skykooler Posted August 1, 2013 Author Share Posted August 1, 2013 thanks skycooler, more questions incoming 1) Does the Kethane-scanner work, too? So if I send a survey-sat to a new planet (until ISA Mapsat works again, only Kethane-Scanners would be on board ), would it find both resources and I could switch the hex-display-thingy from Kethane to Ore? Or does only the launchpad scan for ore?2) Is there a way to "cheat" some ore deposits (like you can cheat Kethane with the Kethane Debugger)? That would be very helpful for setting up some tests at KSC to figure out how all this stuff really works first hand.3) In what direction would the fuel lines have to go? Tanks -> Launch Pad, I guess?4) Would the KAS also work instead of fuel lines? If so, anything I should know about (placement, winches, docking ports?)Cheers, cy1) IIRC, Kethane scanners currently detect every resource, however Majiir has said this will be changed in future versions of Kethane. Hopefully I will have EPL v3 released by then, which contains ore scanner parts.2) The Kethane Debugger can generate resources of any type, including ore.3) Yes, fuel needs to be able to flow to the launchpad to build.4) There's been some discussion on this in the past few pages; it looks like you have to have the ships connected in "docked" mode, but beyond that I can't say, as I haven't gotten around to installing KAS in 0.21 yet. Link to comment Share on other sites More sharing options...
Shalidor Posted August 1, 2013 Share Posted August 1, 2013 Anyone figure a way to keep stuff from exploding when you build it? Before the item built becomes active they tend to shake in place just a bit and that causes it to start exploding. Nice fireworks but I'd like to keep my built items lol Link to comment Share on other sites More sharing options...
OdinYggd Posted August 1, 2013 Share Posted August 1, 2013 Oh good, I was waiting for an 0.21 compatible. Glad you got the augers fixed too.I'll be testing this tonight if I can find a nice flat spot on the mun to assemble it on. If there is one drawback to the new terrain, it is that it is far harder to find a good spot for building things. Link to comment Share on other sites More sharing options...
Toyotawolf Posted August 1, 2013 Share Posted August 1, 2013 If there is one drawback to the new terrain, it is that it is far harder to find a good spot for building things.Agreed unfortunately Link to comment Share on other sites More sharing options...
Valley Posted August 1, 2013 Share Posted August 1, 2013 IS there a video tutorial available to explain this mod? I would love to see a YouTube video on how it works, hints for launching into space, so on. Link to comment Share on other sites More sharing options...
Zeroignite Posted August 2, 2013 Share Posted August 2, 2013 I don't know why everyone is so keen on building Munbases... Minmus is so much less expensive in terms of delta-v, and has nice, flat lakes that are ideal for basebuilding. Link to comment Share on other sites More sharing options...
cy-one Posted August 2, 2013 Share Posted August 2, 2013 Because it's the Mun, d'uh!I prefer Mun over Minmus, because... Well, for one it's the body next to Kerbin, it just feels "right" Besides, I think Mun looks better than Minmus, also the view towards Kerbin is better.Pff, science... *waves* Link to comment Share on other sites More sharing options...
OdinYggd Posted August 2, 2013 Share Posted August 2, 2013 The reason why is because in practice you actually need a certain amount of gravity to hold the base down, otherwise it ends up sliding about when attaching modules or gets set to bouncing on the surface during launches. EPL would almost benefit from some type of land-anchor solution to fix the pad on the surface once it is situated.After finding no locations on the mun that I am happy with, I will be moving this base to be on Minimus instead. Hopefully that bouncing problem I had before doesn't come back- when I bumped my rovers together to dock them it set the whole mass skidding along the surface. Link to comment Share on other sites More sharing options...
Zeroignite Posted August 2, 2013 Share Posted August 2, 2013 The reason why is because in practice you actually need a certain amount of gravity to hold the base down, otherwise it ends up sliding about when attaching modules or gets set to bouncing on the surface during launches. EPL would almost benefit from some type of land-anchor solution to fix the pad on the surface once it is situated.After finding no locations on the mun that I am happy with, I will be moving this base to be on Minimus instead. Hopefully that bouncing problem I had before doesn't come back- when I bumped my rovers together to dock them it set the whole mass skidding along the surface.I glued my launchpad to the surface with SQUID landing legs. Haven't launched from it so far, but I think things will be ok. I guess one benefit of low-g is that the pad will have to support a lot less weight from the rocket. I don't like land-docking things anyway... too wobbly and it's hard to design ports to line up. Link to comment Share on other sites More sharing options...
The Destroyer Posted August 2, 2013 Share Posted August 2, 2013 I'm confused here. After kethane v 6, do you no longer need the new dll? Link to comment Share on other sites More sharing options...
skykooler Posted August 2, 2013 Author Share Posted August 2, 2013 I'm confused here. After kethane v 6, do you no longer need the new dll?The new .dll is to fix 0.21 compatibility; it has nothing to do with Kethane. So, if you have 0.21, yes, you still need the new dll. Link to comment Share on other sites More sharing options...
Zeroignite Posted August 2, 2013 Share Posted August 2, 2013 Oh dear.I've built a nice launchpad and trucked Rocketparts to it (the hexcans seem to be filled with a particularly exciting form of exotic matter). Now, when I build something on the pad (using the HL version, though I don't know why it'd matter), it spawns totally full of fuel, even though there isn't fuel available on the pad and I explicitly set the build sliders so it spawns dry. Not only is this kinda cheat-y, it messes up my plans for base infrastructure, since full tanks intended for storage are too heavy to KAS-winch off the pad. Link to comment Share on other sites More sharing options...
Bone White Posted August 2, 2013 Share Posted August 2, 2013 Anyone figure a way to keep stuff from exploding when you build it? Before the item built becomes active they tend to shake in place just a bit and that causes it to start exploding. Nice fireworks but I'd like to keep my built items lolI've been experiencing this problem myself, as a workaround I've been using launch clamps mounted at 45,135,225 and 315 degree angles (to miss the launchpad itself and instead attach to the mun itself. I then launch my vehicle which is suspended above the launchpad itself, and use a sunbeam laser to destroy the clamps after launch.To those who are getting the launchpad to not blow up, any ideas or suggestions to get it to work as expected? As far as I can test for - it seems the ships are using the bottom of the launchpad as the surface, thus spawning the bottom part of the ship inside the launchpad creating the explosion. Link to comment Share on other sites More sharing options...
taniwha Posted August 2, 2013 Share Posted August 2, 2013 I'm currently working on the problems with things exploding. I've made some progress, but I can't say when I'll get it working reliably. Link to comment Share on other sites More sharing options...
Crater Posted August 2, 2013 Share Posted August 2, 2013 Oh dear.I've built a nice launchpad and trucked Rocketparts to it (the hexcans seem to be filled with a particularly exciting form of exotic matter). Now, when I build something on the pad (using the HL version, though I don't know why it'd matter), it spawns totally full of fuel, even though there isn't fuel available on the pad and I explicitly set the build sliders so it spawns dry. Not only is this kinda cheat-y, it messes up my plans for base infrastructure, since full tanks intended for storage are too heavy to KAS-winch off the pad.Actually, it IS the fact that you're using the Hooligan Labs launchpad - it has debug mode switched on. You need to edit the .cfg file for the launchpad, go down to the EL module, and remove the debug line from it. If it is on, you get full fuel, and can always build regardless of parts-availability. Link to comment Share on other sites More sharing options...
Oicani Posted August 2, 2013 Share Posted August 2, 2013 Model overhaul when?This mod is great, but the models are so offputting. Link to comment Share on other sites More sharing options...
skykooler Posted August 2, 2013 Author Share Posted August 2, 2013 I've been experiencing this problem myself, as a workaround I've been using launch clamps mounted at 45,135,225 and 315 degree angles (to miss the launchpad itself and instead attach to the mun itself. I then launch my vehicle which is suspended above the launchpad itself, and use a sunbeam laser to destroy the clamps after launch.To those who are getting the launchpad to not blow up, any ideas or suggestions to get it to work as expected? As far as I can test for - it seems the ships are using the bottom of the launchpad as the surface, thus spawning the bottom part of the ship inside the launchpad creating the explosion.You should not need a laser; just add the recycler module to the launchpad as mentioned a few pages back, and then you can click "recycle" and the launch clamps are turned back into rocket parts.Model overhaul when?This mod is great, but the models are so offputting.v3 is coming soon, with new launchpad and detectors, and a fixed auger. The other models I will look at later. Link to comment Share on other sites More sharing options...
Atreiu Posted August 2, 2013 Share Posted August 2, 2013 (edited) Could you post a video of this?EDIT: Found Scott Manley's one. This guy is awesome, and this mod too. Edited August 2, 2013 by Atreiu Spacebar glitch :P Link to comment Share on other sites More sharing options...
Bone White Posted August 2, 2013 Share Posted August 2, 2013 How to add the Recycler module to your parts:Add the following code:MODULE{ name = Recycler}to any part that you want to be able to recycle debris with. To recycle debris, make sure you are within 50 meters, and then select "Recycle debris" in the right-click menu.Ah so you have to add it to the parts you want to recycle, rather than there being a recycler part. Module is such a confusing term. Link to comment Share on other sites More sharing options...
Atreiu Posted August 2, 2013 Share Posted August 2, 2013 (edited) Ah so you have to add it to the parts you want to recycle, rather than there being a recycler part. Module is such a confusing term.No no, it is written the part that you want to be able to recycle debris with. That means that the part you add the code to will be able to recycle all debris within 50 meters.EDIT: How do we open up the Kethane debug menu, in order to be able to spawn ore at KSC and make some test onground? Thank youuuuuu! EDIT2: Okay, I think I missed something. When I enable the drill, the HexCans ore attached to the same vessel don't fill up. Any ideas? Edited August 2, 2013 by Atreiu Link to comment Share on other sites More sharing options...
Zeroignite Posted August 2, 2013 Share Posted August 2, 2013 (edited) Actually, it IS the fact that you're using the Hooligan Labs launchpad - it has debug mode switched on. You need to edit the .cfg file for the launchpad, go down to the EL module, and remove the debug line from it. If it is on, you get full fuel, and can always build regardless of parts-availability.Ah, awesome, thanks +rep Edited August 2, 2013 by Zeroignite Link to comment Share on other sites More sharing options...
wetwetwet Posted August 2, 2013 Share Posted August 2, 2013 do you have a older verson of the mod? ( 1.9.8) my pc doesnt work with 2.__ because my graphics card died Link to comment Share on other sites More sharing options...
Zeroignite Posted August 3, 2013 Share Posted August 3, 2013 (edited) Oh dear.I've built a nice launchpad and trucked Rocketparts to it (the hexcans seem to be filled with a particularly exciting form of exotic matter). Now, when I build something on the pad (using the HL version, though I don't know why it'd matter), it spawns totally full of fuel, even though there isn't fuel available on the pad and I explicitly set the build sliders so it spawns dry. Not only is this kinda cheat-y, it messes up my plans for base infrastructure, since full tanks intended for storage are too heavy to KAS-winch off the pad.Welp, further investigation seems to indicate that it isn't an issue with the cfg. I've set debug = false on the HL pad, as well as tested with the stock EL launchpad, and in all cases ships spawn full of fuel. My one last idea is to try re-downloading the plugin in case something was corrupted, but honestly it's starting to seem like the codebase itself has a bug somewhere EDIT: re-downloading (yes, with the updated .dll as well) hasn't fixed it. Edited August 3, 2013 by Zeroignite Link to comment Share on other sites More sharing options...
Bone White Posted August 3, 2013 Share Posted August 3, 2013 (edited) Just to confirm, I also have the same problem with the default pad supplied in this mod, and the .cfg has debug = false inside it with no other instance of setting debug. My ships also spawn full of everything, even if there is none to supply at construction. Edited August 3, 2013 by Bone White typo Link to comment Share on other sites More sharing options...
skykooler Posted August 3, 2013 Author Share Posted August 3, 2013 Just to confirm, I also have the same problem with the default pad supplied in this mod, and the .cfg has debug = false inside it with no other instance of setting debug. My ships also spawn full of everything, even if there is none to supply at construction.Yes, there seems to be a problem here; I'm looking into it. Link to comment Share on other sites More sharing options...
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