Verios44 Posted April 26, 2017 Share Posted April 26, 2017 51 minutes ago, TheRagingIrishman said: No issues. Right now it just has USI-ls compatibility so no mks manufacturing stuff in KPBS form factor. There is a compatibility project which you can see at the link below. Thanks, ill look into it. At least in the meantime I can "technically" connect via KAS piping, well see. Quote Link to comment Share on other sites More sharing options...
Ronin1114 Posted April 27, 2017 Share Posted April 27, 2017 Hello everyone, I have a question about how to remake that K & K Launchpad used Rocket Parts and did not use Specialized parts and Material kits from UmbraSpaceIndustries ???? Quote Link to comment Share on other sites More sharing options...
DStaal Posted April 27, 2017 Share Posted April 27, 2017 29 minutes ago, Ronin1114 said: Hello everyone, I have a question about how to remake that K & K Launchpad used Rocket Parts and did not use Specialized parts and Material kits from UmbraSpaceIndustries ???? This isn't actually a question for this mod - EL allows mod-makers to define recipies, which get used by any launchpad that uses EL. In the MKS folder, there is a file called 'MKS_EL.cfg'. Remove it to remove this - and all other support for EL in MKS. (If you want to just delete the recipes out of it, you'll still have support for building via EL using MKS parts.) Quote Link to comment Share on other sites More sharing options...
progressiveMonkey Posted May 8, 2017 Share Posted May 8, 2017 This mod is awesome, really great. And it plays really well with modular Kolonization. However, I have one bug: the "deploy" button never appears. I have literally never seen, neither in the field nor in the VAB. Is there a trick to make it appear? Has anyone else had the same problem? Quote Link to comment Share on other sites More sharing options...
Spaceception Posted May 9, 2017 Share Posted May 9, 2017 Oh dang, I went to the old thread and I thought this mod died, so glad it was just moved to a new thread Quote Link to comment Share on other sites More sharing options...
taniwha Posted May 10, 2017 Share Posted May 10, 2017 On 06/03/2016 at 10:52 PM, Nils277 said: This mod adds several new parts that are designed to be used in a planetery base for the Kerbals.This includes Habitats, Not a a big deal, but "planetary" is misspelled here (noticed it when I pasted the sentence into EL's manual). Quote Link to comment Share on other sites More sharing options...
Nils277 Posted May 11, 2017 Author Share Posted May 11, 2017 On 8.5.2017 at 8:58 PM, progressiveMonkey said: This mod is awesome, really great. And it plays really well with modular Kolonization. However, I have one bug: the "deploy" button never appears. I have literally never seen, neither in the field nor in the VAB. Is there a trick to make it appear? Has anyone else had the same problem? You mean the deploy button for the extandable parts? That is weird. What version of this mod are you using and what version of KSP are you using? I think a log file (the one called KSP.log from the main KSP folder) might shed some light into this On 9.5.2017 at 6:37 PM, Spaceception said: Oh dang, I went to the old thread and I thought this mod died, so glad it was just moved to a new thread No it is not dead. 13 hours ago, taniwha said: Not a a big deal, but "planetary" is misspelled here (noticed it when I pasted the sentence into EL's manual). Thanks, will fix this soon. Had another report about the same misspelling in the CKAN entry. Damn you copy&paste Quote Link to comment Share on other sites More sharing options...
taniwha Posted May 11, 2017 Share Posted May 11, 2017 1 hour ago, Nils277 said: Thanks, will fix this soon. Had another report about the same misspelling in the CKAN entry. Damn you copy&paste Heh, it was copy&paste (into lyx with spellcheck turned on) that found it Quote Link to comment Share on other sites More sharing options...
progressiveMonkey Posted May 11, 2017 Share Posted May 11, 2017 Quote You mean the deploy button for the extandable parts? That is weird. What version of this mod are you using and what version of KSP are you using? I think a log file (the one called KSP.log from the main KSP folder) might shed some light into this Yeah the deploy button does not appear, although I see other options such as "run plant growth study" for instance for the greenhouse. I'm running KSP 1.2.2 on OSX, with Planetary Base Inc v1.4.2. I've installed it with ckan, but I have actually never seen that option, even with earlier versions and when I had it manually installed. One weird thing: in the VAB, when dragging an extendable part, its extendable features are visible in transparency, so it's not like they do not exist at all. You can see the log file here: https://wetransfer.com/downloads/b3bd427dc7cee8211d18f78a6fe12fc120170511102308/6bdc9b059932d7f9af5245255879779420170511102308/2e9642?utm_campaign=WT_email_tracking&utm_content=general&utm_medium=download_button&utm_source=notify_recipient_email Quote Link to comment Share on other sites More sharing options...
Nils277 Posted May 12, 2017 Author Share Posted May 12, 2017 19 hours ago, progressiveMonkey said: Yeah the deploy button does not appear, although I see other options such as "run plant growth study" for instance for the greenhouse. I'm running KSP 1.2.2 on OSX, with Planetary Base Inc v1.4.2. I've installed it with ckan, but I have actually never seen that option, even with earlier versions and when I had it manually installed. One weird thing: in the VAB, when dragging an extendable part, its extendable features are visible in transparency, so it's not like they do not exist at all. You can see the log file here: https://wetransfer.com/downloads/b3bd427dc7cee8211d18f78a6fe12fc120170511102308/6bdc9b059932d7f9af5245255879779420170511102308/2e9642?utm_campaign=WT_email_tracking&utm_content=general&utm_medium=download_button&utm_source=notify_recipient_email Hmm, it seems that the plugin dll from KPBS is missing. It should be in GameData/PlanetaryBaseInc/BaseSystem/Plugins/PlanetarySurfaceStructures.dll. Can you take a look if the plugin dll is there? Quote Link to comment Share on other sites More sharing options...
Champion091 Posted May 13, 2017 Share Posted May 13, 2017 Hi, I have download the last uptades but I haven't go the new parts ( workshop, smelter, launchpad, ...). So how to have this parts ? Quote Link to comment Share on other sites More sharing options...
taniwha Posted May 13, 2017 Share Posted May 13, 2017 @Champion091: did you install Extraplanetary Launchpads? I imagine that is required for those parts to appear (it certainly is for them to function). Quote Link to comment Share on other sites More sharing options...
progressiveMonkey Posted May 15, 2017 Share Posted May 15, 2017 On 2017-5-12 at 8:25 AM, Nils277 said: Hmm, it seems that the plugin dll from KPBS is missing. It should be in GameData/PlanetaryBaseInc/BaseSystem/Plugins/PlanetarySurfaceStructures.dll. Can you take a look if the plugin dll is there? Hmmmm nope it seems to be there alright. I'm attaching a picture of the file explorer, in case there's something obvious that's hiding in plain sight? Quote Link to comment Share on other sites More sharing options...
Starwaster Posted May 15, 2017 Share Posted May 15, 2017 (edited) @Nils277 @progressiveMonkey It's not that the dll is missing Nils, look at his log again, line 167 and then later at lines 202-209 (can't load classes from the dll basically) Looks like a version mismatch to me with KPBS reported as 1.1.1.3 Edited May 15, 2017 by Starwaster Quote Link to comment Share on other sites More sharing options...
Nils277 Posted May 16, 2017 Author Share Posted May 16, 2017 (edited) @Starwaster Good find! You are right. I just looked at the loaded dlls and searched for any "[EXC" and only saw that the dll from KPBS was missing. Weird that a DLL that can't be loaded is only mentioned as an error. I would think that this is something more severe. So yeah, @progressiveMonkey it seems that the DLL is way out of date, it is actually for KSP 1.1.2 way back from June 2016. Oh btw, do you by any chance also have problems with the B9PartSwitch or USITools or others? There are multiple errors for an "UnauthorizedAccessException" for these dlls so they might not be able to load or save some of their settings. Edited May 16, 2017 by Nils277 Quote Link to comment Share on other sites More sharing options...
Chel Posted May 16, 2017 Share Posted May 16, 2017 Great mod, makes building bases, rovers, and even spaceships easier, entertaining, and very cool. Except I have one issue: The docking port part will not connect with another craft using the same docking piece (both using the same docking piece). I tried for nearly half an hour, and yet they wouldn't connect. Is it a bug, glitch, or just me installing it wrong or something. And also, when a Kerbal goes on EVA, can the Kerbal spawn in the interior of the vessel first? You have clear windows, and I can see the Kerbal inside and everything, but when I EVA them, they spawn outside the craft, but there's a visible, functional interior. That's just a suggestion, not an issue. *Meow* Quote Link to comment Share on other sites More sharing options...
DStaal Posted May 16, 2017 Share Posted May 16, 2017 2 hours ago, The_Cat_In_Space said: Great mod, makes building bases, rovers, and even spaceships easier, entertaining, and very cool. Except I have one issue: The docking port part will not connect with another craft using the same docking piece (both using the same docking piece). I tried for nearly half an hour, and yet they wouldn't connect. Is it a bug, glitch, or just me installing it wrong or something. And also, when a Kerbal goes on EVA, can the Kerbal spawn in the interior of the vessel first? You have clear windows, and I can see the Kerbal inside and everything, but when I EVA them, they spawn outside the craft, but there's a visible, functional interior. That's just a suggestion, not an issue. *Meow* For the second: It's always possible to switch to IVA mode, and see the interior. Try pressing 'C'. For the former: Can we see a pic of the ships? I have very little trouble - taking into account that docking in KSP isn't really designed for bases/rovers, so it's kinda fiddly. (Also: You wouldn't happen to have my KPBStoMKS pack installed, would you? It adds some visually identical - but incompatible - construction docking ports.) Quote Link to comment Share on other sites More sharing options...
Chel Posted May 16, 2017 Share Posted May 16, 2017 10 hours ago, DStaal said: For the second: It's always possible to switch to IVA mode, and see the interior. Try pressing 'C' I know that, and that brings up the IVA, except I was saying that would it be cool if the Kerbals , when you clicked EVA, for them to actually spawn in the interior of the area first? Because it would be good. Also, the handy 'Rocket-building for Dummies' book is a very funny addition. 10 hours ago, DStaal said: taking into account that docking in KSP isn't really designed for bases/rovers SEPERATE POST, GOT MERGED ANYWAY! Yeah, but then how are you supposed to add modules on to your base? Since it would be extremely hard but extremely awesome if you landed a part of a base, landed the other, and the docking ports actually connected because you landed them so close. Like the only way to add more modules to a base or something is to like construct the base in orbit first, and then land it. Unless you use something like KAS to link the modules together... Quote Link to comment Share on other sites More sharing options...
DStaal Posted May 16, 2017 Share Posted May 16, 2017 3 minutes ago, The_Cat_In_Space said: I know that, and that brings up the IVA, except I was saying that would it be cool if the Kerbals , when you clicked EVA, for them to actually spawn in the interior of the area first? Because it would be good. Also, the handy 'Rocket-building for Dummies' book is a very funny addition. The interior of the area is the IVA - So I'm not really getting what the difference is. Quote Link to comment Share on other sites More sharing options...
Chel Posted May 16, 2017 Share Posted May 16, 2017 10 hours ago, DStaal said: For the former: Can we see a pic of the ships? SEPERATE POST, GOT MERGED ANYWAY! Sure, once Imgur is unblocked for 'photo-sharing', I can send them to you. I'll give a little description of what I can first and then try to send the pics later. I have a multipurpose rover, which starts off with the K&K Cupola part at the front, and I can have a cargo variant with the garage side-doors, a science/research variant with the science lab or greenhouse, a crew transfer one with the crew parts, an electrical one with large solar panels, a drilling one with drills (obviously), an explorer one with bigger wheels and a little unditching beam (landing legs), or a rescue one with Klaws at various points. I am working on a canyon base on Duna, using the Mk1 lander can with the claw to grab payloads (i.e. Kerbals), and to take them to and from the canyon so they don't have to run up and down. Long post, I should've spaced it a bit! 5 minutes ago, DStaal said: The interior of the area is the IVA - So I'm not really getting what the difference is. I mean for the Kerbals to physically spawn INSIDE the interior and you can walk around INSIDE the interior. Similar to the IXS WarpShip mod which spawns you inside the ship with retractable doors to get outside. Quote Link to comment Share on other sites More sharing options...
gmonkeyone Posted May 16, 2017 Share Posted May 16, 2017 (edited) I absolutely love this mod! A garage to rockomax adapter would be nice, if you don't mind adding it! Edited May 16, 2017 by gmonkeyone didnt say correct item Quote Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted May 17, 2017 Share Posted May 17, 2017 2 hours ago, The_Cat_In_Space said: I mean for the Kerbals to physically spawn INSIDE the interior and you can walk around INSIDE the interior. Similar to the IXS WarpShip mod which spawns you inside the ship with retractable doors to get outside. Very few mods work this way and it takes a ton of effort for a mod maker to set it up in a way that works so the odds of @Nils277 implementing this are almost non-existant Quote Link to comment Share on other sites More sharing options...
Wadusher0 Posted May 17, 2017 Share Posted May 17, 2017 2 hours ago, The_Cat_In_Space said: I mean for the Kerbals to physically spawn INSIDE the interior and you can walk around INSIDE the interior. Similar to the IXS WarpShip mod which spawns you inside the ship with retractable doors to get outside. That's only possible on EVA, which requires the vast majority of the part to be a hollow exterior, rather than solid with a proper IVA. Which isn't exactly practical with these parts. Quote Link to comment Share on other sites More sharing options...
Chel Posted May 17, 2017 Share Posted May 17, 2017 Just now, Wadusher0 said: That's only possible on EVA, which requires the vast majority of the part to be a hollow exterior, rather than solid with a proper IVA. Which isn't exactly practical with these parts. That's what I mean. When you click on EVA, instead of them spawning outside of the craft, they could instead spawn inside, and like walk around or something. Why has Nills277 created such good IVAs, with beds, TV's and other things in rooms, but a Kerbal can't be in that area? Like maybe it's just for detail or something, because Kerbal's can't surely just stay strapped into their craft seats for years on end if someone forgets about them, but it would be really cool if the Kerbals could actually walk around inside the craft when you clicked on EVA and they could then go outside. This has turned into a massive, pointless argument, hasn't it...I like the little additions to the interiors, such as the 'Base-building for Dummies' book, a bobblehead of Jeb, a TV with Gene Kerman having a cup of koffee, the little sticky notes 'To-do list: Clear out rats!' 'To-do list: Procrastinate until something interesting happens!'. And best of all, I love the little serial number on one of the garage pieces '1337A (1337 is Leetspeak)'. Quote Link to comment Share on other sites More sharing options...
Wadusher0 Posted May 17, 2017 Share Posted May 17, 2017 16 minutes ago, The_Cat_In_Space said: That's what I mean. When you click on EVA, instead of them spawning outside of the craft, they could instead spawn inside, and like walk around or something. Why has Nills277 created such good IVAs, with beds, TV's and other things in rooms, but a Kerbal can't be in that area? Like maybe it's just for detail or something, because Kerbal's can't surely just stay strapped into their craft seats for years on end if someone forgets about them, but it would be really cool if the Kerbals could actually walk around inside the craft when you clicked on EVA and they could then go outside. This has turned into a massive, pointless argument, hasn't it...I like the little additions to the interiors, such as the 'Base-building for Dummies' book, a bobblehead of Jeb, a TV with Gene Kerman having a cup of koffee, the little sticky notes 'To-do list: Clear out rats!' 'To-do list: Procrastinate until something interesting happens!'. And best of all, I love the little serial number on one of the garage pieces '1337A (1337 is Leetspeak)'. Those are purely decorative, as you may have guessed. Another reason they're IVAs and not hollow exteriors is so you can actually see those fun little details. Otherwise you're screen would be filled by the kerbal you're controlling. Also, I don't know if the control modules in this pack are RasterPropMonitor compatible, but if they are, then a hollow exterior command module in KPBS format throws those functions out the window. It would essentially be a glorified command seat. Quote Link to comment Share on other sites More sharing options...
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