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taniwha

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Posts posted by taniwha

  1. 9 hours ago, Chettagadeng said:

    I'm having trouble selecting a craft to build, I've been able to do it before in this save file but now in the UI it just shows this:

    FMR8TIc.png

    and I can't load the vessel. I've reinstalled the mod, but that's not helped. Has anyone seen this problem before?

    I have never seen anything like that, but it implies something is going wrong with the loading of the craft files. The directories appear to be scanning fine as the thumbnails look plausible. Probably the best bet is to send your KSP.log when from when this happens.

  2. On 10/1/2022 at 9:31 AM, Nicky21 said:

    I happen to get teh "No sites found" problem a lot lately as well. There are survey stakes nearby.

    I once managed to fix it by staking a new survey stake , saving and reloading.

     

    Later edit: i found that placing a pilot in the base's main building extends the search range for survey stakes to up to 100 m.

    Yes, empty survey station: very close range. Non-pilot: a little range. Pilot more, increasing with experience.

    On 10/8/2022 at 11:40 AM, Noah Foloni said:

    The UI for the mod is stuck in the top left corner of my screen, and I cant move it out of the way. When I try to drag it out of the way, it stays still. I tried reloading the game, and that moved it further into the corner. What do I do?

    Pics: https://imgur.com/a/sHOhS2z

     

    Edit GameData/ExtraplanetaryLaunchpads/Plugins/PluginData/Launchpad/Settings.cfg

  3. I do not recognize those "orbital assembly docking port"s, what mod are they from? I note they lack a "Show UI" button, indicating they do not have an ELLaunchpad module, which will be the cause of your problems.

    The toggle next to the dropdown controls whether the selected pad is highlighted. With no pad to select, it will have no effect.

  4. 16 hours ago, ibiacmbyww said:

    The view shown there is of the resource transfer tab of the EPL menu. When the panel first loads, it has a height of zero, that is, it only shows the tab names. When I go to the resource manager, it shows. When I click back on the Build Manager, nothing happens. There is definitely nothing queued up, as this is my first build.

    The resource manager has nothing to do with your build. It is for managing resources in your active vessel: ie, it makes it easy to transfer resources between modules. A module is defined by separation parts: docking port, decouplers, KAS connectors (docked or undocked). All tanks (for a resource) within a module are grouped together and appear as a single "tank". The modules can be viewed by clicking on the "circular" icon (it's a toggle button) to the left of the resource name.  Mousing over the modules will highlight the parts that are in the module. You will also see a series of toggles beside the module names (which, btw, are determined from the vessel name when a docking node (port or KAS connector) is specified, or decoupler/separator otherwise), with "hold", "in", "out", and an unlabeled one. Hold/in/out are for transfer control. The unlabeled toggle is the enable/disable tank toggle you see in a part's PAW, but it indicates/controls all the tanks in that module (on if any tank is enabled, off if all are disabled). I added the resource manager because dealing with all those PAWs was a pain, and TAC Fuel Balancer, while an improvement, just wasn't enough (the resource manager was very much inspired by TAC Fuel Balancer).

    Also, the resource manager is always available, no need for any sort of construction pad.

    The build manager is quite different. Before building, the resource bars indicate the required or default amounts of the resource needed for the build, and how much of that resource is available on the mother ship. After building, any normally transferable resources will have sliders that allow you to control how much resource to transfer to the vessel when it is released. This applies only to vessels built using a regular pad (orbital dock, landing pad). The disposable/micro pad is irrelevant since the built "vessel" becomes a permanent part of the mother ship, and survey builds cannot transfer resources to the built vessel.

  5. 15 hours ago, ColdJ said:

    Just setting an mu collider to layer 21 and Tagging it as Airlock will give you a working airlock but it will still retain its solid collider properties so you wont be able to get back in. If you also remember to have the boxes marked Trigger and Separate in the mu collider (mu properties) section ticked, then it will work as a proper Airlock.

    Ah, yes, I forgot that bit, sorry. Thank you.

  6. 1 hour ago, miniraccc said:

    How can I make sure its working, all my other mods work fine and the MM dll is in the files.

    It shows patches being applied in the loading screen. If this is the case, then check that the ELConstructionSkill has been added to the Engineer experience train (look for EXPERIENCE_TRAIT in ModuleManager.ConfigCache)

    The workshop in particular should not have problems with productivity with 5-star engineers unless some other mod is interfering (which USI is known to do).

    If things remain a mystery, send me your KSP.log as it might have some clues.

  7. 4 hours ago, miniraccc said:

    I cannot get productivity to go above 0, I have put 3, 5-star engineers with no stupidity at all (cheated them in to test) in the blue workshop and cannot get productivity to go up at all, so it's impossible for me to use this mod until I can find a fix.

    Is ModuleManager installed and working? That is the usual cause of productivity being 0. MM is required for adding the construction skill to kerbals (engineers, but that's tweakable via cfg).

  8. 11 hours ago, ColdJ said:

    Thank you. I see that it is layer 21 for the airlock and Tagged Airlock. Now that I know it makes sense, Like internals being layer 16.

    Yup, that's what you need.

    12 hours ago, CarelessDoughnut said:

    Like this?

    ioFhCHO.png

    This is the output:

    ilCbdrc.png

     

    Yes, exactly like that. Unfortunately, the line is not in that output. Unfortunately, I don't know where to find it in windows. In linux, since I start blender from the command line, it's just there in the terminal window from which I started blender.

  9. 13 hours ago, ColdJ said:

    My question is: Is there a way to create those sort of colliders from scratch using the plugin?

    Just add a collider (via the add menu), then tweak the tag and layer in the object properties (look for Mu Collider). There's no shortcut for ladder/hatch specifically.

    13 hours ago, CarelessDoughnut said:

    Hey @taniwha, can you decipher this error? I can't see what's wrong with my part. No misplaced brackets in the cfg nor models w/no vertices. I got the newest version with 2.83.

    Ugh, no idea. can you add the following just ABOVE the exec line on line 205 in export_mu/animation.py and get me the result?

    print(f"XXX exec: {str} locals:{locals}")

    Be sure to keep the same indentation or the whole thing will break (syntax error) The XXX is just to help you find the string in any output (you'll probably need to find the blender output console)

  10. 10 hours ago, Booots said:

    Sorry it took me a while to get to it - I was off getting married.

    Hey, congrats! May you and your partner have a long and happy life/friendship together.

    10 hours ago, Booots said:

    That seems like a good call, though it might lead to people finally noticing one of the edge case bugs that I never got around to fixing... :p

    What is this edge-case? I'll keep an eye out for it (and who knows, might even submit another PR).

  11. 1 minute ago, RKunze said:

    @taniwhathe zip file at  http://taniwha.org/~bill/ExtraplanetaryLaunchpads_v6.99.3.zip is broken. Unzip complains about a "missing central directory", which indicates (since the directory in a zip file is at the end of the file) that the file might have got truncated on upload...

    Fixed. Thanks. I had run out of space, tried to fix it, but must have done something wrong when I re-uploaded as I didn't see another error message. (probably uploaded the wrong file)

  12. I have released version 6.99.3 of Extraplanetary Launchpads.

    Changes from 6.99.2:

    • Fix hiding EL's launch clamp (Louis Bach)
    • Fix incorrect vertical offset (5m) for survey builds
    • Fix inconsistent directory tree indentation
    • Japanese translation (Yark-Aki). Only partial due to the PR being before I did a release with the UI localization.
    • Survey stake CoM put underground (@zer0Kerbal, @Robin Patenall), and some tweaks to make it have the correct height offset for the build. Thanks to @Rodger for initial testing of the PR.
    • Allow survey station when KIS is not installed.
    • Patch Kerbal inventory mass limit to include the Kerbal's mass (ModuleInventoryPart massLimit is TOTAL mass, not just inventory mass), allowing kerbals to pick up stakes after they've been placed.
  13. 43 minutes ago, SkyFall2489 said:

    By the way, I'm also having issue with those stakes falling over and rolling down hills due to being cylinders. It's not too important as I have Sandcastle, but just something I think you should know of.

    I've applied the PR @zer0Kerbal provided (based on @Robin Patenall's patch) which puts the CoM underground (and made suitable tweaks to EL's placement code), so they no longer fall over.

  14. 1 minute ago, SkyFall2489 said:

    I'm having slight issues with survey-constructed ships with launchclamps spawning too high for drills to reach the ground. Any suggestions?

    There's a "bug" where survey builds have a 5m vertical offset. Quotes are because I think I was doing some testing and left the offset in by accident. This will be fixed in the next release. In the meantime, I suggest taking advantage of non-flat terrain where possible.

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