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[1.12] Extraplanetary Launchpads v6.99.3


taniwha

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If you find the time, the help would be appreciated.

Basic support = without this, you're not going anywhere.

The actual core of EL supports it fully: building loops through all required resources transferring amounts at 0.2t/Kh (kerbal hour: productivity unit) spread across the resources (ie, total transfer is 0.2t/Kh). It is just that at present, only one resource (RocketParts) is in the list of required resources. Also, the build window displays all resources in the required list. The only places "RocketParts" is mentioned in the source is BuildCost.cs and Recycler.cs

Thus, it is necessary only to create a more detailed required resource list in BuildCost.cs, and then you can build requiring the resources of your choice. Then, to get the most out of that, Recycler.cs should be fixed to work similarly to the pads (workshop interface, figure out what resources can be extracted from the vessel, transfer them at a certain rate (with losses)).

Actually, this would be a perfect opportunity to make Recycler.cs work one part at a time: transfer resources for the part (with losses), reducing the part's mass appropriately (no losses: eg, 1kg of part becomes 0.8kg of resources, part's mass is reduced by 1kg), and when the part's mass reaches 0, destroy that part. I find the recycler's instant destruction far more unsettling that the pad's instant construction. Maybe because there's no visual waring of impending destruction, but you click a button to get the construction.

Correct.

More or less correct. You can instead ship a pad and a supply of parts and build your miner and smelter there. If you ship a workshop (big blue thing), you can ship metal and convert to parts there, or you can ship enough parts to build miner, smelter and workshop, and build everything there.

And yes, ore drills are different from kethane or karbonite drills (I might be wrong: karbonite drills may be universal: check with the karbonite people).

Unless everything is on-site, then yes. Metal is probably the most convenient to ship.

Finally, the Orbital Dock, launchpad or Runway, which must be part of the same vessel of the Workshop turn those "rocket parts" into any ship I have saved.
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Problem:Releasing Probes as Debris? The Probe gets destroyed.

Also the release button is unresponsive when that happens.

It seems it is an issue with multiple pads. I have them linked with KAS pumps. DO they need to be docked?Will the grab work since the main vessels does not have a docking port?

Edited by Theban Prince
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Al's tutorial post

Here's my best understanding of how to use this mod.

1. repairs: the kethane based resource conversions are broken (as of 8.8.x) you will need to re-write them in the .cfg files to some other resource conversion utility that Actually Works .

As dzikakulka pointed out, this one is no longer relevant. Now, if you prefer some other resource mod over Kethane, that's fine, but nasty digs like that are unwelcome.

2. There are an excessive number of useless parts in the distribution, weed out all parts that have type = none or are just silly and redundant, like the dozens of versions of the same crappy tank. Replace with Procedural Parts tank, there is a cross-compatibility part that magically appears when both mods are installed.

Not bad advice, but I'm not willing to put such a hard dependency on EL. That said, when I've got time, I might do an alternate distribution pack that does reduce parts.

3. The runway and especially the launchpad parts have beautiful animations but are so unweildy as to be useless. It might be possible to use them with KAS but I have not tested that yet. The launchpad is especially broken because it has a node hanging out in mid air/space several meters away from the stack. It also has a crew of 2 despite not having a compartment or hatch for said crew making it impossible to transfer them to another craft. The only usable part is the orbital spacedock.

This, unfortunately, is quite true. For now }:>

I am currently working on a feature that will make landed operations much more pleasant, and just this morning (~30m ago) I made a major breakthrough in getting it working. Anybody who hangs on on IRC probably knows what I'm working on, but for now, not telling :).

4. The construction process begins with the Orez. Ore is a standardized resource that may be obtained through one of several mods. It may be obtained using the kethane style scanning and augur equipment that comes with this mod, it may also be obtained with Karbonite's parts or from asteroids from the Asteroid Resource Toolkit (or similar name). There could also be some other mods out there that will provide it.

The crux of this is certainly correct, but I can't speak for anything other than Kethane.

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As dzikakulka pointed out, this one is no longer relevant. Now, if you prefer some other resource mod over Kethane, that's fine, but nasty digs like that are unwelcome.

No, I'm simply saying that I could not get the provided tool to do anything whatsoever, I HAD To re-write it. =(

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I think this mod is broken. I am setting up a landed base at Kerbin. I link up a generator with KAS pipes, all is ready to go, however whenever I want to built something that has a probe in it it gets the probe part destroyed as it spawns, the rest of the vessel is stuck on the launchpad as debris and unreleasable and the whole game gets weird with the UI not responding, buttons do nothing etc etc. after numerous attempts with multiple bases the last days I have to say I ma very disappointed and warn any users for trying it. Bugs Ahoy!

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So, to double check. This is my ore miner/smelter

6596wz.jpg

The rover below seems flimsy and I think it's going to be a tough landing. But, it has the docking ports at the standarized height I have for my bases and rovers, allowing easier interaction with existing designs. Do the augurs need to touch the ground? They don't seem to have any animation (I don't have ore at the launchpad to try, though) and I fear they'll get destroyed on landing if I lower them too much.

In any event, the smelter has capacity to store ore, so the drilled ore should go there and, from there, into the metal containers at the bottom. Then I'll need to dock a vehicle using the existing docking ports or a KAS pipe, transfer the metal to the new vehicle and ship it to a craft that has both workshop and orbital dock, right? Or dock such a vehicle and manage everything from a single vehicle.

The upper stage is a skycrane which I hope to put back into orbit and dock into something. Theoretically, I could dock a transfer vehicle on the top docking port sr., but I've never tried such a thing.

This part of the operation doesn't use any kerbal.

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7. Assuming the UI component is working (it uses KSPAPIextensions) it will be possible to select any of your designs, or even subasemblies, and send them to be fabricated. The fabrication process can be sped up by having more kerbals in suitable modules on the base. My ship had a crew of 21, including the workshop. This could be an issue because there aren't all that many astronauts in the program and it is likely that you have at least a skeleton crew at each of the bases the contracts want you to build.

KSPAPIExtensions is used only for the VAB/SPH gui, and the version string in all guis.

New applicants come quite frequently if there's room in the list (and unwanted ones leave after a few days).

Do note that sub-assemblies are "use at your own risk". This is because fuel-lines and struts do not work properly yet. However, if they have neither fuel-lines nor struts, then sub-assemblies should work.

You know reading this I was wondering would there be any way to have it build individual parts that have KAS gradable module like from a bin? This would be darn handy to have for sticking new experiments on older rovers, building new small rovers on site or replacing the small parts Jeb breaks by being himself lol...

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I think this mod is broken. I am setting up a landed base at Kerbin. I link up a generator with KAS pipes, all is ready to go, however whenever I want to built something that has a probe in it it gets the probe part destroyed as it spawns, the rest of the vessel is stuck on the launchpad as debris and unreleasable and the whole game gets weird with the UI not responding, buttons do nothing etc etc. after numerous attempts with multiple bases the last days I have to say I ma very disappointed and warn any users for trying it. Bugs Ahoy!

I have this problem when trying to launch a sideways orientated ship such as a rover or VTOL rocket. If I position the drone core facing upward as it would in a standard rocket it doesn't explode. Of course, I then have to get it orientated so that I can use it, but you know... baby steps. Also, the core does not explode if the rover is very large. Like big enough to stand over the launchpad on its own.

In case it matters, this problem happens at one of my EL bases a lot more than the other. So obnoxious culprits such as orientation are possible.

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I have this problem when trying to launch a sideways orientated ship such as a rover or VTOL rocket. If I position the drone core facing upward as it would in a standard rocket it doesn't explode. Of course, I then have to get it orientated so that I can use it, but you know... baby steps. Also, the core does not explode if the rover is very large. Like big enough to stand over the launchpad on its own.

In case it matters, this problem happens at one of my EL bases a lot more than the other. So obnoxious culprits such as orientation are possible.

After unaccountable tries and 5 bases later, I reached the same conclusion accidentally. The probe core must be high enough because for some reason it clips and gets destroyed. The the game goes mostly unresponcive and if you succeed on changing ships/switch to VAB and then back to the base, it is gone.poof.Kaput. Major Bug there.

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As dzikakulka pointed out, this one is no longer relevant. Now, if you prefer some other resource mod over Kethane, that's fine, but nasty digs like that are unwelcome.

Not bad advice, but I'm not willing to put such a hard dependency on EL. That said, when I've got time, I might do an alternate distribution pack that does reduce parts.

This, unfortunately, is quite true. For now }:>

I am currently working on a feature that will make landed operations much more pleasant, and just this morning (~30m ago) I made a major breakthrough in getting it working. Anybody who hangs on on IRC probably knows what I'm working on, but for now, not telling :).

The crux of this is certainly correct, but I can't speak for anything other than Kethane.

5. Since smelting discards 40% of the mass as slag, you REALLY want to smelt it before launching it. Also, with the procedural tanks and KW rocketry, it is possible to launch a 350+ ton slug of metal from Kerbin.
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Will be karbonite compatablilty be up for the next version or soon?

Because(no offense) kethane's dead,since its creators and developers dont even let people expand it for the community and practically sue anyone that tries to make some mods with mostly kethane-based, karbonte is a open source universal resource mod made by the genius of RoverDude(perks to him :)) .

Kethane's not dead, in fact it had a release recently, and the license situation is a bit messy but far more open than it was, and I say that as a person who prefers Karbonite. Also, there're conversions of EL to Karbonite around, well maintained. Thankfully EL is GPL, so when Taniwha finally leaves us in disgust after yet another demand it's still possible that some hypothetical someone will maintain it.

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Learn to preview your posts ("Go Advanced" button).

Will be karbonite compatablilty be up for the next version or soon?

Because(no offense) kethane's dead,since its creators and developers dont even let people expand it for the community and practically sue anyone that tries to make some mods with mostly kethane-based, karbonte is a open source universal resource mod made by the genius of RoverDude(perks to him :)) .

Karbonite support in EL is not going to happen beyond a few hard-codings in EL being fixed. I have no interest in maintaining multiple versions of config files (and no, I will not accept pull requests for such, either, so don't bother).

Reports of Kethane's death have been greatly exaggerated. And your information is out of date. As of 0.9, most of Kethane's code is under the BSD license (freer than Karbonite's :P, freer even than EL* (EL is freer than Karbonite because of the NC clause in Karbonite's license)), though the models remain all rights reserved (Majiir doesn't own them, so he can't re-license them).

*I prefer the GPL over BSD because I want people who use my code in their projects to "pay up" by allowing others to use their code.

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Kethane's not dead, in fact it had a release recently, and the license situation is a bit messy but far more open than it was, and I say that as a person who prefers Karbonite. Also, there're conversions of EL to Karbonite around, well maintained. Thankfully EL is GPL, so when Taniwha finally leaves us in disgust after yet another demand it's still possible that some hypothetical someone will maintain it.

On this subject, the Kethane thread suggests the newest update will break plugins that use it. Are we good to upgrade to 0.9 or is that bad for my EL save?

Also, Taniwha, please don't leave us in disgust. We need you!

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On this subject, the Kethane thread suggests the newest update will break plugins that use it. Are we good to upgrade to 0.9 or is that bad for my EL save?

Also, Taniwha, please don't leave us in disgust. We need you!

EL's plugin doesn't link against Kethane's plugin. If it did, the Karbonite conversion would have been impossible. At most, the config files for scanners and converters may need to be updated. Once you have RocketParts, the EL-specific code that builds ships from RocketParts is unaffected.

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Hopping in :)

As noted, there's a well maintained compatibility layer between EL and Karbonite (link in the Karbonite post, you can find it in my sig under the USI catalog) for those that prefer that resource mod, plus since all of the models and whatnot are CC, knock yourself out :)

Longer term, and I want to continue some chats with Taniwha on it, my intent is to make a fairly seamless integration between EL that goes with the next major MKS phase, to include full ORS integration (the stuff behind Karbonite and MKS's resource gathering). new models (in the MKS/OKS style so they blend in with your orbital shipyards and land bases) and a more complex construction chain that finally puts all of those twiddly MKS resources to better use :)

Just need to figure out the best way of doing this that causes zero work or support headaches for Taniwha, and provides an optimum experience for the users.

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In reference to the previously discussed issue, posts 1608 - 1610:

KSP: 0.24.2 Windows 32bit

Problem: Drone core explodes when build is finalized.

Mods installed:

BD part pack

Extraplanetary Launchpads

KAS

KerbalEngineer

Kethane

Infernal Robotics

QuantumStruts

SurfaceLights

TACFuelBalancer

TweakScale

Reproduction steps:

Build a small vehicle with the drone core mounted sideways (Connection nodes are horizontal, not vertical).

Log:

Not sure how to share my log. I have it saved though.

You can see below the little VTOL craft's drone core exploded (more like poofed) as soon as the build was finalized. The rest of the craft is now sitting there without a core.

2rppts5.png

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In reference to the previously discussed issue, posts 1608 - 1610:

Reproduction steps:

Build a small vehicle with the drone core mounted sideways (Connection nodes are horizontal, not vertical).

You can see below the little VTOL craft's drone core exploded (more like poofed) as soon as the build was finalized. The rest of the craft is now sitting there without a core.

I used to have this issue when I was building a base on one of the low spots of Pol. I think you should include in your steps that it has to be built on the low spot of a body with comparatively large bumpiness/diameter.

Out of curiosity, when loading your base, does it first appear far above the ground and then seem to warp to the surface when physics loads? Mine did, and I had to cycle through each of the individual craft at my base as the active vessel to assemble them on the actual ground. If yours does too I would suspect that the root part (in this case, your drone core) spawns below what KSP initially thinks is the surface level when it finalizes/builds the craft. I don't know why the rest of it doesn't explode too. The logs might tell us if that's the actual reason but I think I ditched my logs once I made a workaround (build it at the actual launchpad, hyperedit it to my base, then delete the appropriate amount of ore from the deposit).

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I can't get the Kerbal Rocket Workshop to work at all. No option to unfold, and I can't get the UI to come up through it. I decided to test.

-Orbital construction dock works fine

-Removing the Ka conversion did nothing

-Redownloading and reinstalling the folder did nothing

-Removing everything in gamedata except EPL, squad, and NASAmission did nothing

Is this some kind of deprecated part?

It looks like Launch pad 2 is what I wanted, I wish I had noticed that before I shipped the other one to Mun.

Edited by Ruptga
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new ship, same problem. I tried building again, on a completely different ship, no mechjebs in either the ship or the WIP. As usual, there was an accident that broke off the aft end of the ship and the workshop was sent on a different trajectory, I sent up a replacement workshop with more parts to use one of the extant docking ports after realizing the build was going to take forever, I get to finalize build, I press the button, I get as far as the resource transfer screen but that quickly vanishes and I'm sent to VAB, here's the log:

[LOG 22:51:28.818] Orbital Garbage Truck (OC) loaded!

[LOG 22:51:28.823] putting ship to ground: -16.36627

[LOG 22:51:29.155] [Orbital Garbage Truck (OC)]: Ready to Launch - waiting to start physics...

[LOG 22:51:29.177] [FLIGHT GLOBALS]: Switching To Vessel Orbital Garbage Truck (OC) ----------------------

[LOG 22:51:29.181] Packing Starship Bussard Collectorï¼ for orbit

[LOG 22:51:29.184] Packing Starship Bussard Collectorï¼ Probe for orbit

[LOG 22:51:29.185] stage manager resuming...

[LOG 22:51:29.190] [iR GUI] vessel probeStackLarge

[LOG 22:51:29.190] [iR GUI] 0 groups

[LOG 22:51:29.191] Vessel assembly complete!

[LOG 22:51:29.191] stage manager starting...

[WRN 22:51:29.209] Kethane deposits saved (13ms)

[LOG 22:51:29.224] Saving Achievements Tree...

[LOG 22:51:29.224] Saving Achievements Tree...

[LOG 22:51:29.224] Saving Achievements Tree...

[LOG 22:51:29.224] Saving Achievements Tree...

[LOG 22:51:29.224] Saving Achievements Tree...

[LOG 22:51:29.224] Saving Achievements Tree...

[LOG 22:51:29.224] Saving Achievements Tree...

[LOG 22:51:29.224] Saving Achievements Tree...

[LOG 22:51:29.224] Saving Achievements Tree...

[LOG 22:51:29.224] Saving Achievements Tree...

[LOG 22:51:29.225] Saving Achievements Tree...

[LOG 22:51:29.225] Saving Achievements Tree...

[LOG 22:51:29.225] Saving Achievements Tree...

[LOG 22:51:29.225] Saving Achievements Tree...

[LOG 22:51:29.225] Saving Achievements Tree...

[LOG 22:51:29.225] Saving Achievements Tree...

[LOG 22:51:29.225] Saving Achievements Tree...

[LOG 22:51:29.225] Saving Achievements Tree...

[LOG 22:51:29.225] Saving Achievements Tree...

[LOG 22:51:29.225] Saving Achievements Tree...

[LOG 22:51:29.459] [KSP Interstellar] Radiation Module Loaded.

[LOG 22:51:29.943] [ORS] Creating Resource Manager for Vessel Orbital Garbage Truck (OC) (WasteHeat)

[LOG 22:51:30.798] [439.0875] DarkMultiPlayer: Sending 2 scenario modules

[LOG 22:51:31.417] [440.4392] DarkMultiPlayer: Setting spectate lock

[LOG 22:51:31.991] [EL]

{

SMA = 880928.541114767

ECC = 0.0281190412156984

INC = 0.444679544247388

LPE = 281.313573859355

LAN = 112.22770888705

MNA = 0.67647378508209

EPH = 11534401.5074883

REF = 1

}

[-778654.31432393, -369564.021687048, -4098.13909846096]

[LOG 22:51:31.991] [EL]

{

SMA = 880985.202762514

ECC = 0.0281317437919208

INC = 0.445043967489657

LPE = 281.326486660061

LAN = 112.286002939912

MNA = 0.676522450091093

EPH = 11534402.0474883

REF = 1

}

[-778668.79088643, -369598.394001501, -4106.8594658926]

[WRN 22:51:31.993] [HighLogic]: =========================== Scene Change : From FLIGHT to TRACKSTATION =====================

[WRN 22:51:32.034] [PartJoint]: None of the provided nodes was valid!

[LOG 22:51:32.035] [PlanetariumCamera]: Focus: Kerbin

[LOG 22:51:32.499] [FLIGHT GLOBALS]: Switching To Vessel Starship Bussard Collectorï¼ ----------------------

[LOG 22:51:32.501] Camera Mode: AUTO

[LOG 22:51:32.519] stage manager resuming...

[LOG 22:51:32.529] [iR GUI] vessel scienceModule (Starship Bussard Collectorï¼Â)

[LOG 22:51:32.530] [iR GUI] 0 groups

game is frozen, force-killing.

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In reference to the previously discussed issue, posts 1608 - 1610:

KSP: 0.24.2 Windows 32bit

Problem: Drone core explodes when build is finalized.

Mods installed:

BD part pack

Extraplanetary Launchpads

KAS

KerbalEngineer

Kethane

Infernal Robotics

QuantumStruts

SurfaceLights

TACFuelBalancer

TweakScale

Reproduction steps:

Build a small vehicle with the drone core mounted sideways (Connection nodes are horizontal, not vertical).

Log:

Not sure how to share my log. I have it saved though.

You can see below the little VTOL craft's drone core exploded (more like poofed) as soon as the build was finalized. The rest of the craft is now sitting there without a core.

http://i62.tinypic.com/2rppts5.png

I have found some ways to lessen that problem a lot. First of all use landing legs (the bigger the better, those included with Karbonite work like a charm and they look awesome) in everything you build to get clear of the landing pads when the vessel spawns. Sideways drones have that issue because the core probe is closer to the ground, but it is not unique to them. Another thing you should do is when you get out of time warp when the building is done, wait until everything is completely settled after physics are engaged, because even if a single part is moving the probe might clip and it goes poof.

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Update: It looks like it is the DMP mod that is breaking ELP. Looks like some cooperation will be required to fix. It is very important that these two work together. =P

Whats the issue youre finding?

I find orbital dock/launchpads dont work in orbit, seem to work then progress stays at 0%.

But maybe thats just me.

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I find orbital dock/launchpads dont work in orbit, seem to work then progress stays at 0%.

But maybe thats just me.

I don't know how many times this has been answered... Do you have Kerbals in a part with the workshop module? You need somebody to build the thing. Preferably a Kerbal that isn't stupid who won't take away from productivity

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I don't know how many times this has been answered... Do you have Kerbals in a part with the workshop module? You need somebody to build the thing. Preferably a Kerbal that isn't stupid who won't take away from productivity

As I said in my last post, it won't build "in orbit".

Deploy the launchpad2 on the main launch pad or anywhere on the ground and it works.

If I undock a launchpad2 it from my station in orbit it works mysteriously, but when docked in orbit I get nothing.

EDIT: That's the orbital dock and the launchpad2 btw. Haven't tried the runway cos frustration kicked in at that point.

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