Zaeo Posted July 25, 2013 Share Posted July 25, 2013 Good luck in the .21 upgrade, I'll be waiting patiently! Link to comment Share on other sites More sharing options...
AtilaElari Posted July 25, 2013 Share Posted July 25, 2013 I'm not sure if this question wasn't raised before. I'm sorry if it was.It appears that the fuel, monopropellant, Xenon, etc., that are contained in tanks, connected to the launchpad via docking ports (default Clamp-O-Tron) are unable to provide it's content to the produced wessel, thus making the assembly of multi-module production facility impossible. Is there a solution, or am I doing something wrong? Link to comment Share on other sites More sharing options...
Captain Sierra Posted July 25, 2013 Share Posted July 25, 2013 hey, quick question about how the heck this mod works. Ore, is it just everywhere or do I need to scan for it like kethane? Also, how is compatibility with the new geodesic kethane grid? Link to comment Share on other sites More sharing options...
Boamere Posted July 25, 2013 Share Posted July 25, 2013 hey, quick question about how the heck this mod works. Ore, is it just everywhere or do I need to scan for it like kethane? Also, how is compatibility with the new geodesic kethane grid?You scan for it like kethane, but to see it on a map you must change what you can see by clicking the arrows (where it says < kethane > on the pic)Hope I helped Link to comment Share on other sites More sharing options...
Captain Sierra Posted July 25, 2013 Share Posted July 25, 2013 (edited) Thx. That does however complicate my operations and make orbital operations far more important as I doubt I will get kethane and ore on the same point. I also am not using the stock parts for this mod. Hooligan labs pads coming up!EDIT: I already have pretty detailed scan maps on several planets. do I then already have the ore maps done on install or do I have to scan again? Edited July 25, 2013 by Captain Sierra Link to comment Share on other sites More sharing options...
Benie Posted July 25, 2013 Share Posted July 25, 2013 Good luck in the .21 upgrade, I'll be waiting patiently!I'm hoping this means, Debug Mode will be switched back on. Link to comment Share on other sites More sharing options...
KhaosCorp Posted July 25, 2013 Share Posted July 25, 2013 Thx. That does however complicate my operations and make orbital operations far more important as I doubt I will get kethane and ore on the same point. I also am not using the stock parts for this mod. Hooligan labs pads coming up!EDIT: I already have pretty detailed scan maps on several planets. do I then already have the ore maps done on install or do I have to scan again?Any time you add a new resource you have to scan again, your kethane maps will stay as is, but the new resource will have blank map when its added. Link to comment Share on other sites More sharing options...
Boamere Posted July 25, 2013 Share Posted July 25, 2013 Oh and its quite possible to get ore and kethane in the same spot, that's how I got my base working, although i cant now because of 0.21 Link to comment Share on other sites More sharing options...
Boamere Posted July 25, 2013 Share Posted July 25, 2013 Thx. That does however complicate my operations and make orbital operations far more important as I doubt I will get kethane and ore on the same point. I also am not using the stock parts for this mod. Hooligan labs pads coming up!EDIT: I already have pretty detailed scan maps on several planets. do I then already have the ore maps done on install or do I have to scan again?If you scanned for kethane when you had this mod, then you don't have to scan again, but if you got the mod after scanning for kethane then I think you might have to Link to comment Share on other sites More sharing options...
Bizz Keryear Posted July 26, 2013 Share Posted July 26, 2013 What this mod clearly needs are (beside from a update to 0.21 even if its in name only) example crafts.I have no clue how to put those things together. And when to use what part.And especially I have no clue how to bring all this (without a mod) to a place where I need it. e.g. Mün.You should also consider a future compatibility when the drag is changed. it is rather unpleasant to have a (folded) launchpad with parts sticking out that much.I really would love to use this mod, but got no clue how. Link to comment Share on other sites More sharing options...
gl0ryh0und Posted July 26, 2013 Share Posted July 26, 2013 Okay I'm sure I've seen mention of this before, but I've spent a couple hours looking and can't find any mention of it, so with out any further ado, I'll just ask.I've scanned and found ore and, I've landed a mining rig on the Mun, lots of power, no damage, lots of ore storage, but when I 'deploy' the ore drill nothing happens.Running latest Kethane and latest extraplanetary launchpads. also running a heape of part MODs and Mechjeb, quantum struts.Plus, I've seen notice of it on the Kethane forums but not sure if it's related that the grid map will vanish after a couple flights. I think it's getting worked on, but I saw a mention there something about drill depth has changed. Or perhaps I'm just doing something wrong? Link to comment Share on other sites More sharing options...
Boamere Posted July 26, 2013 Share Posted July 26, 2013 Okay I'm sure I've seen mention of this before, but I've spent a couple hours looking and can't find any mention of it, so with out any further ado, I'll just ask.I've scanned and found ore and, I've landed a mining rig on the Mun, lots of power, no damage, lots of ore storage, but when I 'deploy' the ore drill nothing happens.Running latest Kethane and latest extraplanetary launchpads. also running a heape of part MODs and Mechjeb, quantum struts.Plus, I've seen notice of it on the Kethane forums but not sure if it's related that the grid map will vanish after a couple flights. I think it's getting worked on, but I saw a mention there something about drill depth has changed. Or perhaps I'm just doing something wrong?I think the drill depth has changed unfortunately Link to comment Share on other sites More sharing options...
Majiir Posted July 26, 2013 Share Posted July 26, 2013 Kethane extractor code was changed in 0.7.4 and the EL auger needs to be updated. In the meantime, it won't work at all. Kethane will see enhancements to its API over the coming updates, too. Link to comment Share on other sites More sharing options...
Zeroignite Posted July 27, 2013 Share Posted July 27, 2013 When I click on the "open menu" context button for the launchpad (either the EL one or Hooligan's), nothing happens. Has 0.21 broken this mod? Link to comment Share on other sites More sharing options...
Cobrattack Posted July 27, 2013 Share Posted July 27, 2013 (edited) Figures, just find this and con't use it yet! haha Any possible ETA when it will be working again? Or does someone have earlier Kethane file I could get? Thanks and this mod looks like it is going to be HUGE!! Thanks again!EDIT: I tried using the Kethane .dll included in the Spaceport version of this but it does not let you attach kethane parts to your rockets using it. Edited July 27, 2013 by Cobrattack Update Link to comment Share on other sites More sharing options...
james4832 Posted July 27, 2013 Share Posted July 27, 2013 Some very basic instructions are needed, I think. I see the parts, but don't know how it's supposed to work.+1I agree with this statement Link to comment Share on other sites More sharing options...
AtilaElari Posted July 27, 2013 Share Posted July 27, 2013 +1I agree with this statementI'm sure someone somewhere already said it, but anyways: it works rather simple. You put some docking ports a Launchpad or something attached to it (for some reason radialy attached parts don't provice proper resourse connection, so you have to put ports in the attachment slots (green marks in the assembly interface)), then put it atop of a big rocket and fly it where you need it. Then you do the same with Smelter, Workshop and Aesgir and dock them planetside, produce some rocket parts, fuel (you can make fuel tanks and kethane drills on rovers with your launchpad - no need to fly them all the way from Kerbin) with Kethane mod or others fuel-producin mods and build whatever you want. If you don't like docking-it-all part, you may use http://kerbalspaceprogram.com/spherical-launchpads/ mode, wich provides all those things combined in one part. Link to comment Share on other sites More sharing options...
james4832 Posted July 27, 2013 Share Posted July 27, 2013 I'm sure someone somewhere already said it, but anyways: it works rather simple. You put some docking ports a Launchpad or something attached to it (for some reason radialy attached parts don't provice proper resourse connection, so you have to put ports in the attachment slots (green marks in the assembly interface)), then put it atop of a big rocket and fly it where you need it. Then you do the same with Smelter, Workshop and Aesgir and dock them planetside, produce some rocket parts, fuel (you can make fuel tanks and kethane drills on rovers with your launchpad - no need to fly them all the way from Kerbin) with Kethane mod or others fuel-producin mods and build whatever you want. If you don't like docking-it-all part, you may use http://kerbalspaceprogram.com/spherical-launchpads/ mode, wich provides all those things combined in one part.Thanks, I have gone through about 20 or so pages to find that. Link to comment Share on other sites More sharing options...
simmy2109 Posted July 29, 2013 Share Posted July 29, 2013 So it seems that the mod won't work for me in 0.21.1. With the mod installed (placed in GameData along with current version of Kethane), the game won't even get past the loading screen for me. Loading bar just gets stuck (but game does not crash). Anyone else seeing this problem? Link to comment Share on other sites More sharing options...
james4832 Posted July 29, 2013 Share Posted July 29, 2013 So it seems that the mod won't work for me in 0.21.1. With the mod installed (placed in GameData along with current version of Kethane), the game won't even get past the loading screen for me. Loading bar just gets stuck (but game does not crash). Anyone else seeing this problem?It's because it isn't updated yet. Link to comment Share on other sites More sharing options...
alacrity Posted July 29, 2013 Share Posted July 29, 2013 waiting with baited breath... I think this is the last mod I need to get the full picture for 21.1.Now I just have to figure out a better way to store/tranfer ore/metals on the ground as they weigh a TONNE. Tried putting the cannisters on the launchpad, and when they were full they collapsed the structure. I am thinking I may have to just give up on the large cans entirely and stick to the meds and smalls.Alacrity Link to comment Share on other sites More sharing options...
scottholio Posted July 29, 2013 Share Posted July 29, 2013 I am really missing this mod too. It's funny how attached you can get to some mods Link to comment Share on other sites More sharing options...
taniwha Posted July 29, 2013 Share Posted July 29, 2013 Well, I have just submitted a github pull request* for my fix to get EPL working in 0.21.1. As a side-effect, crewed ships are now spawned without crews.* (link to pull request on the EPL repository to avoid any arguments about redistribution) Link to comment Share on other sites More sharing options...
Tw1 Posted July 29, 2013 Share Posted July 29, 2013 (edited) As a side-effect, crewed ships are now spawned without crews.Personally, I'd call that an improvement, rather than a side effect. I'd didn't seem right to just have them appear.Is that fix something available to download?I'm hoping that the issue of resources not transferring properly through docked sections can be fixed too, if possible. Edited July 29, 2013 by Tw1 Link to comment Share on other sites More sharing options...
taniwha Posted July 29, 2013 Share Posted July 29, 2013 I too consider it to be an improvement. It's just that it came about from updating EPL for 0.21 and being too lazy to figure out how to make a crew manifest than deliberately fixing the manufactured Kerbals.However, it turns out I need to do something about the auger, too. I know what needs to be done (extra transform in the model), but I can't say when it will happen. For now, I'm sure the creative can hack a kethane drill to mine ore. Link to comment Share on other sites More sharing options...
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