AlonzoTG Posted March 25, 2015 Share Posted March 25, 2015 i'm having more fun with base building...I managed to build phase 1 of my base with karb and ore. =) Ok, that's out of the way... Phase 2 calls for six Netherdyne farms. The game is already starting to lag... =\ These farms are of satisfactory size but have completely flat bottoms, which makes perfect sense for something intended to be built, and remain, on the ground.... The game is already starting to lag, and I want this thing FINISHED so I'm going to skimp on parts as much as possible. So I drop the farm down with only a handful of KAS ports on it... When I complete the build, it intersects with the survey stake and is sent a few dozen M into the vacuum. So I immediately switch to MC and delete the stake, and then switch back to the base proper. When I get back, the farm is now about twenty M to the East of where it was, or overlapping with major parts of my base, needless to say there were some rather spectacular fireworks, parts being thrown 27km into suborbital trajectories.... Jeb was amused, I am not. =\ This is bizzare because when the Kraken possessed the 20M diameter storage tank previously, it caused the thing to walk westward towards my base to crush it... So, clearly the Kraken works against me whether I build my crap to the east or the west... =( The other parts of my base worked because they were standing on landing frames, ranging 2.5m to 10m, one colossal piece weighing, for some reason, 8,000 tons sitting on five HUUUUUUGE landing legs. I suppose I could put legs on the farm but that doesn't make sense... =\ Quote Link to comment Share on other sites More sharing options...
taniwha Posted March 25, 2015 Author Share Posted March 25, 2015 AlonzoTG: There's a reason stakes work the way they do (second paragraph). Also, you might want to review bounds stakes. On top of that, large parts with flat bottoms sounds like a recipe for disaster anywhere but KSC and the Minmus flats unless special care is taken. Quote Link to comment Share on other sites More sharing options...
michaelhester07 Posted March 25, 2015 Share Posted March 25, 2015 i'm having more fun with base building...I managed to build phase 1 of my base with karb and ore. =) Ok, that's out of the way... Phase 2 calls for six Netherdyne farms. The game is already starting to lag... =\ These farms are of satisfactory size but have completely flat bottoms, which makes perfect sense for something intended to be built, and remain, on the ground.... The game is already starting to lag, and I want this thing FINISHED so I'm going to skimp on parts as much as possible. So I drop the farm down with only a handful of KAS ports on it... When I complete the build, it intersects with the survey stake and is sent a few dozen M into the vacuum. So I immediately switch to MC and delete the stake, and then switch back to the base proper. When I get back, the farm is now about twenty M to the East of where it was, or overlapping with major parts of my base, needless to say there were some rather spectacular fireworks, parts being thrown 27km into suborbital trajectories.... Jeb was amused, I am not. =\ This is bizzare because when the Kraken possessed the 20M diameter storage tank previously, it caused the thing to walk westward towards my base to crush it... So, clearly the Kraken works against me whether I build my crap to the east or the west... =( The other parts of my base worked because they were standing on landing frames, ranging 2.5m to 10m, one colossal piece weighing, for some reason, 8,000 tons sitting on five HUUUUUUGE landing legs. I suppose I could put legs on the farm but that doesn't make sense... =\Put the legs on the farm. It's what they were made for. The kraken will eat your base because the center of mass shifts and causes it to rotate. Landing gear will compensate for this with suspension. It will even dampen some of the effect of spawning. Quote Link to comment Share on other sites More sharing options...
taniwha Posted March 26, 2015 Author Share Posted March 26, 2015 Or, shock horror, use launch clamps . Quote Link to comment Share on other sites More sharing options...
Superfluous J Posted March 26, 2015 Share Posted March 26, 2015 Or, shock horror, use launch clamps .Haha I never thought to use launch clamps on a "ground" base. I'm about to build my Gilly base, and I think it's going to all be on launch clamps.I hope nobody removes the "DO NOT PUSH" post-it from the spacebar on THAT base. Quote Link to comment Share on other sites More sharing options...
taniwha Posted March 26, 2015 Author Share Posted March 26, 2015 My base foundation has something like 20 launch clamps on it. Hitting space produces a rather awe inspiring sound (and sometimes even more awe inspiring kraken attack as physx decides that yes, there is a free lunch). Quote Link to comment Share on other sites More sharing options...
Snarfster Posted March 26, 2015 Share Posted March 26, 2015 Maybe make a part that has no staging action? Quote Link to comment Share on other sites More sharing options...
Superfluous J Posted March 26, 2015 Share Posted March 26, 2015 Maybe make a part that has no staging action?I was actually wondering if TweakableEverything had (or there was a way to make it have) a button to disable staging on launch clamps, like it has one to enable staging on docking ports. Quote Link to comment Share on other sites More sharing options...
taniwha Posted March 26, 2015 Author Share Posted March 26, 2015 Maybe make a part that has no staging action?On my todo list, actually. Quote Link to comment Share on other sites More sharing options...
skbernard Posted March 26, 2015 Share Posted March 26, 2015 whoa, never thought about launch clamps either, can someone post a picture, i'm very interested in how it looks Quote Link to comment Share on other sites More sharing options...
RoverDude Posted March 26, 2015 Share Posted March 26, 2015 I like the idea of the launch clamps as base stabilizers Very nifty! Quote Link to comment Share on other sites More sharing options...
smjjames Posted March 26, 2015 Share Posted March 26, 2015 On my todo list, actually.Something like an anchor pylon maybe?Also, *pokes taniwha to check out the KIS vs EPL compatibility issues* Quote Link to comment Share on other sites More sharing options...
michaelhester07 Posted March 26, 2015 Share Posted March 26, 2015 (edited) On the launch clamps. I had noticed a glitch with them lately that the attach to the ground seems to despawn. You can see it in the initial screenshot from my civie pop mod:That ship is not just floating on VTOL. it's supposed to be attached to clamps. I had a few base parts eaten by launch clamps when this occurred as the game thought the part was still flying when it was supposed to be landed.I'll need to retest this. I hope it's not something in Extraplanetary Launchpads. I had 5.0.1 at the time this glitch occurred. Note that my ship on the runway didn't use anything from EPL so I'm wondering if it's in stock.Having a kerbal EVA on top of a clampped ship seems to help the glitch occur too. Edited March 26, 2015 by michaelhester07 Quote Link to comment Share on other sites More sharing options...
taniwha Posted March 26, 2015 Author Share Posted March 26, 2015 Hmm, weird. It looks like something in the clamp code doesn't like spawning at the runway, though I'm pretty sure I have used launch clamps on the runway since modifying them. Quote Link to comment Share on other sites More sharing options...
smjjames Posted March 26, 2015 Share Posted March 26, 2015 Hmm, weird. It looks like something in the clamp code doesn't like spawning at the runway, though I'm pretty sure I have used launch clamps on the runway since modifying them.Hm, are they the launch clamps that don't provide power? Because the ones I have do provide power. Also, they spawned just fine with the ship I just launched off the runway. I have the latest one, pretty sure I do anyway. Quote Link to comment Share on other sites More sharing options...
WuphonsReach Posted March 28, 2015 Share Posted March 28, 2015 How do the economics of building in LKO vs at KSC stack up if you are shipping LFO/MP/RocketParts up from Kerbin? And how does EPL figure out how many RocketParts are needed for a particular build? Quote Link to comment Share on other sites More sharing options...
smjjames Posted March 28, 2015 Share Posted March 28, 2015 How do the economics of building in LKO vs at KSC stack up if you are shipping LFO/MP/RocketParts up from Kerbin? And how does EPL figure out how many RocketParts are needed for a particular build?I don't know anything about the economics stuff, but I think EPL uses the mass of the craft to determine the number of rocketparts? Or at least it's part of how it determines it. Quote Link to comment Share on other sites More sharing options...
rabidninjawombat Posted March 28, 2015 Share Posted March 28, 2015 How do the economics of building in LKO vs at KSC stack up if you are shipping LFO/MP/RocketParts up from Kerbin? And how does EPL figure out how many RocketParts are needed for a particular build?Also dont forget that building in LKO allows you to build cheaper ships without having to worry about a lifting vehicle. As well as building them without having to worry about them fitting in fairings or aerodynamics (granted not a big deal now if your playing without FAR, but a bigger deal in 1.0)This goes particular well if you have some type of reusable vehicle for shipping up rocketparts, (I.E. a shuttle or spaceplane) Quote Link to comment Share on other sites More sharing options...
smjjames Posted March 28, 2015 Share Posted March 28, 2015 Also dont forget that building in LKO allows you to build cheaper ships without having to worry about a lifting vehicle. As well as building them without having to worry about them fitting in fairings or aerodynamics (granted not a big deal now if your playing without FAR, but a bigger deal in 1.0)This goes particular well if you have some type of reusable vehicle for shipping up rocketparts, (I.E. a shuttle or spaceplane)Not to mention things that would simply be too big to launch, just build them in space instead. Quote Link to comment Share on other sites More sharing options...
taniwha Posted March 29, 2015 Author Share Posted March 29, 2015 Economics: very well if building with a lot of expensive parts, not so well for regular parts. However, it makes getting large awkward vessels into orbit cheaper.Yes, EL uses mass of vessel -> mass of RocketParts -> (via resource density) amount of RocketParts. Quote Link to comment Share on other sites More sharing options...
Superfluous J Posted March 29, 2015 Share Posted March 29, 2015 Not to mention things that would simply be too big to launch, just build them in space instead.Yeah. Much better to launch up a bunch of rocketparts to build a solid 400 part vessel than ship several smaller ones and hook them together with docking ports and whatnot. Stronger connections and the stock struts will work too. Quote Link to comment Share on other sites More sharing options...
magnemoe Posted March 29, 2015 Share Posted March 29, 2015 Also dont forget that building in LKO allows you to build cheaper ships without having to worry about a lifting vehicle. As well as building them without having to worry about them fitting in fairings or aerodynamics (granted not a big deal now if your playing without FAR, but a bigger deal in 1.0)This goes particular well if you have some type of reusable vehicle for shipping up rocketparts, (I.E. a shuttle or spaceplane)Yes. lots of ships are to large to fit in an MK3 cargo bay. Main cost saving will probably be all the small expensive parts. EPL main strength however is then used on other bodies, launching an new satellite in Eeloo obit is a bit faster then done from Eeloo. Quote Link to comment Share on other sites More sharing options...
Van Disaster Posted March 29, 2015 Share Posted March 29, 2015 You can just scrap the ship you ship your rocketparts in, that'll not only get you even more rocket parts but fuel for the ships you're building too. That way you can ship parts up on dirt cheap rockets, although eventually it'll be more expensive than a reusable lifter, depending on the outlay for that. Quote Link to comment Share on other sites More sharing options...
WuphonsReach Posted March 29, 2015 Share Posted March 29, 2015 After some experimentation:(1) RocketPart is 5 funds and 2.5kg in the VABPutting 28,800 (72t) RocketParts into LKO with 2.5m rocket parts costs me about 500k of funds or ~17 per part. The StageRecovery mod drops this to about ~9.5 funds per part after recovery of the 1st/2nd stages.There are probably ways to make the launch cheaper, such as a space plane. But I prefer a brute-force approach by using rockets. Quote Link to comment Share on other sites More sharing options...
taniwha Posted March 29, 2015 Author Share Posted March 29, 2015 About 6950/t of RocketParts (base cost is 2000/t) without StageRecovery. Not bad (wow at with). Is that with or without FAR? (NEAR counts as FAR for this). Quote Link to comment Share on other sites More sharing options...
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