4x4cheesecake Posted May 22, 2018 Share Posted May 22, 2018 1 hour ago, Chronos Phantom said: there are a few parts missing, like ones for storing the double wide batteries and other items that were added in by this mod as well as a few others like the central hub I'm running the latest release and still got these parts and it would make any sense to remove something so important like the central hub. Maybe they are re-sorted and you just didn't find them? THe hub should be in the "Pod" section. YOu can also use the advanced menu to show parts by cross section, most of these parts are sorted in a cross section marked with a "?" symbol. Quote Link to comment Share on other sites More sharing options...
Nils277 Posted May 22, 2018 Author Share Posted May 22, 2018 On 5/14/2018 at 6:03 PM, TheNosferatu said: I'm pretty sure I do, Extraplanetary Launchpads V6.0.0 and Kerbal Planeatary Base Systems 1.6.4 Will have to take a look, if i can reproduce this problem. Can you upload and post a link the the KSP.log (it is in the same folder as the KSP executable) file? Maybe there are some errors logged. 8 hours ago, Chronos Phantom said: really nice mod, but there's something that's been bugging me, in the update that makes it compatible with 1.4.9, there are a few parts missing, like ones for storing the double wide batteries and other items that were added in by this mod as well as a few others like the central hub, don't remember what its called, its the dome looking bit that the refinery bit is connected to on the example picture you have of your Duna base I did not change anything regarding the parts you mentioned for a very long time and they should still be available. Are you playing in career and they are not unlocked yet maybe? Maybe after installing/uninstalling a mod that changes the Tech Tree? Can you upload and post a link the the KSP.log (it is in the same folder as the KSP executable) file? Maybe there is another error that causes the problems. Quote Link to comment Share on other sites More sharing options...
Nils277 Posted May 22, 2018 Author Share Posted May 22, 2018 @TheNosferatu I found the reason for the problem. Will be fixed in the next version. Quote Link to comment Share on other sites More sharing options...
Chronos Phantom Posted May 22, 2018 Share Posted May 22, 2018 (edited) On 5/22/2018 at 7:11 AM, Nils277 said: I did not change anything regarding the parts you mentioned for a very long time and they should still be available. Are you playing in career and they are not unlocked yet maybe? Maybe after installing/uninstalling a mod that changes the Tech Tree? Can you upload and post a link the the KSP.log (it is in the same folder as the KSP executable) file? Maybe there is another error that causes the problems. nevermind, I double checked in there and the parts I had mentioned before are there when I loaded my sandbox save, the one where everything's already unlocked. I feel a little foolish, please forgive me >.< although, I have noticed that it isn't showing up in the science mode save though and the whole tech tree has been unlocked so not sure what's going on there. and there's the contents of the log. many apologies, I just don't know how to set a link to it on here. Edited May 23, 2018 by Chronos Phantom removed spoiler Quote Link to comment Share on other sites More sharing options...
Chronos Phantom Posted May 22, 2018 Share Posted May 22, 2018 13 hours ago, LatiMacciato said: You must be from the future! gimme back the Kelorean!! whoops, meant 1.4.3. kind of hard to tell which version ksp is on when a lot of the mods in ckan say their max ksp version is 1.4.9 >.> Quote Link to comment Share on other sites More sharing options...
Chronos Phantom Posted May 22, 2018 Share Posted May 22, 2018 13 hours ago, 4x4cheesecake said: I'm running the latest release and still got these parts and it would make any sense to remove something so important like the central hub. Maybe they are re-sorted and you just didn't find them? THe hub should be in the "Pod" section. YOu can also use the advanced menu to show parts by cross section, most of these parts are sorted in a cross section marked with a "?" symbol. When I looked on the sandbox save I have, all the bits that I had mentioned were there, but for whatever reason, they aren't in the tech tree on either science mode or career mode and so the hub doesn't show on any of the sections when on the science mode save. Quote Link to comment Share on other sites More sharing options...
4x4cheesecake Posted May 22, 2018 Share Posted May 22, 2018 14 minutes ago, Chronos Phantom said: When I looked on the sandbox save I have, all the bits that I had mentioned were there, but for whatever reason, they aren't in the tech tree on either science mode or career mode and so the hub doesn't show on any of the sections when on the science mode save. Well, thats pretty strange. The TechTree inforemations are saved in the MM parts config files together with all the other parts informations. So having the parts in sandbox but not in career/science mode should not be possible. Do you have TechTree altering mods installed? Already tried to reinstall the mod? Quote Link to comment Share on other sites More sharing options...
Mark Kerbin Posted May 22, 2018 Share Posted May 22, 2018 Hmm. That’s kinda strange. Maybe they don’t have a tech tree node? Is it the stock tree? The fact that me and @4x4cheesecake literally just posted the same comment... XD Quote Link to comment Share on other sites More sharing options...
Chronos Phantom Posted May 22, 2018 Share Posted May 22, 2018 (edited) nope, no tech tree altering mods installed and I have no idea why its happening as, after uninstalling and then reinstalling the mod, the bits are still not available in either science mode or career mode. that and the bits from the mod for storing the modular storage items, the x2, inline and end are there, but not showing up in the tech tree for some strange reason and the same thing is happening to some of the umbra space industries, usi, parts where they are there in the sandbox save, but they don't show up in either science mode or career mode. although I do have the community category kit mod, not sure if that would have anything to do with it though as well as community resource pack [below is added] ok, had manually deleted the mod folders in the ckan folder as well as on the gamedata folder and uninstalled all the mods, only reinstalling kerbal planetary base systems mod and when I looked in the science mode save, everything was in the tech tree, so not sure what happened. below is a list of mods I had installed as I think it might've been one of them, but not sure which though Spoiler [x] Science! AT Utils Aviation Lights B9 Aerospace procedural wings - fork b9 part switch click through blocker community category kit community resource pack configurable containers configurable containers core connected living space contract parser contract window + dark side technology continued dmagic orbital science easy vessel switch eskandare heavy industries experiment tracker feline utility rovers firespitter firespitter core firespitter resources config ground construction ground construction core gtindustries hangar indicator lights karbonite kerbal attachment system kerbal dust experiment kerbal inventory system kerbal planetary base systems kerbalx mod kerbinrover off-road vehicles konstruction less grindy science mechjeb 2 mechjev and engineer for all! msp-3000 material science pod near future construction near future iva props near future solar near future solar core near future spacecraft planetshine planetshine - default configuration progress parser scansat station science continued stockalike mining extension structural disks sum dum heavy industries - shared assets surface mounted lights throttle controlled avionics toolbar controller universal storage usi asteroid recycling technologies usi core usi exploration pack usi freight transport technologies usi kolonization systems (mks/oks) usi life support usi tools Edited May 23, 2018 by Chronos Phantom removed mods and reinstalled kpbs mod to find that it showed up in tech tree Quote Link to comment Share on other sites More sharing options...
Nils277 Posted May 23, 2018 Author Share Posted May 23, 2018 (edited) @Chronos Phantom There are no errors related to KPBS or the absence of the parts in Career or Science mode. Did you install this mod when the TechTree was already (partially) unlocked? In this case the parts that are added to nodes in the TechTree which were already unlocked before KPBS was installed have to be unlocked manually with Funds in the R&D building for each node. This is unfortunately a stock behaviour i cannot change. Edit: Can you please remove the posted LOG from the post? It causes most smartphone- (and also normal) browsers to hang and cause problems. Edited May 23, 2018 by Nils277 Quote Link to comment Share on other sites More sharing options...
Chronos Phantom Posted May 23, 2018 Share Posted May 23, 2018 3 hours ago, Nils277 said: @Chronos Phantom There are no errors related to KPBS or the absence of the parts in Career or Science mode. Did you install this mod when the TechTree was already (partially) unlocked? In this case the parts that are added to nodes in the TechTree which were already unlocked before KPBS was installed have to be unlocked manually with Funds in the R&D building for each node. This is unfortunately a stock behaviour i cannot change. Edit: Can you please remove the posted LOG from the post? It causes most smartphone- (and also normal) browsers to hang and cause problems. don't think the tech tree being unlocked in the science mode did it, but now that I think about it, it might've been from when I attempted to play on ksp 1.3.1 along with mods compatible with that version before deciding to go back to current version, because kerbals don't have parachutes in 1.3.1 and probably from me selecting update on ckan instead of just uninstalling and reinstalling the mods. as for your request, the posted log has been removed and again, I apologize immensely for that Quote Link to comment Share on other sites More sharing options...
TheNosferatu Posted May 25, 2018 Share Posted May 25, 2018 On 5/22/2018 at 4:24 PM, Nils277 said: @TheNosferatu I found the reason for the problem. Will be fixed in the next version. Cool! Thanks for the great work Quote Link to comment Share on other sites More sharing options...
Ironcladsix Posted May 25, 2018 Share Posted May 25, 2018 Hello Nils277. I freaking love your mod. I'm using the algae farm right now and I'm trying to modify the config files so that it runs on nitrogen and ammonia instead of ore, however when I edit modsupport>parts>lifesupport>Container_Algae.cfg to replace the ore input with nitrogen and ammonia I can see in the parts list in the SPH that the inputs have changed but I still can't get the container to run without ore when I actually load the vessel to the game environment. Can you tell me what I'm missing? Many thanks. J Quote Link to comment Share on other sites More sharing options...
JonBar Posted May 25, 2018 Share Posted May 25, 2018 (edited) Spoiler //Changes to Planetary Base System //Remove parts not neaded !PART[KKAOSS_PartRecycler] {}:NEEDS[Launchpad]:FINAL !PART[KKAOSS_MetalOreDrill] {}:NEEDS[Launchpad]:FINAL !PART[KKAOSS_Storage_MetalOre] {}:NEEDS[Launchpad]:FINAL !PART[KKAOSS_ScrapMetal] {}:NEEDS[Launchpad]:FINAL //Changes converter and recipe and removes resources not used @PART[KKAOSS_Smelter]:NEEDS[Launchpad]:FINAL { !MODULE[ELConverter],0 {} !MODULE[ELConverter],1 {} MODULE { name = ELConverter ConverterName = Smelter EVARange = 3 StartActionName = Start Metal Conversion StopActionName = Stop Metal Conversion ConverterRecipe = BatterySmelter Rate = 1.5 efficiency = 273.15, 0 efficiency = 1873, 1 } !RESOURCE[MetalOre] {}:FINAL !RESOURCE[ScrapMetal] {}:FINAL } //Modifies build efficiency of workshop @PART[KKAOSS_Workshop]:NEEDS[Launchpad]:FINAL { !MODULE[ELWorkshop] {} MODULE { name = ELWorkshop ProductivityFactor = 9 IgnoreCrewCapacity = false } MODULE { name = ModuleExperienceManagement costPerKerbal = 0 } } Hello, I am enjoying this mod. I had some issues before (with my own MM cfg) but resolved them because it was a simple space error causing MM load hang ups. Here is the final product for my personalized experience with this mod relating to Extraplanetary Launchpads, as you can see I still have not become acquainted enough with editing modules so I tend to delete them and re add them. If you have advice that is much appreciated. Edited May 25, 2018 by JonBar duh Quote Link to comment Share on other sites More sharing options...
PiezPiedPy Posted May 26, 2018 Share Posted May 26, 2018 (edited) @Nils277 Just a heads up letting you know there have been a lot of changes to Kerbalism 1.6.0 regarding harvesters, chemical processes, life support, and support for USI FTT, Kontainers and their reactors etc. You may need to make changes to KPBS in regards to Kerbalism support Edited May 26, 2018 by PiezPiedPy Quote Link to comment Share on other sites More sharing options...
Nils277 Posted May 27, 2018 Author Share Posted May 27, 2018 @PiezPiedPy Thanks for the info there already was a pull request with change on github. Will do an update in a few days. Quote Link to comment Share on other sites More sharing options...
PiezPiedPy Posted May 27, 2018 Share Posted May 27, 2018 4 hours ago, Nils277 said: @PiezPiedPy Thanks for the info there already was a pull request with change on github. Will do an update in a few days. @Nils277 Those PR's from madman2003 only contain fixes for some of the changes. I will make a PR in the future unless you add the changes yourself as it may be a few weeks until I get the time. Quote Link to comment Share on other sites More sharing options...
Nils277 Posted May 28, 2018 Author Share Posted May 28, 2018 21 hours ago, PiezPiedPy said: @Nils277 Those PR's from madman2003 only contain fixes for some of the changes. I will make a PR in the future unless you add the changes yourself as it may be a few weeks until I get the time. Hmm, can you point to what additional changes were made? I'm quite short on time and don't use Kerbalism so some changes might slip through. Findig the additional changes might also take some time for me too. Quote Link to comment Share on other sites More sharing options...
JonBar Posted May 29, 2018 Share Posted May 29, 2018 (edited) I have a similar issue to TheNosferatu except when I use the K&K launchpad I get a warning it may explode and then it spawns under the surface. Edited May 29, 2018 by JonBar Quote Link to comment Share on other sites More sharing options...
PiezPiedPy Posted May 29, 2018 Share Posted May 29, 2018 @Nils277 Here is a list of changes: Nitrogen extraction via Drills, see Profiles/Default.cfg Water, Nitrogen and Ammonia extraction from oceans via new pump parts, see Profiles/Default.cfg , Parts/MiniPump and Parts/RadialPump .cfg files Ammonia extraction from atmospheres via Atmospheric Filter, see Profiles/Default.cfg Humidity Controller process, see Profiles/Default.cfg An External ECLSS part for LifeSupport processes, see Profiles/Default.cfg and Parts/LifeSupport .cfg files USI FTT, Kontainers and ReactorPack support, uses new processes for the reactors and changes resources from USI's to Kerbalism's resources, see Support/USI .cfg files madman2003 has already made PR's for the Greenhouse and Water drill changes. Also profile importing is now available if you need to import processes, rules, supplies etc (this is how the USI support is achieved in the Support/USI .cfg files). See Issue #2 on GitHub for more information https://github.com/steamp0rt/Kerbalism/issues/2 Quote Link to comment Share on other sites More sharing options...
Nils277 Posted May 30, 2018 Author Share Posted May 30, 2018 23 hours ago, JonBar said: I have a similar issue to TheNosferatu except when I use the K&K launchpad I get a warning it may explode and then it spawns under the surface. Will be fixed in the next update. Quote Link to comment Share on other sites More sharing options...
Nicky21 Posted May 31, 2018 Share Posted May 31, 2018 (edited) Disregard. Edited May 31, 2018 by Nicky21 Quote Link to comment Share on other sites More sharing options...
BrainiacBlue Posted May 31, 2018 Share Posted May 31, 2018 (edited) This is a great mod! Edited May 31, 2018 by BrainiacBlue Quote Link to comment Share on other sites More sharing options...
Nils277 Posted June 1, 2018 Author Share Posted June 1, 2018 Update to 1.6.4 Changelog: Quote General: Recompile for KSP 1.4.3 Updated KSPModFileLocalizer to version 0.2.3.2 Mod Support: Updated support for Kerbalism (thanks to madman2003) Bug Fixes: Fixed Launchpad not funtioning as launchpad for EPL Download: Quote Link to comment Share on other sites More sharing options...
JonBar Posted June 1, 2018 Share Posted June 1, 2018 (edited) I am not sure what is going on but the reactor seems to not use any uranium or produce depleted fuel, otherwise it works. This is after I updated to the latest release. I reinstalled version 1.6.3 and it is working as normal. Edited June 1, 2018 by JonBar test Quote Link to comment Share on other sites More sharing options...
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