

I don't see the point of warehousing gigantic quantities parts for very large ships of when the parts are made on sight. I could do similar for pads (ie, lock them to the pad until the time elapses). Īctually, with the release mechanism on the orbital docks, making the new vessel unreleasable until the construction time has passed would be easy.
#Kerbal space program kis make parts mods#
Those that use life support mods then need even more infrastructure to get things done. That said, requiring X kerbals (or better, kerbal-days) for Y tons (dry) of craft makes perfect sense. Whit that in mind, size limits make little sense. Same for the pads and landed construction. 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. I actually thought long and hard about size limits while making the model for the orbital construction dock. Building monster ships requires monster infrastructure, to which the pad is peanuts in comparison. That 2kt rocket has about 1.8kt of fuel (that's a lot of kethane refining) and about 200t of rocket parts (400m 3 (160000u) is a lot and will take a lot of mining, smelting and manufacture. For one, size limits are already taken care of by the need to have the required resources on hand. While making construction take time would be a nice addition, I'm not so sure about size limits.

The hab module has been built and moved over with a little tug.ĭ'oh, not enough parts to build the tank.Īfter shipping up some more parts, the tank is built and being moved into position by the station's tug (which was built just before the hab module was). As of 5.1.90, survey stakes now require the use of the mallet (new part). To use stakes, attach some to the ground, configure them (details in the release notes), and use a Survey Station (also new in 4.3.0, but for now is a clone (separate part) of the hitchhiker can). Survey stakes (new feature in 4.3.0 and requires Kerbal Inventory System) work only when landed and they need to be carried around in a KIS container or on the back of a Kerbal, and can be attached only to the ground or a permanent feature (such as the launchpad at KSC, or at least they could while I was testing in 0.24.2). Once the release bug (see below) has been worked around, the new ship will slowly drift away (as expected for two objects in orbit).

To release the ship, right click on the dock and click "Release". When in orbit, the new ship is spawned "docked" (docking ports not required) to the construction dock and must be released (the build menu will be unavailable until the new ship has been released). When landed or splashed, operation is exactly as it was before. Also note that MKS hides most of EL's parts as it provides its own versions.Īt this stage any pad, the runway or the dock can be used landed, splashed or in orbit. Note, however, that MKS has built-in support for EL, so you do not need this patch. Older versions were prior to me taking overĪs an alternative to Kethane, Karbonite is available and there is a Karbonite adaptation available. Connect parts of your base together, or move things around.
#Kerbal space program kis make parts download#
To download an older version, edit the url for the current release such that the version number matches the desired release.Īll versions from 4.0 are still available. Documentation: Manual(note, updated more often than the release).( non-ssl link)ĭownload: Extraplanetary Launchpads v6.99.3.
