sproginator Posted August 9, 2013 Share Posted August 9, 2013 Zeroignite: (yeah, I'm not skykooler, but...) for the upcoming release, I don't know (I haven't been paying attention to that bit during my testing, I was concentrating on stopping the explosions), but I am, right now, working on resource handing, hopefully for the following release.Please also allow the use of a debug mode, and allow it to be used standalone with dependence on other plugins Link to comment Share on other sites More sharing options...
SgtElis Posted August 9, 2013 Share Posted August 9, 2013 It wont mine ore for me! D: Is there a way to fix it? If there already is a awnser to this question then I'm sorry to bring it back, dont feel like going through all these pages... Link to comment Share on other sites More sharing options...
Crater Posted August 9, 2013 Share Posted August 9, 2013 It wont mine ore for me! D: Is there a way to fix it? If there already is a awnser to this question then I'm sorry to bring it back, dont feel like going through all these pages... There is a fixed version of the Auger in post #711 - http://forum.kerbalspaceprogram.com/showthread.php/35217-0-21-1-Extraplanetary-Launchpads-v2-1-patch-0-21-support-Debris-Recycling?p=556884&viewfull=1#post556884 Link to comment Share on other sites More sharing options...
SgtElis Posted August 9, 2013 Share Posted August 9, 2013 There is a fixed version of the Auger in post #711 - http://forum.kerbalspaceprogram.com/showthread.php/35217-0-21-1-Extraplanetary-Launchpads-v2-1-patch-0-21-support-Debris-Recycling?p=556884&viewfull=1#post556884Thank you Link to comment Share on other sites More sharing options...
taniwha Posted August 9, 2013 Share Posted August 9, 2013 sproginator: to be honest, I'd rather kill "debug" for good, but yes, my changes do support it. Link to comment Share on other sites More sharing options...
sproginator Posted August 9, 2013 Share Posted August 9, 2013 Aww that's good, don't kill it, I love using debug modes to test aircraft on different planets see Link to comment Share on other sites More sharing options...
TheCardinal Posted August 9, 2013 Share Posted August 9, 2013 Sorry, i haven't checked all 89 pages, but has anybody designed (and created) a better launchpad? Link to comment Share on other sites More sharing options...
Crater Posted August 9, 2013 Share Posted August 9, 2013 Other options for pads includehttp://kerbalspaceprogram.com/hl-portable-runways-and-landing-pads/andhttp://kerbalspaceprogram.com/spherical-launchpads/ Link to comment Share on other sites More sharing options...
taniwha Posted August 9, 2013 Share Posted August 9, 2013 Also, skykooler has created a cooler pad for v3 (which will be released when he gets a round tuit). Link to comment Share on other sites More sharing options...
TheCardinal Posted August 9, 2013 Share Posted August 9, 2013 Also, skykooler has created a cooler pad for v3 (which will be released when he gets a round tuit).The pad which Crater mentioned are not suitable for my purposes, so I guess i will have to wait for that. Link to comment Share on other sites More sharing options...
taniwha Posted August 9, 2013 Share Posted August 9, 2013 What are your purposes? Link to comment Share on other sites More sharing options...
urablahblah Posted August 9, 2013 Share Posted August 9, 2013 I attempted to modify a B9 8x8 structural panel into a flat, better looking, more more practical launchpad that could easily be built into a structure, but unfortunately the EPL code spawns the rockets facing up along the model's origin, rather than nose away from gravity. If I could spend some time figuring out how to export models out of Blender, I could probably just make a new model that's the same size but facing the right direction. Alternatively, I may just use a default 1x1 panel as the launchpad and just put it on the big panel. Link to comment Share on other sites More sharing options...
KhaosCorp Posted August 9, 2013 Share Posted August 9, 2013 I attempted to modify a B9 8x8 structural panel into a flat, better looking, more more practical launchpad that could easily be built into a structure, but unfortunately the EPL code spawns the rockets facing up along the model's origin, rather than nose away from gravity. If I could spend some time figuring out how to export models out of Blender, I could probably just make a new model that's the same size but facing the right direction. Alternatively, I may just use a default 1x1 panel as the launchpad and just put it on the big panel.You dont have to do anything special to export from Blender bud. Unity will load a .blend just fine. Also note that the EPLP code spawns ships at scene origin in blender/unity. make sure your model is below the scene (local) origin. Link to comment Share on other sites More sharing options...
Kaa253 Posted August 9, 2013 Share Posted August 9, 2013 taniwha: I am using Orbital Construction while I wait for the explosions fix. I also very much prefer EL's concepts. In fact I am using the ore->metal->rocket parts system from EL and then just using Orbital Construction to float "constructed" ships down onto an HL launch pad. So for now I am simulating EL behaviour just to avoid the big bang. The side effect is I am constructing unwanted fully fueled and sometimes (when I forget to unload the kerbals) fully crewed ships. Link to comment Share on other sites More sharing options...
littlebattler Posted August 9, 2013 Share Posted August 9, 2013 Question. I have a runway on my space station and it won't load the build craft screen. Why is this? Link to comment Share on other sites More sharing options...
skykooler Posted August 9, 2013 Author Share Posted August 9, 2013 Version 3 released!Changelog:New launchpad, with built-in fuel tanks, monopropellant, and retro-rockets for landingOre scanners, both large (orbital) and small (for planes or rovers)Rockets no longer explode on raised padsFixed resource densityChanged conversion efficiency so that resources no longer convert at an unrealistic 100%Alert if ship is missing parts (for example, if you uninstall a mod parts pack)Updated deposit sizes to reflect new resource densities Link to comment Share on other sites More sharing options...
urablahblah Posted August 9, 2013 Share Posted August 9, 2013 Fantastic! Question, will we have to rescan planets since you changed the deposits or will it only change after a new game? Link to comment Share on other sites More sharing options...
skykooler Posted August 9, 2013 Author Share Posted August 9, 2013 Fantastic! Question, will we have to rescan planets since you changed the deposits or will it only change after a new game?I think they will still be there. I didn't check whether the locations changed when I updated them, so I don't know. Link to comment Share on other sites More sharing options...
BigFatStupidHead Posted August 9, 2013 Share Posted August 9, 2013 There is a premade ship in the archive at /GameData/Extraplanetary Launchpads/Ships/VAB/ showing up as mu??n Base.craft, and it is preventing uncompressing the entire file. Link to comment Share on other sites More sharing options...
skykooler Posted August 9, 2013 Author Share Posted August 9, 2013 There is a premade ship in the archive at /GameData/Extraplanetary Launchpads/Ships/VAB/ showing up as mu??n Base.craft, and it is preventing uncompressing the entire file.Ah. It showed up as Mün Base.craft here, but I guess it doesn't like Unicode; I'll rename it.Edit: Should be fixed now. Link to comment Share on other sites More sharing options...
KhaosCorp Posted August 9, 2013 Share Posted August 9, 2013 This supposed to have a gap?Just wondering. New parts are looking great bud, awesome update. Link to comment Share on other sites More sharing options...
AncientGammoner Posted August 9, 2013 Share Posted August 9, 2013 A launchpad with rockets?!?Jebediah Approves Link to comment Share on other sites More sharing options...
Fyrem Posted August 9, 2013 Share Posted August 9, 2013 YES! now I will put this to GREAT use, this and HOME2! on the same weekend! ...."sorry dear, I have to cancel all our plans for the weekend" Link to comment Share on other sites More sharing options...
Zeroignite Posted August 9, 2013 Share Posted August 9, 2013 In v3, does the Kethane scanner still detect ore? Link to comment Share on other sites More sharing options...
AncientGammoner Posted August 9, 2013 Share Posted August 9, 2013 The metal and ore bins are missing textures on the top and bottom. Link to comment Share on other sites More sharing options...
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