OdinYggd Posted June 12, 2013 Share Posted June 12, 2013 Orbital Consruction uses "spare parts" as a resource. So there should not be a conflict.Orbital Construction became non-functional with the release of KSP 0.17, as the anti-Kraken measures implemented at the time catastrophically broke the transporting mechanism it was using to move vessels. At the time I had tried to repair it without sucess, and the original author has since dissappeared. There will be no conflicts, as this plugin is designed for a much newer version than that was ever functional for.I am actually glad to see this working, as i had originally gotten into Orbital Construction precisely because I wanted this kind of capability. Currently putting a Kethane probe in Minimus orbit to scan overnight, tomorrow I'll build an actual base with a launch pad and kethane processing equipment. Link to comment Share on other sites More sharing options...
elfindreams Posted June 12, 2013 Share Posted June 12, 2013 (edited) Just for fun... what happens when you combine balloons and this mod... I will be editing it, annotating and putting it on youtube some time later tomorrow [i had already done so but youtube ate my video...] but thought I would share the raw vid now EDIT: youtube resurrected the annotated version... sort of youtube link is up annotations might or might not work... Edited June 12, 2013 by elfindreams Link to comment Share on other sites More sharing options...
Weatherman159 Posted June 12, 2013 Share Posted June 12, 2013 Orbital Construction became non-functional with the release of KSP 0.17, as the anti-Kraken measures implemented at the time catastrophically broke the transporting mechanism it was using to move vessels. At the time I had tried to repair it without sucess, and the original author has since dissappeared. There will be no conflicts, as this plugin is designed for a much newer version than that was ever functional for.I am actually glad to see this working, as i had originally gotten into Orbital Construction precisely because I wanted this kind of capability. Currently putting a Kethane probe in Minimus orbit to scan overnight, tomorrow I'll build an actual base with a launch pad and kethane processing equipment.Yeah, well, some awesome guy (evilC possibly) updated it to 0.20. So now we can have both. Link to comment Share on other sites More sharing options...
PringleMan Posted June 12, 2013 Share Posted June 12, 2013 by the way not sure if anyone has said this, but congrats on your official mention in the current weekly update.I am not sure if you remember skycooler, but you had be alpha test your original build. I am pleased to see you stuck with this. This is an incredible work of coding, and am proud to have helped even a tiny bit with it! Link to comment Share on other sites More sharing options...
The Destroyer Posted June 12, 2013 Share Posted June 12, 2013 look through your dev thread, someone made an awesome looking launchpad model with animation out of excitement but you weren't there at the time so the reply sank deep into the thread, i'll link it here if I find itEDIT: here I found it, probably a great a idea to work with this guyThat looks like a good model. Link to comment Share on other sites More sharing options...
DevilSlayerUno Posted June 12, 2013 Share Posted June 12, 2013 Great mod. Having a problem. I set up a rover-skycrane combo with a Kethane detector before setting up the launchpad on the Mun. As soon as the skycrane took off back into Mun orbit, everything exploded. A base with at least 7 kerbals (using the HOME Module from Bobcat) disapeared off the mun. No debris field. So I sent up a second one. As soon as the second skycrane was about 1000 meters away, the rover's physics went asdfghjkl and every part went in every direction. Not sure whats going on, but something with your mod and the original kethane mod is going crazy, or something with another mod is reacting with the others. Never had a problem with any mods not meshing together before. Link to comment Share on other sites More sharing options...
PringleMan Posted June 12, 2013 Share Posted June 12, 2013 That looks like a good model.It is a great model. I was looking forward to it being in game!Great mod. Having a problem. I set up a rover-skycrane combo with a Kethane detector before setting up the launchpad on the Mun. As soon as the skycrane took off back into Mun orbit, everything exploded. A base with at least 7 kerbals (using the HOME Module from Bobcat) disapeared off the mun. No debris field. So I sent up a second one. As soon as the second skycrane was about 1000 meters away, the rover's physics went asdfghjkl and every part went in every direction. Not sure whats going on, but something with your mod and the original kethane mod is going crazy, or something with another mod is reacting with the others. Never had a problem with any mods not meshing together before.Hit Alt-F12 before you launch and watch the debug log Link to comment Share on other sites More sharing options...
DevilSlayerUno Posted June 12, 2013 Share Posted June 12, 2013 It is a great model. I was looking forward to it being in game!Hit Alt-F12 before you launch and watch the debug logAnd that'll tell me what exactly? Link to comment Share on other sites More sharing options...
White Owl Posted June 12, 2013 Share Posted June 12, 2013 People talking about different models for the launchpad and runway... may I suggest you take a look at Hooligan Labs Portable Runways and Landing Pads? It looks to me like this guy has already made exactly what this mod needs. Maybe a collaboration could be possible? Link to comment Share on other sites More sharing options...
bman2232 Posted June 12, 2013 Share Posted June 12, 2013 i've always wanted this, but i thought of it as you choose where to launch, and there was a proper space center on every planet and moon. but otherwise good job. Link to comment Share on other sites More sharing options...
Bessy Posted June 12, 2013 Share Posted June 12, 2013 i just cried tears of happiness thank you so much :::::*O Link to comment Share on other sites More sharing options...
Astronomer Posted June 12, 2013 Share Posted June 12, 2013 look through your dev thread, someone made an awesome looking launchpad model with animation out of excitement but you weren't there at the time so the reply sank deep into the thread, i'll link it here if I find itEDIT: here I found it, probably a great a idea to work with this guySomeone.Please.Make this happen, it looks so good, it will totally do until this is officially in the stock game (a while). Link to comment Share on other sites More sharing options...
Flanders Posted June 12, 2013 Share Posted June 12, 2013 look through your dev thread, someone made an awesome looking launchpad model with animation out of excitement but you weren't there at the time so the reply sank deep into the thread, i'll link it here if I find itEDIT: here I found it, probably a great a idea to work with this guyThat is one nice looking launchpad!I think it should be a very heavy beast to put into orbit and land thou... Establishing a construction facility offworld should be hard! In my opinion: 50+ tonnes atleast!I haven't tested the mod yet, but 5 t for a mobile launchpad feels a bit too easy to move around. Link to comment Share on other sites More sharing options...
Hooligan Labs Posted June 12, 2013 Share Posted June 12, 2013 Hm, would my "shield" be a good deployable platform?http://kerbalspaceprogram.com/hl-portable-runways-and-landing-pads/ Link to comment Share on other sites More sharing options...
elfindreams Posted June 12, 2013 Share Posted June 12, 2013 Confirmed working with hooligans mods, the kerbal launching is in my iva cage and has an minisrb on the back.This was at ca 17km altitudeNice burning effect, would it be okey if i used it in my kerballog mod ?^^ WOuld give a nice warm feeling to itHaha i had forgotten about deadly re-entry plugin so the smelter got really hot really fast and well, there was some accidentsI just realized what these were screenshots of.... I posted a vid a bit later where i launched from atmo... how did you get everything to stay stable, I had a dickens of a time keeping the platform stable enough (the ships kept sliding off)? Also that green "pod" what mod is that? Same questions with the asteroids... I really like your airbase. Link to comment Share on other sites More sharing options...
skykooler Posted June 12, 2013 Author Share Posted June 12, 2013 Hm, would my "shield" be a good deployable platform?http://kerbalspaceprogram.com/hl-portable-runways-and-landing-pads/It would. But the origin faces the wrong way, meaning that if I try to use it I get this:It's kind of buried in the Mün. Link to comment Share on other sites More sharing options...
Hooligan Labs Posted June 12, 2013 Share Posted June 12, 2013 Ha! That is an easy enough fix. Can you share the code you used to put it on there? Link to comment Share on other sites More sharing options...
skykooler Posted June 12, 2013 Author Share Posted June 12, 2013 Ha! That is an easy enough fix. Can you share the code you used to put it on there?Sure! I just added this to the part.cfg:MODULE{name = ExLaunchPaddebug = true} Link to comment Share on other sites More sharing options...
Tinweasele Posted June 12, 2013 Share Posted June 12, 2013 im having an issue with the holder cans for ores and metals not having any texture mesh. Anyone else having this issue and how to fix it? Link to comment Share on other sites More sharing options...
KhaosCorp Posted June 12, 2013 Share Posted June 12, 2013 So now that I have everything working I am redoing my scan of Kerbin.A couple things I see, not so sure about...Map has only Yellow(I assume is ore) and white (I assume that's kethane now?)I'm wondering why the deposits seem so sparse? Even if everything on my map was green it would be about 1/2 the amount that's normaly on Kerbin with Kethane 0.5. Is that right? Or is it possible Im still having issues....Also a universal debug tool would be nice, as the kethane one does not work with your MMI.dll replacement....not sure if it would work for ore n such anyway? Having debug is nice for testing though. Link to comment Share on other sites More sharing options...
ahappydude Posted June 12, 2013 Share Posted June 12, 2013 Haha i also tried with the platforms, cool to hear you can fix it easy hoolligan ^^@ elfindreams The asteroid is from http://kerbalspaceprogram.com/20-asteroids-from-fasa-2/, the green dome is one of my unfinished products Hmm to make it stable i used asases(sounds like another word haha) and the strong ropes from http://forum.kerbalspaceprogram.com/showthread.php/27283-InfiniteDice-Strong-Struts-Pack-BONUS-SUPER-JETPACK-KSP-0-19-1 plugin Link to comment Share on other sites More sharing options...
gosnold Posted June 12, 2013 Share Posted June 12, 2013 Seems awesome, I just want to check if I got things right: when you click on load ship on the lauchpad, it should open a window or something even if it is in debug mode, right? Link to comment Share on other sites More sharing options...
Boamere Posted June 12, 2013 Share Posted June 12, 2013 Hey what if I have a save game, will the ore generate in my world? or do I need to do something for it to generate? Link to comment Share on other sites More sharing options...
skykooler Posted June 12, 2013 Author Share Posted June 12, 2013 Hey what if I have a save game, will the ore generate in my world? or do I need to do something for it to generate?You need to delete the kethane.cfg from your save folder. Link to comment Share on other sites More sharing options...
Boamere Posted June 12, 2013 Share Posted June 12, 2013 :confused:Thanks, also my game causes the world to disappear when I load with the parts on my ship Link to comment Share on other sites More sharing options...
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