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[WIP Plugin] Extraplanetary Space Centers!


skykooler

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I've traced an issue that's been making my SPH/VAB really horrible to use: if the launchpad dll is loaded, my game log gets spammed with this:


[LOG 23:03:51.849] loading

every time there's a VAB/SPH op. I dropped the mod into a clean install to check it out & it's still there, so it's definitely this mod causing problems. It becomes really bad when you have a craft with a couple of hundred parts, the VAB/SPH will stutter a fair bit ( and it's interacting badly with some other mod somewhere which I haven't traced yet, which is magnifying the problem a little ).

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Van Disaster: I've got the fix for that in my local git repository, so it will be in my next push. I just need to do some testing of my rebalancing tweaks and I'll push (though I might add MFS definitions to the various tanks).

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I am sorry if this is a re-post of something which has been solved, but I'm having a bug with, I believe just the hexcans and the drill. Whenever I try to place either of them, I click on where I wish to place it, it doesn't do anything, then if I try to place it again, it seems I can place it anywhere in the VAB, and it begins to create tremendous amounts of lag, which just gets worse and worse until my came crashes. does anyone know what the issue is?

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guys, I don't know if this is a bug or not, Using taniwha's 3.1 extraplanetary launchpads, when I delivered my launchpad to my mun base, fps went from 150 down to 10, when I removed the launchpad fps went back up.. also, when the launchpad was still there and I warped time to 5x.. fps also got back to normal, my base consists only of stock/kethane parts - roughly 50 so no reason to lag at all, pc hardware is very good, so I am sensing there could be something wrong with launchpad itself,

I did some new testing, I now delivered a stock part to my base {no launchpads whatsoever}, the fps bug happened again.. I am confused

Edited by MacJeb
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I am having a small problem that some other seem to be having too.

Whenever i try and add the science parts that scan for ore, they connect but then remove the connector node and then i cant connect it back on, it just stays in my cursor...

Any ideas?

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I've had a similar thing happen with Infernal Robotics parts occasionally. If I have a lot of parts attached to, say, a rotator, and try to add it in symmetry, I get exactly what you described.

One thing that works for me sometimes is ctrl+z to undo, and then ctrl+y to redo.

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Hi guys. This is my first post on KSP forums.

I thought I was going insane, but eventually I figured it out. As several people have reported, the Auger is indeed broken: clicking on "deploy drill" has no effect whatsoever.

Version: Kethane-0.7.6, Extraplanetary_Launchpads_v3.1.

How to diagnose: Alt-F2 to display the debug log. Click on "Deploy Drill" action on the Auger. See NullReferenceException.

How to fix: Add the following snipped to Parts/Auger/part.cfg

MODULE

{

name = KethaneExtractorAnimatorLanded

}

Tip: Alt-F12, Database, Reload All in the Space Center, so you do not need to restart KSP after editing the part.cfg.

Explanation: on this page: https://github.com/Majiir/Kethane/wiki/API%20and%20Modules%20Documentation

See: Exactly one extractor animator must be present on any part with a KethaneExtractor module.

Thanks for the great mod. Please get a release out with that fix ASAP.

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I have been trying, in my "work on the AAR" time, to get the Extra-planetary launchpads to spawn various things on Minnimus, and it seems that every time I try, the object will glitch out, and obliterate what I was trying to spawn, and the launchpad along with it. It apparently places the item at the same height as the floor upon which the launchpad is resting, causing a rather impressive explosion.

Anyone have any idea why this is happening? Because it is rather annoying me.

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  • 3 weeks later...
  • 1 month later...
Sorry if this has been said already, but when I spawn a rocket on the launchpad, the central part (the first part placed in construction) blows up and then the craft ceases to function. This is a fairly recent problem; it was working before.

I too am having this problem. I noticed that if I pause as soon as I spawn a ship, then wait a few seconds the ship warped under the launchpad as seen in this screenshot. Upon un-pausing the game the ship explodes.

Anyone know what is happening, and how to correct it?

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