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[KSP 1.3.1] SimpleConstruction (new thread) - Stock rocket building (Version 3.4.6 - 2017-10-15)


RealGecko

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53 minutes ago, RealGecko said:

SC "conflicts" and "provides" ExtraplanetaryLaunchpads.

Emmm, sounds unclear I presume :D

SC conflicts with EL so they cannot be co-installed, but SC also "provides" EL, so mods like KDVA may use SC as alternative without defining some extra dependencies on CKAN.

One option would leave the EL DLL in its original location.  That way at least if people do install both mods they wouldn't completely break due to a double DLL issue.  It may not have fully intended results as you would have both EL and stock parts capable of doing the same things.  Actually I could see some people liking that.

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I had SC 3.4 installed when CKAN told me the 3.4.1 update was available last night. Tried to "upgrade" but got a CKAN error. Had to uninstall 3.4 to proceed. Maybe not related to LinuxGuru's question, but mentioning it just in case. Also, not asking you to fix anything with CKAN. It's not hard to get it working, just mentioning it in case it helps.

Edited by Elix
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9 hours ago, Elix said:

Tried to "upgrade" but got a CKAN error.

There were some issues with CKAN due to version numbering clash, I fixed them with series of pull requests to CKAN-meta and NetKAN repos:

https://github.com/KSP-CKAN/CKAN-meta/pull/1238

https://github.com/KSP-CKAN/NetKAN/pull/4999

https://github.com/KSP-CKAN/NetKAN/pull/5002

In future no trouble must occur, but yes, upgrading to 3.4.1 better be done with reinstalling.

12 hours ago, goldenpsp said:

One option would leave the EL DLL in its original location.  That way at least if people do install both mods they wouldn't completely break due to a double DLL issue.  It may not have fully intended results as you would have both EL and stock parts capable of doing the same things.  Actually I could see some people liking that.

If you're installing with CKAN it won't let you install both, if you're installing manually, then KSP won't load both assemblies with the same name. OTOH current layout allows for other mods to detect which one is currently installed and provide differrent MM patches for both, like it's done by @Eleusis La Arwall in his KDVA mod:

// Definition is only used when SC is NOT installed
RESOURCE_DEFINITION:NEEDS[!SimpleConstruction]
{
    name = Metal
    density = 0.039
    unitCost = 9.36
    flowMode = ALL_VESSEL
    transfer = PUMP
    isTweakable = true
}

 

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  • 2 weeks later...

How do you bring the productivity up? i created a test ship that just sat at the launch pad, and everything converts fine from ore to rocket parts, but when i try to build a ship, the bar reads 0% 0s, and doesn't move. Ice rearranged engineers, i added more, but nothing i did brought my productivity up. Any ideas?

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i tested, the result is we need one engineer in the module, then we can build

9 hours ago, Maximo105 said:

How do you bring the productivity up? i created a test ship that just sat at the launch pad, and everything converts fine from ore to rocket parts, but when i try to build a ship, the bar reads 0% 0s, and doesn't move. Ice rearranged engineers, i added more, but nothing i did brought my productivity up. Any ideas?

On 2016/12/21 at 0:14 AM, RealGecko said:

Version 3.4.2:

  • Updated EL to version 5.6.0

All credits go to @taniwha

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  • 1 month later...

Hello everyone.

I'm having an issue with this mod.

 

I have all requirements to construct a new vessel, I select it from the list and clic to start build.

It records on the Kerbal Alarm but the build never starts.

Remains 0% even if the vessel is the active one. I have pilots, scientists and enginners on board, from level 0 to 3. I've tried with landed ships and on orbit of the mun, minmus and kerbin.

Does anyone had similar issue and managed to solve?

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3 hours ago, rhodesbauer said:

Hello everyone.

I'm having an issue with this mod.

 

I have all requirements to construct a new vessel, I select it from the list and clic to start build.

It records on the Kerbal Alarm but the build never starts.

Remains 0% even if the vessel is the active one. I have pilots, scientists and enginners on board, from level 0 to 3. I've tried with landed ships and on orbit of the mun, minmus and kerbin.

Does anyone had similar issue and managed to solve?

What is your productivity?

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3 hours ago, goldenpsp said:

What is your productivity?

I'm trying a simple vessel with 364 parts, 301.25 Electric Charge, 18 Liquid Fuel and 22 Oxidizer.

In orbit I have a small station with no production, however I've docked a tanker with 45000 rocket parts, 13616 electric charge, 4455 liquid fuel and 5445 oxidizer... Nothing happens...

Landed I have a ffacility with 4 drils working, 1 conerter transforming Ore into metal and 1 lab transforming metal into rocket parts.

Even have enough resources, the build doesn't start...

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8 hours ago, rhodesbauer said:

Hello everyone.

I'm having an issue with this mod.

 

I have all requirements to construct a new vessel, I select it from the list and clic to start build.

It records on the Kerbal Alarm but the build never starts.

Remains 0% even if the vessel is the active one. I have pilots, scientists and enginners on board, from level 0 to 3. I've tried with landed ships and on orbit of the mun, minmus and kerbin.

Does anyone had similar issue and managed to solve?

This sorts of errors are usually the result of a not-up-to-date Extraplanetary Launchpads dll file. Contact the mod creator, @RealGecko

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5 hours ago, rhodesbauer said:

I'm trying a simple vessel with 364 parts, 301.25 Electric Charge, 18 Liquid Fuel and 22 Oxidizer.

In orbit I have a small station with no production, however I've docked a tanker with 45000 rocket parts, 13616 electric charge, 4455 liquid fuel and 5445 oxidizer... Nothing happens...

Landed I have a ffacility with 4 drils working, 1 conerter transforming Ore into metal and 1 lab transforming metal into rocket parts.

Even have enough resources, the build doesn't start...

Great info, but doesn't answer the question.  There is an EL productivity value based off the skills of the kerbals.

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6 hours ago, goldenpsp said:

Great info, but doesn't answer the question.  There is an EL productivity value based off the skills of the kerbals.

If he has a command pod and a kerbal, then productivity cannot be 0. Therefore, it is a problem with his mod files. 

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The Land Base has 1 pilot, 2 engineers and 2 scientists.
The orbital has 2 pilots, 2 engineers and 6 scientists.

 

I'll try to remove the mod and add again. It's strange because CKan did'nt warned me I'll need to update anything and Extraplanetary is not installed...

 

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On 03/02/2017 at 10:52 AM, rhodesbauer said:

The Land Base has 1 pilot, 2 engineers and 2 scientists.
The orbital has 2 pilots, 2 engineers and 6 scientists.

 

I'll try to remove the mod and add again. It's strange because CKan did'nt warned me I'll need to update anything and Extraplanetary is not installed...

 

Stil didnt' work...
I'll try to use the link in spacedock, but guess there are other mod causing conflict...

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On 2/3/2017 at 5:05 AM, MatterBeam said:

 

If he has a command pod and a kerbal, then productivity cannot be 0. Therefore, it is a problem with his mod files. 

This is incorrect.  You can definitely have zero productivity with EL and Kerbals.

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48 minutes ago, RoverDude said:

This is incorrect.  You can definitely have zero productivity with EL and Kerbals.

To be fair, it is entirely possible the configs have productivity bumped up so that productivity cannot be zero? I haven't looked at EL configs to know if that is possible.  That being said SC command pod productivity factor looks to be set at 4 while EL's workshop is set at 5.  But honestly I don't know if higher is better or worse.

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Just to give you guys a feedback.

I've tested removing some mod's. I focused on those who could affect the productivity and found out 6 crew science labs and/or improved science labs made my productivity go negative, even with lot's of kerbals.

I've removed those mod's, and even with the standard science lab showing productivity 0, the build process starts.

Thank you for the assistance.

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  • 1 month later...

Version 3.4.3 is out:

  • Updated EL to version 5.7.1
  • Further extension of KPBS support:
    • K&K Metal Ore Drill removed to avoid confusion
    • K&K X1000 Metal Storage becomes K&K X1200 Metal Storage
    • K&K X1000 Rocket Part Storage becomes K&K X2400 Rocket Part Storage
    • K&K X1000 MetalOre Storage becomes K&K X1200 Ore Storage
    • K&K Workshop is capable of producing rocket parts with the same rate as any lab
    • K&K Smelter is capable of converting ore to metal with the same rate as K&K Planetary ISRU
  • EL recycler outputs metal
  • Decreased SpecialistEfficiencyFactor on rocket parts printing, so bonuses from engineers will resemble stock values
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On 22.12.2016 at 10:46 AM, Maximo105 said:

How do you bring the productivity up? i created a test ship that just sat at the launch pad, and everything converts fine from ore to rocket parts, but when i try to build a ship, the bar reads 0% 0s, and doesn't move. Ice rearranged engineers, i added more, but nothing i did brought my productivity up. Any ideas?

 

On 22.12.2016 at 6:08 PM, sonic246246 said:

me 2

 

On 08.02.2017 at 0:29 AM, rhodesbauer said:

Just to give you guys a feedback.

I've tested removing some mod's. I focused on those who could affect the productivity and found out 6 crew science labs and/or improved science labs made my productivity go negative, even with lot's of kerbals.

I've removed those mod's, and even with the standard science lab showing productivity 0, the build process starts.

Thank you for the assistance.

Here's the good post explaining how experience and stupidity inflicts productivity:

Hope this'll help.

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