Bone White Posted August 3, 2013 Share Posted August 3, 2013 Yes, there seems to be a problem here; I'm looking into it.Thanks for the effort, this mod has become one of the few mandatory mods for playing ksp imo. I can't wait for my ships to stop exploding on construction too Link to comment Share on other sites More sharing options...
vasco Posted August 3, 2013 Share Posted August 3, 2013 I have a problem with exploding ships too.Debug shows:putting ship to grounf: -0.2736415ship: ready to launch - waiting to start physicsship: ground contact! - error: -3.250mWhen EL launchpad is still on KSC launchpad sometimes it works, sometimes not but it never works if I move EL launchpad out off KSC launchpad.And my crafts spawn full of everything as well:) Link to comment Share on other sites More sharing options...
OdinYggd Posted August 4, 2013 Share Posted August 4, 2013 Haven't tried using my EPL pad yet, but I am using the EPL runway in debug mode to deploy modules for building a base out of the EPL pad. Here's what I have so far:http://i.imgur.com/fhENEp1.jpgThe little ship laying on the ground is one of the main pad landing assemblies, two of them were used to lower the pad onto level ground on minimus. Had to remove one to attach the lead arm, which uses a string of 4 cubic octostruts to provide flexibility and make it easy to dock to the pad proper. I'll eventually take the other one off. But docked to that is the power array- 32000 units of battery with 8 gigantors to maintain it and an RTG for blackstart power if it ever does get emptied. All that's missing is modules for drilling, smelting, and refining fuel and I can actually try launching from this.Also, how does one recover debris in this version. I'd like to reclaim that lander module that is sitting there. Link to comment Share on other sites More sharing options...
taniwha Posted August 4, 2013 Share Posted August 4, 2013 vasco: that's being worked on. I've got a setup that reliably explodes with the pad right beside the launchpad. I've been poking at it finding various things that don't make much difference. Frement seems to know a bit more about how things work and I've sent him my setup. Link to comment Share on other sites More sharing options...
taniwha Posted August 4, 2013 Share Posted August 4, 2013 OdinYggd: you need to edit the part.cfg for the appropriate pad and add the following:MODULE{ name = Recycler} Link to comment Share on other sites More sharing options...
OdinYggd Posted August 4, 2013 Share Posted August 4, 2013 OdinYggd: you need to edit the part.cfg for the appropriate pad and add the following:MODULE{ name = Recycler}I see.This module would make more sense to be included in the smelter though. In real life old hardware is cast back into the fires from which it came and re-smelted back into new material, so your old hardware would be recycled to either metal or ore and then processed again that way instead of directly. Link to comment Share on other sites More sharing options...
BlazingAngel665 Posted August 4, 2013 Share Posted August 4, 2013 Suggestion? Maybe if you recycle something you receive a resource "Debris" as well as a fraction (say 95%) of fuel and mono propellant on the vehicle. This would add some additional realism to the process. It would also be nice if additional resources were required to create vehicles. Maybe add plastic (refined from Kethane) and circuitry that had to be created from ore and plastic. This way certain bits may be more difficult to fabricate. Link to comment Share on other sites More sharing options...
taniwha Posted August 4, 2013 Share Posted August 4, 2013 OdinYggd: actually, I'd say I agree. I was just repeating the previous instructions. You could add it to an RV-8 winglet if you really wanted to So yeah, add it to the smelter instead of a pad. Link to comment Share on other sites More sharing options...
OdinYggd Posted August 4, 2013 Share Posted August 4, 2013 (edited) Alright, made that change. For now it is on the pad and runway directly.At the same time I solved a nagging problem- the fact that the runway is nigh impossible to attach anything to when laying directly on the ground, and as such is impossible to control. Adding the command pod module to it along with a 5 unit battery and an RTG should solve that, allowing debug-mode use of just the EPL hardware without anything attached. Outside of debug mode it makes sure that under no circumstances will the game treat it as debris, regardless of what falls off. Edited August 4, 2013 by OdinYggd Link to comment Share on other sites More sharing options...
Kaa253 Posted August 4, 2013 Share Posted August 4, 2013 Very promising mod, thank you skykooler, keep up the great work!I have been wishing for something just like this.I look forwards to the explosions being fixed and I am also getting all my new ships fully fueled up.I would like to see some power (electrical?) and time costs for recycling and it would be appropriate to have to wait for some assembly time at the pad as well. I think the idea of having some parts more like the size of silos is also warranted. 200 tonnes of rocket parts in one little package is too easy. Link to comment Share on other sites More sharing options...
KhaosCorp Posted August 4, 2013 Share Posted August 4, 2013 Suggestion? Maybe if you recycle something you receive a resource "Debris" as well as a fraction (say 95%) of fuel and mono propellant on the vehicle. This would add some additional realism to the process. It would also be nice if additional resources were required to create vehicles. Maybe add plastic (refined from Kethane) and circuitry that had to be created from ore and plastic. This way certain bits may be more difficult to fabricate.This is not possible yet, though it should be very soon.What your talking about is multi in / multi out resource conversion, right now the Kethane converter module/code can only handle 1 in 1 out (plus electric charge, but thats not changable).Many requests have been made, and Majiir has talked about trying to make it happen in a future kethane update (and Im sure he will).Till then its one in one out=( Link to comment Share on other sites More sharing options...
cools0812 Posted August 4, 2013 Share Posted August 4, 2013 (edited) An absolutely amazing mod. Finally i can build a real COLONY on another world, not just a so-called "base" landed station. thanks so much!A little suggestion, maybe the launchpad should only have the function of a launchpad , and the function of VAB should be seperated into diffrent part, so we can assembly and expand the launch base part by part , making it more like a extraplanetary colonization. Edited August 4, 2013 by cools0812 Link to comment Share on other sites More sharing options...
urablahblah Posted August 4, 2013 Share Posted August 4, 2013 Suggestion? Maybe if you recycle something you receive a resource "Debris" as well as a fraction (say 95%) of fuel and mono propellant on the vehicle. This would add some additional realism to the process. It would also be nice if additional resources were required to create vehicles. Maybe add plastic (refined from Kethane) and circuitry that had to be created from ore and plastic. This way certain bits may be more difficult to fabricate.For now you can simply attach with KAS before recycling, which will allow you to get any fuel left in the debris. I also like your more advanced refining process, though I'm unsure how you could easily calculate the cost of non-stock parts. Link to comment Share on other sites More sharing options...
urablahblah Posted August 4, 2013 Share Posted August 4, 2013 So I am trying to modify an 8x8 panel from B9 to be a flat launchpad. I have it working, unfortunately the "up" direction on the model is 90 degrees off what I would like it to be, so my rockets spawn facing the wrong way and clipped into the surface, resulting in a very large explosion and loss of Kerbal life. Does anyone know of a way to get EPL to spawn the direction I want it to (i.e. the rocket body along the normal vector to the 8x8 plane)? From preliminary investigation, I would have to re-export the model and collider in the direction I want. Does anyone have a better, possibly less involved answer? Link to comment Share on other sites More sharing options...
taniwha Posted August 4, 2013 Share Posted August 4, 2013 urablahblah: heh, I was wondering if that would ever happen. I guess I can throw in a rotation config for pads. No idea if/when skykooler will accept it though. Link to comment Share on other sites More sharing options...
urablahblah Posted August 5, 2013 Share Posted August 5, 2013 urablahblah: heh, I was wondering if that would ever happen. I guess I can throw in a rotation config for pads. No idea if/when skykooler will accept it though.That'd be excellent. I just hate the current models, so I was tinkering around with using a different one. The 8x8 panel from B9 just LOOKS like a launchpad, not to mention it fits with the art style of everything else. Link to comment Share on other sites More sharing options...
taniwha Posted August 5, 2013 Share Posted August 5, 2013 Have you tried the hooligan labs pad? It's quite nice. That said, I'll definitely look into better configurability of launchpads. Link to comment Share on other sites More sharing options...
AncientGammoner Posted August 5, 2013 Share Posted August 5, 2013 Before I realized that kethane scanners worked for ore (a fact which should probably be made more clear from the beginning), I had to build a fast scanner (aka lots of scanners once so you can warp) out of runways. Needless to say, it was a rather ungainly thing to launch: Link to comment Share on other sites More sharing options...
nhnifong Posted August 5, 2013 Share Posted August 5, 2013 Just a suggestion, It would be nice to have a small pad to start out with, which can only spawn small ships. you would use that to spawn the parts to build a large pad, that way you don't have to land something the size of a building. Link to comment Share on other sites More sharing options...
Tyren Posted August 5, 2013 Share Posted August 5, 2013 I agree with Nhnifong, i am too dumb to get that big Launch pad to space, is there the possibility to get a compact "production facility" (not even a launchpad, maybe sth. to build one)? Link to comment Share on other sites More sharing options...
taniwha Posted August 5, 2013 Share Posted August 5, 2013 Actually, I myself want such and I'm working towards that goal (I'm doing a lot of private hacking and sending my changes to skykooler), but getting ships to stop exploding is the priority right now. I've sometimes gotten explosion chain reactions that would rip a whole base to shreds depending on connections Link to comment Share on other sites More sharing options...
Kaa253 Posted August 5, 2013 Share Posted August 5, 2013 Yes please, make the explosions a priority! I really appreciate your work on this. At the moment it is almost possible to launch a kerbal sitting in a command chair directly into Minmus orbit by ship-spawning-partly-inside-the-launchpad generated explosion alone. Link to comment Share on other sites More sharing options...
Bobhendly Posted August 5, 2013 Share Posted August 5, 2013 Just a suggestion, It would be nice to have a small pad to start out with, which can only spawn small ships. you would use that to spawn the parts to build a large pad, that way you don't have to land something the size of a building.[/QUOV3 Is gonna have a nice foldable Launchpad that is under 3m folded up. Link to comment Share on other sites More sharing options...
Crater Posted August 5, 2013 Share Posted August 5, 2013 I've sometimes gotten explosion chain reactions that would rip a whole base to shreds depending on connections Yes please, make the explosions a priority!I can almost hear Jeb squealing with joy from here!Until he realises that you are trying to stop them! Link to comment Share on other sites More sharing options...
taniwha Posted August 5, 2013 Share Posted August 5, 2013 Crater: only so we can make even bigger explosions }:> Link to comment Share on other sites More sharing options...
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