Benie Posted July 30, 2013 Share Posted July 30, 2013 (edited) Skykooler, thanks for the update. I appreciate it. But...mmm.... I wish it worked in 0.20.2. The Build Menu isn't working when I click it. Edited July 30, 2013 by Benie Link to comment Share on other sites More sharing options...
taniwha Posted July 30, 2013 Share Posted July 30, 2013 Benie: it can't because the purpose of the update was to get it working in 0.21. The crewless ship spawn is specifically a 0.21 feature. Link to comment Share on other sites More sharing options...
Benie Posted July 30, 2013 Share Posted July 30, 2013 Oh. That's a shame. Thanks for letting me know. Link to comment Share on other sites More sharing options...
Van Disaster Posted July 30, 2013 Share Posted July 30, 2013 Wow, the recycler thing should be fantastic. Also sounds like the sort of thing modulemanager is aimed at ( can you globally add cfg entries with that? ). Link to comment Share on other sites More sharing options...
sproginator Posted July 30, 2013 Share Posted July 30, 2013 Can we get a launchpad that folds into a massive circular disk from a long pole? Ie it is pointing up, then rotates downwards 90 degrees and then folds out counter clockwise into a massive circular pad Link to comment Share on other sites More sharing options...
GenaTrius Posted July 30, 2013 Share Posted July 30, 2013 (edited) I was able to spawn one ship and fly it. The game didn't switch focus to it without me telling it to, and when it did focus on it the staging was messed up. I was able to correct the staging and take off. Everything I spawned after that spontaneously exploded on the pad. Everything from the Kerbal-X to the stock ion-probe. I spawned it, it exploded. Edited July 30, 2013 by GenaTrius Link to comment Share on other sites More sharing options...
taniwha Posted July 30, 2013 Share Posted July 30, 2013 Ok, until skycooler can do a proper release, here's how to fix the auger for current kethane.First, grab my .mu blender addon (WIP, but mu.py is the only file needed) from github (GPL, btw).Put the following code into a text file (eg, auger.py) and then run it (python auger.py). it will read model.mu from the current directory, add a tiny tetrahedron (not visible as it's inside the auger bit) to act as the tip of the auger (for kethane), and write write.mu to the current directory. Overwrite the model.mu in EPL's Parts/Auger directory.from mu import *auger = Mu()auger.read("model.mu")trans = MuTransform()trans.name = "blade"trans.localPosition = (0.0, 0.0, -9.935658)trans.localRotation = (1.0, 0.0, 0.0, 0.0)trans.localScale = (1.0, 1.0, 1.0)tagl = MuTagLayer()tagl.tag = "Untagged"tagl.layer = 0mesh = MuMesh()mesh.verts.append((-0.01,-0.01, 0.01))mesh.verts.append(( 0.01, 0.01, 0.01))mesh.verts.append((-0.01, 0.01,-0.01))mesh.verts.append(( 0.01,-0.01,-0.01))tris = []tris.append((0,1,2))tris.append((0,3,1))tris.append((0,2,3))tris.append((1,3,2))mesh.submeshes.append(tris)obj = MuObject()obj.transform = transobj.tag_and_layer = taglobj.shared_mesh = meshauger.obj.children.append(obj)auger.write("write.mu")Then, edit the auger's part.cfg file to add the following two lines: HeadTransform = blade TailTransform = shovelThey go in the KethaneExtractor module. egMODULE{ name = KethaneExtractor PowerConsumption = 24 Resource { Name = Ore Rate = 0.1 } HeadTransform = blade TailTransform = shovel}Done Link to comment Share on other sites More sharing options...
DYJ Posted July 30, 2013 Share Posted July 30, 2013 Ehm, Where is your license? Link to comment Share on other sites More sharing options...
skykooler Posted July 30, 2013 Author Share Posted July 30, 2013 How does the recycler work?Instructions are in the post above yours. It will recycle anything that's "debris". It will not recycle probes, landers, or anything else.Ehm, Where is your license?EPL is released under the GPLv3, which I keep forgetting to put in the .zip. Thanks for reminding me, I'll add that for next release. Link to comment Share on other sites More sharing options...
Chaosratt Posted July 30, 2013 Share Posted July 30, 2013 EPL is released under the GPLv3, which I keep forgetting to put in the .zip. Thanks for reminding me, I'll add that for next release.@taniwha If my understanding of the license is correct, you can just release the fixed parts, no need for the complicated instructions (for those of us without python installed). I'm sure skykooler will have a full/fixed release soon. Link to comment Share on other sites More sharing options...
taniwha Posted July 30, 2013 Share Posted July 30, 2013 Chaosratt: indeed, now that we have something in writing ... fixed auger.It's the entire Auger directory from the EPL parts directory, even though I didn't touch the texture (just easier to bundle the zip that way). Link to comment Share on other sites More sharing options...
Crater Posted July 30, 2013 Share Posted July 30, 2013 (edited) Instructions are in the post above yours. It will recycle anything that's "debris". It will not recycle probes, landers, or anything else.First of all - thanks for your awesome work on this mod.Do you have any plans to allow for recycling of other things than debris? I usually stick probe cores on my upper stages, so I can deorbit them tidily, but occasionally I miscalculate the fuel load, and end up with an empty stage in a stable orbit that has a probe core attached. I'd love to be able to sweep them up and make use of them... I was thinking about a tug with KAS to drop their PE into the atmosphere, then return to orbit itself, but recycling would be way cooler! Edited July 30, 2013 by Crater apparently my typing sucks today Link to comment Share on other sites More sharing options...
skykooler Posted July 30, 2013 Author Share Posted July 30, 2013 Chaosratt: indeed, now that we have something in writing ... fixed auger.It's the entire Auger directory from the EPL parts directory, even though I didn't touch the texture (just easier to bundle the zip that way).Thank you!First of all - thanks for your awesome work on this mod.Do you have any plans to allow for recycling of other things than debris? I usually stick probe cores on my upper stages, so I can deorbit them tidily, but occasionally I miscalculate the fuel load, and end up with an empty stage in a stable orbit that has a probe core attached. I'd love to be able to sweep them up and make use of them... I was thinking about a tug with KAS to drop their PE into the atmosphere, then return to orbit itself, but recycling would be way cooler!No, I don't; it becomes complicated sorting out which things to recycle and which not to. However, if you right-click on a probe and click "Rename vessel", I believe you can mark it as debris. Link to comment Share on other sites More sharing options...
Chestburster Posted July 30, 2013 Share Posted July 30, 2013 That debris recycling will come in handy.Btw: Still no plans on custom fuel type support (like ModularFuelSystem fuels)? Link to comment Share on other sites More sharing options...
taniwha Posted July 30, 2013 Share Posted July 30, 2013 skycooler: You're welcome. It's just a little bit in return for the fun you've given me (I have more fixes planned, too). Link to comment Share on other sites More sharing options...
Crater Posted July 30, 2013 Share Posted July 30, 2013 No, I don't; it becomes complicated sorting out which things to recycle and which not to. However, if you right-click on a probe and click "Rename vessel", I believe you can mark it as debris.Oh, if that's sufficient to classify it as debris, then that's fantastic! And I completely understand that you don't want to have to create some complex UI to allow for vessel selection, and I can already imagine the people sadly explaining how their recycling tug had just annihilated their 30-launch space station, and then exploded because it had so many rocket parts onboard So yeah, keeping it as debris only is great Link to comment Share on other sites More sharing options...
Audiopulse Posted July 30, 2013 Share Posted July 30, 2013 Whats the status on the models right now? Are they going to be improved?The mod sounds godly, but the parts just dont quite fit with the rest, yet. Pardons, skykooler Link to comment Share on other sites More sharing options...
skykooler Posted July 30, 2013 Author Share Posted July 30, 2013 Whats the status on the models right now? Are they going to be improved?The mod sounds godly, but the parts just dont quite fit with the rest, yet. Pardons, skykooler Yes, they are. I post things like that in the development thread. Link to comment Share on other sites More sharing options...
Zeroignite Posted July 30, 2013 Share Posted July 30, 2013 Can I get some guidance on how to use KAS to transfer fuel into the launchpad? I'd like to leave the pad just sitting on the ground rather than having it rest on some shakey support structure. Some tests lasts night showed that I was unable to transfer rocketparts into the launchpad after using one of the plugs to connect a rocketparts truck to the pad --- alt-rightclicking just brought up the pad menu. Additionally, the pad menu was unable to see resources available to the truck. Link to comment Share on other sites More sharing options...
Toyotawolf Posted July 30, 2013 Share Posted July 30, 2013 Can I get some guidance on how to use KAS to transfer fuel into the launchpad? I'd like to leave the pad just sitting on the ground rather than having it rest on some shakey support structure. Some tests lasts night showed that I was unable to transfer rocketparts into the launchpad after using one of the plugs to connect a rocketparts truck to the pad --- alt-rightclicking just brought up the pad menu. Additionally, the pad menu was unable to see resources available to the truck.KAS has to be in docked mode and even the. It can get a bit tricky if you don't have resources directly apart of your launch platform Link to comment Share on other sites More sharing options...
Zeroignite Posted July 30, 2013 Share Posted July 30, 2013 "Docked mode"? Link to comment Share on other sites More sharing options...
Toyotawolf Posted July 30, 2013 Share Posted July 30, 2013 "Docked mode"?You must have had Bob Kerman show you how to use KAS....KAS let's you plug into another vehicle in "docked" mode so it's just as if you physically docked with the craft Link to comment Share on other sites More sharing options...
Zeroignite Posted July 30, 2013 Share Posted July 30, 2013 Ah, that... I thought I had done that. The RocketParts truck and the launchpad were attached via one of the docking port "other end" KAS parts, and behaved like one vessel. Hrm. Might have to test again. Link to comment Share on other sites More sharing options...
hubbazoot Posted July 30, 2013 Share Posted July 30, 2013 Ah, that... I thought I had done that. The RocketParts truck and the launchpad were attached via one of the docking port "other end" KAS parts, and behaved like one vessel. Hrm. Might have to test again.Docked mode is tricky. Make sure you attach clamps in undocked mode, and then attach them to the other vehicle in docked mode. Link to comment Share on other sites More sharing options...
Hyratel Posted July 30, 2013 Share Posted July 30, 2013 (edited) not sure if this is the same as the double-spawning bug butbuild a rover, without using any launch clamps, using a deployed sphere pad (smallest size)rover spawns at top of pad, looks rightwhen protophysics finishes calculating on the new rover, it gets moved to the height of the terrain - UNDER AND INSIDE the launchpad. this causes the launchpad to get catapulted, dragging the various other base structures connected with it, and generally breaking thingsedit: I would also like to note that the base itself is at altitude 5100 or so Edited July 30, 2013 by Hyratel Link to comment Share on other sites More sharing options...
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