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[1.12] Extraplanetary Launchpads v6.99.3


taniwha

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After some research i think im having trouble scanning for ore for some reason and i think its connected to kethane. From my limitied understanding karbonite is similar. Will the resource aspect of this mod work with karbonite instead of kethane?

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After some research i think im having trouble scanning for ore for some reason and i think its connected to kethane. From my limitied understanding karbonite is similar. Will the resource aspect of this mod work with karbonite instead of kethane?

Amazingly right in the OP

As an alternative to Kethane, Karbonite is available and there is a Karbonite adaptation available. Note, however, that MKS has built-in support for EL, so you do not need this patch. Also note that MKS hides most of EL's parts as it provides its own versions.
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Hi ! I'm trying out EL/MKS/OKS/MCM combo and i have question : how is vessel orientation determined when spawning it from orbital shipyard or mobile launch platform ?

Is it possible to add option to set orientation of vessel prior to finalizing it ? Is there a way to display a "ghosted" version of vessel or at least a bounding box to let player know about bad orientation ? With new editor option to set root part (which can be at odd angles) this issue may be even more important.

PS: i did try to find posts with same problem but found none.

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Hi ! I'm trying out EL/MKS/OKS/MCM combo and i have question : how is vessel orientation determined when spawning it from orbital shipyard or mobile launch platform ?

Is it possible to add option to set orientation of vessel prior to finalizing it ? Is there a way to display a "ghosted" version of vessel or at least a bounding box to let player know about bad orientation ? With new editor option to set root part (which can be at odd angles) this issue may be even more important.

PS: i did try to find posts with same problem but found none.

In my experience, Vessels in the VAB spawn vertically and SPH vessels spawn horizontally using the shipyard part in MKS. I've not tested spawning a ship with a unaligned root part but I would recommend against it. For MCM parts, you may have more luck asking in that thread. There is no ghosting option in EPL. I would imagine this is because the EPL part designs don't require it. Your best bet is probably to do some simple tests to see what works and what doesn't.

Is this all hypothetical or is there a specific problem you have encountered that you can't find a workaround for?

Edited by Tarheel1999
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You can make faster builds if you want. Save this as "fasterEPLbuilds.cfg" in your GameData folder (requires ModuleManager):


@PART[*]:HAS[MODULE[ExWorkshop]]:Final
{
@MODULE[ExWorkshop]
{
@ProductivityFactor *= 10000
}
}

This would reduce the time requirements by 10,000. You'll still need RocketParts and engineers.

If you don't want time requirements, resources, or engineers, then that's HyperEdit :)

Thanks, I'll try it out. I made some tweaks myself in the various parts.cfg's, but I suspect yours is more effective. And no, no Hyperedit for me. I went down that road once and the sheer cheatiness of it killed my interest in KSP altogether for a long while.

~snip~

Thanks for the reply! I understand the intent and logistics of it, and have planned accordingly, it's just the time-lapse that was a concern. As for size... right now, I'm estimating something on the order of 500kt. Is that Death-Star enough?

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500kt? That's a lot of rocket. Well, that's 8333 workshop-days (using an average productivity of 50 and 6h days). Just supplying the resources will take a while! However, that's a pretty small death star (about 160m radius assuming an average density of 0.03t/m3).

BTW, with realistic densities (3t/m3) class E asteroids get to be about that mass.

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Any idea why anything I build on the ground appears to spawn correctly and the teleport about a meter into the ground and then bounce skyward? The build isn't completed correctly either, if I wanted to I could keep pressing the "Finalize Build" button and have a dozen copies of my build flying through the air. I'm using MKS and survey stakes.

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are there some other incompatiblities besides science alert and KIS? I tried it with a clean install and it works, but with my other mods only the survey stake works, the other parts are missing. doesn't matter if career or sandbox.

my mods https://www.dropbox.com/s/ioa3ag0suy6efyn/Modlist.jpg?dl=0

MKS hides parts because it has its own production chain. Post in MKS thread if you have questions.

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ah, ok. thanks :). if I don't really need them because of MKS, then so be it ^^

It's your choice, really - MKS' way of building stuff has more/different steps than EPL, so if you prefer EPL's "normal" route of Ore-->Metal-->RocketParts, you can just delete the hide-the-EPL-stuff config from the MKS folder.

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5thHorseman: I just watched ep 24, and I can tell you the root cause of your problems (but not the rest): your station has both a survey station and a dock, and you built using the station. Rather interesting results, really, as I never expected the survey station to be used in orbit. I thought I had made it so it wouldn't work at all, but I guess I let it build while not landed so things could be built while in-transit. In retrospect, this doesn't really make sense. It certainly should not allow spawning while not landed.

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5thHorseman: I just watched ep 24, and I can tell you the root cause of your problems (but not the rest): your station has both a survey station and a dock, and you built using the station. Rather interesting results, really, as I never expected the survey station to be used in orbit. I thought I had made it so it wouldn't work at all, but I guess I let it build while not landed so things could be built while in-transit. In retrospect, this doesn't really make sense. It certainly should not allow spawning while not landed.

Any clue as to how to fix it? It seems I need to tell the game that it's not attached to a non-existent building platform.

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Sorry, it would have been more helpful if I had said this earlier: I might be able to give some suggestions if I can see your save file. I did notice, however, that your orbital velocity seemed bogus at 13m/s.

I just looked again, and it is 13.5m/s, which happens to be the velocity of something "landed" at an altitude of 27036m above Minmus's flats (2*(60000+27036)*3.14/(40400) = 13.53). Thus it looks like KSP thinks your ship is landed and the sanity checks are failing (and possibly causing other failures). My guess as to a fix: edit the save file (after backing it up, of course) to make "landed" false and copy the ORBIT block of the station, offsetting EPH by ~1s (should give ~140m distance between station and knarr).

BTW, how did you find such a cool word? :)

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It's your choice, really - MKS' way of building stuff has more/different steps than EPL, so if you prefer EPL's "normal" route of Ore-->Metal-->RocketParts, you can just delete the hide-the-EPL-stuff config from the MKS folder.

The only problem being that if you do that, stuff gets weird as you will have broken recyclables, and two simultaneous and different rocket part recipes.

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Sorry, it would have been more helpful if I had said this earlier: I might be able to give some suggestions if I can see your save file. I did notice, however, that your orbital velocity seemed bogus at 13m/s.

I solved the problem with a quick application of HyperEdit. Not sure why I didn't think of it before. It was "landed" so it was actually attached to the ground, just at orbital altitude. When I used HyperEdit to change it to In Orbit, it initially was on a ground-collision trajectory, so I set it into a circular orbit and now it seems fine. I've even loaded it with people to prep for the launch to Jool.

*snip speculation that matches what I found, good guesses!*

BTW, how did you find such a cool word? :)

Google and Wikipedia :) I thought "That looks like a Viking ship. Hm. What's did the Vikings call their ships?"

When I searched, I found several cool names but Knarr most matched what I had built in both form AND function, so it seemed the way to go.

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5thHorseman: Ah, excellent that you've got it working. I think you'll be pleased to know that I have made it so survey stations will not allow finalization when in an inappropriate situation (such as orbiting).

Ah, so a little bit of prior knowledge (visuals) and our good friends google and wikipedia.

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Currently when creating a craft it takes almost 1 kerbal day for every ton of dry mass which is quite slow i.m.o. Is it possible to reduce that time somehow?

I would like to have it five times faster so the creation of a 4 ton rover only takes 1 day instead of 5 days.

I have tried the solution provided by hab136 but it didn't make any difference although i have modulemanager installed.

Cheers.

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Currently when creating a craft it takes almost 1 kerbal day for every ton of dry mass which is quite slow i.m.o. Is it possible to reduce that time somehow?

I would like to have it five times faster so the creation of a 4 ton rover only takes 1 day instead of 5 days.

I have tried the solution provided by hab136 but it didn't make any difference although i have modulemanager installed.

Cheers.

I think a single person taking 5 days to build a pickup truck from parts is pretty fast.

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