Jump to content

taniwha

Members
  • Posts

    4,051
  • Joined

  • Last visited

Reputation

2,783 Excellent

Profile Information

  • About me
    Construction Gingerbeer

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. 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. Sorry, my firewall has been flaky of late. It turns out there's a bad sector on the main drive and thus the drive is getting remounted read-only, which then breaks DHCP. I'll get a new drive soon (probably tonight) and sort it out as quickly as possible.
  3. They haven't been relevant since KSP 1.1. I should probably disable them (and maybe wheel colliders), but they're still useful for getting the information from ancient models.
  4. Mine is at -915.999756,227.999863, if that's any help (WindowManager, MainWindow, position)
  5. Yes, empty survey station: very close range. Non-pilot: a little range. Pilot more, increasing with experience. Edit GameData/ExtraplanetaryLaunchpads/Plugins/PluginData/Launchpad/Settings.cfg
  6. Late 2.8x series should be ok, too, but yeah, 2.79 is way too old.
  7. 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.
  8. I'm glad to hear you got things working, though I'm still concerned about what broke in the first place.
  9. 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.
  10. That's only by default. I don't know the details, but there are configs in USI to either enable or disable so you cause use EL and USI together (others know).
  11. 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.
  12. 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).
  13. Thanks, that got the info I needed: typ.mumatprop.color.properties[2].name Now I need to figure out what's going on.
  14. Yup, that's what you need. 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.
×
×
  • Create New...