Roandask Posted April 9, 2014 Share Posted April 9, 2014 (edited) For the release issue, I think in the capture craft method you set status to transfer regardless of timedbuild but instant build doesn't have anything in the GUI for transfer status. I haven't edited the code to test it though. Edited April 9, 2014 by Roandask Quote Link to comment Share on other sites More sharing options...
Superfluous J Posted April 9, 2014 Share Posted April 9, 2014 Anyway, the real reason for the delay is I've been watching 5th Horseman's series (rather enjoying it)Sorry about that! Quote Link to comment Share on other sites More sharing options...
taniwha Posted April 9, 2014 Author Share Posted April 9, 2014 For the release issue, I think in the capture craft method you set status to transfer regardless of timedbuild but instant build doesn't have anything in the GUI for transfer status. I haven't edited the code to test it though.Thanks for that. I took a look just now and sure enough, that was it. I might do a quick patch update for this fix and keep poking at that exception afterwards. I think it's something to do with either the way I create and destroy vessels to allow modules to modify the craft, or the timing of the capture.Sorry about that! Actually, it has been rather informative for me, and very nice seeing my efforts in use and thus rather motivating .I'm not sure if I've mentioned this before, but the recycling bins not saving their active state is actually a very deliberate design decision: it's a safety feature. Because I don't use unity, I currently can't create animated models and thus the bins have no way of indicating their status. I figured it would be terribly unfortunate if somebody came back to a station, forgot the recycling bin was active and bumped into it. It did, however, make for some entertaining (for me, anyway) moments in you vids Also, I don't know what it is, but it looks like you've got a battery clipped through the large bin on your ship. The appearance of that made me realize it would be an pretty good place to put a flag . Quote Link to comment Share on other sites More sharing options...
Superfluous J Posted April 9, 2014 Share Posted April 9, 2014 Actually, it has been rather informative for me, and very nice seeing my efforts in use and thus rather motivating .Anything I can do to help. Well, anything easy. I'm rather lazy.I'm not sure if I've mentioned this before, but the recycling bins not saving their active state is actually a very deliberate design decision: it's a safety feature. Because I don't use unity, I currently can't create animated models and thus the bins have no way of indicating their status. I figured it would be terribly unfortunate if somebody came back to a station, forgot the recycling bin was active and bumped into it. It did, however, make for some entertaining (for me, anyway) moments in you vids Oh trust me. I'd rather bump the nose of a spent stage into the bin 30 times in a row rather than have some poor Kerbal fly by and suddenly vanish!Also, I don't know what it is, but it looks like you've got a battery clipped through the large bin on your ship. The appearance of that made me realize it would be an pretty good place to put a flag .That's not a battery, it's a radial attachment point. I was going to figure out a way to make it not do that but at some point in the design phase, it grew on me so I decided to leave it as-is. Quote Link to comment Share on other sites More sharing options...
AlienCollective Posted April 9, 2014 Share Posted April 9, 2014 (edited) Okay, here are my workarounds for the two issues I've encountered.3D printer module breaks UIEdit GameData\BahaEPL\3dprinter\part.cfg and put a double slash ("//") before the following lines:MODULE { name = LoopedKConverterAnimation DeployingAnimationName = deploying ConvertingAnimationName = writing}Workaround originally posted here. The mod mod developer is working on a fix.Can't undock newly-constructed ship from orbital construction dock.Press F5 to quick saveOpen saves/yoursave/quicksavesfs in your favourite editor.Search for "name = ExLaunchPad". If there's more than one hit (ie. you have more than one launchpad), choose the one containing the DockedVesselInfo block indicating your new vessel.In the same MODULE block, you'll find an EVENT called ReleaseVessel. Change active = False to active = True. (If it's already True, I guess you have a different problem.)Press and hold F9 to reloadRight-click on the dock again and click Release.Can't switch away from current view after constructing a shipOnly workaround I know of is to press F5 to quick save, force close the game, then restart. Edited April 10, 2014 by AlienCollective Quote Link to comment Share on other sites More sharing options...
Viaharo Posted April 10, 2014 Share Posted April 10, 2014 (edited) Can't undock newly-constructed ship from orbital construction dock.Exit to the main menu.Open saves/yoursave/persistent.sfs in your favourite editor.Search for "name = ExLaunchPad". If there's more than one hit (ie. you have more than one launchpad), choose the one containing the DockedVesselInfo block indicating your new vessel.In the same MODULE block, you'll find an EVENT called ReleaseVessel. Change active = False to active = True. (If it's already True, I guess you have a different problem.)Reload your game.Right-click on the dock again and click Release.Can't switch away from current view after constructing a shipOnly workaround I know of is to press F5 to quick save, force close the game, then restart.Ok for me its the problem where you cannot switch away from the current view.So i mashed up the solution above and it works!!!!!1. hit f5 to quick save. 2. Load up the quicksave.sfs in notepad or notepad++3. Search for "name = ExLaunchPad"4. Find the active = false under the ReleaseVessel event section.5. Change it to true. 6. Hold f9 in ksp to reload the quick save and launch your vessel!!!Ty for the tips that lead me to the working solution!!! Edited April 10, 2014 by Viaharo Quote Link to comment Share on other sites More sharing options...
brodiebear Posted April 10, 2014 Share Posted April 10, 2014 hey i had kethane installed. now uninstalled. but i dont know how to reset the unlimited resources back so it doesnt use rocket parts? . i cant make that pop up come back on that saved game and i dont want to start a new save because i have alot of ships in space :\ can someone assist me at all ? i use a steam version of ksp . i realy just want to play around in sandbox now without having to collect resources. current version ksp is .23.5 and EL is 4.1 Quote Link to comment Share on other sites More sharing options...
AlienCollective Posted April 10, 2014 Share Posted April 10, 2014 Ok for me its the problem where you cannot switch away from the current view.So i mashed up the solution above and it works!!!!!1. hit f5 to quick save. 2. Load up the quicksave.sfs in notepad or notepad++3. Search for "name = ExLaunchPad"4. Find the active = false under the ReleaseVessel event section.5. Change it to true. 6. Hold f9 in ksp to reload the quick save and launch your vessel!!!Ty for the tips that lead me to the working solution!!!That sounds easier. I've updated my post. I should also note that it doesn't seem to be necessary to repeat this; once the change is made, the button remains in place. Quote Link to comment Share on other sites More sharing options...
AntiMatter001 Posted April 10, 2014 Share Posted April 10, 2014 @Taniwha: uhm just a heads up NP (novapunch) doesn't work well with this... all the comand pods keep cliping through the trunks of, say, the thor lander etc. any help? i've already posted on the NP thread but i may as well post here incase there was a fix. Quote Link to comment Share on other sites More sharing options...
ThirdHorseman Posted April 10, 2014 Share Posted April 10, 2014 I have suddenly lost the small window in the VAB that showed the current totals for the ship being built (mass, rocketparts, etc). Did I just move that off the screen? Is there a way to turn it on/off? Did that get removed in the update to v4.1?Thanks! Quote Link to comment Share on other sites More sharing options...
Commissar Posted April 10, 2014 Share Posted April 10, 2014 i seem to have encountered an issue with orbital construction. I have a ship, the build is finalized, but the ship is not released. the problem is, whenever the game trys to load up the station, the ram usage spikes, and the game hangs. RAM use by kerbal hits around 2.3 gigs when it hangs, while my normal use by kerbal is usually less than 1.8 gigs...also, when a workshop is attached to my space dock, it screws up mechjeb's target size detection, which screws up the docking AP....https://www.dropbox.com/s/h7ha86zhm1uut6h/output_log041014.txt Quote Link to comment Share on other sites More sharing options...
BigD145 Posted April 10, 2014 Share Posted April 10, 2014 i seem to have encountered an issue with orbital construction. I have a ship, the build is finalized, but the ship is not released. the problem is, whenever the game trys to load up the station, the ram usage spikes, and the game hangs. RAM use by kerbal hits around 2.3 gigs when it hangs, while my normal use by kerbal is usually less than 1.8 gigs...Yeah, try reading the last half dozen posts. Quote Link to comment Share on other sites More sharing options...
Commissar Posted April 10, 2014 Share Posted April 10, 2014 (edited) Yeah, try reading the last half dozen posts.umm... those are about being unable to release the craft. my game hangs before I can even get to it....tried it anyways, still hangs and such....EDIT: never mind, it just hung for a secedit again: now i'm having major kraken issues.... stuff just falling apart for no reason Edited April 10, 2014 by Commissar Quote Link to comment Share on other sites More sharing options...
Viaharo Posted April 10, 2014 Share Posted April 10, 2014 I have suddenly lost the small window in the VAB that showed the current totals for the ship being built (mass, rocketparts, etc). Did I just move that off the screen? Is there a way to turn it on/off? Did that get removed in the update to v4.1?Thanks!If you have the toolbar plugin mod then epl menu can some times get hidden. You click on the little white square on the toolbar plugin "widget" and click the option that lets you hide and unhide mod gui's. Least that is what caused mine to dissapear . Went in and changed that and epl gui came back. Quote Link to comment Share on other sites More sharing options...
Superfluous J Posted April 10, 2014 Share Posted April 10, 2014 -Grandpa? Is that you? Now on to my issue. When upgrading, I *thought* I clicked "no" to builds taking time when I installed, but builds take time. In fact they take a long time because I've set up my ELP bases assuming building would take no time. I can't find a config file or setting to change it from what it is to what I want. Am I stuck forever? Quote Link to comment Share on other sites More sharing options...
Roandask Posted April 10, 2014 Share Posted April 10, 2014 Now on to my issue. When upgrading, I *thought* I clicked "no" to builds taking time when I installed, but builds take time. In fact they take a long time because I've set up my ELP bases assuming building would take no time. I can't find a config file or setting to change it from what it is to what I want. Am I stuck forever?In your Persistent.txt file, ctrl+f "TimedBuilds" and you should find "TimedBuilds = True", just set that to False. Quote Link to comment Share on other sites More sharing options...
BigD145 Posted April 10, 2014 Share Posted April 10, 2014 umm... those are about being unable to release the craft. my game hangs before I can even get to it....tried it anyways, still hangs and such....EDIT: never mind, it just hung for a secedit again: now i'm having major kraken issues.... stuff just falling apart for no reasonAny mod could be doing that. You may just have a dead save or KSP install at this point. Quote Link to comment Share on other sites More sharing options...
Superfluous J Posted April 11, 2014 Share Posted April 11, 2014 In your Persistent.txt file, ctrl+f "TimedBuilds" and you should find "TimedBuilds = True", just set that to False.Sweet thanks, never thought to check there. I was looking in the ELP folder.Nice to know it's per save, too. So I can have a save with them and one without. Quote Link to comment Share on other sites More sharing options...
JimTheDog Posted April 11, 2014 Share Posted April 11, 2014 Are there any workarounds for the 'can't switch away from current view/go to space center after building a ship' thing other than 'quicksave and restart KSP'? :/ Quote Link to comment Share on other sites More sharing options...
taniwha Posted April 11, 2014 Author Share Posted April 11, 2014 JimTheDog: None yet. It is a bit of a show stopper, but one that didn't show up in my testing with timed builds.5thHorseman: Yeah, all of EL's settings are per-save. Quote Link to comment Share on other sites More sharing options...
Superfluous J Posted April 11, 2014 Share Posted April 11, 2014 (edited) 5thHorseman: Yeah, all of EL's settings are per-save.Very cool. I take back all that stuff I said in episode 99. Even the stuff that didn't make it into the final edit Edited April 11, 2014 by 5thHorseman Quote Link to comment Share on other sites More sharing options...
taniwha Posted April 12, 2014 Author Share Posted April 12, 2014 Excellent news guys: I've fixed both the can't-release bug and can't-return-to-space-center bug The fix for the latter proved to be much easier than I expected. I have just one more bug I want to investigate before doing a release. Quote Link to comment Share on other sites More sharing options...
Tex_NL Posted April 12, 2014 Share Posted April 12, 2014 If that last bug is that pesky NaN I talked to you about you'd make me a happy camper. Quote Link to comment Share on other sites More sharing options...
taniwha Posted April 12, 2014 Author Share Posted April 12, 2014 Tex_NL: indeed, it is. Quote Link to comment Share on other sites More sharing options...
taniwha Posted April 12, 2014 Author Share Posted April 12, 2014 Tex_NL: It's not an EL bug. It is a problem in your .craft file. The turbine's electric charge amount is NaN. This might even be a Kethane bug if it gets set to NaN in the VAB/SPH (the part.cfg I have does NOT have NaN). Quote Link to comment Share on other sites More sharing options...
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