taniwha Posted July 16, 2014 Author Share Posted July 16, 2014 If you don't have Kethane installed, resource usage is optional, otherwise it is forced. That said, I think I should probably remove that option for Career Mode as not requiring resources would severely unbalance the economy. Quote Link to comment Share on other sites More sharing options...
taniwha Posted July 17, 2014 Author Share Posted July 17, 2014 Sorry guys, the update will have to wait until tonight (or later) my time (14+h). Quote Link to comment Share on other sites More sharing options...
Dragonchampion Posted July 18, 2014 Share Posted July 18, 2014 A little question/request for you, Taniwha. Is turning the launch pads into a "recovery point" to sell kethane/materials/fuel planned? If not, could you maybe add it? It'd be good to have a small kethane mining facility that is used to gather money for home use. Quote Link to comment Share on other sites More sharing options...
rabidninjawombat Posted July 18, 2014 Share Posted July 18, 2014 Sorry guys, the update will have to wait until tonight (or later) my time (14+h).No Worries! Take your time, we arnt going anywhere Quote Link to comment Share on other sites More sharing options...
taniwha Posted July 18, 2014 Author Share Posted July 18, 2014 Dragonchampion: no such plan. However, while I can't speak for kethane, you will be able to ship back Ore, Metal, RocketParts or even rockets and get money. And really, if you think about it, if you don't send things to Kerbin, just who will give you any money? Quote Link to comment Share on other sites More sharing options...
dbmorpher Posted July 18, 2014 Share Posted July 18, 2014 Just as a suggestion I don't think ships made on the launchpad should cost money because of the cost of rocketparts. It would also make having permanent factories a really helpful option if low on cash. Quote Link to comment Share on other sites More sharing options...
BigD145 Posted July 18, 2014 Share Posted July 18, 2014 You have to invest "dead end" vehicles in order to make bases that ultimately want to be self sufficient. That costs upfront money and rightly so. After that they are doing their own thing. They are effectively your corporation operating off its own raw materials. You're paying yourself to build. Quote Link to comment Share on other sites More sharing options...
megatiger78 Posted July 18, 2014 Share Posted July 18, 2014 update to .24? Quote Link to comment Share on other sites More sharing options...
dbmorpher Posted July 18, 2014 Share Posted July 18, 2014 update to .24?It's coming be patient. Quote Link to comment Share on other sites More sharing options...
notafurry Posted July 18, 2014 Share Posted July 18, 2014 It's coming be patient.I feel like you might not understand this community... Quote Link to comment Share on other sites More sharing options...
MrWizerd Posted July 19, 2014 Share Posted July 19, 2014 I feel like you might not understand this community... HAHA I think it depends upon which portion of this community of which you speak! Quote Link to comment Share on other sites More sharing options...
Coyote_ar Posted July 19, 2014 Share Posted July 19, 2014 this may be a silly question/idea, but is it possible to mine asteroids? Quote Link to comment Share on other sites More sharing options...
Tex_NL Posted July 19, 2014 Share Posted July 19, 2014 this may be a silly question/idea, but is it possible to mine asteroids?Been discussed and asked a few times in the past. As far as I know this is (not yet) possible. Quote Link to comment Share on other sites More sharing options...
Crimor Posted July 19, 2014 Share Posted July 19, 2014 Isn't there a mod that adds kethane to asteroids? Seems like it would be trivial to add ore to that. Quote Link to comment Share on other sites More sharing options...
taniwha Posted July 19, 2014 Author Share Posted July 19, 2014 Ok, a slew of things:As a corollary to "if you don't ship to Kerbin, who's going to pay you?", there's "if you don't ship from Kerbin, who's going to charge you?" An update for 0.24 is in the works but will take some time as I need to go through all the parts and double check the masses are balanced so I can balance the prices (I already have a system designed for balancing prices), and fix a few outstanding bugs from prior to 0.24 (in my testing, recompiled EL works just fine in 0.24).Asteroid mining will come, but I am unable to say when.I am working on the promised experience system. This will make stupid kerbals less of a hindrance and "smart" kerbals more of a help (leaders etc). This too has no ETA. Quote Link to comment Share on other sites More sharing options...
Crimor Posted July 19, 2014 Share Posted July 19, 2014 (edited) Ok, a slew of things:As a corollary to "if you don't ship to Kerbin, who's going to pay you?", there's "if you don't ship from Kerbin, who's going to charge you?" An update for 0.24 is in the works but will take some time as I need to go through all the parts and double check the masses are balanced so I can balance the prices (I already have a system designed for balancing prices), and fix a few outstanding bugs from prior to 0.24 (in my testing, recompiled EL works just fine in 0.24).Asteroid mining will come, but I am unable to say when.I am working on the promised experience system. This will make stupid kerbals less of a hindrance and "smart" kerbals more of a help (leaders etc). This too has no ETA.Any chance for a beta version of the .24 version? To see how well it handles in x64 on different systems, etc.Oh and on the subject of the ships costing/not costing stuff, since you mine your own parts I don't see why they should charge you even on kerbin :VAnd would the different stuff(ore/metal/rocket parts) have a price so you could sell stuff you mined? Edited July 19, 2014 by Crimor Quote Link to comment Share on other sites More sharing options...
taniwha Posted July 19, 2014 Author Share Posted July 19, 2014 No chance for a beta. I'll be doing the release shortly (just doing some final checks).Everything has a price. As for charging for parts on Kerbin (from KSC): cartels, unions, you name it, it'll be a reason. Quote Link to comment Share on other sites More sharing options...
Crimor Posted July 19, 2014 Share Posted July 19, 2014 I meant if you had an EPL launchpad and mining facility somewhere else on kerbin, not from KSC But it's gonna be fun to ferry rocket parts to KSC to sell them(I really hope someone makes a mod that allows you to just funnel stuff into a thing at ksc, instead of having to "launch" empty cans of stuff then pump it into those) Quote Link to comment Share on other sites More sharing options...
dbmorpher Posted July 19, 2014 Share Posted July 19, 2014 I meant if you had an EPL launchpad and mining facility somewhere else on kerbin, not from KSC But it's gonna be fun to ferry rocket parts to KSC to sell them(I really hope someone makes a mod that allows you to just funnel stuff into a thing at ksc, instead of having to "launch" empty cans of stuff then pump it into those)You wouldn't have to launch an empty barrel you just have to send it close enough to recover. You'll get the cash from the resources just like after a mission. Quote Link to comment Share on other sites More sharing options...
Crimor Posted July 19, 2014 Share Posted July 19, 2014 You wouldn't have to launch an empty barrel you just have to send it close enough to recover. You'll get the cash from the resources just like after a mission.I meant like using a reusable ship to ferry it to KSC then transfer it to the empty tank so I can sell it without selling the ship. Quote Link to comment Share on other sites More sharing options...
taniwha Posted July 19, 2014 Author Share Posted July 19, 2014 I have released version 4.2 of Extraplanetary Launchpads. Links are in the first post. As always, GPL .Make the settings dialog less confusing.The settings window now re-sizes automatically.Attach node and optimization improvements to Aeon Phoenix's parts (Kreuzung).EL now reports the version number in any EL window and in the logs.New resource: ScrapMetal. It's fairly fluffy (0.8t/m3). Use a smelter to convert it to Metal. Currently, only smelters store ScrapMetal, but not having storage will not stop Metal->RocketParts conversion.Metal to RocketParts conversion now produces 70% RocketParts and just shy of 30% ScrapMetal.Metal to RocketParts conversion has been slowed down. Still unrealistically fast, though.The recycling bins have been fixed to work properly with docking assistants (MJ, NavyFish's DPAI, Navball DPAI).Ore deposit colors adjusted to be less "greedy" (RoverDude).Nicer display of units in the ship info window (VAB/SPH) (Swamp Ig).The rocket builder part has been fixed (missing sections).Minor improvements to the ModuleManager patches (Starstrider42)The attach nodes for the smelters have been fixed, and a ventral node opposite the dorsal node had been added.Pre-loaded resources have been removed from all EL parts (except fuels from launchpad2).The old spherical tanks (ancient version of that mod) and the old ore and metal bins have been deprecated. Any ship using them will still work, but they are no longer available in the VAB.Insta-build mode now transfers the resources before the vessel is released.Ships built by EL no longer show up in the VAB or SPH after building then going to the editor.The rocket builder no longer has storage for Metal (where's it supposed to go?).Builds can now be canceled. For both game-play and KSP physics reasons, the cancellation process takes time. The cancellation can be cancelled, so accidentally hitting the button will not be a disaster. RocketParts are reclaimed at 100%, but if you lack storage for them, they will be lost.Resource and part cost balancing for 0.24.Parts with the workshop module are no longer force-activated. This means parts like the dragon module will not have their engines started by EL.The auger masses have been rebalanced: they're a bit over 4x what they were, but are now realistic.The dearth of parts for storing ScrapMetal is due mainly to not wanting to delay release while creating new textures. Quote Link to comment Share on other sites More sharing options...
dbmorpher Posted July 19, 2014 Share Posted July 19, 2014 Unless your vehicle can go from orbit and back multiple times it would be best just to recover the ship Quote Link to comment Share on other sites More sharing options...
Crimor Posted July 19, 2014 Share Posted July 19, 2014 (edited) Unless your vehicle can go from orbit and back multiple times it would be best just to recover the shipWas mainly thinking a cargo plane from the nearest ore deposit.Also awesome tani, way sooner than I thought it'd come outDid you miss the rocket builder? seems to still have the price of 1300 instead of an arm and a leg Edited July 19, 2014 by Crimor Quote Link to comment Share on other sites More sharing options...
Smurfalot Posted July 19, 2014 Share Posted July 19, 2014 I have released version 4.2 of Extraplanetary Launchpads. Links are in the first post. As always, GPL .Make the settings dialog less confusing.The settings window now re-sizes automatically.Attach node and optimization improvements to Aeon Phoenix's parts (Kreuzung).EL now reports the version number in any EL window and in the logs.New resource: ScrapMetal. It's fairly fluffy (0.8t/m3). Use a smelter to convert it to Metal. Currently, only smelters store ScrapMetal, but not having storage will not stop Metal->RocketParts conversion.Metal to RocketParts conversion now produces 70% RocketParts and just shy of 30% ScrapMetal.Metal to RocketParts conversion has been slowed down. Still unrealistically fast, though.The recycling bins have been fixed to work properly with docking assistants (MJ, NavyFish's DPAI, Navball DPAI).Ore deposit colors adjusted to be less "greedy" (RoverDude).Nicer display of units in the ship info window (VAB/SPH) (Swamp Ig).The rocket builder part has been fixed (missing sections).Minor improvements to the ModuleManager patches (Starstrider42)The attach nodes for the smelters have been fixed, and a ventral node opposite the dorsal node had been added.Pre-loaded resources have been removed from all EL parts (except fuels from launchpad2).The old spherical tanks (ancient version of that mod) and the old ore and metal bins have been deprecated. Any ship using them will still work, but they are no longer available in the VAB.Insta-build mode now transfers the resources before the vessel is released.Ships built by EL no longer show up in the VAB or SPH after building then going to the editor.The rocket builder no longer has storage for Metal (where's it supposed to go?).Builds can now be canceled. For both game-play and KSP physics reasons, the cancellation process takes time. The cancellation can be cancelled, so accidentally hitting the button will not be a disaster. RocketParts are reclaimed at 100%, but if you lack storage for them, they will be lost.Resource and part cost balancing for 0.24.Parts with the workshop module are no longer force-activated. This means parts like the dragon module will not have their engines started by EL.The auger masses have been rebalanced: they're a bit over 4x what they were, but are now realistic.The dearth of parts for storing ScrapMetal is due mainly to not wanting to delay release while creating new textures.I don't suppose you made all the containers tweakscale while you were at it? Quote Link to comment Share on other sites More sharing options...
Garm Posted July 19, 2014 Share Posted July 19, 2014 (edited) Container cost is wrong. Since the game uses cost for full container, empty containers either very cheap or have negative price.Edit: If for these who dont want to wait here is my fixed values, assuming Small container is 200, Medium = 1000, and Large = 8000Ore: S = 354.2; M = 2243.3; L = 17989.8RocketParts: S = 419; M = 2766; L = 22190Metal: S = 3318.6; M = 26147.8; L = 210065.6Go into Kerbal Space Program\GameData\ExtraplanetaryLaunchpads\Parts\aeon and change cost value of each. Edited July 19, 2014 by Garm Quote Link to comment Share on other sites More sharing options...
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