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taniwha

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Everything posted by taniwha

  1. I do not. However, I believe CKAN uses the .version file when available, which is known to be wrong (I keep forgetting to fix it).
  2. Ahhhhhh, just as I was beginning to suspect (which is why I came to check this thread). If you are using SC, I suspect you do not need all of EL, just its Launchpad.dll, which you can put in SC's directory (overwriting the Launchpad.dll there), and removing any ExtraplanetaryLaunchpads.version from SC's directory.
  3. This is most odd. Please send me your KSP.log file (entire file, but you need only load KSP and exit).
  4. I'm sure they do, but EL itself works on all "recent" versions of KSP, and mod patches to EL are unaffected by the KSP version (and, for the most part, even EL's version). As I implied earlier, it's most likely the ExtraplanetaryLaunchpads.version file in EL's Plugins directory because MiniAVC.dll (which many mods include) uses that file to test for compatibility. Thus removing (or editing) that file will fix the "Launchpad not supported" problem. Don't worry that removing that file will break something as doing so cannot break anything.
  5. No, that's what whatever is saying is not supported, not what is saying that "Launchpad" is not supported, but I guess my question may not have been clear enough. Anyway, I asked because there are two mechanisms I know of for the "not supported" test: the original version checker created by Majiir and used in several mods (Kethane, FAR (in the past, at least), and EL included), and [Mini]AVC. [Mini]AVC uses the .version file I mentioned, the original version checker is hard-coded in each relevant mod, and I very carefully made sure EL's was happy with 1.12.
  6. What says it's not supported? If it's AVL (or whatever it's called), edit or remove ExtraplanetaryLaunchpads/Plugins/ExtraplanetaryLaunchpads.version (it does say 1.9.1, which is not correct. need to figure out the correct fix for that).
  7. That looks very much like you are trying to use EL 6.8.x in KSP 1.12 (which I've heard is a no-good combination). You should probably try grabbing 6.99.0, which I have tested in KSP 1.12.2.
  8. This may seem a little odd being hot on the heals of "no promised release date", but initial testing went well, and this is more a beta release than a proper release (thus the version number). Also, I apologize for the delay: I really just could not face KSP stuff for a while. Anyway... I have released version 6.99.0 of Extraplanetary Launchpads. As this involves a lot of heavy work rewriting the UI, and probably a lot of bit-rot (missed two major KSP updates), there may be problems lurking. However, the basics seem to work from 1.8 to 1.12 (not much testing done on 1.10, and none on 1.11, though). Changes from 6.8.3: Complete overhaul of EL's main UI: it now uses Unity's Canvas system (via @sarbian's KodeUI (many thanks to him for getting that ball rolling). The one exception is the settings window (I forgot about it and couldn't be bothered for this release). KodeUI (and thus EL's UI) is quite configurable: if you don't like the colors or even the graphics, you can change them via config file edits. New icons (app launcher, filter, etc) thanks to @JadeOfMaar. Again, many thanks. Completely new craft browser: no longer is EL at the mercy of KSP for browsing craft files. (possible loss) Steam support unknown (I've forgotten if it works or not). Craft thumbnails can be refreshed at any time via the "cycle" button in the upper left corner of the browser's ship image). This works for sub-assemblies as well. Craft description (if the craft file has one) is displayed under the ship image. EXPERIMENTAL, very WIP: Individual parts can be selected and edited. Parts are saved as their own craft files (in saves/<savename>/Parts). Ground science parts supported! Build manager UI shows craft description (if available) and ship image as well as the craft bill of materials. Resource manager UI integrated into the main EL window as a separate tab. Known issues; Productivity display doesn't always update correctly. (mentioned above) Steam vessels may not be supported. Part editor is unfinished. KodeUI's style specification is not stable. Please let me know of any issues, but better yet, any successes
  9. I have some good new and bad news. First the bad news: I can't promise a release date. Now the good news: all the work I did on EL last year has paid off big time now: EL's dev branch built against KSP 1.9.1 seems to work in 1.12.2 (have some trouble with productivity showing in the UI, but I suspect that an actual bug, nothing to do with KSP versions). This means that it shouldn't take too much to get something usable out. Things to expect: Completely rewritten UI. Unity's legacy OnGUI is no longer used (I guess it can't be now anyway? I'm out of touch). This should make for less CPU resource drain when EL's UI is showing. Completely rewritten craft browser. Now sports refreshable thumbnails (including for subassemblies!). Building individual parts without having to create a single-part craft file in the VAB or SPH (EL does that for you, but "hides" the part's craft file in a suitable directory (saves/<name>/Parts). Even includes a basic part editor for tweakables (very very WIP, thus "usable" above). New icons thanks to @JadeOfMaar And yes, if I can keep the compatibility, it should work from 1.8 to 1.12 (my 1.9.1 builds were known to work in 1.8 end of last year).
  10. I can't promise a release date, but it turns out my work on EL last year has paid off big time: EL (dev branch) compiled for 1.9.1 seems to work in 1.12.2 (still testing).
  11. Sorry I've been out of touch for a while. I got burned out on KSP stuff again (not just dev, but playing, even), got busy with quakeforge stuff*, and now I've got a job (and have been playing a lot of Elite Dangerous). I have NOT abandoned EL, but I don't know when I'll make some updates. Part of the problem is I was in the middle of a rather major update to EL when I got burned out. However, it does look like I should be able to accept PRs without too much trouble. It's nice to see there is still interest in EL, though. Thank you all Thanks. Fixed.
  12. Why would EL destroy the workshop part? It destroys only the micro-pad. My guess is @JadeOfMaar may have meant you'd recycle the seed parts later. For old versions, edit the version number in the provided link.
  13. Do not install blender in Program Files: you don't have write access there.
  14. Ah, cool. I'm glad you got it working (and I suspected it was just an installation issue).
  15. Just level 1 (for workshops that aren't fully equipped, 0 for fully equipped). Right click on the part with your engineer(s) and check its productivity (note, there will be two productivities listed: part and vessel). If you don't get any productivity listed at all, then the part is not capable of providing productivity (not a workshop, or something went wrong configuring the part). If you do get productivity listed but it's 0 even with Bill Kerman in sandbox mode (note: Bill's base productivity is 0, but at level 3+ it should be 0.5), then something went wrong configuring the kerbals to have construction skill. The obvious question: did you install ModuleManager, and is there only one version installed?
  16. Yes, this is by careful design, actually, but as a side effect of designing the LFO smelters. Once I worked out the minimum J/kg available in LFO (which is in the manual, btw), I took a look at how the stock fuel cells compared with the assumption of 1u EC = 1kJ and found them to be horribly nerfed compared to realistic fuel cells: 40% efficiency is realistic, stock fuel cells were getting a tiny fraction of this, thus the factor of 30 improvement.
  17. The VAB and SPH are run by Boeing, your orbital shipyard by SpaceX On a more useful note, there's EL_ResourceRates, which is not set by default, but you can do something like EL_ResourceRates { default = 10 } In a config file to double the kerbalhours/ton (it can be set per resource)
  18. @NateDaBeast It's probably your browser rejecting the http;// in the link. Try editing the link to be https:// (and then fight with your browser to accept the self-signed cert).
  19. That's a bug in the CKAN metadata, so take it up with the CKAN people. KIS (and KAS) should be recommended or suggested, not required.
  20. @UltraGeek Unfortunately, there aren't any clues in there to help find the problem part (not your fault, python's), After looking at the code in the area suggested by the exception and doing a quick test on my system, I suspect that either the model referenced by the MODEL node is missing, or it has the wrong case: while windows is case-insensitive, linux (what I use all the time) is not, and nor is the database.
  21. @UltraGeekIt's mentioned several times throughout this thread but your problem is most likely that you have not set your KSP GameData path in blender via the options panel where you enabled the addon (you'll have to open the panel as it is collapsed by default).
  22. @Grande1900You put too much stock in thread titles. It has been working on 2.9 since before 2.9 was released (deved on blender git).
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