taniwha Posted March 12, 2014 Author Share Posted March 12, 2014 *sigh* Can you try using the orbital dock instead of the pad? EL makes no distinction between the parts for allowing builds, but there are some minor difference between most pads and the dock. It will help me narrow down the problem Quote Link to comment Share on other sites More sharing options...
Seawolf Posted March 12, 2014 Share Posted March 12, 2014 I tried with launchpad2, runway, BahamutoD's launchpad and orbital dock. You were right, it doesn't blow up when I'm using orbital dock. Not so lucky with other pads though. Quote Link to comment Share on other sites More sharing options...
Valacar Posted March 12, 2014 Share Posted March 12, 2014 looks like the runway works. I was able to build and release a rover from it no problem. now to get one to the Mun. lol Quote Link to comment Share on other sites More sharing options...
Sokar408 Posted March 12, 2014 Share Posted March 12, 2014 Lots of the screenshots and the download link is currently broken Quote Link to comment Share on other sites More sharing options...
Valacar Posted March 12, 2014 Share Posted March 12, 2014 Runway works on the Mun, was able to get my mining rover up, and begin operations. for some reason its not using the rocketparts to build though. Quote Link to comment Share on other sites More sharing options...
janismac Posted March 12, 2014 Share Posted March 12, 2014 I need help on how to make rocketparts from metal. I have a ship with a full metal container, an empty rocketparts container and a construction workshop (the large oval light-blue thing) with some kerbals in it. Form my understanding of the mod I should be able to make rocketparts this way, but it doesnt happen. Screenshot: http://f.666kb.com/i/cmkvgttt2h59c3jb9.jpgWhat do I need to do? Quote Link to comment Share on other sites More sharing options...
Sigma52 Posted March 12, 2014 Share Posted March 12, 2014 Download link does not seem to be working. Quote Link to comment Share on other sites More sharing options...
Superfluous J Posted March 12, 2014 Share Posted March 12, 2014 I need help on how to make rocketparts from metal. I have a ship with a full metal container, an empty rocketparts container and a construction workshop (the large oval light-blue thing) with some kerbals in it. Form my understanding of the mod I should be able to make rocketparts this way, but it doesnt happen. Screenshot: http://f.666kb.com/i/cmkvgttt2h59c3jb9.jpgWhat do I need to do?The construction workshop is to convert rocket parts into space ships.To convert metal to rocketparts you need the "Kerbal Rocket Workshop" which looks like a square bit of concrete with a work bench on it. I think it even has like a wrench on it.Oh and Kudos to you for testing on the launchpad. I've seen so many pictures where people are asking why such-and-such doesn't work and they're already on the surface of Mun.And of course I've done that myself a time or two Quote Link to comment Share on other sites More sharing options...
Valacar Posted March 12, 2014 Share Posted March 12, 2014 I think the part you need is under pods, and looks like tall scalfolding with a torch and duct tape on the bottom shelf. I was trying to get one up for my base, and my game just crashed on me. I don't feel like waiting for 5 minutes to load up with all my mods. lol Quote Link to comment Share on other sites More sharing options...
Seawolf Posted March 12, 2014 Share Posted March 12, 2014 (edited) Download link does not seem to be working.Here's the newest version: EDIT: removed link because OP link is fixed. Edited March 13, 2014 by Seawolf Quote Link to comment Share on other sites More sharing options...
Superfluous J Posted March 12, 2014 Share Posted March 12, 2014 Here's the newest version: *SNIP*You should take that link down before you get in trouble. Quote Link to comment Share on other sites More sharing options...
sal_vager Posted March 12, 2014 Share Posted March 12, 2014 No trouble here, the addon is licensed under the GPLv3 so redistribution is allowed Quote Link to comment Share on other sites More sharing options...
Seawolf Posted March 12, 2014 Share Posted March 12, 2014 No trouble here, the addon is licensed under the GPLv3 so redistribution is allowed Yep, I checked the license.txtI will take it down as soon as the OP link is fixed anyway. Quote Link to comment Share on other sites More sharing options...
Superfluous J Posted March 12, 2014 Share Posted March 12, 2014 Sorry. I was thinking Kethane.Move along. Move along. Nothing to see here. Quote Link to comment Share on other sites More sharing options...
GorillaZilla Posted March 12, 2014 Share Posted March 12, 2014 Cheers for that Link Seawolf :-)Just thought I'd try out this mod to see if there's a way to launch from other places on Kerbin Like a Barge near the poles,As it seems silly to launch something like this 6000 ton Orion Pulse vehicle from the Space center's launchpad..... Quote Link to comment Share on other sites More sharing options...
taniwha Posted March 13, 2014 Author Share Posted March 13, 2014 My IP address changed. I've fixed that up and the links should start working again once the changes propagate. Quote Link to comment Share on other sites More sharing options...
taniwha Posted March 13, 2014 Author Share Posted March 13, 2014 I tried with launchpad2, runway, BahamutoD's launchpad and orbital dock. You were right, it doesn't blow up when I'm using orbital dock. Not so lucky with other pads though.Thank you. I thought it might be more to do with the SpawnTransform. Also, good to know that something works properly, which means I now have a direction in which to go to get the pads working without editing the models as that would not be fun for non-EL pads (eg, Hooligan Labs). Quote Link to comment Share on other sites More sharing options...
Valacar Posted March 13, 2014 Share Posted March 13, 2014 Well the Runway has been working for me just fine, Got my miner up, and deployed. Then used my Crane I brought up to move a 8x8 base plate into position next to the Crane with some assistance from a Kerbal Rigger in moving the load.Then moved and welded an empty Ore Container on the plate.So the Runway is working. Just think I may need to build a bigger crane later. Quote Link to comment Share on other sites More sharing options...
Superfluous J Posted March 13, 2014 Share Posted March 13, 2014 (edited) I posted this on Github as a bug, but it has caused a more immediate problem that I'd like to resovle. Any ideas out there?I built a single solar panel on the ELP Orbital Construction Dock and then used an EVA'd Kerbal to "G"rab the solar panel using KAS's grab functionality. I did not "Release" it first, which seems to be the key to the problem.Now, the dock only has the option to "release" but "release" doesn't do anything. I can't get into the build menu!Closing the game and reloading does not fix it, nor does reattaching the solar panel to the dock. I looked in the persistent.sfs file and compared it to a dock without the problem and I don't immediately see what to do to fix it there, though I assume it is fixable.Any ideas?EDIT: I got it. I just didn't look down far enough. I was thinking it'd just be a flag or something but I had to modify the module. I just copied the entire good one over the bad one: MODULE { name = ExLaunchPad isEnabled = True EVENTS { ShowBuildMenu { active = True guiActive = True guiIcon = Show Build Menu guiName = Show Build Menu category = Show Build Menu guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } HideBuildMenu { active = False guiActive = True guiIcon = Hide Build Menu guiName = Hide Build Menu category = Hide Build Menu guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } ReleaseVessel { active = False guiActive = True guiIcon = Release guiName = Release category = Release guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } } ACTIONS { EnableBuildMenuAction { actionGroup = None } DisableBuildMenuAction { actionGroup = None } ToggleBuildMenuAction { actionGroup = None } ReleaseVesselAction { actionGroup = None } } }Worked like a charm. However, it'd be nice if the dock automatically detected if something was still attached. Even with KAS you could accidentally crash into the thing and dislodge or destroy it. Edited March 13, 2014 by 5thHorseman Quote Link to comment Share on other sites More sharing options...
Valacar Posted March 13, 2014 Share Posted March 13, 2014 yeah this is the same issue I had with my launch pads, besides I couldn't release at all. So I used Lazor to Remote Control the vessel, followed by explosion, and the Release menu bug. Quote Link to comment Share on other sites More sharing options...
drtedastro Posted March 13, 2014 Share Posted March 13, 2014 @Valacar:::: I know this is not the correct thread, but where can I find out how to make the welding work? Some form of a cheat sheet or tutorial. Many thanks. Quote Link to comment Share on other sites More sharing options...
Valacar Posted March 13, 2014 Share Posted March 13, 2014 Well for Welding in the VAB I use Ubio Welding Ltd, same as Bob Fitch in his KSS videos. The Parts I welded on site are using Lazor System v32b, which allows you to weld 2 parts together during EVA. I pretty much just messed around to see what I could do. Found out that if you weld parts together in EVA and then grab the main part the parts welded to it explode. lol. Guess KAS doesn't like Lazor welded parts. Quote Link to comment Share on other sites More sharing options...
drtedastro Posted March 13, 2014 Share Posted March 13, 2014 Well for Welding in the VAB I use Ubio Welding Ltd, same as Bob Fitch in his KSS videos. The Parts I welded on site are using Lazor System v32b, which allows you to weld 2 parts together during EVA. I pretty much just messed around to see what I could do. Found out that if you weld parts together in EVA and then grab the main part the parts welded to it explode. lol. Guess KAS doesn't like Lazor welded parts.[/QUOTThanks for info and reply.....I will check out the Ubio welding then. I make enough things explode without any extra help...... Quote Link to comment Share on other sites More sharing options...
taniwha Posted March 13, 2014 Author Share Posted March 13, 2014 Fixing the pad to deal with any modification to the spawned vessel prior to release is not something I can do for a 4.0.X release, it looks like too big a job.While I say "any", that might be a bit too strong. But I have run into a different, but related problem: docking to the spawned ship before releasing it is very likely to break the ship, though surprisingly gently: I had a spherical tank with docking ports on either end (the tank was the root ), docked a tug to the top docking port (bottom was against the pad) and hit release. The tug floated away with only the docking port and the rest of the spawned ship was permanently part of my station.I think kerbals boarding the spawned ship is safe, but until I can get this fixed, my recommendation is to always release before doing anything. Not sure about adding and removing parts via KAS, but certainly don't remove the root part .5thHorsman: thanks for submitting the issue. You rock. Quote Link to comment Share on other sites More sharing options...
Superfluous J Posted March 13, 2014 Share Posted March 13, 2014 Fixing the pad to deal with any modification to the spawned vessel prior to release is not something I can do for a 4.0.X release, it looks like too big a job.While I say "any", that might be a bit too strong. But I have run into a different, but related problem: docking to the spawned ship before releasing it is very likely to break the ship, though surprisingly gently: I had a spherical tank with docking ports on either end (the tank was the root ), docked a tug to the top docking port (bottom was against the pad) and hit release. The tug floated away with only the docking port and the rest of the spawned ship was permanently part of my station.I think kerbals boarding the spawned ship is safe, but until I can get this fixed, my recommendation is to always release before doing anything. Not sure about adding and removing parts via KAS, but certainly don't remove the root part .5thHorsman: thanks for submitting the issue. You rock.Thank you. It's the least I can do to help keep things straight.So what you're saying is, when I recently used a construction platform to build a ship that itself had an orbital construction platform, and then without releasing it built several things on that 2nd platform, that was probably a bad idea? Oddly enough other than this one little single-part thing where my Kerbal got all antsy and grabbed it before I could release it, I've not had any problems with the space dock. Quote Link to comment Share on other sites More sharing options...
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