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[0.22] Extraplanetary Launchpads Legacy Thread


skykooler

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@skykooler: I'd HIGHLY suggest insuring there's some way for resources to be transferrable with the new pad. KAS is pretty much a requirement to make this mod work in its current state.

Also, does anyone know how to make the pad default to having vehicles turned 90 degrees from where they are? I'm having problems with my vehicles hitting the stuff off the sides of the pad.

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I like the new Launchpad v3 looks great. But I find there must be a decimal place out somewhere. I have a nice simple crane cart that cost 27 parts in the VAB. But when I try and build it on the Launchpad it cost 2604 parts. Is there a fix for this?

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Can someone please post the cfg to get the kethane drills mining ore (would use the auger but the lack of animation is no good for my ocd) im pretty sure its not classed as redistributing though i could be wrong

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I think all you have to do is change this:

MODULE

{

name = KethaneExtractor

PowerConsumption = 24

Resource

{

Name = Kethane

Rate = 5

}

HeadTransform = heavyDrillHead

TailTransform = heavyDrillShaft4

}

To Ore for resource.

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Can someone please post the cfg to get the kethane drills mining ore (would use the auger but the lack of animation is no good for my ocd) im pretty sure its not classed as redistributing though i could be wrong

i think a more simple solution to your problem would be to download Orbital Construction Redux which now has a part that converts Kethane directly into Rocket parts so you wouldn't need to convert Kethane into ore

Edit: i am also having the same problem as Shalidor and it has made it literally impossible to make a base or use the launch pad due to the rocket parts cost being too high for actually building anything

Edited by Helix935
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Shalidor: the unit for parts at the pad is 5l (200 per m3, 400/t of craft (excluding any stored resources such as fuel)). The problem is in the new pad's storage capacity. I'll be working on a new update with all my tweaks included. I hope to get it out in the next day or so (it seems skykooler might be away for a week or so).

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I think all you have to do is change this:

To Ore for resource.

Thats what i thought but nope it doesnt work

Quote Originally Posted by BrutalRIP View Post

Can someone please post the cfg to get the kethane drills mining ore (would use the auger but the lack of animation is no good for my ocd) im pretty sure its not classed as redistributing though i could be wrong

i think a more simple solution to your problem would be to download Orbital Construction Redux which now has a part that converts Kethane directly into Rocket parts so you wouldn't need to convert Kethane into ore

Edit: i am also having the same problem as Shalidor and it has made it literally impossible to make a base or use the launch pad due to the rocket parts cost being too high for actually building anything

I think you missed my point i want a kethane DRILL to MINE ore not convert kethane to rocketparts i could change the kethane converter myself to convert kethane to any resource but i want to keep my kethane strictly for fuel now getting a kethane drill to mine ore is another thing and has me stumped

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I am, right now (minus a bit of posting), working on the configs to get the storage capacities in line with the densities. I've got the configs mostly done, but I need to do some testing as my fixes include the changes to the converters needed for recent Kethane.

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.. Just a question- is there a way to make construction of a vessel not require resources? I am trying out a few things, and it would be..... Really helpful.... To my aar if this was possible. Also, I am lazy :P

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I just adjusted the hexcans to be empty at launch which is an easy fix. havem't had any complaints between kethane and EPL that I have noticed but sending out my launch pad to duna tomorrow so will findout then

Alacrity

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Just a word of warning: I'm having trouble with control input locks again, but it's unreliable. I am investigating. One nice thing is that if you do get affected by the input lock bug, you should not need to relaunch anything (except maybe the built ship) once I do get it fixed.

[edit] It turns out to be something with resource flow in the vessel. The craft becomes uncontrollable because it has no crew (it has a cockpit), and for some reason MechJeb is not getting sufficient charge, and thus no functional command modules, despite there being plenty of electrical charge on board.

Edited by taniwha
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Mott Oper: are you using the latest Kethane? If so, that will be the problem: the way converters are configured changed (for the better: multiple input and output resources!) and broke EL. I've got local fixes for it, but I ran into another problem while testing (see my previous post for details).

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Mott Oper: are you using the latest Kethane? If so, that will be the problem: the way converters are configured changed (for the better: multiple input and output resources!) and broke EL. I've got local fixes for it, but I ran into another problem while testing (see my previous post for details).

I hope you to solve this problem.

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I am, right now (minus a bit of posting), working on the configs to get the storage capacities in line with the densities..

Good to hear. I brought lots of tanks, but still can only make little things..

Something tells me I may need to make more anyway.

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Mott Oper: are you using the latest Kethane? If so, that will be the problem: the way converters are configured changed (for the better: multiple input and output resources!) and broke EL. I've got local fixes for it, but I ran into another problem while testing (see my previous post for details).

Matt Oper: I fixed the converters. Here.

http://forum.kerbalspaceprogram.com/showthread.php/35217-0-21-1-Extraplanetary-Launchpads-v3-New-Launchpad-Ore-Scanners?p=591519&viewfull=1#post591519

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Thats what i thought but nope it doesnt work

I think you missed my point i want a kethane DRILL to MINE ore not convert kethane to rocketparts i could change the kethane converter myself to convert kethane to any resource but i want to keep my kethane strictly for fuel now getting a kethane drill to mine ore is another thing and has me stumped

ok i see your point now and even though no modder but why not just copy the module in the auger cfg responsible for the resource mining into the heavy drill (although i am no modder but i am pretty sure that you would have tried changing the resources in the heavy drill to ore instead of kethane which i know does not work because when i tried something like that i caused nullspace) although then again i am no modder so you can choose to try this or not

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Shalidor: the unit for parts at the pad is 5l (200 per m3, 400/t of craft (excluding any stored resources such as fuel)). The problem is in the new pad's storage capacity. I'll be working on a new update with all my tweaks included. I hope to get it out in the next day or so (it seems skykooler might be away for a week or so).

That would be great. As a quick fix I changed the hexcan rocketparts to a 500 unit :D. With the lower weight you can put quite a few of them on a cart with no worries :D

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ok i see your point now and even though no modder but why not just copy the module in the auger cfg responsible for the resource mining into the heavy drill (although i am no modder but i am pretty sure that you would have tried changing the resources in the heavy drill to ore instead of kethane which i know does not work because when i tried something like that i caused nullspace) although then again i am no modder so you can choose to try this or not

Yes, that works perfectly, copying the converter entries, I've been using the kethane heavy drill model for a while now. Really is about as simple as that ( plus changing the name and so on, obviously ).


MODULE
{
name = KethaneExtractor
PowerConsumption = 24
Resource
{
Name = Ore
Rate = 0.1
}
HeadTransform = heavyDrillHead
TailTransform = heavyDrillShaft4
}

That's the important bit, plus getting the name right. I made mine a bit heavier like all the parts to add some incremental challenge.

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Is the download link in OP most current build or do i have to hunt the thread for patches? Thought had the right set up, but I still have the issue with every ship exploding on spawn, so guess not. If its the latter could anyone that knows there any patches are...save me a bit of hunt time =)

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