taniwha Posted August 16, 2013 Share Posted August 16, 2013 skykooler: Thank you!AtllaElari: have you tried 3.1? release is on page 107 (easy link from the op). Much of my testing was done with a craft that has rocket parts storage and a pad. Link to comment Share on other sites More sharing options...
Freman Posted August 16, 2013 Share Posted August 16, 2013 SoooI've got 3 problems My ore drills stopped working with the 3.1 update,My launchpad V2 has bits floating above it because I attached them to logical places on the model (they didn't move down with the big cement blockI can't make rocket parts on the launchpad v2Help? Have I done it wrong? Link to comment Share on other sites More sharing options...
AtilaElari Posted August 16, 2013 Share Posted August 16, 2013 (edited) Looks like i should have been flipping the pages from the last, rather than from the first in my search for an answer Thanks!Now my Gilly colony can be trully self-sufficient. Though the worries arise that kerbals there may declare independance from the Control Center... Edited August 16, 2013 by AtilaElari Link to comment Share on other sites More sharing options...
Shalidor Posted August 16, 2013 Share Posted August 16, 2013 Ok, I have created version 3.1. all-in-one download. source code (source does not have all models).As I'm not up on how all the modding and configs go. How do I use the config files with the Spherical tanks mod to make the tanks for ore, metal, and parts? Link to comment Share on other sites More sharing options...
taniwha Posted August 16, 2013 Share Posted August 16, 2013 Shalidor: all you do is install both mods (EL and Spherical Tanks): the configs in EL will pick up the tanks automatically (and just be dropped if the tanks aren't there). You should find them in the Utility tab. Link to comment Share on other sites More sharing options...
taniwha Posted August 16, 2013 Share Posted August 16, 2013 Freman:My ore drills stopped working with the 3.1 update,Rather odd, as I had explicitly tested them.My launchpad V2 has bits floating above it because I attached them to logical places on the model (they didn't move down with the big cement blockYes, this is a known problem with the new pad (and animated parts in general in KSP). It can be fixed with plugin magic (cf, Damned/Infernal Robotics), but that's something skykooler didn't want to do before release (my understanding of the situation). My suggestion is to not attach anything in the VAB, and then attach KAS connectors on-site once the pad is deployed.I can't make rocket parts on the launchpad v2Do you mean convert metal to parts? You're not supposed to be able to. That's what the workshop is for. While the old launchpad did have even the kitchen sink in it, the new one is a bit saner.This mod really does depend on other mods:Kethane for resource scanning and conversion.Kerbal Attachment System for connecting components together to build a base (to enable resource transfer between those components).Any other mod (Damned/Infernal Robotis, tank mods, track mods, wheel mods) that make base construction easier. Link to comment Share on other sites More sharing options...
taniwha Posted August 16, 2013 Share Posted August 16, 2013 Sorry this is so late, but...The converters aren't working for me, any idea as to what I'm missing here?Edit: I have also created a smaller smelter for use with this plugin. Its mass and output are roughly half of the original, and its size has been reduced to maintain the half volume/mass relationship. It does, however, have reduced efficiency over its parent.http://www.myordan.com/ksp/download.php?file=smelter_small.zipA couple of problems (not counting that the converter config needs updating):For half volume, the rescale factor is 0.7937 (cube root of 0.5) rather than 0.707 (that's for half area).I don't see any reason a smaller smelter would get less metal per ton of ore (that's what the conversion efficiency is). The conversion speed (and required power) certainly would reduce, and I agree with your changes there (including power not being half).While spaces in names do work, they have a tendency to break things (eg, ModuleManager, though that has other issues, especially with the new kethane converters).I'll take your config (with the relevant tweaks) and put them in with the current smelter. Link to comment Share on other sites More sharing options...
slay_mithos Posted August 16, 2013 Share Posted August 16, 2013 Could anyone be kind enough to help me in designing the first ships I need to send to Minmus?I asked some time ago, and I got answers that basically contradicted each other greatly, and no progress has been made on my side.I scanned Minmus, found a place where there is both Kethane and Metal, but I have no clue how to make the ships that will go there.To my understanding, I need the launchpad, parts, energy and fuel to get started, that can now be done (with full cans being a thing).But don't I need the launchpad to be directly on the ground for it to be stable?How am I supposed to be able to get energy with a module that big deployed on top?I know those are probably stupid questions for the ones that already have multiple bases, but I can't figure all this out when I don't even know how to build the ship to send the basics up there.A good tutorial (text/images/videos) would be really appreciated, but even tips on a starter rocket, or even a file from what you guys launched could help me learn on how to make this all work.Thanks. Link to comment Share on other sites More sharing options...
taniwha Posted August 16, 2013 Share Posted August 16, 2013 What to send:padworkshopmetal (enough to build more parts storage and a miner and smelter, and maybe a small crane). Best bang for your buck mass/volume wise.parts storage (enough to store parts to build more storage). Having it full of parts hurts only your delta-v (and thus left over fuel).(if you need to fly in your kethane) enough fuel to get an on-site built kethane miner to the kethane site.KAS connections on everything. Detachable radial connectors are priceless (connect to the pad after deployment).As for how to build: the best advice is to keep everything as simple as possible. KAS detachable radial connectors (and the winches) are the best things around for this sort of project. Link to comment Share on other sites More sharing options...
Boamere Posted August 16, 2013 Share Posted August 16, 2013 (edited) If you are having trouble launching things up into space then :1: Use asparagus staging for very efficient launch stages (google it )2: Get some serious lifting power, e.g: the novapunch2 mod (again gooogleoogle) it has some really powerful rockets3: Definitely need kethane miners and KAS and all the stuff taniwha mentionedyeah its quite a challenge but you'll get it in the end EDIT: Let me see if I can make some now and give you the craft files. I'm going to make an almost stock one (kethane and KAS)and a novapunch one (in case one isn't good enough) Edited August 16, 2013 by Boamere Link to comment Share on other sites More sharing options...
PolecatEZ Posted August 16, 2013 Share Posted August 16, 2013 To whom it may concern,I just added your module to selected carrier parts from InfiniteDice, and also switched some of his resource system (SpareParts) and re-translated them for RocketParts. Do I have permission to release the parts mash-up from your side. I will leave filenames and folder structure intact for your proper credit.BTW, carrier decks make for completely awesome manufactories.Now if we could only get some way to fry an aircraft you don't want to re-translate it into RocketParts. Link to comment Share on other sites More sharing options...
hubbazoot Posted August 16, 2013 Share Posted August 16, 2013 (edited) What to send:padworkshopmetal (enough to build more parts storage and a miner and smelter, and maybe a small crane). Best bang for your buck mass/volume wise.parts storage (enough to store parts to build more storage). Having it full of parts hurts only your delta-v (and thus left over fuel).(if you need to fly in your kethane) enough fuel to get an on-site built kethane miner to the kethane site.KAS connections on everything. Detachable radial connectors are priceless (connect to the pad after deployment).I sent up a pad and about 5k metal, that was enough for me to bootstrap my entire op. It was much easier to make two trips of 2600 metal than a trip with the smelter. Edited August 16, 2013 by hubbazoot Link to comment Share on other sites More sharing options...
wasmic Posted August 16, 2013 Share Posted August 16, 2013 Looks like i should have been flipping the pages from the last, rather than from the first in my search for an answer Thanks!Now my Gilly colony can be trully self-sufficient. Though the worries arise that kerbals there may declare independance from the Control Center...Can you please point me in the right direction for H.O.M.E. 2? I have looked at both the forums and spaceport, and can only find the old HOME 1. Link to comment Share on other sites More sharing options...
Pigbear Posted August 16, 2013 Share Posted August 16, 2013 Fix debug mode please! I loved the first version because I want to build rockets out of the magical metal that KSC gets. Maybe they grow it? Link to comment Share on other sites More sharing options...
Boamere Posted August 16, 2013 Share Posted August 16, 2013 (edited) Could anyone be kind enough to help me in designing the first ships I need to send to Minmus?I asked some time ago, and I got answers that basically contradicted each other greatly, and no progress has been made on my side.I scanned Minmus, found a place where there is both Kethane and Metal, but I have no clue how to make the ships that will go there.To my understanding, I need the launchpad, parts, energy and fuel to get started, that can now be done (with full cans being a thing).But don't I need the launchpad to be directly on the ground for it to be stable?How am I supposed to be able to get energy with a module that big deployed on top?I know those are probably stupid questions for the ones that already have multiple bases, but I can't figure all this out when I don't even know how to build the ship to send the basics up there.A good tutorial (text/images/videos) would be really appreciated, but even tips on a starter rocket, or even a file from what you guys launched could help me learn on how to make this all work.Thanks.I AM BAAAACK (finally) and here are a couple craft files. IMPORTANT you will need KAS+kethane for these to workok so first SEND IN THE MINER then the launchpadhttp://www./download/tm4vr4nt8yf30l2/Minmus_Smelter.craft (I'm sorry I haven't had the time to make a launch stage for this one but if I get the time I will) It can land on minmus fine, other planets...not so much NEEXT! the launchpad (has excess fuel in the launch stage to allow for orbital tweaks etc!) land this (mechjeb will make landing within 50 meters(for the kas lines)of the smelter/miner much easier so you can stick that on if you wish)http://www./download/dr2u8lw66w6t76r/Launchpad_to_minmus.craftIm getting around to making a fuel storage thingy that you can connect to the others, but in the mean time here are some pics I hope it helps you and others P.S make sure you remove debug=true from the launchpad config or it will be stuck in cheat mode Edited August 16, 2013 by Boamere Link to comment Share on other sites More sharing options...
taniwha Posted August 16, 2013 Share Posted August 16, 2013 Fix debug mode please! I loved the first version because I want to build rockets out of the magical metal that KSC gets. Maybe they grow it?Eh? It is fixed, and enabled by default even, I believe. Link to comment Share on other sites More sharing options...
slay_mithos Posted August 16, 2013 Share Posted August 16, 2013 I AM BAAAACK (finally) and here are a couple craft files. IMPORTANT you will need KAS+kethane for these to workok so first SEND IN THE MINER then the launchpadhttp://www./download/tm4vr4nt8yf30l2/Minmus_Smelter.craft (I'm sorry I haven't had the time to make a launch stage for this one but if I get the time I will) It can land on minmus fine, other planets...not so much NEEXT! the launchpad (has excess fuel in the launch stage to allow for orbital tweaks etc!) land this (mechjeb will make landing within 50 meters(for the kas lines)of the smelter/miner much easier so you can stick that on if you wish)http://www./download/dr2u8lw66w6t76r/Launchpad_to_minmus.craftIm getting around to making a fuel storage thingy that you can connect to the others, but in the mean time here are some pics I hope it helps you and others P.S make sure you remove debug=true from the launchpad config or it will be stuck in cheat modeThank you so much, I'll look into these tomorrow (because it's a bit late today) Link to comment Share on other sites More sharing options...
Cobrattack Posted August 17, 2013 Share Posted August 17, 2013 missing file HexCanRocketPartsHuge for the smelter Link to comment Share on other sites More sharing options...
taniwha Posted August 17, 2013 Share Posted August 17, 2013 Cobrattack get v3.1 (page 107, but the link is on the first page). I included the Huge series in my update. Link to comment Share on other sites More sharing options...
Cobrattack Posted August 17, 2013 Share Posted August 17, 2013 Ahhhh thought I had it updated lol Thnks Link to comment Share on other sites More sharing options...
Freman Posted August 17, 2013 Share Posted August 17, 2013 Freman:Rather odd, as I had explicitly tested them.Yeh I have previously landed drilling platform, I click "deploy drill" but nothing happens Do you mean convert metal to parts? You're not supposed to be able to. That's what the workshop is for. While the old launchpad did have even the kitchen sink in it, the new one is a bit saner.Oh, I didn't know there was a new workshop. I'll go launch one of those now... Link to comment Share on other sites More sharing options...
taniwha Posted August 17, 2013 Share Posted August 17, 2013 (edited) Yeh I have previously landed drilling platform, I click "deploy drill" but nothing happens Hmm, well, I'll double check. It's vaguely possible I messed up something between testing and packaging.[edit]I just checked again, and the auger is indeed working with 0.7.7. Note that it is very slow: one auger will produce 0.1u of ore per second. I admit this may be a tad low. Also note that currently there is no visual indication of whether the auger is working, you need to check the resource info. This is something else I need to fix. Edited August 17, 2013 by taniwha Link to comment Share on other sites More sharing options...
Jaxhofo Posted August 17, 2013 Share Posted August 17, 2013 I'm not sure if it's just me, but I've been experiencing the explosion bug whenever I attempt to build something with its root part lower than about 12m from the ground. I think it's because KSP thinks it's below ground when it spawns.I've come up with a workaround, by adding SpawnHeightOffset = 12 after debug = false in the .cfg, like so:MODULE{name = ExLaunchPaddebug = falseSpawnHeightOffset = 12}Hopefully this might also help with other users' issues too. A word of warning, this will also cause the stuff you build to spawn high up in the air, so use landing gear or toggle gravity if needed. Link to comment Share on other sites More sharing options...
Hades Posted August 17, 2013 Share Posted August 17, 2013 Here's my attempt at building a mun station Thanks for making such an amazing mod! Link to comment Share on other sites More sharing options...
Shalidor Posted August 17, 2013 Share Posted August 17, 2013 Shalidor: all you do is install both mods (EL and Spherical Tanks): the configs in EL will pick up the tanks automatically (and just be dropped if the tanks aren't there). You should find them in the Utility tab.Very Strange. I have both EL and the Spherical Tanks but only have the Spherical tanks in the Propulsion tab. The Utility has only the Hex tanks. I checked the EL folder and it has the cfg files for tanks in it but they don't show up in my Utility inventory:( any suggestions? Link to comment Share on other sites More sharing options...
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