ItchyBrother Posted February 24 Share Posted February 24 First off, I just want to say how much I love this mod! It’s my go-to for launches, and the level of detail and functionality you’ve put into it is outstanding. I’ve been exploring kOS and would love to integrate some of the launch pad features into my scripts. Most of the interactions work well, but I haven’t been able to trigger the fueling options via kOS. I was wondering if there’s any way to make this accessible or if there are plans to support this functionality in the future? I’d really appreciate any insights you can share. Thanks again for all your hard work on this incredible mod! I have used this code without any success of finding a way to start the fueling process. FUNCTION testGenerators { SET basePart TO SHIP:PARTSNAMED("AM.MLP.FlatLaunchBaseSmall")[0]. PRINT "Testing " + basePart:NAME + " (" + basePart:TYPENAME + ")". LOCAL genCount IS 0. FOR moduleName IN basePart:ALLMODULES { IF moduleName = "ModuleGenerator" { SET genCount TO genCount + 1. SET genModule TO basePart:GETMODULE(moduleName). PRINT "Generator " + genCount + ": ". PRINT " Events: " + genModule:ALLEVENTNAMES:JOIN(", "). PRINT " Actions: " + genModule:ALLACTIONNAMES:JOIN(", "). IF genModule:ALLACTIONNAMES:CONTAINS("activate generator") { genModule:DOACTION("activate generator", TRUE). PRINT " Activated generator " + genCount. WAIT 1. // Brief pause to let it settle PRINT " New Events: " + genModule:ALLEVENTNAMES:JOIN(", "). PRINT " New Actions: " + genModule:ALLACTIONNAMES:JOIN(", "). } ELSE { PRINT " No activate action—already active or unavailable.". } } } } Quote Link to comment Share on other sites More sharing options...
AlphaMensae Posted February 24 Author Share Posted February 24 On 2/24/2025 at 8:57 PM, ItchyBrother said: First off, I just want to say how much I love this mod! It’s my go-to for launches, and the level of detail and functionality you’ve put into it is outstanding. I’ve been exploring kOS and would love to integrate some of the launch pad features into my scripts. Most of the interactions work well, but I haven’t been able to trigger the fueling options via kOS. I was wondering if there’s any way to make this accessible or if there are plans to support this functionality in the future? I’d really appreciate any insights you can share. Thanks again for all your hard work on this incredible mod! I have used this code without any success of finding a way to start the fueling process. Expand Sorry, I'm not the one to ask about kOS, I don't use it and barely know anything about it. I would say that fueling a rocket is a pre-flight thing, and not something that needs to be automated. Quote Link to comment Share on other sites More sharing options...
ItchyBrother Posted February 25 Share Posted February 25 On 2/24/2025 at 9:33 PM, AlphaMensae said: Sorry, I'm not the one to ask about kOS, I don't use it and barely know anything about it. I would say that fueling a rocket is a pre-flight thing, and not something that needs to be automated. Expand It isn't so much about kOS I believe, than trying to find, for lack of a better word, how you are using the pad fueling option. For example, if I right click on the Flat Launch Base 2 there are two Generators. One marked Generator:EC and the other Generator that give an option to Start/Stop Fueling. How are you implementing the fueling option or are you? - Maybe something else is?! Quote Link to comment Share on other sites More sharing options...
AlphaMensae Posted February 25 Author Share Posted February 25 On 2/25/2025 at 2:03 AM, ItchyBrother said: It isn't so much about kOS I believe, than trying to find, for lack of a better word, how you are using the pad fueling option. For example, if I right click on the Flat Launch Base 2 there are two Generators. One marked Generator:EC and the other Generator that give an option to Start/Stop Fueling. How are you implementing the fueling option or are you? - Maybe something else is?! Expand Oh, it's two ModuleGenerator part modules. One outputs the resource ElectricCharge, the other various fuel resources: MODULE { name = ModuleGenerator isAlwaysActive = false OUTPUT_RESOURCE { name = ElectricCharge rate = 100 } } MODULE { name = ModuleGenerator isAlwaysActive = false requiresAllinputs = false resourceThreshold = 0.001 activateGUIName = Start Fueling shutdownGUIName = Stop Fueling OUTPUT_RESOURCE { name = LiquidFuel rate = 36 } OUTPUT_RESOURCE { name = Oxidizer rate = 44 } OUTPUT_RESOURCE { name = MonoPropellant rate = 5 } OUTPUT_RESOURCE:NEEDS[CommunityResourcePack] { name = LqdHydrogen rate = 165 // 11 * 15 } OUTPUT_RESOURCE:NEEDS[CommunityResourcePack] { name = LqdMethane rate = 165 // 11 * 15 } } Quote Link to comment Share on other sites More sharing options...
ItchyBrother Posted February 27 Share Posted February 27 Thank you, this pointed me in the right direction. I don't know why I did think to look at the part config. At any rate I was able to use MM (Module Manager) to modify the config to give control to kOS for fueling, etc.... now other than having to click I can watch it launch like in real life. Again, beautiful mod, love it and look forward to more of your work! Quote Link to comment Share on other sites More sharing options...
DriftNasty Posted March 7 Share Posted March 7 In this mod, can you enter the crew elevator from the outside on EVA? Quote Link to comment Share on other sites More sharing options...
AlphaMensae Posted March 7 Author Share Posted March 7 On 3/7/2025 at 7:44 PM, DriftNasty said: In this mod, can you enter the crew elevator from the outside on EVA? Expand Yes, there's a hatch on the elevator cars, and the elevator towers have crew capacity, so they can be boarded like any crew capsule. Quote Link to comment Share on other sites More sharing options...
DriftNasty Posted March 7 Share Posted March 7 Thanks, I was looking for something like that for my moon base that I built with Kerbal Konstructs. Quote Link to comment Share on other sites More sharing options...
k4 administraitor Posted March 8 Share Posted March 8 (edited) which launchpad did you use for soyuz fotos:https://imgur.com/bULlN5e Edited March 8 by k4 administraitor Quote Link to comment Share on other sites More sharing options...
AlphaMensae Posted March 8 Author Share Posted March 8 On 3/8/2025 at 9:33 AM, k4 administraitor said: which launchpad did you use for soyuz fotos:https://imgur.com/bULlN5e Expand The Soyuz Launch Base and associated accessories. All are found in the Soyuz Launch Base subcategory of the Modular Launch Pads stock custom category. They are in the CCK categoey too, but that doesn't have subcategories. Quote Link to comment Share on other sites More sharing options...
k4 administraitor Posted March 8 Share Posted March 8 im mean which kerbal konstructs pad Quote Link to comment Share on other sites More sharing options...
AlphaMensae Posted March 8 Author Share Posted March 8 On 3/8/2025 at 2:41 PM, k4 administraitor said: im mean which kerbal konstructs pad Expand Oh, sorry. Those are @Zorg screenshots, and I don't know what was used. Quote Link to comment Share on other sites More sharing options...
Zorg Posted March 8 Share Posted March 8 On 3/8/2025 at 2:41 PM, k4 administraitor said: im mean which kerbal konstructs pad Expand Those were from KSC extended if I remember correctly. Those are all US launch pads. Quote Link to comment Share on other sites More sharing options...
k4 administraitor Posted March 8 Share Posted March 8 yeah i know that those were all us pads. Quote Link to comment Share on other sites More sharing options...
Richmountain112 Posted March 14 Share Posted March 14 On 3/7/2025 at 8:17 PM, AlphaMensae said: Yes, there's a hatch on the elevator cars, and the elevator towers have crew capacity, so they can be boarded like any crew capsule. Expand Now how do I prevent launch towers from housing stranded Kerbals in rescue contracts? Quote Link to comment Share on other sites More sharing options...
AlphaMensae Posted March 14 Author Share Posted March 14 On 3/14/2025 at 3:43 AM, Richmountain112 said: Now how do I prevent launch towers from housing stranded Kerbals in rescue contracts? Expand There's this, should still work: Quote Link to comment Share on other sites More sharing options...
Richmountain112 Posted March 14 Share Posted March 14 (edited) On 3/14/2025 at 11:06 AM, AlphaMensae said: There's this, should still work: Expand Does it still work in 1.12.5? Thank you btw. Edited March 15 by Richmountain112 Quote Link to comment Share on other sites More sharing options...
Chevronie Posted March 16 Share Posted March 16 is there/ could there be functionality for the swing arms to swing the other way when staged? its funny watching the swing arms swing directly into the rocket sometimes. then again, i could just switch them to the other side... Quote Link to comment Share on other sites More sharing options...
AlphaMensae Posted March 16 Author Share Posted March 16 On 3/16/2025 at 12:27 AM, Chevronie said: is there/ could there be functionality for the swing arms to swing the other way when staged? its funny watching the swing arms swing directly into the rocket sometimes. then again, i could just switch them to the other side... Expand You'll have to use an action group for the launch if you want them to swing the other way, as staged animation can only use one animation, which is set at the default swing direction. Quote Link to comment Share on other sites More sharing options...
Chevronie Posted March 16 Share Posted March 16 On 3/16/2025 at 1:18 AM, AlphaMensae said: You'll have to use an action group for the launch if you want them to swing the other way, as staged animation can only use one animation, which is set at the default swing direction. Expand i see. thanks for the response Quote Link to comment Share on other sites More sharing options...
AlphaMensae Posted Monday at 11:41 PM Author Share Posted Monday at 11:41 PM Ok, I finally got around to the issue with the Small General Launch Base, it was the colliders for the leg option. I just removed them and moved the legs up so they match the height of the wheels. The fixed version is 2.8.1 and is now available. Quote Link to comment Share on other sites More sharing options...
towermom9 Posted Wednesday at 06:17 PM Share Posted Wednesday at 06:17 PM @AlphaMensae please take a look of this: https://github.com/AlphaMensae/Modular-Launch-Pads/pull/28 thanks in advance!!! Quote Link to comment Share on other sites More sharing options...
Spike88 Posted Wednesday at 06:49 PM Share Posted Wednesday at 06:49 PM (edited) On 3/19/2025 at 6:17 PM, towermom9 said: @AlphaMensae please take a look of this: https://github.com/AlphaMensae/Modular-Launch-Pads/pull/28 thanks in advance!!! Expand I uninstalled VABO for this reason, if this fixes it, that would be great. @towermom9: You could post your fix as its own mod if you wanted. Edited Friday at 11:54 PM by Spike88 Quote Link to comment Share on other sites More sharing options...
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