Extraplanetary Launchpads Manual. Simple Step-By-Step:. See ChangeLog for full details of mod changes. See Known Issuues for any known issues. License: Source: GitHub.
This mod contains taniwha 's Launchpad. Be Kind: Lithobrake, not jakebrake! Version 4. Keep your Module Manager up to date. Kerbal Space Program 1. This is a pre-release version for 1. Kindly test on fresh saves and tell me what you think. Then will use one of the included. Okay - I had put a heat shield under the docking port to deflect the blast - that was the issue.
Richtig, es sollte, tut es aber nicht, in einem nackten KSP. Manuell reingeworfen funktioniert es wie es soll. AVC wirft nur einen Fehler aus, dass die Launchpad. I have been 'slowly' increasing the version compatibility to make sure it is compatible with prior versions.
I have done the most rudimentary testing with 1. There only should be one dependency with several recommendations. I am debating about adding the EL-launchclamps; they makes sense, but aren't really in the spirit of this mod. I have asked to adopt for curation NSSC, and hopefully will hear back soon, else I will adopt it for curation under terms of its license. I had to build the.
I plan on doing a little more work on it see above. Suggestions welcome. I will try to add localization. WRT the construction in orbit "start docked, and disconnect" issues, is it possible to enforce the use of a custom docking port as the root part for any "spacebuilt" parts, and the use of another, matching docking port as the "spacedock".
Would this be a good idea? Part of the reason orbital construction works as it does is I do not like the "spacebuilt" part in Orbital Construction Redux or whatever it is now. I see no reason for requiring such a part. The only reason it ever existed was as a means to get KSP to build the ship in the first place: launch ship, part activates and brings up the warp menu.
The issue with EL's disconnection after construction is caused by incomplete initialization of the freshly spawned parts. This is a bug I need to look into thanks to attosecond for telling me where to start. Ah, fair enough. Also, from an ingame perspective, bases could be built with the aforementioned ports on the sides of a hub, and additional modules and such built "from the inside out", spawned directly onto nodes of the hub module provided the appropriate parts are available.
Not trying to challange your direction, just brainstorming alternative concepts. That sounds like where attosecond wants to go with Orbtial Manufacturing. Good news: I've just pushed a fix to the release bug. Unfortunately, with the good news comes some bad news: I've discovered that struts and I assume fuel lines on vessels built from sub-assemblies break, but all is not lost: I already have a plan for fixing them, but I need to get some sleep.
Once I get those sorted out, I think I'll do a mini release dll only. I think that, as its under new management, EL Is due for a reskin. Personally I think you should make it closer to stock textures and add some smaller pads for rovers n stuff that can fold away and be moved around easy, but that's just my opinion XD. The bulkiness of the pads and everything are part of the challenge.
It shouldn't be easy to set up off planet. If you want it to be easy just use hyperedit. What I meant was their should be small pads that can only build tiny ships like rovers, as well as medium and large ones. Woul help limit construction so you don't just get to launch huge monster rockets from wherever.
While making construction take time would be a nice addition, I'm not so sure about size limits. For one, size limits are already taken care of by the need to have the required resources on hand. That 2kt rocket has about 1. Building monster ships requires monster infrastructure, to which the pad is peanuts in comparison. I actually thought long and hard about size limits while making the model for the orbital construction dock.
I was considering what sort of machinery to put into the dock when I realized the dock doesn't do the construction kerbals do, even if remotely , but rather it acts merely as an anchor point for the ship under construction.
Same for the pads and landed construction. Whit that in mind, size limits make little sense. That said, requiring X kerbals or better, kerbal-days for Y tons dry of craft makes perfect sense.
Those that use life support mods then need even more infrastructure to get things done. Actually, with the release mechanism on the orbital docks, making the new vessel unreleasable until the construction time has passed would be easy. I could do similar for pads ie, lock them to the pad until the time elapses. I'd like to see queued ships. I don't see the point of warehousing gigantic quantities parts for very large ships of when the parts are made on sight.
I think a nice feature would be the ability to queue a ship that needs more parts then you have warehoused, and and new parts made are automatically applied to the ship waiting in the queue. Nobody builds very large anything with all the parts on hand first IRL.
And with part fabrication on sight the warehouse should never be a limit to ship size. You can post now and register later. If you have an account, sign in now to post with your account. Note: Your post will require moderator approval before it will be visible.
Paste as plain text instead. Only 75 emoji are allowed. Display as a link instead. Clear editor. Upload or insert images from URL. Share More sharing options Followers Reply to this topic Start new topic. You'll get emailed updates for this mod. License: MIT. Game Version: 1. Downloads: 59, Authors: matterbeam , zer0Kerbal , RealGecko. Mod Website: Forum Thread. Support this mod: Donate. Followers: Information Changelog Stats.
Download on SpaceDock or Github or Curseforge. Also available on CKAN. MatterBeam for creating this cool mod. Version 4. At the flick of an action button, this device will override your avionics and become your new fore and aft, with suitable indicators highlighting when active. At a second flick of the action button, the device will remove the override and the previous control reference will be active once again.
Keep your Module Manager up to date Download Can have multiple ones on a vessel. Kerbal Space Program 1. Version 3. Version v2.
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