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[WIP Plugin] Extraplanetary Space Centers!


skykooler

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Few things about this...

Its a work in progress, kinda silly to complain about models of something still being worked on. Also, germalto's model, while nice, was big and didn't fold up. The Launchpad module can be put into any part, I like the blast shield from HL. Lastly, not everything HAS to be in a fairing, I honestly use fairings for maybe 1/2 my launches, they just get in the way the rest of the time. Also its a little far fetched that something capable of building/launching rockets would fit ready to go in any reasonable sized fairing.

Khaos, don't interpret as a complain, but as a constructive initiative. I know is under development. The thing about be able to put in a fairing, is better to have a one that fit in a big fairing, and think about to use or not, then to not even fit in. And Because a big part of the game is about to build, my sugestion is that you split in many parts as needed to be a contraction in space. so that way all will fit in fairings and will be more deligful and mission intensive to have a base to work.

Cheers and grate work.

(sorry my english)

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Answer how to fix this on page 17 of this thread. Try reading last few pages before you post.

Already did that and still face the space screen of death. I went as far to create a new game all together and same issue. The shutdown occurs when I place either kethane detector on my ship.

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One issue for me, I get zero fuel and oxidizer on launchpad, even if it has some fuel in the tanks used for landing, I also plugged inn an huge fuel tank with KAS, did the same with an rocket part module and it work nice. Yes this is solvable by filling the tanks at launchpad before liftoff.

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One issue for me, I get zero fuel and oxidizer on launchpad, even if it has some fuel in the tanks used for landing, I also plugged inn an huge fuel tank with KAS, did the same with an rocket part module and it work nice. Yes this is solvable by filling the tanks at launchpad before liftoff.

Are the tanks connected to the launchpad with fuel lines? It follows KSP's resource flow rules, so fuel tanks must be connected.

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Version 2.0 released!

Changelog:

  • Compatible with stock Kethane (version 0.6 or later)
  • New GUI, thanks to evilC
  • Added ability to partially fill ships if you don't have enough of a resource
  • Fixed missing texture on launchpad
  • Temporarily replaced glitchy ore and metal bin models with Hexcans
  • Fixed augur which was broken in v1.1

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New WIP launchpad under construction:

m5Qxj7w.gif

The piping is for small retro-rockets, to allow for an easier descent. The thing on the top is a crew capsule (well, someone's got to oversee the rocket launches), and the tanks provide a modest amount of onboard fuel, oxidizer and monopropellant storage. Certainly not enough to build a whole ship, but enough to land and/or launch a small miner.

The whole thing, when folded up, fits inside a 3m circle, so this one should be useable with fairings.

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New WIP launchpad under construction:

m5Qxj7w.gif

The piping is for small retro-rockets, to allow for an easier descent. The thing on the top is a crew capsule (well, someone's got to oversee the rocket launches), and the tanks provide a modest amount of onboard fuel, oxidizer and monopropellant storage. Certainly not enough to build a whole ship, but enough to land and/or launch a small miner.

The whole thing, when folded up, fits inside a 3m circle, so this one should be useable with fairings.

That is high quality!

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Ooh, nice work Skykooler, new launchpad looks awesome. Are you going to do a new runway as well? Also are new auger, smelter and storage parts in the works also? Is it possible/okay to use recolours of the kethane pack for those items?

Edit...Kerbals never did learn the art of origami with paper, instead they do it with rocket parts!

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I like this system. Can put on fairing, is compact and starting to be pretty and space base like.

I have a question, is it level the ground on inclinated terrain? That would be perfect.

But i still think would be great to launch 2, 3, 4 or 5 rockets with parts to build a full base, like the module is made of more the only one part.

So that way still a game of building stuff. But i'm not discarding the option of have this one as a smaller one like you suggest!

Cheers, great work SkyKooler!

Edited by Climberfx
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New Launchpad design looks amazing!!!

Looks like it will be much more functional for launches too, not just rockets, but I see no problems driving a rover off that thing. Though I'm curious as to where, if any, things can be attached to the new pad.

Outstanding job on v2, this already one of my favorite mods, and it looks like things are gonna get a lot better.

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Looking over the new pad animation, I couldn't help but wonder why it irked me when a folding platform from way back on page 3 of this thread didn't, and it just hit me, the folding parts on this new animation are wafer thin. Not to detract from the work put in here, it still looks amazing, just somehow it doesn't look rated to withstand the blast from a rocket taking off of it. Unless of course Jeb got Bill and Bob to backfill it with Mun-dirt when they landed it ;)

Edit... Germalto, are you ever going to release that version?

Edited by Gryphorim
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New Launchpad design looks amazing!!!

Looks like it will be much more functional for launches too, not just rockets, but I see no problems driving a rover off that thing. Though I'm curious as to where, if any, things can be attached to the new pad.

Outstanding job on v2, this already one of my favorite mods, and it looks like things are gonna get a lot better.

You won't be able to attach parts directly to it. However, if I can get this to work, there will be a built-in docking port on the back of the cockpit that can be docked to when the pad is unfolded.

Looking over the new pad animation, I couldn't help but wonder why it irked me when a folding platform from way back on page 3 of this thread didn't, and it just hit me, the folding parts on this new animation are wafer thin. Not to detract from the work put in here, it still looks amazing, just somehow it doesn't look rated to withstand the blast from a rocket taking off of it. Unless of course Jeb got Bill and Bob to backfill it with Mun-dirt when they landed it ;)

Edit... Germalto, are you ever going to release that version?

They are thin, but it's KSP after all; and unless you're on Eve, the rocket taking off will have much less thrust than on Kerbin. I see your point, but I don't think I could make it still fold up if it were thicker.

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You won't be able to attach parts directly to it. However, if I can get this to work, there will be a built-in docking port on the back of the cockpit that can be docked to when the pad is unfolded.

They are thin, but it's KSP after all; and unless you're on Eve, the rocket taking off will have much less thrust than on Kerbin. I see your point, but I don't think I could make it still fold up if it were thicker.

It would be useful to be able to stack on top of it as well as the bottom making it so you can drop it by skycrane, without that, I am not sure how I would deploy it flat on the ground.

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It would be useful to be able to stack on top of it as well as the bottom making it so you can drop it by skycrane, without that, I am not sure how I would deploy it flat on the ground.

It has built-in retrorockets.

3R5tR2h.png

Still tweaking their position and model, but that's the general idea.

But I probably will include a top node as well, for attaching parachutes to land on bodies with an atmosphere.

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I think it looks great. It not at all to thin either....who's to say it not some blast resistant carbon fiber, or hardened ceramics(like the kinds being used for armoring now-a-days). I think people take the 'realism' stuff a bit to far. Even pure stock KSP seems more built around whats probable and not realism.

I think your doing amazingly awesome work skykooler, you have a real vision for this, don't let the nay-sayers get to ya!!!!!

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It has built-in retrorockets.

3R5tR2h.png

Still tweaking their position and model, but that's the general idea.

But I probably will include a top node as well, for attaching parachutes to land on bodies with an atmosphere.

Or Hooligan Lab's patented air envelopes ;)

Great work, I can't wait to see it, no really, I don't think I am going to launch a new platform till it comes... :)

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So I've taken a crack at getting this to work in space, by sticking the EL launchpad module on the Orbital Construction SpaceDock Identifier. It can spawn ships just fine, in about the right place, but they get stuck at "ready to launch", and trying to stage won't launch them.

Anyone know what method to call to set a ship to launched?

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So I've taken a crack at getting this to work in space, by sticking the EL launchpad module on the Orbital Construction SpaceDock Identifier. It can spawn ships just fine, in about the right place, but they get stuck at "ready to launch", and trying to stage won't launch them.

Anyone know what method to call to set a ship to launched?

No idea, this is why I restricted it to ground only. Possibly it just requires the ship state to be changed to "FLIGHT", but I'm not sure.

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Hrm... This is annoying. I finally assembled everything legit and landed all the needed modules and started mining ore. However when i come back the next day my kethane and ore maps I scanned for are gone, replace with nothing and the ore deposit i was mining gone too. Very frustrating after taking so much effort to land there.

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