tryrar Posted July 19, 2013 Share Posted July 19, 2013 Man, I'm having real difficulty in getting the smelter to the Mun. Any tips? Link to comment Share on other sites More sharing options...
Benie Posted July 21, 2013 Share Posted July 21, 2013 (edited) Hey guys. Is there anyway possible to make RocketParts, not a requirement, yet the other stuff can?The reason I'm asking, I've been OK with the requirement, but not with this future Laythe base I'm planning. It sinks (not completely, but still), when I have full standard size containers.I'm hoping there's a way to remove the requirement for RocketParts. Or at least "//" it in a .cfg file.EDIT: Looks like I just answered my own question; the resource is hard coded. There's no way to disable it via .cfg files. I "can't cheat my way out of this". Edited July 21, 2013 by Benie Link to comment Share on other sites More sharing options...
Berserker66 Posted July 21, 2013 Share Posted July 21, 2013 Man, I'm having real difficulty in getting the smelter to the Mun. Any tips?Add more rocket. Link to comment Share on other sites More sharing options...
taniwha Posted July 21, 2013 Share Posted July 21, 2013 Benie: it's not meant to be easy, only possible. However, the unit capacities of the EPL parts is bogus: they're about 40x too high. I edited my config files such that the large hex cans have about 5t of resource (I made them vary a little based on relative densities) as a large hexcan can hold only about one cubic meter.tryrar: I had little trouble getting my 55t miner/smelter/parts factory (on tracks) to Minums (except for two minor issues). I used Orbital Construction to build it in orbit around Minmus and then used a heavy tug I had floating around to get it down (getting the required resources out there was a bit of fun, though).The two minor issues: 1) Orbital Construction uses SpareParts rather than RocketParts (I hacked the SpaceDock part to act as a converter). 2) It seems Orbital Construction messes up struts and fuel lines of orbiting craft (and sometimes landed) as it scans them for the dock. Link to comment Share on other sites More sharing options...
tryrar Posted July 21, 2013 Share Posted July 21, 2013 (edited) Well, my main issues are that for some odd reason, even if I have everything as symmetrical as possible the center of thrust on my final stage(the one with the smelter rover) is off-center from my center of mass. Even if I use liquid barite to balance, the COM shifts as tanks empty, leading to unplanned tailspins and loops that use up all my mon trying to keep on track Of course, this is on top of the usual random unplanned disassembly problems with booster stages Edited July 21, 2013 by tryrar Link to comment Share on other sites More sharing options...
magnemoe Posted July 21, 2013 Share Posted July 21, 2013 Well, my main issues are that for some odd reason, even if I have everything as symmetrical as possible the center of thrust on my final stage(the one with the smelter rover) is off-center from my center of mass. Even if I use liquid barite to balance, the COM shifts as tanks empty, leading to unplanned tailspins and loops that use up all my mon trying to keep on track Of course, this is on top of the usual random unplanned disassembly problems with booster stages One option is to not make the smelter an rover but an simple lander, put fuel tanks and the small orange radial boosters on both end, as the ore deposits contains plenty of ore and the kethane deposits only holds 4-8 tanks with fuel it make sense to put the launchpad and smelter up as permanent structures, you only has to get it close to the launchpad once. Link to comment Share on other sites More sharing options...
tryrar Posted July 22, 2013 Share Posted July 22, 2013 Tried that, still too unstable to land. Dunno WTF is happening, so I'm just waiting for .21 and the SAS updates to see if that helps Link to comment Share on other sites More sharing options...
KhaosCorp Posted July 22, 2013 Share Posted July 22, 2013 How are you trying to land it? I honestly don't understand why there is such an issue with the smelter. It is no harder to land than a Jumbo64, easyer actually since the smelter weights alot less. Yall know it does not have to laid on the ground long way to operate. You can land it verticaly and it works just fine.Also, it takes about 5 seconds to add the smelter functionality to any other part. Link to comment Share on other sites More sharing options...
taniwha Posted July 22, 2013 Share Posted July 22, 2013 I had absolutely no trouble landing my smelter/workshop rover on Minmus. I did, however, build it in Minmus orbit. The ship used to land the rover is one I had floating around from when I built my LKO station. Link to comment Share on other sites More sharing options...
Benie Posted July 23, 2013 Share Posted July 23, 2013 Benie: it's not meant to be easy, only possible. If it's possible, I'd like to know how. As long as it doesn't mean coding, since I know nothing about that.I would assume a script to override it. Link to comment Share on other sites More sharing options...
taniwha Posted July 23, 2013 Share Posted July 23, 2013 Benie: I meant that building ships off Kerbin is not meant to be easy, only possible. The goal of EPL isn't to give you a second KSC, but rather to give your kerbals something to do once they get to another body. Mine ore, covert to metal and then rocket parts, then build ships. Mine kethane, fuel those ships. Link to comment Share on other sites More sharing options...
Benie Posted July 23, 2013 Share Posted July 23, 2013 (edited) Oh, I was thinking you mean that it was possible to change the RocketParts resource to something else, or remove it.Looks like it's impossible. A shame. Oh well. Edited July 23, 2013 by Benie Link to comment Share on other sites More sharing options...
Crater Posted July 23, 2013 Share Posted July 23, 2013 Oh, I was thinking you mean that it was possible to change the RocketParts resource to something else, or remove it.Looks like it's impossible. A shame. Oh well.Benie, it sounds like all you want is for the weight of your rocket part storage to not sink a floating base.In that case, the most direct fix would be for you to edit the file atGameData\Extraplanetary Launchpads\Resources\ExtraSpaceCenters.cfgand look for the RocketParts definition - it should beRESOURCE_DEFINITION{ name = RocketParts density = 1 flowMode = ALL_VESSEL transfer = PUMP}Edit the density line to readdensity = 0.0001and suddenly your parts will have miniscule mass, so their weight shouldn't sink your base any more. Link to comment Share on other sites More sharing options...
Benie Posted July 23, 2013 Share Posted July 23, 2013 (edited) I'm going to test that right away. I pray this works.Edit: Oh thank you...thank you!! This is exactly what I needed! You are a plansaver. Edited July 23, 2013 by Benie Link to comment Share on other sites More sharing options...
Crater Posted July 23, 2013 Share Posted July 23, 2013 I'm going to test that right away. I pray this works.Edit: Oh thank you...thank you!! This is exactly what I needed! You are a plansaver. Glad it helped. Bear in mind that since the EL addon uses the KethaneConverter module, which is mass-efficiency based rather than unit-count based, that edit will also mean that you get a lot more RocketParts from your metal. Link to comment Share on other sites More sharing options...
Benie Posted July 23, 2013 Share Posted July 23, 2013 Well, I use HyperEdit to fill up the capsules. Don't use Kethane. I know very little how that mod works. Link to comment Share on other sites More sharing options...
Boamere Posted July 23, 2013 Share Posted July 23, 2013 Use kethane, its really easy to understand noobletOh and : Stop cheating it makes the game boring Link to comment Share on other sites More sharing options...
Grease1991 Posted July 23, 2013 Share Posted July 23, 2013 Forgive me if this is somewhere else on this forum or on the other orbital construction forum but is there a way make the oc mod work like this as in needing to gather the resources for the ship including fuel, vs just sending "spare parts" to the dock, i may have skipped over the page that says different but EPL does not work in space (even if i had stuff to make it work in space resource wise) Link to comment Share on other sites More sharing options...
Benie Posted July 23, 2013 Share Posted July 23, 2013 Oh and : Stop cheating it makes the game boring We all have our own playstyle. Mine, is to cheat my way to victory. And I actually enjoy the game by doing so. That is what matters. Now let's get off this topic and move on. Thanks. Link to comment Share on other sites More sharing options...
Grease1991 Posted July 23, 2013 Share Posted July 23, 2013 (edited) (if this shows up twice im sorry) but is there a way that i can make OC (orbital constructor work like this. in that it uses the "rocket parts" and requires the fuel and other resources. cause last time i check EPL does not work in orbit.Edit:Is there anything i can change to make the Launch pad work in orbit or does it need to not be moving in order to work. (at this time the GUI just flashes for a sec and i cant do anything.) (works on the ground)cause assuming i can get the resourses up to the Launchpad (while its in orbit) i dont understand why it wouldnt work. Edited July 24, 2013 by Grease1991 Link to comment Share on other sites More sharing options...
Benie Posted July 24, 2013 Share Posted July 24, 2013 I was hoping EL would work for my floating Laythe base. Unfortunately, what I build just floats in suspended air right over the launchpad.I'm forced to put the base on the shoreline. Meh. Well, I'll still make it work. Link to comment Share on other sites More sharing options...
Hooligan Labs Posted July 24, 2013 Share Posted July 24, 2013 It is probably that cursed requirement that KSP has, ships must touch the ground or water before they can launch. Link to comment Share on other sites More sharing options...
SOLIDninja Posted July 25, 2013 Share Posted July 25, 2013 Looks like .21 update broke the UI? Link to comment Share on other sites More sharing options...
skykooler Posted July 25, 2013 Author Share Posted July 25, 2013 Looks like .21 update broke the UI?OMG 0.21 has been released?? Link to comment Share on other sites More sharing options...
SOLIDninja Posted July 25, 2013 Share Posted July 25, 2013 OMG 0.21 has been released??Yepyep!!Yay the OP replied to me really quickly!! You rock man!! I'm about to do a quick test to see if a new ship with the runway will work or not - but ksp is crashing with my mods when i go to launch ships more than often after the new update =( Link to comment Share on other sites More sharing options...
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