Van Disaster Posted September 1, 2013 Share Posted September 1, 2013 I've learned to always pack twice the number of winches and connectors as I expect to need. The detachable ones are especially handy --- stick a whole bucket of 'em on one of the base modules and place as-needed.Yeah, I have them all over the place ( including places which cause explosions when you pull them off, that's always fun ). Just useless winches this time. Still, sent another factory up & recycled the first one, that was pleasant.Now I just have to stop crashing ore carriers. First one ran out of fuel, slid down a hill and up another one, and was sliding down that again when it blew up. Second just ran out of fuel before I could land it... I guess using large spheritanks to ship ore is probably not the best idea, even on Minmus Link to comment Share on other sites More sharing options...
Tuna7 Posted September 2, 2013 Share Posted September 2, 2013 I loaded a ship without any resources. Bug alert! Link to comment Share on other sites More sharing options...
JewelShisen Posted September 2, 2013 Share Posted September 2, 2013 Not a bug... You have the debug set to true in the cfg file. Link to comment Share on other sites More sharing options...
taniwha Posted September 2, 2013 Share Posted September 2, 2013 A bug that will be fixed* in my next release (not sure when it will be, though: I'm busy with my blender addon).* For those with Kethane installed. For those without, debug will be forced on, but for those with kethane, debug will default to off (removed from the config files). Link to comment Share on other sites More sharing options...
Hesh Posted September 2, 2013 Share Posted September 2, 2013 In reading previous pages, am I correct in understanding that there's a planned revamp of the production/consumption rates? i.e. augur consuming too much juice and producing too little ore? Couldn't I adjust these values myself in the part files if I really wanted to? Link to comment Share on other sites More sharing options...
taniwha Posted September 2, 2013 Share Posted September 2, 2013 Hesh: indeed you could. 24u/s EC is probably alright (same as the kethane drill). I'll be changing the extraction rate to 4u/s (40x current (v2 mass rate was 0.1t/s. this will produce 0.11t/s)). It's a change I missed in the resource density update.Also, I'm "working" on a smaller auger (0.8 scale, 1/2 mass, 1/2 production), but I haven't decided on the power consumption (more than 1/2). I've got the smaller smelter in my local git tree (not on github), too (the one that was posted earlier, but with some corrections).Really, right now i'm working on my blender addon. It's progressing nicely and I hope to have it exporting static (ie, no animations) models tomorrow. Link to comment Share on other sites More sharing options...
kodemunkey Posted September 4, 2013 Share Posted September 4, 2013 Can you tell me why i can't covert ore to metal when i have over 7,000 ore stored in my ore miner which is connected to the furnace? Link to comment Share on other sites More sharing options...
taniwha Posted September 4, 2013 Share Posted September 4, 2013 First, if you are using v3 with new Kethane, or v3.1 with old Kethane, it won't work.Do you have storage for the metal? Do you have sufficient electric charge? Is the ore actually connected to the smelter (docked mode when using KAS)? Is the metal storage connected to the smelter? Link to comment Share on other sites More sharing options...
Afkpuz Posted September 5, 2013 Share Posted September 5, 2013 Just downloaded this via Taniwha's 3.1 release... the drills don't seem to expand/retract at the moment. Is this normal for now, or am I experiencing a bug? I've already landed a launchpad, which seems to work normally. Link to comment Share on other sites More sharing options...
Zeroignite Posted September 5, 2013 Share Posted September 5, 2013 Drills are not animated. Link to comment Share on other sites More sharing options...
rick0 Posted September 5, 2013 Share Posted September 5, 2013 Hey guys, I'm having trouble finding out how to get started with this mod. Can't wait to build moonbases, but can't figure out how to transfer resources to landing pads etc.I've tried searching the thread but I didn't find much, if someone could point me to a tutorial or write a short 'Quickstart guide' I'd be most grateful!Thanks Link to comment Share on other sites More sharing options...
Mihara Posted September 5, 2013 Share Posted September 5, 2013 (edited) There's no tutorial as of now, but the important part about transferring resources that you're missing is the Kerbal Attachment System mod, which lets you connect multiple base components into a single vessel without docking them. (which would be quite problematic with such heavy objects on the ground) The thread for that one does come with a tutorial with pictures.Once your base contains a launchpad, a source of ore (auger), a convertor from ore to metal (smelter) and a convertor from metal to rocket parts (RocketBuilder part) as well as storage for all these resources, (you need to procure 400 units of rocket parts per ton of dry weight of the vessel you wish to build) your launchpad will be capable of building things. The smart way to do it is to design modules beforehand, compute how much rocket parts do you need to build them in place, and send just a launchpad and a ship full of rocket parts to the destination.P.S. Oh, and. My advice would be to set aside an empty save and design your base components there, testing them on a debug version of the launchpad. (Just copy the part config file, change the part name in it and set "debug = true"). This will help you know exactly how much parts do you need to bring with you, whether your design even works, whether you can actually move it off the launchpad (always an important consideration) before you spend the effort of transporting it all to your destination.Initially, I made a crane to haul modules off the pad. Lately, I make them with built in wheels which get decoupled and recycled. Edited September 5, 2013 by Mihara Link to comment Share on other sites More sharing options...
Torminator Posted September 5, 2013 Share Posted September 5, 2013 (edited) I have absolutely no idea how the whole Open Source thing works, but I believe I've found the segment of code that spams the debug log with millions of "loading"'s and eventually crashes the game. (300mb output log. Yeah.)It's this section. It seems like the print statement was supposed to be within the comment block, but isn't. As far as I can tell, removing it won't break anything, but I haven't figured out VS enough to compile it myself. else if (HighLogic.LoadedSceneIsEditor) { print ("loading"); /*KSP.IO.BinaryReader Loader = KSP.IO.BinaryReader.CreateForType<RoverCruiseControlAttacher>("Bases.dat"); int HowManyToLoad = Loader.ReadInt32(); byte[] ListToLoad = new byte[HowManyToLoad]; Loader.Read(ListToLoad, 0, HowManyToLoad); Loader.Close(); object ObjectToLoad = KSP.IO.IOUtils.DeserializeFromBinary(ListToLoad); list = (BaseList)ObjectToLoad; print (list.bases[0].ToString()); int id = list.bases[0]; //QuickFlightDriver.StartWithNewLaunch(ShipConstruction.GetShipsSubfolderFor(GameScenes.FLIGHT)+"/DRILL.craft", "Launchpad"); //FlightDriver.StartAndFocusVessel(ShipConstruction.GetShipsSubfolderFor(GameScenes.FLIGHT)+"/../../persistent.sfs",id); HighLogic.LoadScene(GameScenes.FLIGHT);*/ }EDIT- HERP DERP I should mention it's in EntryPoint.cs. My bad. Edited September 5, 2013 by Torminator Link to comment Share on other sites More sharing options...
taniwha Posted September 5, 2013 Share Posted September 5, 2013 Torminator: thanks. For now, the fix is simply to remove EntryPoint.cs from the build . Link to comment Share on other sites More sharing options...
Torminator Posted September 5, 2013 Share Posted September 5, 2013 I simply extended the comment block to include the print statement, and so far (I figured out compiling) nothing has broken, although to be fair, I have no idea what entrypoint does XD. Link to comment Share on other sites More sharing options...
skykooler Posted September 6, 2013 Author Share Posted September 6, 2013 I simply extended the comment block to include the print statement, and so far (I figured out compiling) nothing has broken, although to be fair, I have no idea what entrypoint does XD.Entrypoint.cs was a holdover from back when I was trying to get EPL to add a "Select launchpad" button to the VAB. I gave up on that, and I thought I deleted entrypoint.cs, but my Git-fu isn't so great so I must have messed that up. But, yes, that file is dead code and shouldn't be in the build. Link to comment Share on other sites More sharing options...
Zeroignite Posted September 6, 2013 Share Posted September 6, 2013 I saw an image someone of what looked like a helipad model used as a launchpad. Anyone have a copy of that? The included "runway" part is my preferred model for established bases, but it's untextured and clips into the ground. Link to comment Share on other sites More sharing options...
JewelShisen Posted September 6, 2013 Share Posted September 6, 2013 I saw an image someone of what looked like a helipad model used as a launchpad. Anyone have a copy of that? The included "runway" part is my preferred model for established bases, but it's untextured and clips into the ground.Hooligan Labs has something that sounds a lot like what you want. Link to comment Share on other sites More sharing options...
Zeroignite Posted September 7, 2013 Share Posted September 7, 2013 Hooligan Labs has something that sounds a lot like what you want.Nah, it's not the lotus-folding Hooligan pad. Actually, I found the post I saw it from:Finished constructing the tank farm at KSC Minmus main pad, so now all I have to do is fill all the tanks, build all the ships, repeat.Anyone know what this is? I'm also PMing the OP. Link to comment Share on other sites More sharing options...
Torminator Posted September 7, 2013 Share Posted September 7, 2013 I think that's also in the Hooligan launchpads pack, though I don't know if it has the EL functionality... It's called "Landing Pad" versus "Launch Pad" Link to comment Share on other sites More sharing options...
Zeroignite Posted September 7, 2013 Share Posted September 7, 2013 I just checked and it's not in HooliganLabs. Link to comment Share on other sites More sharing options...
taniwha Posted September 7, 2013 Share Posted September 7, 2013 That pad is one VanDisaster built himself.The pad in HL can be found here. Link to comment Share on other sites More sharing options...
MacJeb Posted September 7, 2013 Share Posted September 7, 2013 Hello guys, I have a small problem, as soon as I land the launchpad in my mun base, fps goes from 150 down to 10, now when I add million other parts fps never goes down, it is just the launchpad, other mods I have: kethane, aerospace, kerbal attachment system, novapunch Link to comment Share on other sites More sharing options...
Van Disaster Posted September 7, 2013 Share Posted September 7, 2013 Yes, that part is not suitable for release - I haven't worked out the limits to minimum part dimensions yet, so it won't sit still on the ground.MacJeb, hit alt-F12 and open the debug tab, see what the logfile is saying? Link to comment Share on other sites More sharing options...
MacJeb Posted September 7, 2013 Share Posted September 7, 2013 (edited) MacJeb, hit alt-F12 and open the debug tab, see what the logfile is saying?it says in red: "[Exception]: NullReferenceException: Object reference not set to an instance of an object"by the way, when I warp time to 5x, it runs tons of fps again, the fps drop is only when at 1x time, the time indicator also flashes yellow Edited September 7, 2013 by MacJeb Link to comment Share on other sites More sharing options...
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