Gaius Posted February 12, 2014 Share Posted February 12, 2014 There are two Launchpad.dll's in the .zip, the correct one in the Plugins folder, and a spurious, zero-length DLL in the main folder. Delete the zero-length one. Quote Link to comment Share on other sites More sharing options...
TranceaddicT Posted February 13, 2014 Share Posted February 13, 2014 Spot on. Thank you. Quote Link to comment Share on other sites More sharing options...
taniwha Posted February 13, 2014 Author Share Posted February 13, 2014 The zero-length one is because I messed up in v3.6 and put the dll in the wrong directory. Quote Link to comment Share on other sites More sharing options...
magnemoe Posted February 13, 2014 Share Posted February 13, 2014 I have an strange issue with extraplanetray launchpads, I uses the orbital dock who let you build parts in orbit.However I sent one ship to Jool, I previously build two probes with the ships dock while in LKO. However arriving at Jool I find that the orbital dock don't work, as in clicking on it don't bring up anything, just like clicking on an structural part, Ship has power fuel and rocket parts and is crewed. Dock is mounted on ship with the 1.25 meter radial connector part, same as the one in LKO who works nice, the dock around Eve also work well. Restarting the game don't solve the problem.Any idea that might be wrong? Has I to be in orbit around an body to use it? I'm currently falling towards Jool and want to deploy an probe for Jool before I do a Laythe aerobrake. Quote Link to comment Share on other sites More sharing options...
taniwha Posted February 14, 2014 Author Share Posted February 14, 2014 Ah, yeah, you have to be in actual orbit. I'll put that down as a bug as I had thought I had all the situations, but it looks like I missed at least ESCAPING. I'll fix this ASAP so your mission can go as planned. Quote Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted February 14, 2014 Share Posted February 14, 2014 HI been experimenting with the launch pads and they do make life on other planets a bit more interesting. I do have a problem, maybe perhaps, could be a feature i suppose, anyway, i've used launchpad 2 a lot and seem to have issues with it disappearing , i got a bit miffed turning up with a crew to find out the pad had vanished, is it a feature? or am i doing something wrong, or is something else amiss. I even landed one a KSC to keep an eye on it and it too lasted a couple of days then vanished , weird or what, any help or advice would be greatly appreciated, CheersSpanner Quote Link to comment Share on other sites More sharing options...
Patupi Posted February 14, 2014 Share Posted February 14, 2014 I think there have occasionally been issues with it due to the unfolding. Something with the unfolded state partially clipping the ground. I generally put the pad ontop of other components, even though this made the pad's onboard engines useless. With that configuration the pad doesn't touch the ground. I'm not certain that's the reason I never encountered the problem with the LP2, but you could try it. If you do connect anything to the LP2's bottom node be sure to shutdown it's onboard engine or you'll be wasting fuel if you use any other engines on the ship. Quote Link to comment Share on other sites More sharing options...
magnemoe Posted February 14, 2014 Share Posted February 14, 2014 taniwha said: Ah, yeah, you have to be in actual orbit. I'll put that down as a bug as I had thought I had all the situations, but it looks like I missed at least ESCAPING. I'll fix this ASAP so your mission can go as planned.Worse I'm on impact trajectory with Jool I dropped one used science module (goo and lab) into it, and was about to spawn the Jool atmospheric return vehicle. Yes an manned mission to fly in on Jool will do at least upper atmosphere but hopes for flying data too. Here is the ship, dock is on backside. Ship will carries metal and plans to build an smelter module and a ketane and ore miner to expand operations. Quote Link to comment Share on other sites More sharing options...
taniwha Posted February 14, 2014 Author Share Posted February 14, 2014 (edited) magnemoe: As promised, here is the fixed version. You can now build while on an escape trajectory (but not sub-orbital). A hyperbolic impact orbit should be ok (I forgot to check that).Thus... EL 3.7.1 released. The only change is to allow building while on an escape trajectory.[edit] Confirmed: a hyperbolic orbit that hits the surface is still considered to be escaping, so such builds are possible. I think I'll allow builds anywhere for the next full version of EL. Edited February 14, 2014 by taniwha Quote Link to comment Share on other sites More sharing options...
Superfluous J Posted February 14, 2014 Share Posted February 14, 2014 I just gotta say, the concept of building your next stage as the current one is falling to certain doom is one of the most Kerbal things discussed in these forums in a while. Quote Link to comment Share on other sites More sharing options...
taniwha Posted February 14, 2014 Author Share Posted February 14, 2014 Actually, in my testing, I slowed my construction ship down in preparation for returning to Kerbin only to realize that my ship was monolithic with no heat shield (I use DRE) and no parachute. I tried to build a vessel that was just 3-man pod, chute and shield, but it was too big (I had only ~550u of parts). So I built this (just over 1t, so ~450u):With a sane reentry angle, velocity is less than 1km/s before I hit 30km (despite hitting the atmosphere at over 3km/s). ~2G@47km. Quote Link to comment Share on other sites More sharing options...
Patupi Posted February 14, 2014 Share Posted February 14, 2014 (edited) I'm curious what your current priorities are for things to do next in EL Taniwha. Is timed construction something that may be coming soon or a long way off? I wonder because for something with my AAR (or rather it's sequal) I'll need either that or attempting to do it manually. IE making notes of how long construction will take, then waiting the required amount before building it. Alarm clock certainly would be useful for that if timing isn't integrated into EL. And before anyone asks, I know there is a timed construction mod for the VAB. What I need it for is specifically for off world construction.I know timing construction won't be everyone's cup of tea anyway, so it should definitely be optional, but I think it could help a lot with the perceived realism of the thing, especially after more complex materials for construction becomes implemented... if that is something that you're implementing Soontm. Oh, I've been reading way too much of Czokltemuss' Grand Tour! Edited February 15, 2014 by Patupi Quote Link to comment Share on other sites More sharing options...
Superfluous J Posted February 15, 2014 Share Posted February 15, 2014 Just a random thought about recycle bins. Wouldn't this (the thing that almost destroyed Serenity in Our Mrs. Reynolds*) be better?*It's hard to find an image of this as all the images relating to that episode are of Christina Hendricks. Not that I'm complaining or anything. Quote Link to comment Share on other sites More sharing options...
taniwha Posted February 15, 2014 Author Share Posted February 15, 2014 Patupi: Timed construction will be in the next release (as an option, though default). I'm currently working on some bugs in the persistence support, so it should be really soon now.5thHorseman: heh, that could certainly make for some eye-candy, but can you imagine having a root-canal done to an eye? On a more serious(?) note, the idea behind recycling bin models was to stick with the KSP theme of taking things from the side of the road, thus the KCC (Kerbin City Council). I was looking for suitable textures for recycling (I think I wanted the usual icon), and found that bin picture, and I remembered the cover of a book I used to read when I was 6. On the cover was a picture of a father reading to his daughter, and on the cover of that book was a picture of a father reading to his daughter... I got recursion at an early age . Quote Link to comment Share on other sites More sharing options...
Patupi Posted February 15, 2014 Share Posted February 15, 2014 Wow, next update? I didn't expect that. (Nobody expects the spanish inquisition!) I was guessing you'd be working more on the resource aspect... but I guess that is more complex huh? Thanks for answering. Quote Link to comment Share on other sites More sharing options...
BahamutoD Posted February 15, 2014 Share Posted February 15, 2014 Coming soon...Javascript is disabled. View full album Quote Link to comment Share on other sites More sharing options...
passinglurker Posted February 15, 2014 Share Posted February 15, 2014 Small possible bug: Mechjeb's auto pilot fails and wobbles in circles on ships I launched from the orbital launchpad unless I enable stock sas. I haven't tested this with the other lunchpads, but ships I launch from the KSC work just fine without stock sas.(not that this is a big deal just using stock sas is an easy workaround)Small idea: Would it be possible to be able to burn rocketparts to modify parts of a ship mid flight? for example converting a fuel tank into an ore can after landing. Quote Link to comment Share on other sites More sharing options...
Poryy Posted February 15, 2014 Share Posted February 15, 2014 Will reality explode if you try to use these ore mining systems on my planets? Quote Link to comment Share on other sites More sharing options...
Boamere Posted February 15, 2014 Share Posted February 15, 2014 Oh man BahamutoD They look really good! Quote Link to comment Share on other sites More sharing options...
Ralathon Posted February 15, 2014 Share Posted February 15, 2014 BahamutoD said: Coming soon...http://i.imgur.com/5DIvuHI.jpghttp://imgur.com/a/6JhzQYour drill is the drill that will pierce the heavens!Can't wait for it to come out! Quote Link to comment Share on other sites More sharing options...
Patupi Posted February 15, 2014 Share Posted February 15, 2014 Ralathon said: Your drill is the drill that will pierce the heavens!Can't wait for it to come out!I'm hoping it'll pierce the ground personally. But those things look good! The second one is the lighter variant is it? It has a look of a probe drill. Though with the camera zoomed in so the drill fills the scene it's difficult to tell.I like how you got around the problem with hoses leading to the drill Have a hinge and link to that, so the hose doesn't have to stretch. Quote Link to comment Share on other sites More sharing options...
BahamutoD Posted February 15, 2014 Share Posted February 15, 2014 Patupi said: I'm hoping it'll pierce the ground personally. But those things look good! The second one is the lighter variant is it? It has a look of a probe drill. Though with the camera zoomed in so the drill fills the scene it's difficult to tell.I like how you got around the problem with hoses leading to the drill Have a hinge and link to that, so the hose doesn't have to stretch.The second one (without the case) is actually the larger, heavier, more efficient one. I forgot to include some kind of scale reference in the pics haha. You're right though, if it was scaled down all the way it would look like a nice little sample collector for probes... (perhaps only retexture and rescale away from a new science part!)About the hoses- you noticed! Quote Link to comment Share on other sites More sharing options...
Nuke Posted February 15, 2014 Share Posted February 15, 2014 heh cool, good to see better models. thats one thing thats always bugged me about this mod. shoddy graphics and things like poorly positioned nodes. Quote Link to comment Share on other sites More sharing options...
BahamutoD Posted February 16, 2014 Share Posted February 16, 2014 Did a quick ingame test of the larger auger. I kind of want it to be bigger and heavier.. It was a little too easy to land a mining rig. Quote Link to comment Share on other sites More sharing options...
Patupi Posted February 16, 2014 Share Posted February 16, 2014 Really cool. Keep up the great work bahamutoD! One thing I always thought was lacking in different drill styles was a large, limited drill system. In Kethane they have a 'center stack' drill, but it comes out the side. Would it be possible to have a large drum of a drill with one, or many, drills emerging from the bottom plate? That way you have to design the ship with nothing below the drill system, another limitation forcing crashing, swearing, hitting computers people to improve their designs Quote Link to comment Share on other sites More sharing options...
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