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[1.12] Extraplanetary Launchpads v6.99.3


taniwha

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I have released Extraplanetary Launchapds version 4.1.1. As always, under the GPL. Links are in the first post.

Changes from 4.1:

  • Removed unusable Release context menu button.
  • Fixed an error that would set the pad's mass to 0.
  • Fixed the inability to release built ships in insta-build mode.
  • Fixed the inability to switch vessels or leave flight after building a ship.

I'm sorry the fixes took so long. 0.23.5 was released the day before I started my new job and it has been rather tiring and thus I didn't have the energy to face coding. The actual work took only a few hours.

The problem with the pad mass getting set to zero shows as a flood of warnings in the alt-f2 log. Unfortunately, this is a persistent error and so to fix it you will need to edit your persistent.sfs and even worse in your .craft file: make a backup, search for the pad part, and simply deleting the mass line in the part, and baseMass line in the ExLaunchPad MODULE node.

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Does the mod still allow building without using resources? I've been playing around with a non-Kethane save. With progressive builds and use resources set to false it still requires parts to build things and you need to provide fuel/oxidizer.

Kinda annoying. It was handy for quickly testing designs out on other planets and warping stuff up to my bases when I didn't feel like flying a resupply mission.

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I haven't tested without kethane for a long time. It's supposed work, but it seems it doesn't. In fact, it's a rat's nest of bugs :/ (nothing too serious, just a series of oversights because I always test with kethane installed).

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I have released Extraplanetary Launchapds version 4.1.2. As always, under the GPL. Links are in the first post.

Changes from 4.1.1:

  • Fixed infi-resources mode (no kethane, resource use not forced).

This is just a one-bug-fix release to get it out of the way so I can concentrate on enhancements (asteroids, kerbal experience, base "foundations" (ie, creating level spots), etc).

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How do I load up a ship with kerbals after I build it and put it on the launchpad2? Do i have to manually bring kerbals into the ship from elsewhere?

I believe you've always had to manually move the kerbals. I don't think they can be assembled in the workshop. :)

I have released Extraplanetary Launchapds version 4.1.2. As always, under the GPL. Links are in the first post.

Changes from 4.1.1:

  • Fixed infi-resources mode (no kethane, resource use not forced).

This is just a one-bug-fix release to get it out of the way so I can concentrate on enhancements (asteroids, kerbal experience, base "foundations" (ie, creating level spots), etc).

Everything seems to be working now. Thanks again!

I'm really looking forward to terrain leveling.

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How does courage effect work speed?

Edit: Looked at the code. Low stupidity and low courage are better for non-badass. However, a 0 stupidity non-badass kerbal's courage does not matter. For badass kerbals, lower stupidity is always better and higher courage is always better.

Edited by Shalashalska
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Hi,

I have a station with a recycler bin but everytime I send a ship to be recycled, the ship disapears but the rocket parts counter doesn't change. Do I need metal or ore containers? I only have a workshop to store rocket parts, but I don't know if I need a rocket parts container or other part for the recycler to work.

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oh, ok Ill put a metal container in my station. also, if I recycle a ship, i need more metal storage than the metal contained in the ship or it will be full and the rest is not taken into account?

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oh, ok Ill put a metal container in my station. also, if I recycle a ship, i need more metal storage than the metal contained in the ship or it will be full and the rest is not taken into account?

Just offhand, does anyone know the conversion rate? I'm assuming it's mass for mass, but what does that work out to in units of metal per ton?

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the unit weight is important to remember when building ships or bases with some of the available 4000 unit metal tanks. It took me forever to balance things out. The translation of metal to parts is way balanced towards parts so the 256 units in the contruction tower is more than enough to tide one over.

I have a 8k parts storage built with the Expandle Containers, that includes the parts making towers. Then a smaller base with the micro smelter and some small additional cans. Finally a rover (twice replaced- stupid wheels -) that features two drills and the ore sources. All parts rigged together with KAS pipes and pylons.

(Volcanus Base Shown with the Digger Rover out on patrol The Volcanus Module to the left and the Hyphaestus Platform to the right.)

WfUxdOS.png

One round filling up the meager (290 or so units) of metal all filled up and the ore mostly replenished I can usually run the whole rig non stop till the 8k of Parts space is all filled up. I do recommend that what ever cans you use, make sure their parts config lists them as starting empty or remember to empty them with tweakables. Lifting ore, metal, or parts is a huge burden and fuel expence. Also when empty it is easier to build asymetrically and still come out balanced.

Alacrity

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I'm not even bothering with rocket part storage on my shipyard now with progressive build enabled. the workshop can convert metal to rocketparts faster than a 10 kerbal crew with 0 stupidity can use them up. I just ship metal to the station, not a big deal from minmus, and use the built in storage of the workshop to handle what little is needed. A good sized ship could require several containers full of parts while you might not even use up a full container of the same size of metal made as you go.

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I'm not even bothering with rocket part storage on my shipyard now with progressive build enabled. the workshop can convert metal to rocketparts faster than a 10 kerbal crew with 0 stupidity can use them up. I just ship metal to the station, not a big deal from minmus, and use the built in storage of the workshop to handle what little is needed. A good sized ship could require several containers full of parts while you might not even use up a full container of the same size of metal made as you go.

Even with theoretically perfect kerbals (1 courage 0 stupidity badass) the workshop is still almost 10 times faster than actual building.

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I am having a problem where when I build something and then release it I can no longer go to the space center or end flight. I have started building and then clicked space center and it worked. I finished building and returned to space center just fine. I have finalized building and returned to space center. However, as soon as I release the finished rocket I can no longer return to space center. I have to Alt+f4 to exit the game. Any ideas for whats wrong? I have remote tech 2 installed and a few others.

Not sure what version I am on. Saw the fix a page ago. Will try new version to check if it was me downloading the wrong version.

*edit*

My bad, downloaded a bad version. Seperate question though, how do I turn on instant build?

Edited by Scottiths
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I would like to first apologize if this has been answered somewhere already, but I have spent the better part of an hour searching for this information. I thought that the OMD was capable of detecting both ore and kethane, but it seems that they are only capable of detecting the first one in the cfg file. Is it not possible to detect both ore and kethane with the same detector? if not its no big deal, I just was trying to build a survey sat that scanned for kethane/ore and scansat as well, and I needed detectors that would do the trick, I have ways of building it with two detectors, as the smaller one I used does both but due to the range issue of the smaller ore detector it has limited uses with atmospheric destinations. Anyways, thanks for the information in advance and sorry I couldn't find the information on my own.

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Not sure what version I am on. Saw the fix a page ago. Will try new version to check if it was me downloading the wrong version.

*edit*

My bad, downloaded a bad version. Seperate question though, how do I turn on instant build?

Scottiths: I'm glad you got that sorted. The next version of EL will make its version obvious :)

MrWizerd: Why would the OMD do both? Kethane and Ore are rather different substances with significantly different densities. The OMD is designed for detecting high-density ore.

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