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[0.22] Extraplanetary Launchpads Legacy Thread


skykooler

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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 by Benie
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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 by GenaTrius
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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 = 0
mesh = 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 = trans
obj.tag_and_layer = tagl
obj.shared_mesh = mesh
auger.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 = shovel

They go in the KethaneExtractor module. eg


MODULE
{
name = KethaneExtractor
PowerConsumption = 24
Resource
{
Name = Ore
Rate = 0.1
}
HeadTransform = blade
TailTransform = shovel
}

Done :)

auger-fixed.jpg

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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.

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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.

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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 by Crater
apparently my typing sucks today
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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.

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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 :)

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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.

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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

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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.

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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.

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not sure if this is the same as the double-spawning bug but

build a rover, without using any launch clamps, using a deployed sphere pad (smallest size)

rover spawns at top of pad, looks right

when 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 things

edit: I would also like to note that the base itself is at altitude 5100 or so

Edited by Hyratel
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