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[0.22] Extraplanetary Launchpads Legacy Thread


skykooler

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Hey guys. Is there anyway possible to make RocketParts, not a requirement, yet the other stuff can?

The reason I'm asking, I've been OK with the requirement, but not with this future Laythe base I'm planning. It sinks (not completely, but still), when I have full standard size containers.

I'm hoping there's a way to remove the requirement for RocketParts. Or at least "//" it in a .cfg file.

EDIT: Looks like I just answered my own question; the resource is hard coded. There's no way to disable it via .cfg files. I "can't cheat my way out of this". :P

Edited by Benie
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Benie: it's not meant to be easy, only possible. However, the unit capacities of the EPL parts is bogus: they're about 40x too high. I edited my config files such that the large hex cans have about 5t of resource (I made them vary a little based on relative densities) as a large hexcan can hold only about one cubic meter.

tryrar: I had little trouble getting my 55t miner/smelter/parts factory (on tracks) to Minums (except for two minor issues). I used Orbital Construction to build it in orbit around Minmus and then used a heavy tug I had floating around to get it down (getting the required resources out there was a bit of fun, though).

The two minor issues: 1) Orbital Construction uses SpareParts rather than RocketParts (I hacked the SpaceDock part to act as a converter). 2) It seems Orbital Construction messes up struts and fuel lines of orbiting craft (and sometimes landed) as it scans them for the dock.

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Well, my main issues are that for some odd reason, even if I have everything as symmetrical as possible the center of thrust on my final stage(the one with the smelter rover) is off-center from my center of mass. Even if I use liquid barite to balance, the COM shifts as tanks empty, leading to unplanned tailspins and loops that use up all my mon trying to keep on track ;.;

Of course, this is on top of the usual random unplanned disassembly problems with booster stages :sticktongue:

Edited by tryrar
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Well, my main issues are that for some odd reason, even if I have everything as symmetrical as possible the center of thrust on my final stage(the one with the smelter rover) is off-center from my center of mass. Even if I use liquid barite to balance, the COM shifts as tanks empty, leading to unplanned tailspins and loops that use up all my mon trying to keep on track ;.;

Of course, this is on top of the usual random unplanned disassembly problems with booster stages :sticktongue:

One option is to not make the smelter an rover but an simple lander, put fuel tanks and the small orange radial boosters on both end, as the ore deposits contains plenty of ore and the kethane deposits only holds 4-8 tanks with fuel it make sense to put the launchpad and smelter up as permanent structures, you only has to get it close to the launchpad once.

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How are you trying to land it?

I honestly don't understand why there is such an issue with the smelter. It is no harder to land than a Jumbo64, easyer actually since the smelter weights alot less. Yall know it does not have to laid on the ground long way to operate. You can land it verticaly and it works just fine.

Also, it takes about 5 seconds to add the smelter functionality to any other part.

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I had absolutely no trouble landing my smelter/workshop rover on Minmus. I did, however, build it in Minmus orbit. The ship used to land the rover is one I had floating around from when I built my LKO station.

smelter-1.jpg

smelter-2.jpg

smelter-3.jpg

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Benie: it's not meant to be easy, only possible.

If it's possible, I'd like to know how. As long as it doesn't mean coding, since I know nothing about that.

I would assume a script to override it.

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Benie: I meant that building ships off Kerbin is not meant to be easy, only possible. The goal of EPL isn't to give you a second KSC, but rather to give your kerbals something to do once they get to another body. Mine ore, covert to metal and then rocket parts, then build ships. Mine kethane, fuel those ships.

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Oh, I was thinking you mean that it was possible to change the RocketParts resource to something else, or remove it.

Looks like it's impossible. A shame. Oh well.

Edited by Benie
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Oh, I was thinking you mean that it was possible to change the RocketParts resource to something else, or remove it.

Looks like it's impossible. A shame. Oh well.

Benie, it sounds like all you want is for the weight of your rocket part storage to not sink a floating base.

In that case, the most direct fix would be for you to edit the file at

GameData\Extraplanetary Launchpads\Resources\ExtraSpaceCenters.cfg

and look for the RocketParts definition - it should be

RESOURCE_DEFINITION
{
name = RocketParts
density = 1
flowMode = ALL_VESSEL
transfer = PUMP
}

Edit the density line to read

density = 0.0001

and suddenly your parts will have miniscule mass, so their weight shouldn't sink your base any more.

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I'm going to test that right away. I pray this works.

Edit: Oh thank you...thank you!! This is exactly what I needed! You are a plansaver. :D

Edited by Benie
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I'm going to test that right away. I pray this works.

Edit: Oh thank you...thank you!! This is exactly what I needed! You are a plansaver. :D

Glad it helped. :)

Bear in mind that since the EL addon uses the KethaneConverter module, which is mass-efficiency based rather than unit-count based, that edit will also mean that you get a lot more RocketParts from your metal.

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Forgive me if this is somewhere else on this forum or on the other orbital construction forum but is there a way make the oc mod work like this as in needing to gather the resources for the ship including fuel, vs just sending "spare parts" to the dock, i may have skipped over the page that says different but EPL does not work in space (even if i had stuff to make it work in space resource wise)

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Oh and : Stop cheating it makes the game boring :P

We all have our own playstyle. Mine, is to cheat my way to victory. And I actually enjoy the game by doing so. That is what matters. :P

Now let's get off this topic and move on. Thanks.

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(if this shows up twice im sorry) but is there a way that i can make OC (orbital constructor work like this. in that it uses the "rocket parts" and requires the fuel and other resources. cause last time i check EPL does not work in orbit.

Edit:

Is there anything i can change to make the Launch pad work in orbit or does it need to not be moving in order to work. (at this time the GUI just flashes for a sec and i cant do anything.) (works on the ground)

cause assuming i can get the resourses up to the Launchpad (while its in orbit) i dont understand why it wouldnt work.

Edited by Grease1991
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I was hoping EL would work for my floating Laythe base. Unfortunately, what I build just floats in suspended air right over the launchpad.

I'm forced to put the base on the shoreline. Meh. Well, I'll still make it work.

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OMG 0.21 has been released??

Yepyep!!

Yay the OP replied to me really quickly!! You rock man!! I'm about to do a quick test to see if a new ship with the runway will work or not - but ksp is crashing with my mods when i go to launch ships more than often after the new update =(

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