could land without crashing? Would not drill me ore. I've tried to mod kethane drills, since kethane platforms seem to work landing, but I can't seem to get them working either to drill ore. I'm either missing something, or I'm just not smart enough to dope out a way to modify this to suit my needs. Mind you, I used to use the spherical launchpads, with the additional code that allowed the pad to drill, smelt, and refine. -
[0.22] Extraplanetary Launchpads Legacy Thread
Srilania replied to skykooler's topic in KSP1 Mod Releases
Well, I have been trying to dope out a way to make the hexcans do what I am talking about, but so far, it all fails, so there is something I am missing on determinging how to pull it into a coherent setup, as the current models are a bit hard to launch up, and every mobile launchpad I send down winds up not having enough parts, or when having enough parts, crashes badly. -
[0.22] Extraplanetary Launchpads Legacy Thread
Srilania replied to skykooler's topic in KSP1 Mod Releases
You need to OPEN the launchpad before you start using it. And BTW, still not had any response on the question I had, about just making a couple of Hexcans for the processing facilities, since there is a major headache getting the rest of it to the surface -
[0.22] Extraplanetary Launchpads Legacy Thread
Srilania replied to skykooler's topic in KSP1 Mod Releases
I have an idiot question here. Since the smelter is a hexagonal shape, but oddball attach points that make it a nightmare to build on, why not make the 2 odd shaped parts that make metal out of ore and rocket parts out of metals out of the Hexcans plugin? Since Hexcans has permission to use in other plugins, some simple retexturing work could be done to make them servicable. -
Fueled Adapters & "cones". Rocket & jet fueled Combo Pack.
Srilania replied to Dispatcher's topic in KSP1 Mod Releases
No, they do not add drag. they add MASS. A flat rocket and a coned rocket, if both weigh the exact same, both swill fly upwards at the same rate. Sure, if you add more mass behind the center of mass, it'll fly more stable. But, it has nothing to do with the shapes. Just mass. -
Fueled Adapters & "cones". Rocket & jet fueled Combo Pack.
Srilania replied to Dispatcher's topic in KSP1 Mod Releases
Not quite true. While KSP does calculate the mass, it does NOT calculate the aerodynamics. So, a flat topped rocket will fly jsut as fast as one with a bullet head. -
[0.22] Extraplanetary Launchpads Legacy Thread
Srilania replied to skykooler's topic in KSP1 Mod Releases
They're too large really. they need to at least be slimmed down, if not taken to about 25% of current size. -
[0.22] Extraplanetary Launchpads Legacy Thread
Srilania replied to skykooler's topic in KSP1 Mod Releases
It does not work at speeds greater than x100. Usually, with Kethane, I use about 6-12 on a ship, and run at x1000 or more. The issue is, the small one uses a 60 km range, and the one that reaches far out is so massive and large that you can't put more than 1 or 2 without making a supermassively huge probe ship. I'd bring the mass and size of the long range one down in line with the long range kethane scanners, and bring the small short range ones in line with the short range kethane scanners. -
[0.22] Extraplanetary Launchpads Legacy Thread
Srilania replied to skykooler's topic in KSP1 Mod Releases
Is there a smaller scanner that works from orbit? So far, it's either 60 KM, or the massive huge one that doesn't work well at higher speeds. -
[0.22] Extraplanetary Launchpads Legacy Thread
Srilania replied to skykooler's topic in KSP1 Mod Releases
Is it just me, or is the metal scanner that's able to actually work from orbit massively huge and not very easy to put more than one on it? -
[0.22] Extraplanetary Launchpads Legacy Thread
Srilania replied to skykooler's topic in KSP1 Mod Releases
anyone know if the sphericals or the hooligan's pads will wotk with this mod? I usually use a modded spherical, since it's small n cute and looks better than trying to fly up the Chrystler building -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
Srilania replied to Tiberion's topic in KSP1 Mod Releases
Yeah, same specs here, and about 6.4gb load, but that's with Second Life, SAM Broadcaster, Firestorm, and Windows Media Player all going too -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
Srilania replied to Tiberion's topic in KSP1 Mod Releases
for some weird reason, when I add this plugin, my KSP seems to crash to desktop as it loads. Removing the pplugin seems to clear the issue up. -
[0.22] Extraplanetary Launchpads Legacy Thread
Srilania replied to skykooler's topic in KSP1 Mod Releases
they'll reset the debug later. and for one folded like you're talking, use the runway instead of the launchpad. it folds like you want. otherwiase, use one of the other launchpad mods. -
[0.22] Extraplanetary Launchpads Legacy Thread
Srilania replied to skykooler's topic in KSP1 Mod Releases
Yes, the setup wpn't detect fuel not directly attached. most times. When KAS doesn't let it show, what you do is drop the fuel down to what it shows you having, then while the rocket sits on the launchpad, use a grabbable radial port and a winch connection to transfer fuel into the rocket. -
[0.22] Extraplanetary Launchpads Legacy Thread
Srilania replied to skykooler's topic in KSP1 Mod Releases
I used the sphericals with the addition of the code from the runway of the EL. But, if you'd rather stick with stock EL, you would be better off with using the runway over the launchpad, since the runway has a built in auger, smelter, and assembly, as well as scanner and map display. Personally, I'd think that most from the ground portable fabrication/launch facilities would have all of this built into the launchpad anyways, without the need to launch all these odd shaped and hard to land modules. -
where is the non gravity asteroids? I am not liking the gravity of this situation.