Srilania Posted September 18, 2013 Share Posted September 18, 2013 Is it just me, or is the metal scanner that's able to actually work from orbit massively huge and not very easy to put more than one on it? Link to comment Share on other sites More sharing options...
taniwha Posted September 18, 2013 Share Posted September 18, 2013 Zeroignite: I thought I mentioned it. In the current release (v3.2) non-pumpable (eg SolidFuel, AblativeShielding) uses RocketParts when building, and evaporates when recycling.BigNose: thanks for that. However, I think I'll move to a no-space distribution structure (but probably not for a hot-fix). Once I get an important change* in, I'll do another update.*I had an unfortunate accident where my big crane got recycled due to the KAS cable passing through the recycle bin (the end of the cable was on the ground). I think that due to the cables passing through anything and everything, they should not trigger the recycler. Link to comment Share on other sites More sharing options...
BigNose Posted September 18, 2013 Share Posted September 18, 2013 BigNose: thanks for that. However, I think I'll move to a no-space distribution structure (but probably not for a hot-fix). Once I get an important change* in, I'll do another update.*I had an unfortunate accident where my big crane got recycled due to the KAS cable passing through the recycle bin (the end of the cable was on the ground). I think that due to the cables passing through anything and everything, they should not trigger the recycler.Ah I see, are you going to solve this using a list of exceptions which will not be recycled?If I might suggest, it would also be sensible to have a function checking if the part which lands in the bin has a ModuleCommand and a crew capacity of greater than 0.If yes, check if there are any Kerbals in it.If there aren't any, recycle.If there are, print a warning message and don't recycle. Link to comment Share on other sites More sharing options...
Zeroignite Posted September 18, 2013 Share Posted September 18, 2013 Oh dear, I missed the 3.2 release somewhere. Link please? <3 Link to comment Share on other sites More sharing options...
taniwha Posted September 18, 2013 Share Posted September 18, 2013 Zeroignite: It's back a couple of pages, so easily missed: release post Link to comment Share on other sites More sharing options...
Zeroignite Posted September 18, 2013 Share Posted September 18, 2013 Zeroignite: It's back a couple of pages, so easily missed: release postAhhh, thank you! :hugs:Might be good to put future download release links in giant text so they're not easily missed. Link to comment Share on other sites More sharing options...
Mihara Posted September 18, 2013 Share Posted September 18, 2013 Mihara: The changes were encouraged by Majiir (didn't take much convincing, though). As for the parts count story, yeah: my base was okish (still small then), until I spawned a crane... ouch. However, I'm inclined to blame IR for that as my understanding of how it works says it's... less than efficient.I also agree that magically evaporating debris is silly, but I'm not convinced that the gameplay got actually improved, if only because this requires me to have more parts on the field at any given time.Now, if I could have a laser that I would have to point at debris for it to recycle, that would be nice... Link to comment Share on other sites More sharing options...
Srilania Posted September 18, 2013 Share Posted September 18, 2013 Is there a smaller scanner that works from orbit? So far, it's either 60 KM, or the massive huge one that doesn't work well at higher speeds. Link to comment Share on other sites More sharing options...
skykooler Posted September 18, 2013 Author Share Posted September 18, 2013 Ideally the large one should work at higher speeds. Any idea what I should change to make it do so? Link to comment Share on other sites More sharing options...
Srilania Posted September 18, 2013 Share Posted September 18, 2013 It does not work at speeds greater than x100. Usually, with Kethane, I use about 6-12 on a ship, and run at x1000 or more. The issue is, the small one uses a 60 km range, and the one that reaches far out is so massive and large that you can't put more than 1 or 2 without making a supermassively huge probe ship. I'd bring the mass and size of the long range one down in line with the long range kethane scanners, and bring the small short range ones in line with the short range kethane scanners. Link to comment Share on other sites More sharing options...
taniwha Posted September 24, 2013 Share Posted September 24, 2013 Finally get to post this. I have fixed the issue with the broken recycling bins. full hotfix zip. Again, the license is GPL v3 (do I have to say this every time? skykooler: put a comment in the OP, please. Link to comment Share on other sites More sharing options...
bear67 Posted September 24, 2013 Share Posted September 24, 2013 It does not work at speeds greater than x100. Usually, with Kethane, I use about 6-12 on a ship, and run at x1000 or more. The issue is, the small one uses a 60 km range, and the one that reaches far out is so massive and large that you can't put more than 1 or 2 without making a supermassively huge probe ship. I'd bring the mass and size of the long range one down in line with the long range kethane scanners, and bring the small short range ones in line with the short range kethane scanners.Mine is two of each scanner. Being only two Kethane scanners any faster then 1000 and it tend to miss hex's. Link to comment Share on other sites More sharing options...
skykooler Posted September 24, 2013 Author Share Posted September 24, 2013 Finally get to post this. I have fixed the issue with the broken recycling bins. full hotfix zip. Again, the license is GPL v3 (do I have to say this every time? skykooler: put a comment in the OP, please.Added comment to OP. Link to comment Share on other sites More sharing options...
Galatamon Posted September 24, 2013 Share Posted September 24, 2013 I love the look of those big scanners, but I can never find a way to attach them without exposing the missing geometry on the back. Link to comment Share on other sites More sharing options...
taniwha Posted September 24, 2013 Share Posted September 24, 2013 skykooler: thanks. Link to comment Share on other sites More sharing options...
DrPoo Posted September 24, 2013 Share Posted September 24, 2013 I'd wish they were of a lower size, those Ore scanners, almost impossible to ferry around. Link to comment Share on other sites More sharing options...
skykooler Posted September 24, 2013 Author Share Posted September 24, 2013 They are intentionally large. The idea is that if you're sending up enough stuff to make a base you have the launch capacity for the large sensor. Link to comment Share on other sites More sharing options...
Jivaii Posted September 24, 2013 Share Posted September 24, 2013 They are intentionally large. The idea is that if you're sending up enough stuff to make a base you have the launch capacity for the large sensor.Would be nice if it was at least a 2.5 m radius to fit nicely onto builds. Link to comment Share on other sites More sharing options...
Srilania Posted September 24, 2013 Share Posted September 24, 2013 They're too large really. they need to at least be slimmed down, if not taken to about 25% of current size. Link to comment Share on other sites More sharing options...
Commander Gizmo Posted September 29, 2013 Share Posted September 29, 2013 I just changed the rescale factor to 1.25 instead of 1.5. They fit very nicely into my designs and hide the missing polys very well. Link to comment Share on other sites More sharing options...
Eskandare Posted September 29, 2013 Share Posted September 29, 2013 (edited) There is an attachment node that is way off to one side. Is there a way to put that attachment node on top of the stack? I'm using NovaPunch to launch may pad into space with NP fairings.EDIT: This is in reference to the launchpad2 Edited September 29, 2013 by Eskandare missing text Link to comment Share on other sites More sharing options...
Kiduxek Posted September 30, 2013 Share Posted September 30, 2013 Hey, sorry if this has been discussed before, but I've looked around the last fifty or so pages and not seen anything about it. Every time I add an OMD to my ship in the vab it expands to full deployed length. This would not be such an issue if I didn't hope to use fairings to make my payload resemble something aerodynamic. If anyone has ideas that could help to remedy this I would be very grateful. Thanks in advance everyone Link to comment Share on other sites More sharing options...
Jivaii Posted September 30, 2013 Share Posted September 30, 2013 Hey, sorry if this has been discussed before, but I've looked around the last fifty or so pages and not seen anything about it. Every time I add an OMD to my ship in the vab it expands to full deployed length. This would not be such an issue if I didn't hope to use fairings to make my payload resemble something aerodynamic. If anyone has ideas that could help to remedy this I would be very grateful. Thanks in advance everyone I just accept it as fate denying me something useful. Could mount it on the nose of the craft, then have a really long and pointy fairing? Assuming you're using procedural fairings. Link to comment Share on other sites More sharing options...
skykooler Posted September 30, 2013 Author Share Posted September 30, 2013 Hey, sorry if this has been discussed before, but I've looked around the last fifty or so pages and not seen anything about it. Every time I add an OMD to my ship in the vab it expands to full deployed length. This would not be such an issue if I didn't hope to use fairings to make my payload resemble something aerodynamic. If anyone has ideas that could help to remedy this I would be very grateful. Thanks in advance everyone Do you have the latest Kethane? I believe Majiir fixed this bug. Link to comment Share on other sites More sharing options...
JewelShisen Posted September 30, 2013 Share Posted September 30, 2013 Do you have the latest Kethane? I believe Majiir fixed this bug.How is that a Kethane Bug? O.o Link to comment Share on other sites More sharing options...
Recommended Posts