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[0.17] Electrical Energy Plugin | v1.5 (Oct 12)


Kreuzung

Ion engines...  

1 member has voted

  1. 1. Ion engines...

    • ...should stay infinite (only using energy)
      111
    • ...should use a bit of normal fuel too
      33
    • ...should use a bit of RCS fuel
      10
    • ...should have their own fuel type
      45
    • ... are for idiots (do not vote for this option!)
      8


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Kreuzung, what I have seen that you posted on the EPS(Electric Power Standards) plugin page, but I wanted to ask you directly what your opinion of it is.

Do you think it is going to go anywhere?

I know ZO2 has now moved away from being compatible with your plugin to being EPS compatible, do you think that was for the best or that he will switch it back?

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Kreuzung, what I have seen that you posted on the EPS(Electric Power Standards) plugin page, but I wanted to ask you directly what your opinion of it is.

Do you think it is going to go anywhere?

I know ZO2 has now moved away from being compatible with your plugin to being EPS compatible, do you think that was for the best or that he will switch it back?

I stopped using Zoxygene when it went to EPS. Nothing else is compatible with the EPS system and it's not worth it to me to have to launch two systems.

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Hi!

Since EPS is also discussed here, please read my latest post for information regarding that!

http://kerbalspaceprogram.com/forum/showthread.php/14144-PLUGIN-PARTS-0-15-EPS-Electric-Power-Standards?p=228931#post228931

@ Kreuzung: I think this will resolve all previous issues. You can use it with the partresource system now (well, after it is released) :)

Cheers!

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My game hangs on start up when it reaches "MRZbatteryPack". I loaded the one from your dynasat pack and it worked before so i have no idea what is wrong. The part cfg might be wonky but i do not know what to check for so i cant be sure.

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@harrisonduell:

Only the plugin and mumechlib are required, and mumechlib will be thrown out for the next update.

The 3rd one are some parts, and the 4th one is outdated and I forgot to remove it.

@WolfStreak:

You can try reinstalling the pack (download).

I have no idea why it doesn't load, you can use Alt+F2 to open the debug console if it still doesn't work, it should show the error then.

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Little update. 1.4 will be released next week.

Changes:

  • Batteries can now show indicators
  • MuMechLib is no longer required
  • Part module for reactors, generators, etc (not complete but will be finished)

There are no new parts, but we'll work on that. Maybe I'll bring the old reactor back then :)

So, week is over, generator part module almost killed me (and still doesn't work), source code is stolen... fail.

I'll try to get it out this week then, but I might delay it even further, as it contains some unifinished stuff I need some help with.

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Since there's no real progress being done anymore, I'll release today, tomorrow, or in 100 years.

I'm also going to update the Xenolith page and put this under a license then.

Edit:

1.4 is out! see changelog spoiler in first post.

For those who don't see it, the link is the image and license is CC BY.

Edited by Kreuzung
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Oooh... umm.. I'm not the best with running around different mods, thank you. The Dynasat solar panels aren't working right either, they are unfolded and possess no deployment capabilities. Is there a plugin I need to update? I already am updated... I think.

Kreuzung, great job on the plugin.

Edited by Serpentine
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Hehe, thanks:wink:

The plugins in the dynasat pack might not be the latest ones, but they should work. Compare the last change dates of the plugins in your folder and in the Dynasat_fix.zip: Do you have older ones? Try replacing them.

If it doesn't work, you could try backing them up and downgrading (especially MuMechLib, it's known to have some issues in the latest version) to the provided versions.

Edit: The Deep Space Mission Pack updated, plz redownload it, no fix needed anymore.

Edited by Kreuzung
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