Superfluous J Posted January 26, 2014 Share Posted January 26, 2014 Majiir hasn't been around for about two weeks it looks like. While I'm waiting I can get a go ahead to post the config files to add more/metal/rocketparts processing to the kethane equipment, does anyone actually want them? I've done it myself, so far works great. Heck I can even do a write up explaining how to modify it yourself for your own use...but it would take longer than it probably did to add the modules to the configs.Just curious, because I won't bother to continue perusing it if no one is interested. I am as interested as I was last time I said I was interested Quote Link to comment Share on other sites More sharing options...
Vladthemad Posted January 26, 2014 Share Posted January 26, 2014 Write them as MM files, that way it doesn't impede on the license. (Such as sharing actual configs for the parts)MM files? What sorcery are these?!? Quote Link to comment Share on other sites More sharing options...
Jivaii Posted January 26, 2014 Share Posted January 26, 2014 (edited) MM files? What sorcery are these?!?ModuleManagerIt allows for the changing of CFGs without changing CFGs. You can...impose over the pre-existing CFGs with it.Reason I suggest this is because when I asked Majiir about it before, it doesn't violate his license because it's not distributing models/CFGs/DLLs or anything else that comes with Kethane (or any of his other mods) Edited January 26, 2014 by Jivaii More info Quote Link to comment Share on other sites More sharing options...
Vladthemad Posted January 26, 2014 Share Posted January 26, 2014 ModuleManagerIt allows for the changing of CFGs without changing CFGs. You can...impose over the pre-existing CFGs with it.Reason I suggest this is because when I asked Majiir about it before, it doesn't violate his license because it's not distributing models/CFGs/DLLs or anything else that comes with Kethane (or any of his other mods)But then I have to learn things and stuff! Hahah..I'll look into it, see what's all involved. Quote Link to comment Share on other sites More sharing options...
Deredere Posted January 26, 2014 Share Posted January 26, 2014 I am very interested in those configs. Modules. Whatever. I was also about to ask if there was a simple way to change the kethane drill particle effect from green to grey or brown.I'd like for you to play that role more quietly, please. We already have plenty of them and the noise is becoming bothersome. It would be a shame if the project were abandoned because nobody wanted to put up with the armchair critics.I'll have to decline. It is always a shame when projects don't live up to their potential because of someone's infantile need to maintain a circlejerk atmosphere. If you don't agree with what I have to say, you should contradict me and give reasons. But you should be encouraging people to express their opinions, not discouraging them. Quote Link to comment Share on other sites More sharing options...
wrexecute Posted January 27, 2014 Share Posted January 27, 2014 This is a great thing! Never built a station before, but now I have my first orbital lander factory. Have one issue with it, and have already put it up on the tracker.For those interested: Pay close attention to the rocket parts cost of your ships in the VAB. If you use ALT to copy parts alot while building, then you are receiving a discount on the final craft. This is magnified the more you add/delete COPIED parts, to the point of the craft being free or negative cost. If you DO NOT want to cheat the system, then avoid ALT copy while building, and instead opt for parts straight out of the parts tabs. Just a heads-up if you really want to play this mod as intended, until a fix can be worked out. I don't suggest exploiting this, or you will find your beautiful mining operation to be utterly useless... but still beautiful. Quote Link to comment Share on other sites More sharing options...
Jivaii Posted January 27, 2014 Share Posted January 27, 2014 This is a great thing! Never built a station before, but now I have my first orbital lander factory. Have one issue with it, and have already put it up on the tracker.For those interested: Pay close attention to the rocket parts cost of your ships in the VAB. If you use ALT to copy parts alot while building, then you are receiving a discount on the final craft. This is magnified the more you add/delete COPIED parts, to the point of the craft being free or negative cost. If you DO NOT want to cheat the system, then avoid ALT copy while building, and instead opt for parts straight out of the parts tabs. Just a heads-up if you really want to play this mod as intended, until a fix can be worked out. I don't suggest exploiting this, or you will find your beautiful mining operation to be utterly useless... but still beautiful.I've....never had that issue, and I use ALT a lot. I'm curious as to how you managed this. Quote Link to comment Share on other sites More sharing options...
wrexecute Posted January 27, 2014 Share Posted January 27, 2014 I can demonstrate with pictures:Starting with stock 3-man pod, cost is 1600Increased to 2000 with stock Rockomax tank, as expectedHere's where it starts, I ALT copy the tank and notice the cost is now 1600 againDelete the copy and do this 4 more times, and you get this free shipFinally, throw out the tank and now the ship owes me 400 rocket parts when built at the dock Quote Link to comment Share on other sites More sharing options...
Jivaii Posted January 27, 2014 Share Posted January 27, 2014 But you didn't attach the cloned item. What if you attach the cloned item, then delete said cloned item?Or, leave the cloned item unattached, detach the original item, then reattach and then attach the cloned item? Quote Link to comment Share on other sites More sharing options...
taniwha Posted January 27, 2014 Author Share Posted January 27, 2014 wrexecute: I haven't looked at the tracker yet (I will, thanks!), but I can tell you right now that the bug is only in the VAB display. You will not get a discount when building because the calculations are done a little differently: I took some shortcuts in the editor and I guess I missed copied parts. Quote Link to comment Share on other sites More sharing options...
wrexecute Posted January 27, 2014 Share Posted January 27, 2014 (edited) thanks for the quick reply, that is good to hear. I wasn't sure what would happen if I try building it on a dock, so I didn't do it. As long as the dock knows how much it really costs, it don't bother me too much.@Jivaii: Only subtracts when ALT clicking a part. Any other rearranging or deleting will maintain the normal behavior, and so it isn't that noticable. And as taniwha just pointed out, the dock still deducts the right amount of stuff on its end. Edited January 27, 2014 by wrexecute Quote Link to comment Share on other sites More sharing options...
Jivaii Posted January 27, 2014 Share Posted January 27, 2014 I only clone a part if I need to use that identical part on the vessel, and I don't look at the EL build requirements unless it's a vessel I plan on building via EL, and then only once the craft is done. Quote Link to comment Share on other sites More sharing options...
taniwha Posted January 27, 2014 Author Share Posted January 27, 2014 wrexecute: I've verified the bug, including that it's when alt-clicking the part (weird, but I can guess what's going on).The build requirements seem to be correct when loading a ship into the VAB or SPH. Quote Link to comment Share on other sites More sharing options...
ahd1601 Posted January 29, 2014 Share Posted January 29, 2014 what is the debug parameter for the ExLaunchPad module.debug = true^ no longer works. Quote Link to comment Share on other sites More sharing options...
TimMartland Posted January 29, 2014 Share Posted January 29, 2014 Any possible ETA on thoes fabulous new parts? Quote Link to comment Share on other sites More sharing options...
taniwha Posted January 29, 2014 Author Share Posted January 29, 2014 I'm not sure I want to tell you, since using it is cheating. That said, if you did through the source code, you'll find the answer. This way, I didn't tell you and if you find it, I guess you've earned the right to use it. Quote Link to comment Share on other sites More sharing options...
magnemoe Posted January 30, 2014 Share Posted January 30, 2014 I have started to love this mod, my current Jool science grand tour only carry rocket parts, reduce part count to 1/4 I tend to do things in orbit, this has the benefit of no gravity I use an miner with an melter then an orbital shipyard or an smaller construction ship with the workshop for construction. Yes I see later that I could move the melter to the shipyard. One question had it been possible to combine all the various sized modules to one as I see many other mods do? I would also like an far larger version of the rocket part module, perhaps even an 5 meter module, they limit the size of the ship you can build, I tend to see them as an drydock rather than part storage. Quote Link to comment Share on other sites More sharing options...
Vladthemad Posted January 31, 2014 Share Posted January 31, 2014 Oh, I want it! I've been following this for a while now, I would love to use some new models.Alright, you and some others have shown some interest. I'm working on creating a module manager cfg for it, so nothing has to be modified as suggested by Jivaii. Getting some things to work right was easy, but I'm having a sticking point with the drills. Waiting for answers right meow on the module manager thread. Quote Link to comment Share on other sites More sharing options...
notafurry Posted January 31, 2014 Share Posted January 31, 2014 Just finished phase one of my new EL base on the Mun...I flew in the command module in the background (including all the ground pylons and most of the pipe ends), the pad (connected by winch, not very visible), the metal bin (full) and the first parts bin (partially full). Everything else was built on site. The HOME Hab module is the workshop and the two "Kethane" drills are the Ore augurs. The two "crashed" probes are delivery, one for the pad, one for the parts container; both are deliberately tipped over as part of their delivery mechanisms. Quote Link to comment Share on other sites More sharing options...
Patupi Posted January 31, 2014 Share Posted January 31, 2014 How did you get the ground pylons to work? Every time I've tried to use them they disappeared off at lightspeed somewhere, usually taking bits of my base with them. I know about trying to keep the angles of connection and the pipe in line, but sometimes it doesn't seem to help. Quote Link to comment Share on other sites More sharing options...
Superfluous J Posted January 31, 2014 Share Posted January 31, 2014 How did you get the ground pylons to work? Every time I've tried to use them they disappeared off at lightspeed somewhere, usually taking bits of my base with them. I know about trying to keep the angles of connection and the pipe in line, but sometimes it doesn't seem to help.I find that if I quicksave first, the pylons and pipes never explode. As soon as I forget to quicksave, everything explodes. So fight Murphy with Murphy. Quicksave before every connection. Quote Link to comment Share on other sites More sharing options...
JewelShisen Posted January 31, 2014 Share Posted January 31, 2014 I have an issue. The landing pad 2 says it is unmanned and yet every time it steals two of my kerbals away from me. Is this normal and how do I get them back out? Quote Link to comment Share on other sites More sharing options...
skykooler Posted February 1, 2014 Share Posted February 1, 2014 I have an issue. The landing pad 2 says it is unmanned and yet every time it steals two of my kerbals away from me. Is this normal and how do I get them back out?It's not actually unmanned; there's just a) no IVA scene and no hatch. You'd have to remove them in the VAB at the moment. Quote Link to comment Share on other sites More sharing options...
JewelShisen Posted February 1, 2014 Share Posted February 1, 2014 It's not actually unmanned; there's just a) no IVA scene and no hatch. You'd have to remove them in the VAB at the moment.Odd because the VAB shows it being unmanned. Quote Link to comment Share on other sites More sharing options...
notafurry Posted February 1, 2014 Share Posted February 1, 2014 How did you get the ground pylons to work? Every time I've tried to use them they disappeared off at lightspeed somewhere, usually taking bits of my base with them. I know about trying to keep the angles of connection and the pipe in line, but sometimes it doesn't seem to help.I've not really had any issues. I do try to line them up and I typically quicksave before adding anything to a base or really any complex structure, but that's not a Pylon thing, that's a "can't sleep, Kraken will eat me" thing.I did load the game back up to start on Phase 2 (Kethane infrastructure, all built on-site) and ran into a problem. I built a new launch pad (intending to keep it as a spare, as the one I had was having trouble staying upright) and from that moment on, any time I loaded the quicksave both pads would explode. First one, then the other. I played with it for quite a while before giving up and flying in a new pad, this time a Launchpad 2 just for something different. Here's what the base looks like now (from the opposite angle because sunrise):Left to right across the image, we have the deployed LaunchPad 2 connected to a Pylon with a pipe (this seems to keep the pad from jumping around.) That pylon is connected to another slated to be the home of the Kethane infrastructure. Next pylon is connected to the Workshop-that-looks-like-a-HOME-habitat on one side, and a small smelter on the other; the smelter is in turn connected to a large ore canister with two ore drills on it. (Two for balance, no other reason.) Last pylon has the original metal delivery container on one side, and three large Parts canisters on the other. The first Parts canister was flown in, the other two built on-site; the third one in the row as a large Recycler on the front. The command ship is attached at the end.The pad, metal bin, first parts container, and command ship are the only items flown in from Kerbin. The Workshop, second Parts canister, Smelter, and Ore mining vehicle were all built from the metal in the delivered container, which pretty much emptied it. All the vehicles are mobile, though the pad is only through flight and the metal bin is nearly impossible to drive. Everything else including the workshop uses legs for stability and rover wheels for transport. Quote Link to comment Share on other sites More sharing options...
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