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[1.12] Extraplanetary Launchpads v6.99.3


taniwha

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@Rukaprime: They start out empty by default, just right click them in VAB and drag left click on resource bar to add some :)

BTW mass also increases so you probably want to do this before thinking if this gets to destination.

Just be aware that rocket parts weigh(t?) exactly the same as the thing you can build off it. For optimal building you probably want to settle on some body (perhaps no atmosphere, low gravity, other area than kerbin for more deltav savings) with ore and then send all resource-gathering stuff and empty res containers there.

passinglurker, what idea do you mean? I'm just curious :)

Edited by dzikakulka
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passinglurker, what idea do you mean? I'm just curious :)
way back when taniwha was implementing crewed workshops and construction time there was talk of also possibly adding a part that would function as a KAS container and was able to convert rocket parts into KAS-able parts to fill itself with instead of having to launch a probe core with all that stuff attached to it for you to put away manually.
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passinglurker: I looked into it recently, but the relevant areas of KAS are private, and with Majiir AWOL, it's rather difficult to get any changes in. However, that was for a KAS container that built parts.

It's still on my todo list :)

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passinglurker: I looked into it recently, but the relevant areas of KAS are private, and with Majiir AWOL, it's rather difficult to get any changes in. However, that was for a KAS container that built parts.

It's still on my todo list :)

I don't suppose there is a way EL can just cut out the middle man and modify existing ships in flight directly without having to grind them up and spit out an improved version? Even if its something crude and simple compared to the VAB editor like you can only attach parts to attachment nodes even the radial parts.

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I've only downloaded this and I haven't even built a space station with it yet, but I wonder, can asteroids be used as raw materials to make ships?

I wonder how many times this has been asked in this very same thread. At least a dozen times I guess.

But to answer your question: As far as I know no(t yet).

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Something slightly odd that I've noticed in VAB. When I mouse over the smelter parts, rather than the normal spinning type-animation, they just expand and keep zooming out until they're off the screen, and don't reappear in their box until I change page. I seem to be able to place them fine, they just animate weirdly.

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Yeah, ask here ;). Progressive builds take time (based on built ship mass and available kerbal workforce), but allow you to start building even if you don't have sufficient resources (the build will pause when you run out and resume when you add more). Unfortunately, you do have to be within physics range for the build to progress.

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I was thinking to installing this mod, after reading some pages of thread I have a couple of questions left unanswered.

I'll put them out here hoping there is someone kind enough to give me a couple of tips. :)

thanks in advance

I would rather not using kethane, I could be persuaded if it was worth it, but I would like to know if there is an interesting alternative (i'm currently using KSPI don't know if that helps)

I've seen you suggest either kethane or karbonite, which one would be the least disrupting to use? I had kethane installed and I decided to remove it because of the green grid annoyed me (maybe was a dumb move :) but i wasn't using it so that saved me some mod memory)

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EL will work without Kethane, though there are a couple of Kethane related hard-codings (target resource when recycling ships, and the default setting of forced resource usage (non-career modes)). Other than that, so long as you can get RocketParts to your pad, the source (Kethane, Karbonite, KSPi...) of the RocketParts does not matter.

Kerbin without the Kethane grid looks naked to me ;) However, it can be turned off (though I don't remember how).

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Okay. How is workforce calculated? Do kerbal attributes come into play?

Also, is there a limit per Workshop (or whichever part) how many Kerbals are "counted"?

Yes, high courage and low stupidity are the important traits.

I haven't run into one, my largest construction platform has 3 workshops with a total of 30 Kerbals.

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EL will work without Kethane, though there are a couple of Kethane related hard-codings (target resource when recycling ships, and the default setting of forced resource usage (non-career modes)). Other than that, so long as you can get RocketParts to your pad, the source (Kethane, Karbonite, KSPi...) of the RocketParts does not matter.

Kerbin without the Kethane grid looks naked to me ;) However, it can be turned off (though I don't remember how).

ok, so if I understand it correctly "RocketParts" is a resource right? like liquidfuel or electriccharge...

I would like to make a self sustainable base, extracting resource from the planet/moon, processing it and turning it into this new resource.

is that possible with KSPi alone?

or is it better to use Kethane?

sometimes mods that have all that stuff can become overwhelming, too much parts and stuff...

lately I started using Scansat and that could be what gives me the final push to reinstalling kethane

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when I build I ship with the orbital spacedock, it has no resources and is uncontrollable. both it and the launchpad-ship don't respond to commands, and the right click menus have readouts, but all button fields are gone. what did I do wrong? (I have mining, I have a supply of the appropriate fuels onboard)

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ok, so if I understand it correctly "RocketParts" is a resource right? like liquidfuel or electriccharge...

I would like to make a self sustainable base, extracting resource from the planet/moon, processing it and turning it into this new resource.

is that possible with KSPi alone?

or is it better to use Kethane?

sometimes mods that have all that stuff can become overwhelming, too much parts and stuff...

lately I started using Scansat and that could be what gives me the final push to reinstalling kethane

Kethane (if I am not wrong) cannot be converted to rocketparts. (Unless you do some cheety cfg edits)

TBH I do not use Kethane that often :P

Edited by Joshwoo69
.
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You need to transfer resources to the ship you built. If you cannot right click, restart your KSP.

Also cann someone make better textures for ore metal and rocket parts cans or hexcans? They do not fit well with KSP. :P

For some reason, the ships are spawning with about 200 m/s of orbital velocity (orbital velocity of the space-dock is ~2000 m/s)

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Kethane (if I am not wrong) cannot be converted to rocketparts. (Unless you do some cheety cfg edits)

TBH I do not use Kethane that often :P

ok, I still don't get how you are supposed to get those parts...

I mean, If I plan to put a launchpad in orbit around kerbin I guess I could just ship the parts from the planet.

But I wanted to put the pad somewhere a little more out, like jool or maybe even another star.

I find it hard to find a simple explanation on how to get those parts, and this is surprising given that is one of the key features of this mod.

I also searched the thread but with no results, and looking 150 pages isn't that easy

Edited by Sigma88
grammar
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ok, I still don't get how you are supposed to get those parts...

I mean, If I plan to put a launchpad in orbit around kerbin I guess I could just ship the parts from the planet.

But I wanted to put the pad somewhere a little more out, like jool or maybe even another star.

I find it hard to find a simple explanation on how to get those parts, and this is surprising given that is one of the key features of this mod.

I also searched the thread but with no results, and looking 150 pages isn't that easy

You can, it might also be an good idea to bring rocketparts on a huge mission and add a pad on the mothership. This let you build landers and probes at target. Nice if combined with test contracts.

Kethane is required not only for mining but also for converting ore to metal and metal to rocketparts, rocketparts are very bulky,

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With Kethane: Scan for ore (Kethane style, dedicated part from mod), mine ore (Kethane drills IIRC), smelt ore to metal (dedicated part form mod), asemnbly rocket parts from metal (command modules, dedicated parts, anything with ExWorkshop module). That's the main supply line but not the only one.

With Karbonite->EL conversion mod: Find suitable ore source (Karbonite style, Karbonite part), mine ore (Karbonite drills), rest goes as with Kethane version.

If you want to refrain using these two main resource manage mods, you can for sure design your own system (ORS is easiest I think). You only need to do the scanning and drilling part and modify the rest to match ORS or any system you use.

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You can, it might also be an good idea to bring rocketparts on a huge mission and add a pad on the mothership. This let you build landers and probes at target. Nice if combined with test contracts.

Kethane is required not only for mining but also for converting ore to metal and metal to rocketparts, rocketparts are very bulky,

With Kethane: Scan for ore (Kethane style, dedicated part from mod), mine ore (Kethane drills IIRC), smelt ore to metal (dedicated part form mod), asemnbly rocket parts from metal (command modules, dedicated parts, anything with ExWorkshop module). That's the main supply line but not the only one.

With Karbonite->EL conversion mod: Find suitable ore source (Karbonite style, Karbonite part), mine ore (Karbonite drills), rest goes as with Kethane version.

If you want to refrain using these two main resource manage mods, you can for sure design your own system (ORS is easiest I think). You only need to do the scanning and drilling part and modify the rest to match ORS or any system you use.

Thank you to both, in the end I think I'll use either Kethane or Karbonite... I will give both a try to check which I like the most.

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found the cause of my problem [last page] - I had a part with the karbonite particle collector module - I put this into a part.cfg:

	MODULE
{
name = KarboniteParticleExtractor
deployAnimationName = ThrustAnim
drillAnimationName =
}

thought: "I don't need an empty field" and deleted the 'drillAnimationName = '

apparently, without that field, that module goes nuts and does bad things.

[i found that old bussard ramjet part, removed the engine module, and put the blue magnetic scoop animation that it used as an engine animation as the deployAnimationName - it looks amazing now that it works. The only place I could find it was on one of those seedy sites banned from posting here - the download I found lacked the license and other parts I remember from the spaceport download, so I am unsure if I am allowed to repost it.]

Edited by ABZB
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This career I have switched over from kethane to karbonite (largely for the novelty). I just found the different behaviour of the recycle bins. I guess there is no way I can force recycling to metal rather than rocket parts short of re-installing kethane?

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