taniwha Posted February 4, 2014 Author Share Posted February 4, 2014 I wouldn't say easy... Poking the recycler from a kilometer out with 30 tons of vessel, LFO, and cargo is pretty unforgiving. My station should be about 40T heavier and have a lot more spare life support, but I've had to do some repairs.Sorry, I meant "easier".By recycled properly, do you mean the kethane "WAITNOSTOP" school of recycling?Yes, plus a scrap (1u) of metal. Quote Link to comment Share on other sites More sharing options...
Neowulf Posted February 4, 2014 Share Posted February 4, 2014 Yes, plus a scrap (1u) of metal.Hah, nice. Quote Link to comment Share on other sites More sharing options...
Mystique Posted February 4, 2014 Share Posted February 4, 2014 As far as editing files, it's rather easy to be honest. If you're having issues with notepad, I'd suggest wordpad as it seems to recognize the linux carriage returns.Won't argue with that, but I believe I made some small mistake that prevents part from loading =\Here is how it looks like:PART { name = RocketBuilder module = CommandPod author = Skyler Lehmkuhl mesh = model.mu rescaleFactor = 1 node_stack_top = 0.0, 1.830905, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -1.830905, 0.0, 0.0, 1.0, 0.0 // node_attach = 0.0, -0.3268025, 0.0, 0.0, -1.0, 0.0, 1 TechRequired = specializedConstruction entryCost = 0 cost = 1300 category = Pods subcategory = 0 title = Kerbal Rocket Workshop manufacturer = Bagel description = Build rockets to launch! // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,0 // --- standard part parameters --- mass = 1.5 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 7 breakingForce = 200 breakingTorque = 200 maxTemp = 3000 rotPower = 15 linPower = 15 Kp = 1.0 Kd = 1.0 // --- internal setup --- CrewCapacity = 0 vesselType = Probe MODULE { name = ModuleCommand minimumCrew = 0 RESOURCE { name = ElectricCharge rate = 0.02777778 } } // Convert Metal to RocketParts MODULE { name = KethaneConverter InputRates { Metal = 3 ElectricCharge = 10 } OutputRatios { // There is always some waste when building things (sawing, // grinding, cutoffs, etc). RocketParts = 0.9 } } RESOURCE { name = Metal amount = 0 // a bit less than 10t (but a nice round number) maxAmount = 256 } RESOURCE { name = ElectricCharge amount = 100 maxAmount = 100 }} Quote Link to comment Share on other sites More sharing options...
skykooler Posted February 4, 2014 Share Posted February 4, 2014 Won't argue with that, but I believe I made some small mistake that prevents part from loading =\It looks like you combined node_stack_top and node_stack_bottom into one line. Quote Link to comment Share on other sites More sharing options...
Mystique Posted February 4, 2014 Share Posted February 4, 2014 (edited) It looks like you combined node_stack_top and node_stack_bottom into one line.Nope.Oops, problem was in "angularDrag = 2 crashTolerance = 7" line))Darn, now it has no texture, just a white thing. What could be wrong again? I replaced model000.mbm and model.mu with actual files from lab folder, just keeping RB's names.Err, shouldn't have just replaced those files with lab's. Seems I got it to work.. for now)) Edited February 4, 2014 by Mystique Quote Link to comment Share on other sites More sharing options...
Vladthemad Posted February 5, 2014 Share Posted February 5, 2014 Nope.Oops, problem was in "angularDrag = 2 crashTolerance = 7" line))Darn, now it has no texture, just a white thing. What could be wrong again? I replaced model000.mbm and model.mu with actual files from lab folder, just keeping RB's names.Err, shouldn't have just replaced those files with lab's. Seems I got it to work.. for now))Glad to hear you fixed it! Eventually you'll start to learn what everything does and how it all works...after a few days I was able to manipulate most of the data in the configs, but I'd probably stay away from things like node points and what not...don't want to screw those up!For future reference, I'd suggest using the original config that goes along with the part that you're copying over. Either put it in it's own folder, if you want to keep the old part functioning as well, or replace the files in the original folder AFTER modifying them. (Can't cut and paste from a file you just copied over!) It's way easier than trying to edit the config of the old part to match the new stuff and results in less minor mistakes. Then copy and paste the modules from the config you want to replace into the new cfg. Quote Link to comment Share on other sites More sharing options...
joker169 Posted February 6, 2014 Share Posted February 6, 2014 Sorry if this has been answered before i looked for a bit on this forum and couldn't find anything about this. When I deploy the Launchpad 2 on the surface of a or any planet, after a short time it disappears, usually when I go esc to the Space Center to switch pods or ships. Is there something that I'm doing or not doing correctly? I have tired several methods attaching solar panels, resource cans, pods, struts, structures,....etc. I have even seen it once disappear, any help would be appreciated. Quote Link to comment Share on other sites More sharing options...
taniwha Posted February 6, 2014 Author Share Posted February 6, 2014 KSP's physics seem to go unstable with the thing when it is opened, and because it is moving when you switch away from it, KSP removes the pad because KSP thinks the pad has crashed into the surface.I suspect there might be a problem with the colliders: there may be a few that overlap. I have a test vessel with the pad and it remains quite stable when I leave it close, but if I open it, save and come back, it dances around. Quote Link to comment Share on other sites More sharing options...
Booots Posted February 6, 2014 Share Posted February 6, 2014 Sorry if this has been answered before i looked for a bit on this forum and couldn't find anything about this. When I deploy the Launchpad 2 on the surface of a or any planet, after a short time it disappears, usually when I go esc to the Space Center to switch pods or ships. Is there something that I'm doing or not doing correctly? I have tired several methods attaching solar panels, resource cans, pods, struts, structures,....etc. I have even seen it once disappear, any help would be appreciated.I was having the same problem as you when I first started using EL. I tried a bunch of configurations and it suddenly stopped disappearing so I'm not sure exactly what fixed it. The first step I would suggest is making sure that all of your plugins are up to date. My launchpads (which are all currently stable and non-disappearing) are always the small stock probe controller (RC-001S) mounted beneath the launchpad. Maybe this raises the launchpad collision box above the surface, or maybe its a more stable base to sit on. Either way, it works for me, so maybe it can help you.Good luck! Quote Link to comment Share on other sites More sharing options...
1of6Billion Posted February 6, 2014 Share Posted February 6, 2014 Sorry, I meant "easier".Yes, plus a scrap (1u) of metal.So Kerbals have denture fillings? Quote Link to comment Share on other sites More sharing options...
impwarhamer Posted February 6, 2014 Share Posted February 6, 2014 hey guys who have been getting those explody launchpad bugs and similar things, has anyone had a problem with the launchpad in orbit?I'm just wondering because i'm planning out a new mun base and i'm debating to have a combo land-space station base. Quote Link to comment Share on other sites More sharing options...
Melfice Posted February 6, 2014 Share Posted February 6, 2014 Literally two pages back I posted a config for Module Manager (which I believe Kethane comes with, so if you're mining with Kethane you aren't adding anything but a config) that will add the functionality to Kethane converters as well as hide the extra parts if you'd like.I realize that, and I've seen it. (Good job on that!)But I kind of like having a diversity in parts. Putting it all in Kethane is far more efficient, but having those separate parts means more distinct vehicles for distinct jobs. (although I might just copy the Kethane Drill and use its model for the Auger.) Quote Link to comment Share on other sites More sharing options...
Patupi Posted February 6, 2014 Share Posted February 6, 2014 Sorry if this has been answered before i looked for a bit on this forum and couldn't find anything about this. When I deploy the Launchpad 2 on the surface of a or any planet, after a short time it disappears, usually when I go esc to the Space Center to switch pods or ships. Is there something that I'm doing or not doing correctly? I have tired several methods attaching solar panels, resource cans, pods, struts, structures,....etc. I have even seen it once disappear, any help would be appreciated.For me I just connect something under the Landpad 2, usually something small like one of the thin probe bodies. Bear in mind this means the exhaust from LP2's own engines will be hitting whatever you stick on the bottom, and thus not provide any useful thrust! I had to add extra engines on the outside and remember to turn off LP2's own engines. Quote Link to comment Share on other sites More sharing options...
taniwha Posted February 6, 2014 Author Share Posted February 6, 2014 So Kerbals have denture fillings? Hah! Actually, their helmets was my thought. Quote Link to comment Share on other sites More sharing options...
joker169 Posted February 7, 2014 Share Posted February 7, 2014 I was having the same problem as you when I first started using EL. I tried a bunch of configurations and it suddenly stopped disappearing so I'm not sure exactly what fixed it. The first step I would suggest is making sure that all of your plugins are up to date. My launchpads (which are all currently stable and non-disappearing) are always the small stock probe controller (RC-001S) mounted beneath the launchpad. Maybe this raises the launchpad collision box above the surface, or maybe its a more stable base to sit on. Either way, it works for me, so maybe it can help you.Good luck!Ok, Thanks, will give that i try. wasn't sure my post went through, it gave me an error when i attempted both times. For me I just connect something under the Landpad 2, usually something small like one of the thin probe bodies. Bear in mind this means the exhaust from LP2's own engines will be hitting whatever you stick on the bottom, and thus not provide any useful thrust! I had to add extra engines on the outside and remember to turn off LP2's own engines.Hmm.. interesting approach. I'll also give this a try, wonder in I-beams or girders would work as well. I only use the engines to position the pad, so maybe it wont be an issue. If it is there is always the robot arms on the lander to help with positioning or "disassembly gently" of it when it doesn't cooperate Thanks for the help and insight.Thanks again to both of you guys Quote Link to comment Share on other sites More sharing options...
Mystique Posted February 8, 2014 Share Posted February 8, 2014 Finally noticed that there is a bigger version of hexcans available in sandbox. Is it intentionally absent in carreer mode? Quote Link to comment Share on other sites More sharing options...
Superfluous J Posted February 8, 2014 Share Posted February 8, 2014 Finally noticed that there is a bigger version of hexcans available in sandbox. Is it intentionally absent in carreer mode?Hexcans or those new awesomecans (or whatever they're called)? I haven't used hexcans for a while but the big red/white/blue tank-sized cans come in all 3 sizes in career mode. Is there a chance you just haven't unlocked them yet? Quote Link to comment Share on other sites More sharing options...
taniwha Posted February 8, 2014 Author Share Posted February 8, 2014 5thHorseman: The new cans are octagons. The hexcans are white with black ends and hexagons.Mystique: Do you mean the cluster of 7 huge hexcans? Those are currently sandbox-only, but the other 4 sizes should be present in career mode. Huge: specializedConstruction, Large: specializedConstruction, Normal: precisionEngineering, Small: precisionEngineering. I guess the problem is where to put them in career mode. Quote Link to comment Share on other sites More sharing options...
saharashooter Posted February 8, 2014 Share Posted February 8, 2014 Mystique: . I guess the problem is where to put them in career mode.I think it would make since to just drop them in where the unwelded version is. It's possible to do the same thing with more parts without the welds, so why not? Quote Link to comment Share on other sites More sharing options...
BahamutoD Posted February 8, 2014 Share Posted February 8, 2014 Is anyone currently working on a better auger model? If not, I'd like to give it a shot. Quote Link to comment Share on other sites More sharing options...
Patupi Posted February 9, 2014 Share Posted February 9, 2014 Hmm.. interesting approach. I'll also give this a try, wonder in I-beams or girders would work as well. I only use the engines to position the pad, so maybe it wont be an issue. If it is there is always the robot arms on the lander to help with positioning or "disassembly gently" of it when it doesn't cooperate Thanks for the help and insight.Thanks again to both of you guysYou're welcome. I'm a bit late, but here's a pic of the assembly I've used in my AAR, managing to connect girders to that probe body under the LP2 so the girders extend sideways out of the nice, handy slots in the base when unfolded.Had to do a dogleg with the girders to get my ground docking to work for the two things you see docked to it in that pic. A little convoluted, but it works. Quote Link to comment Share on other sites More sharing options...
BahamutoD Posted February 10, 2014 Share Posted February 10, 2014 No one responded to me about the auger model so I decided to go for it anyway.Here's how it turned out. What do y'all think? Quote Link to comment Share on other sites More sharing options...
KeithStone Posted February 10, 2014 Share Posted February 10, 2014 Holy crap that is amazing! Do want!Also, a half-sized less efficient version XD Quote Link to comment Share on other sites More sharing options...
TheDataMiner Posted February 10, 2014 Share Posted February 10, 2014 No one responded to me about the auger model so I decided to go for it anyway.Here's how it turned out. What do y'all think?GIVE ME DOWNLOAD NOWPlease? Quote Link to comment Share on other sites More sharing options...
skykooler Posted February 10, 2014 Share Posted February 10, 2014 No one responded to me about the auger model so I decided to go for it anyway.Here's how it turned out. What do y'all think?That looks amazing! It's exactly what I intended my unfinished augur to be! Quote Link to comment Share on other sites More sharing options...
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