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[1.02] (.50)ExtraPlanetary LaunchPads Extended-Part Pack (and extras!)


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Here you go: https://www.dropbox.com/sh/he8uxsohsb9tist/AADiA3WMssM6XKQwqvy3lGuHa?dl=0

Ore1 is with ore selected. Karbonite1 is with karbonite selected. Notice how ore is not in text next to "slopes" at the bottom, but karbonite is.

I added the following to the Karbonite detector to save parts:

MODULE

{

name = REGO_ModuleResourceScanner

ScannerType = 0

ResourceName = Ore

MaxAbundanceAltitude = 500000

}

Just using the magnetometer on a satellite and cheating it into orbit over any body also does not show ore on the ScanSat map after timewarping for several days.

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Here you go: https://www.dropbox.com/sh/he8uxsohsb9tist/AADiA3WMssM6XKQwqvy3lGuHa?dl=0

Ore1 is with ore selected. Karbonite1 is with karbonite selected. Notice how ore is not in text next to "slopes" at the bottom, but karbonite is.

I added the following to the Karbonite detector to save parts:

MODULE

{

name = REGO_ModuleResourceScanner

ScannerType = 0

ResourceName = Ore

MaxAbundanceAltitude = 500000

}

Just using the magnetometer on a satellite and cheating it into orbit over any body also does not show ore on the ScanSat map after timewarping for several days.

thanks for the feedback! Found the issue. Looks like i missed updating the Scansat sensorType in the adaptation. Sorry about that! Either something changed with sensor types in the latest Scansat build, or i typed (probably the latter :P)

If your using this Adaptation mod, you don't need to add that module to the karbonite detector (as the adaption already does it) Ive corrected it and updated the download on the front page. :) It should be good to go now.

If your not using this all you need to do to get Scansat to show ore properly is add a Module Manager file with this in there.


@PART[KA_DetectionArray_01]:Final
{
@MODULE[SCANsat]
{


@sensorType = 368768
}


}

Tested it out and it looks good to go

kmaZrO7.png

Edited by rabidninjawombat
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Noticing a weird bug, when I hover over the smelters in the VAB they grow out of the box and keep growing until they're off screen. If you change 'pages' on the VAB toolbox they reset and you can do it again! It's kind of fun.

cZbpvbu.jpg

I'll get a better screenshot if you want.

It happens with all sizes of the smelters, and only the smelters that I've discovered.

Also they keep the preview of whatever item you'd hovered over previously. you can see in the screeny that the preview is showing one of the solar arrays.

Edited by KerBlam
becouse moar
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Noticing a weird bug, when I hover over the smelters in the VAB they grow out of the box and keep growing until they're off screen. If you change 'pages' on the VAB toolbox they reset and you can do it again! It's kind of fun.

http://i.imgur.com/cZbpvbu.jpg

I'll get a better screenshot if you want.

It happens with all sizes of the smelters, and only the smelters that I've discovered.

Also they keep the preview of whatever item you'd hovered over previously. you can see in the screeny that the preview is showing one of the solar arrays.

heh, I sometimes stumble upon the same bug when creating new parts. So whoever has the fix for it please share it;)

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Noticing a weird bug, when I hover over the smelters in the VAB they grow out of the box and keep growing until they're off screen. If you change 'pages' on the VAB toolbox they reset and you can do it again! It's kind of fun.

http://i.imgur.com/cZbpvbu.jpg

I'll get a better screenshot if you want.

It happens with all sizes of the smelters, and only the smelters that I've discovered.

Also they keep the preview of whatever item you'd hovered over previously. you can see in the screeny that the preview is showing one of the solar arrays.

I was able to repo that bug in my install(by deleting the Adaption mod here) with it installed it does not expand, That bug is an OOOLD bug in the base game from back in .23 (which Devs still havent fixed >_<)

When a part has 3+ resources, and no descriptive modules, it does that in the VAB (there are some other known causes of it, see here, but this is the most common)

The smelter has 3 resources (Metal, ore, and scrap metal) But no conversion module. If ya have this Adaption mod installed it should have the regolith converter module added via a module manager file, and you shouldn't be getting the expanding bug. (visa versa, if your running Kethane, the part will have the kethane converter module)

So you'll just need to make sure you have a resource system installed alongside EPL (Kethane, or Regolith) or you'll get this bug (not to mention you wont be able to get Ore to make rocket parts :P)

heh, I sometimes stumble upon the same bug when creating new parts. So whoever has the fix for it please share it;)

See above =) Its an old known bug with the tooltip system. You should be able to "fix" it by just edited the part CFG, adding either a dummy descriptive module or something of the like.

Edited by rabidninjawombat
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I do have regolith v.0.1.2 installed...

Did you download the adaption from the first page? By default EPL uses Kethane for all its extraction/conversion needs, without the MM file that comes with this mod, the smelters and augers and such wont work using Regolith.

Example:

When hovering over the smelter part, you can see the Regolith Converter modules on it. (when you have the adaption mod)

Nuef3yA.png

Edited by rabidninjawombat
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Yeah I have:

Regolith 0.1.2

Karbonite 0.5.1

Karbonite + 0.3.0

ExtraplanetaryLaunchpads 5.0.0

ExtraplanetaryLaunchpads>Regolith 0.23

I will try and reinstall it, and I'll get back to you.

If you getting it from the Adaption from CKAN, try the manual download. Not sure who put it up on CKAN (i didnt) but i think its missing a file.

I'd like to get it fixed on CKAN, but ive never really messed with it.

Edited by rabidninjawombat
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Ahhaaaa.

So CKAN does not have the correct updated version 0.25, and therein lied my problem.

edit: Posted this before I saw your above post :)

That's wierd.. Nobody should be able to add files to CKAN except mod authors. You could get trolls putting up all sorts in there.

Edited by KerBlam
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If you getting it from the Adaption from CKAN, try the manual download. Not sure who put it up on CKAN (i didnt) but i think its missing a file.

I'd like to get it fixed on CKAN, but ive never really messed with it.

Hmmmm... I checked the history of the ckan files over at github but I can't see from the history who added them. Extremely strange, as git should not lose history in any way... Investigating further.

Ahhaaaa.

So CKAN does not have the correct updated version 0.25, and therein lied my problem.

I will have a look at this, but it might be later today (European Standard Time, it is 11:30 at the moment here...). But we like to keep CKAN versions in sync with the mod itself, so if it is marked 0.25, usually you should expect it not to be available for 0.90 :)

That's wierd.. Nobody should be able to add files to CKAN except mod authors. You could get trolls putting up all sorts in there.

This is questionable at best. Whenever we add something to CKAN, we try to get confirmation from the original author that he/she/it is o.k. with that. Usually the answer is that people at o.k. with that and are quite happy that we take some load off their shoulders.

Who added EPL->RA to CKAN I cannot determine at this moment, but now that it is in, I would like to do my best to repair it. Unless rabitninjawombat asks us to remove it completely of course, which is his right as the original author.

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I will have a look at this, but it might be later today (European Standard Time, it is 11:30 at the moment here...). But we like to keep CKAN versions in sync with the mod itself, so if it is marked 0.25, usually you should expect it not to be available for 0.90 :)

CKAN has v. 0.23 of EPL>RA whicj has since been updated to 0.25... I'm not referring to the KSP version. I can see how that could be confusing.

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hakan said:

Who added EPL->RA to CKAN I cannot determine at this moment, but now that it is in, I would like to do my best to repair it. Unless rabitninjawombat asks us to remove it completely of course, which is his right as the original author.

Ill be happy to upkeep it on CKAN =) just never messed with it before, and need to look up how to set it up. Currently i just host the download off dropbox, but happy to put it up on Github or kerbalstuff if it makes syncing it easier.

The only real problem is that the CKAN download doesn't include the module manager file (EPL-Karbonite-Conversion.cfg) which is what actually makes the parts work :P

It has the parts i added, just not the Module manager file, im in the process of writing a ckan file, just not sure on the process of submitting it to get the files updated.

EDIT: Reading up that CKAN pulls strait from KerbalStuff. I went ahead and uploaded the latest version to Kerbal stuff, if that helps fix the issue :)

Edited by Snark
Link to defunct website removed by moderator
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rabidninjawombat said:
Reading up that CKAN pulls strait from KerbalStuff. I went ahead and uploaded the latest version to Kerbal stuff, if that helps fix the issue :)

Nice, thank you. This will make work much easier :)

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Hey I'm trying to put together a launch package, using karbonite, and EPL>Regolith to set up mining and production on other planets, but I'm a bit lost as to what parts I need to take, and how they're connected. as far as transferring resources around etc... Is there a guide or can someone give me a few pointers?

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Just back to tell you guys that EPL-RegolithAdaptation is available through CKAN and will always be automatically in sync with whatever is uploaded to kerbalstuff.


ckan install ExtraPlanetaryLaunchpads-RegolithAdaptation

should be your friend :)

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if i have instaled Extraplanetary launchpads, module manager, Karbonite, Regolit Adaption + Optional extra parts,scansat all is ok, but after i instaling OKS/MKS any items is no longer in game. for example i cant find: Rocketpart hexcans, MSV containers, recycling bins, Runway...

Can me say anyone where is problem ?

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if i have instaled Extraplanetary launchpads, module manager, Karbonite, Regolit Adaption + Optional extra parts,scansat all is ok, but after i instaling OKS/MKS any items is no longer in game. for example i cant find: Rocketpart hexcans, MSV containers, recycling bins, Runway...

Can me say anyone where is problem ?

If you go to the advanced part selection sidebar (click the black sideways-pointing triangle in the upper left corner) and choose parts by the type of resource they store, use, or provide (the brown menus) you should be able to find all the parts.

I find it kind of annoying too.

This is because MKS replaces a bunch of the parts from EPL as we have equivalents. That's by design.

I'm not sure I understand what you're saying.

* If the parts are replaced because they're nonfunctional/broken, they shouldn't be visible at all (at least ideally, if that's not possible then there should be a note in the doco somewhere at least)

* If the parts are obsoleted, some of us might like the older part (I have some gripes with the values in some of the parts, and like the style of some more than others).

So why are the parts visible in some places but not others?

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I'm not sure I understand what you're saying.

* If the parts are replaced because they're nonfunctional/broken, they shouldn't be visible at all (at least ideally, if that's not possible then there should be a note in the doco somewhere at least)

* If the parts are obsoleted, some of us might like the older part (I have some gripes with the values in some of the parts, and like the style of some more than others).

So why are the parts visible in some places but not others?

Basically with the latest release , MKS got its own parts/supply chain for building RocketParts. Its a little more complicated that the traditional Ore---->Metal---->RocketParts Supply chain. (alot more really, but awesome. Id recommend giving it a try, it does add alot of depth, and of course if you like it you wont need this mod anymore :P)

Having the EL parts and their easy production chain, kinda defeats the purpose of having the new production chain for MKS.

Anyway. If you still want to use EPL parts and keep the MKS mod, you can delete the EL_CONFIG.cfg in the Kolonization folder. This will keep the EPL parts from being unresearchable (the reason you cant see them)

- - - Updated - - -

Just back to tell you guys that EPL-RegolithAdaptation is available through CKAN and will always be automatically in sync with whatever is uploaded to kerbalstuff.


ckan install ExtraPlanetaryLaunchpads-RegolithAdaptation

should be your friend :)

Thanks so much Hakan!

Tested it out and it all looks good to go

(note to everyone else this isnt an update, just fixing it on CKAN, so you dont need to download anything new)

Hey I'm trying to put together a launch package, using karbonite, and EPL>Regolith to set up mining and production on other planets, but I'm a bit lost as to what parts I need to take, and how they're connected. as far as transferring resources around etc... Is there a guide or can someone give me a few pointers?

Starstrider posted a decent tutorial on EPL found here http://forum.kerbalspaceprogram.com/threads/59545?p=1233759&viewfull=1#post1233759

And since this is basicly just an adaptation of EPL for Regolith it still applies. :)

As far as transfering resources so you can build ships off planet, You will wanna have things connected together so your Launchpad can access the rocketparts you've built. You can either use the stock docking ports, or far easier, using KAS pipes (from the KAS mod) they work the same and make all your landed parts into one vessel so things can be transfered back and forth.

Edited by rabidninjawombat
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Thanks! Yes that's exactly what I was looking for :)

One more question.. Now that EPL>Reg is on CKAN and will be updated through there, what steps do I need to take to remove it, so that I can reinstall using CKAN? I seem to remember it modifying a few folders and I can't remember which ones and I don't want to break stuff by doing it wrong.

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Basically with the latest release , MKS got its own parts/supply chain for building RocketParts. Its a little more complicated that the traditional Ore---->Metal---->RocketParts Supply chain. (alot more really, but awesome. Id recommend giving it a try, it does add alot of depth, and of course if you like it you wont need this mod anymore :P)

Having the EL parts and their easy production chain, kinda defeats the purpose of having the new production chain for MKS.

I'll give it a try at some point, at the moment all I'm doing is throwing spent rocket stages into a recycle bin and churning out space station parts. Sooner or later I'll start building deeper-space ships for mining and tourism, and then I'll experiment with the ISRU stuff in depth more.

Anyway. If you still want to use EPL parts and keep the MKS mod, you can delete the EL_CONFIG.cfg in the Kolonization folder. This will keep the EPL parts from being unresearchable (the reason you cant see them)

Thank you for the information! That config file breaks UbioZur Welding on the parts that it refers to. I was wondering what was going on and why I got very strange behavior when trying to weld those parts. Removing that config file solves the problem. Exactly *why* it breaks things I don't know, but I'll pass the information on to the UbioZur welding devs.

http://forum.kerbalspaceprogram.com/threads/38577-0-22-UbioZur-Welding-Ltd-2-0-Dev-STOPPED?p=1665617#post1665617

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Thanks! Yes that's exactly what I was looking for :)

One more question.. Now that EPL>Reg is on CKAN and will be updated through there, what steps do I need to take to remove it, so that I can reinstall using CKAN? I seem to remember it modifying a few folders and I can't remember which ones and I don't want to break stuff by doing it wrong.

You wont break anything by installing it via CKAN (though id recommend deleteing the EPL-Karbonite-Conversion.cfg files thats in the EPL folder) I moved that same file to be in my own folder(WombatConversions) in the CKAN version. It wont hurt to have two other then you'll have two button on every part :P But still better to delete it. I shouldn't have put it in that folder to begin with, but have been loathe to move it in a release to avoid causing folks trouble, stupid mistake on my part to begin with , but was loathe to move it in a release to avoid causing folks trouble. Better this way though, for the future.

tl;dr - Just delete the EPL-Karbonite-Conversion.cfg in the ExtraPlanetaryLaunchPads Folder and you can reinstall it via CKAN no problem.

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