Tokamak Posted August 25, 2020 Share Posted August 25, 2020 Question: Construction doesn't seem to happen in the background, like when you are in the KSC, as opposed to, say, mining. Is this by design, or am I doing something wrong? If it's by design, that's fine, obviously. Quote Link to comment Share on other sites More sharing options...
CardZLol Posted August 28, 2020 Share Posted August 28, 2020 Hey, Im just wondering, when i try to select a vessel to put on the DIY Kit (On the VAB) It just loads the vessel, but not on the DIY Kit, it literally loads the vessel ontop of what i have and the DIY Kit doesnt change at all. It also locks my input, which i have to unlock on the alt+f12 menu. I never had any problem with the mod before, but this just started happening. Quote Link to comment Share on other sites More sharing options...
allista Posted August 30, 2020 Author Share Posted August 30, 2020 On 8/25/2020 at 8:38 PM, Tokamak said: Question: Construction doesn't seem to happen in the background, like when you are in the KSC, as opposed to, say, mining. Is this by design, or am I doing something wrong? If it's by design, that's fine, obviously. It should "happen" if you have enough resources and EC. It's "progress" should be displayed in KSC in main GC window (select the planet, then find the workshop in the list). It actually only happens when you switch back to the workshop, since there's no background processing of this level of detail in KSP, only the catch-up. On 8/29/2020 at 12:07 AM, CardZLol said: Hey, Im just wondering, when i try to select a vessel to put on the DIY Kit (On the VAB) It just loads the vessel, but not on the DIY Kit, it literally loads the vessel ontop of what i have and the DIY Kit doesnt change at all. It also locks my input, which i have to unlock on the alt+f12 menu. I never had any problem with the mod before, but this just started happening. This looks like an exception that happens during ship loading. Please, share the Player.log file (via a link to gdrive/Dropbox/etc) obtained after this happens. Quote Link to comment Share on other sites More sharing options...
Tokamak Posted August 31, 2020 Share Posted August 31, 2020 20 hours ago, allista said: It should "happen" if you have enough resources and EC. It's "progress" should be displayed in KSC in main GC window (select the planet, then find the workshop in the list). It actually only happens when you switch back to the workshop, since there's no background processing of this level of detail in KSP, only the catch-up. Oh yeah, I've got that part. What I mean is that if the workshop vessel is not currently loaded, no manufacturing progress seems to take place, and when I return to it, construction is always paused. I guess I'll try making sure there is more EV, and watch it from the KSC panel. Quote Link to comment Share on other sites More sharing options...
Beanieman Posted September 7, 2020 Share Posted September 7, 2020 Hey there. Not really a big or anything major, but I'm having an issue where I build a ground base equipped with TAC LS and once construction is complete the base remains in the Pre-launch state. Meaning it doesn't consume life support resources. It has no engines and is sitting on the ground with landing gear. Any thoughts? Quote Link to comment Share on other sites More sharing options...
Tokamak Posted September 9, 2020 Share Posted September 9, 2020 On 9/6/2020 at 8:02 PM, Beanieman said: Hey there. Not really a big or anything major, but I'm having an issue where I build a ground base equipped with TAC LS and once construction is complete the base remains in the Pre-launch state. Meaning it doesn't consume life support resources. It has no engines and is sitting on the ground with landing gear. Any thoughts? I believe that the kit has to be resting directly on the ground, not raised up on landing gear. Though those ought to have popped off when you deployed the kit. Quote Link to comment Share on other sites More sharing options...
luggernaut Posted September 12, 2020 Share Posted September 12, 2020 Hi again, thanks for the help - let me know if this works. https://www.dropbox.com/s/ke15deq4kvigaou/Player.log?dl=0 again, mainly having issues with surface construction exploding every time I try to build a diy kit - I have all kinds of mods so I imagine it's either a direct compatibility issue or a version compatibility issue (running 1.8.1 to get kopernicus/opm to work)? Thank you! Quote Link to comment Share on other sites More sharing options...
NaughtyGnosiophile Posted September 13, 2020 Share Posted September 13, 2020 (edited) I can't get this to work. There are no options to load anything when I right click the DIY Kit. I'm running KSP 1.10.1 and Global Construction 2.6.4.1 which I installed from CKAN. https://imgur.com/a/mUJSpZg (Grr...why does Insert Image from URL not work??? Clicking insert does nothing and highlights the URL red and doesn't tell me why.) Edit: Ok seems like the USI MKS bundled version of this was messing it up. I've manually installed both MKS and Global Construction and it now works. Edited September 14, 2020 by NaughtyGnosiophile Quote Link to comment Share on other sites More sharing options...
Snucker Posted September 15, 2020 Share Posted September 15, 2020 Hey, I'm running ksp 1.9.1 AT Utils 1.9.4 GC and CG 2.6.4.1 installed through CKAN And I am getting spammed with this error in my logs. Quote MissingMethodException: AT_Utils.UIBundle AT_Utils.UIBundle.Create(string) at (wrapper managed-to-native) System.Reflection.MonoCMethod.InternalInvoke(System.Reflection.MonoCMethod,object,object[],System.Exception&) at System.Reflection.MonoCMethod.InternalInvoke (System.Object obj, System.Object[] parameters) [0x00002] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation. at System.Reflection.MonoCMethod.InternalInvoke (System.Object obj, System.Object[] parameters) [0x00014] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at System.RuntimeType.CreateInstanceMono (System.Boolean nonPublic) [0x000a8] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at System.RuntimeType.CreateInstanceSlow (System.Boolean publicOnly, System.Boolean skipCheckThis, System.Boolean fillCache, System.Threading.StackCrawlMark& stackMark) [0x00009] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at System.RuntimeType.CreateInstanceDefaultCtor (System.Boolean publicOnly, System.Boolean skipCheckThis, System.Boolean fillCache, System.Threading.StackCrawlMark& stackMark) [0x00027] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at System.Activator.CreateInstance[T] () [0x00015] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at AT_Utils.PluginGlobals`1[T].init_instance () [0x00000] in <dfa2fbe96124462794ebeceb1d666cb2>:0 at AT_Utils.PluginGlobals`1[T].Load () [0x00000] in <dfa2fbe96124462794ebeceb1d666cb2>:0 at AT_Utils.PluginGlobals`1[T].get_Instance () [0x0000c] in <dfa2fbe96124462794ebeceb1d666cb2>:0 at GroundConstruction.JobBase.get_GLB () [0x00000] in <153e62ae099745349276ac22b21d61e0>:0 at GroundConstruction.VesselKit+<>c__DisplayClass20_0.<count_kit_resources>b__1 (PartResource res) [0x00008] in <153e62ae099745349276ac22b21d61e0>:0 at AT_Utils.CollectionsExtensions.ForEach[TSource] (System.Collections.Generic.IEnumerable`1[T] E, System.Action`1[T] action) [0x00016] in <dfa2fbe96124462794ebeceb1d666cb2>:0 at GroundConstruction.VesselKit+<>c__DisplayClass20_0.<count_kit_resources>b__0 (Part p) [0x00006] in <153e62ae099745349276ac22b21d61e0>:0 at System.Collections.Generic.List`1[T].ForEach (System.Action`1[T] action) [0x00024] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at GroundConstruction.VesselKit.count_kit_resources (IShipconstruct ship, System.Boolean assembled) [0x00039] in <153e62ae099745349276ac22b21d61e0>:0 at GroundConstruction.VesselKit..ctor (PartModule host, ShipConstruct ship, System.Boolean assembled, System.Boolean simulate) [0x00061] in <153e62ae099745349276ac22b21d61e0>:0 at GroundConstruction.GCEditorGUI.Update () [0x00038] in <153e62ae099745349276ac22b21d61e0>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) I'm on a new save and did not do anything GC related yet. It might not have an impact appart from making my player logs over 100 mb. Quote Link to comment Share on other sites More sharing options...
Jeb is my copilot Posted September 18, 2020 Share Posted September 18, 2020 On 8/28/2020 at 2:07 PM, CardZLol said: Hey, Im just wondering, when i try to select a vessel to put on the DIY Kit (On the VAB) It just loads the vessel, but not on the DIY Kit, it literally loads the vessel ontop of what i have and the DIY Kit doesnt change at all. It also locks my input, which i have to unlock on the alt+f12 menu. I never had any problem with the mod before, but this just started happening. I am having the same problem here is my .log https://drive.google.com/file/d/16bKYUsq6doc8joN9mfM91v4NVVKvJ9CN/view?usp=sharing Thanks! Quote Link to comment Share on other sites More sharing options...
RP1IsSuperior Posted September 22, 2020 Share Posted September 22, 2020 Is this compatible with KPBS? Quote Link to comment Share on other sites More sharing options...
invultri Posted September 24, 2020 Share Posted September 24, 2020 I am loving the mod, currently constructing a construction station. Just a small request, would it be possible to have the dockable kit container dock to MKS konstruction ports? https://imgur.com/gallery/PdmTuCp That would save me a lot of maneuvering. ps. Can we still embed imgur galleries? Quote Link to comment Share on other sites More sharing options...
wkwied Posted September 26, 2020 Share Posted September 26, 2020 A small question, I've finally had some time to sit down and play with this one... Is there any way to transfer the kits from an assembly line to a workshop? I've put two craft down, a mobile workshop, and an assembly line with a drill and refinery on it. I can make the assembly line build a DIY kit, and I moved the box away so it has room to deploy. But the workshop can't construct it because it has no kits, and the kits are built from the assembly line... I can't find a way to transfer resources or link the two together. Quote Link to comment Share on other sites More sharing options...
bcqJC Posted September 26, 2020 Share Posted September 26, 2020 I use the SimpleLogistics mod to allow craft share resources. Craft with larger tanks automatically top up craft with smaller tanks. Quote Link to comment Share on other sites More sharing options...
invultri Posted September 26, 2020 Share Posted September 26, 2020 2 hours ago, wkwied said: A small question, I've finally had some time to sit down and play with this one... Is there any way to transfer the kits from an assembly line to a workshop? I've put two craft down, a mobile workshop, and an assembly line with a drill and refinery on it. I can make the assembly line build a DIY kit, and I moved the box away so it has room to deploy. But the workshop can't construct it because it has no kits, and the kits are built from the assembly line... I can't find a way to transfer resources or link the two together. Without mods, you would have to dock the 2 ships together. This can be done with the claw if needed, just make sure to connect the ship with the claw to the other ship and not the other way around (unless that was fixed). Quote Link to comment Share on other sites More sharing options...
kspnerd122 Posted September 30, 2020 Share Posted September 30, 2020 Can you make DIY kits on site, or do you need to ship them from kerbin? Quote Link to comment Share on other sites More sharing options...
RP1IsSuperior Posted October 1, 2020 Share Posted October 1, 2020 at some point i believe you can make your own kits. Quote Link to comment Share on other sites More sharing options...
modus Posted October 14, 2020 Share Posted October 14, 2020 On 8/28/2020 at 11:07 PM, CardZLol said: Hey, Im just wondering, when i try to select a vessel to put on the DIY Kit (On the VAB) It just loads the vessel, but not on the DIY Kit, it literally loads the vessel ontop of what i have and the DIY Kit doesnt change at all. It also locks my input, which i have to unlock on the alt+f12 menu. I never had any problem with the mod before, but this just started happening. On 9/19/2020 at 1:32 AM, Jeb is my copilot said: I am having the same problem here is my .log https://drive.google.com/file/d/16bKYUsq6doc8joN9mfM91v4NVVKvJ9CN/view?usp=sharing Thanks! I'm also having this problem, not only in the VAB but also in orbit. When I select a vessel it loads immediately on top of my station, input is locked. After unlocking I can't select the newly loaded ship. When I return to my station via the tracking station the loaded ship has vanished... Oh, and when I make an empty DIY kit my whole station explodes Quote Link to comment Share on other sites More sharing options...
Master_of_Jak Posted October 21, 2020 Share Posted October 21, 2020 On 9/15/2020 at 12:00 AM, Snucker said: Hey, I'm running ksp 1.9.1 AT Utils 1.9.4 GC and CG 2.6.4.1 installed through CKAN And I am getting spammed with this error in my logs. I'm on a new save and did not do anything GC related yet. It might not have an impact appart from making my player logs over 100 mb. On 9/18/2020 at 7:32 PM, Jeb is my copilot said: I am having the same problem here is my .log https://drive.google.com/file/d/16bKYUsq6doc8joN9mfM91v4NVVKvJ9CN/view?usp=sharing Thanks! I've been doing some tinkering with KSP v1.9.1 and Ground Construction, and I think it has to do with Ground Construction v.2.6.4.1 (compatible with 1.9.0 to 1.10.0) relying on AT Utils v.1.9.6 (compatible with 1.10.0 only). If I leave AT Utils at 1.9.4 with GC v2.6.4.1, nothing works and I'm not able to launch or leave the VAB. I'm able to get subassemblies and individual parts to work in KSP 1.9.1 using AT Utils v.1.9.6 and GC v.2.6.4.1, but I haven't had any luck getting vessel selection to work directly. It's a bit of a work around, but it's better than nothing. Everything works if I roll back to AT Utils 1.9.4, and GC 2.6.3, though. Hope that helps! Quote Link to comment Share on other sites More sharing options...
BaelRathLian Posted October 21, 2020 Share Posted October 21, 2020 Seems to be a glitch. Made a fully functional Sat for the new base. I've used this sat many times on Kerbal with out a problem. When the ground factory finished the build it is stuck in a green shape and does not load the sat. Looked for a while trying to find some info before writing here. Quote Link to comment Share on other sites More sharing options...
modus Posted October 22, 2020 Share Posted October 22, 2020 On 10/21/2020 at 5:04 AM, Master_of_Jak said: I've been doing some tinkering with KSP v1.9.1 and Ground Construction, and I think it has to do with Ground Construction v.2.6.4.1 (compatible with 1.9.0 to 1.10.0) relying on AT Utils v.1.9.6 (compatible with 1.10.0 only). If I leave AT Utils at 1.9.4 with GC v2.6.4.1, nothing works and I'm not able to launch or leave the VAB. I'm able to get subassemblies and individual parts to work in KSP 1.9.1 using AT Utils v.1.9.6 and GC v.2.6.4.1, but I haven't had any luck getting vessel selection to work directly. It's a bit of a work around, but it's better than nothing. Everything works if I roll back to AT Utils 1.9.4, and GC 2.6.3, though. Hope that helps! Can confirm this works! Quote Link to comment Share on other sites More sharing options...
SynX Posted October 31, 2020 Share Posted October 31, 2020 (edited) On 8/16/2020 at 9:54 PM, allista said: 3. More like a single use launchpad. Container is fixed to the ground, ship is assembled inside, then the container is destroyed and the ship stays on the ground (don't forget launch clamps!). But no size/mass limits. When I tried to load a large vessel into the ground assembly line, it say "no suitable container found", and when loading with a smaller one, it worked... that large vessel is about a kiloton fully fueled, or 120 tons empty. More questions regarding this, if I want to make a large spaceplane that works as a mobile construction base (which needs to upscale MK3 cargo bays to 7.5m to fit), should I go with orbital assembly line, or ground assembly line? Edited October 31, 2020 by SynX Quote Link to comment Share on other sites More sharing options...
DareDrop Posted October 31, 2020 Share Posted October 31, 2020 Global Construction Docking Container not working Tried looking in other posts but cant find an answerwser for this. I an having some problem's with docking a container. I started a ship in the Orbital Assembly Line, OAL, it was to big the construct in the Orbital Assembly Space, OAS, so it was put in a container. The container seems to have two docking ports one on the outside "Target: Transport" and another toward the inside "Target: Construction" With a Orbital Tug to move the container and set the Tugs docking port for "control from here" and the container outer docking port "Target: Transport" as "target". With MeckJeb and the docking mod i docked with the container and pulled it out of the OAS. Easy so far and everything worked as expected. Expecting to be able to set the docking port on the Orbital Workshop, OWS, as the target and the other port on the container as the control form here I moved the container over to the OWS. I tried setting the container as "Target: Transport" as "target" no luck I tried setting the container as "Target: Construction" as "target" no luck I tried setting the container as "Target: Transport" as "control from here" no luck other than the tug it backed in to the docking port on the OWS I tried setting with nothing set. I tried with no docking port on the OWS. Also did it without MeckJeb Not a thing worked. At this point I am at a loss as to what to do. The demo video showed it working but did not show how it was done. Any Ideas? Thanks Quote Link to comment Share on other sites More sharing options...
modus Posted November 2, 2020 Share Posted November 2, 2020 This has always worked for me, altough I have to say I never dock the container with the workshop itself but with another (random) port on my ship: - pull the container out of the assembly space, by docking your tug to the transport side (the only side available) - dock the container to the ship with the construction side - construct On 10/31/2020 at 8:26 PM, DareDrop said: I started a ship in the Orbital Assembly Line, OAL, it was to big the construct in the Orbital Assembly Space, OAS, so it was put in a container. IIRC ships are always 'put in a container' (the DIY kit) after you create them in the assembly line, so it's: create kit, pull out kit, dock kit, construct ship. Quote Link to comment Share on other sites More sharing options...
DareDrop Posted November 2, 2020 Share Posted November 2, 2020 (edited) Quote This has always worked for me, altough I have to say I never dock the container with the workshop itself but with another (random) port on my ship: - pull the container out of the assembly space, by docking your tug to the transport side (the only side available) - dock the container to the ship with the construction side - construct Did this and it did not work. Quote IIRC ships are always 'put in a container' (the DIY kit) after you create them in the assembly line, so it's: create kit, pull out kit, dock kit, construct ship. Not true, depends on the size of the ship, a small ship can be made with out having to move and dock it. Pls see video. Quote Thanks for help. Edited November 2, 2020 by DareDrop error Quote Link to comment Share on other sites More sharing options...
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