IceFire164 Posted April 27, 2014 Share Posted April 27, 2014 I've been having troubles with the launch pad not loading all of the resources needed, only rocket parts. It doesn't build due to the lacking resources but it only shows rocketparts. I had a previous heavily modded KSP that it worked in but in a clean KSP it doesn't load. Any suggestions? Quote Link to comment Share on other sites More sharing options...
Starstrider42 Posted April 27, 2014 Share Posted April 27, 2014 I've been having troubles with the launch pad not loading all of the resources needed, only rocket parts. It doesn't build due to the lacking resources but it only shows rocketparts. I had a previous heavily modded KSP that it worked in but in a clean KSP it doesn't load. Any suggestions?The new version of Extraplanetary Launchpads only uses rocket parts until the ship is complete, and loads fuel only then. You need smart kerbals in productive areas like the new Workshop. Right-click on a crewable part and check the "total productivity" value; it needs to be positive. There was a more detailed discussion of this a few posts back. Quote Link to comment Share on other sites More sharing options...
klikkolee Posted April 27, 2014 Share Posted April 27, 2014 if I wanted to make the rocket parts resource be made from resources from a mod other than kethane, would that be possible with jus editing .cfg files or would that need a re-write of the plugin? Quote Link to comment Share on other sites More sharing options...
taniwha Posted April 27, 2014 Author Share Posted April 27, 2014 klokkolee: so long as you supply RocketParts, EL doesn't care whence they come. EL only defines Ore, and Metal is specifically generated only by the recycling bins (unless Kethane is not installed, then it generates RocketParts). Quote Link to comment Share on other sites More sharing options...
taylorabc101 Posted April 27, 2014 Share Posted April 27, 2014 (edited) Hey guys i have a quick question. So i sent up to the moon a scanner and i found some nice 19k ore deposits and landed a miner and a smelter. I linked them together using kas and i noticed i'm not mining ore as i use it? So i sent one mine with the augers and one with the kethane drills. Neither seem to mine, is there a fix to this or whats wrong? Tell me if you need screenshot or anything. Edited April 28, 2014 by taylorabc101 Quote Link to comment Share on other sites More sharing options...
taniwha Posted April 28, 2014 Author Share Posted April 28, 2014 taylorabc101: are you actually in the hex? Do the drills penetrate the surface? Quote Link to comment Share on other sites More sharing options...
JuanxLink Posted April 28, 2014 Share Posted April 28, 2014 Well tried downloading as, 7zip, new winzip, no avail, file is corrupted. Thanks for trying. Quote Link to comment Share on other sites More sharing options...
taniwha Posted April 28, 2014 Author Share Posted April 28, 2014 JuanxLink: I just tested the download myself. It very much is fine. Try using a completely different application to download the file. Quote Link to comment Share on other sites More sharing options...
taylorabc101 Posted April 29, 2014 Share Posted April 29, 2014 - - - Updated - - -taylorabc101: are you actually in the hex? Do the drills penetrate the surface?the kethane large drills are in the ground. i didnt even go threw with the auger because i right clicked on it and it wont extend or retract. And it has no animation will it still work? BTW the kethane drill works for kethane just not ore. Quote Link to comment Share on other sites More sharing options...
Logris Posted April 29, 2014 Share Posted April 29, 2014 the kethane large drills are in the ground. i didnt even go threw with the auger because i right clicked on it and it wont extend or retract. And it has no animation will it still work? BTW the kethane drill works for kethane just not ore.That all sounds correct. The augers have no animation, but will work just fine as long as the tips are below the surface.The kethane drills are only supposed to drill for kethane. It is possible to mod the config files for them to drill ore also if you want.Best still is to use BahamutoD's drills - there's a link on the first post. Quote Link to comment Share on other sites More sharing options...
taylorabc101 Posted April 29, 2014 Share Posted April 29, 2014 Thanks guys i will try those new drills Quote Link to comment Share on other sites More sharing options...
Josh Hawley Posted April 29, 2014 Share Posted April 29, 2014 I really like BahamutoD's drills, but I wish there was a smaller version. even the little ones are pretty massive. Quote Link to comment Share on other sites More sharing options...
klikkolee Posted April 30, 2014 Share Posted April 30, 2014 I think what I was attempting to ask was: "would I be able to make parts from this mod create rocket parts using other materials than kethane by only editing configuration files" Quote Link to comment Share on other sites More sharing options...
bonesbro Posted April 30, 2014 Share Posted April 30, 2014 I think what I was attempting to ask was: "would I be able to make parts from this mod create rocket parts using other materials than kethane by only editing configuration files"Yes, it's very easy. Here's an example I got from much earlier in the thread:@PART[kethane_1m_converter]{MODULE{ name = KethaneConverter InputRates { Ore = 1.742 ElectricCharge = 7.5 } OutputRatios { Metal = 0.699431 }}}You change the resources and quantities to anything you want, then change the @part reference to the part you want to modify. Save that into a .cfg file somewhere under your gamedata folder (name it whatever you want, just give it a .cfg extension). Then (because you have the ModuleManager plugin installed) the ModuleManager will load it when KSP loads and add the KethaneConverter config to the part you selected. Quote Link to comment Share on other sites More sharing options...
JuanxLink Posted April 30, 2014 Share Posted April 30, 2014 Yep, tried chrome and firefox, all the browsers I use. Not that big a deal, already decided it just does not want to unpack, so be it.Maybe next time use spaceport for the game's addons, as its meant to be... Quote Link to comment Share on other sites More sharing options...
undercoveryankee Posted April 30, 2014 Share Posted April 30, 2014 In my 0.23 career, I'm using EL 4.0.3. I started a build from a pad on a space station in orbit, then switched to a nearby ship. The active ship waited a few hours of game time for a transfer window, during which it drifted in and out of loading range of the station a couple of times. Each time the station with the pad loaded, RemoteTech2 stopped warp and MechJeb immediately returned to warp. While I was flying the other ship outside loading range of the pad, I hard-killed KSP and reloaded from the last autosave to revert a mistake I had forgotten to quicksave before.When I switched back to the station to check how much progress I had made, the build hasn't spawned, there's no build progress bar, and there's no option to start a new build. In my save file, the pad is in state "dewarping."I'm guessing that something in the sequence of when the pad was loaded and unloaded caused it to be saved in "dewarping", and loading a vessel with a pad that was saved in "dewarping" doesn't restart the finish-the-build sequence.Any advice on the best way to fix the save, and any advice on what not to do next time? Quote Link to comment Share on other sites More sharing options...
LORDPrometheus Posted April 30, 2014 Share Posted April 30, 2014 In my 0.23 career, I'm using EL 4.0.3. I started a build from a pad on a space station in orbit, then switched to a nearby ship. The active ship waited a few hours of game time for a transfer window, during which it drifted in and out of loading range of the station a couple of times. Each time the station with the pad loaded, RemoteTech2 stopped warp and MechJeb immediately returned to warp. While I was flying the other ship outside loading range of the pad, I hard-killed KSP and reloaded from the last autosave to revert a mistake I had forgotten to quicksave before.When I switched back to the station to check how much progress I had made, the build hasn't spawned, there's no build progress bar, and there's no option to start a new build. In my save file, the pad is in state "dewarping."I'm guessing that something in the sequence of when the pad was loaded and unloaded caused it to be saved in "dewarping", and loading a vessel with a pad that was saved in "dewarping" doesn't restart the finish-the-build sequence.Any advice on the best way to fix the save, and any advice on what not to do next time?The only suggestion is to update to a newer version Quote Link to comment Share on other sites More sharing options...
undercoveryankee Posted April 30, 2014 Share Posted April 30, 2014 The only suggestion is to update to a newer versionThe next version after 4.0.3 was compiled against 0.23.5. Could be other issues with trying to use it on 0.23. I'm also not sure that updating the mod will do anything to unwedge a pad that's already in an unexpected state. I'll try to find a backup save where the pad was in "building" state and roll it back to 99% complete.If it works, I'll report what I did in case it helps anyone else. Quote Link to comment Share on other sites More sharing options...
taniwha Posted April 30, 2014 Author Share Posted April 30, 2014 undercoveryankee: Try editing the save file (after making a backup) and change the state for the pad from Dewarping to Complete. It looks like I need to do that automatically when loading a game. Quote Link to comment Share on other sites More sharing options...
klikkolee Posted April 30, 2014 Share Posted April 30, 2014 (edited) I shall try that. however, I seem to be having crash issues that probably involve my inability to find the correct version for ksp .23 or a missing piece in the download(you mentioned module manager, which I do not see) Edited May 1, 2014 by klikkolee Quote Link to comment Share on other sites More sharing options...
bonesbro Posted May 1, 2014 Share Posted May 1, 2014 Hey taniwha, how much code have you written so far on asteroid mining? Quote Link to comment Share on other sites More sharing options...
JewelShisen Posted May 1, 2014 Share Posted May 1, 2014 -snip_The mainsail produces 2.42GW of power in its thrust (implying quite a bit more total). That's... a lot of power -snip-About twice what you need to go back in time I believe~ ;P Quote Link to comment Share on other sites More sharing options...
undercoveryankee Posted May 1, 2014 Share Posted May 1, 2014 undercoveryankee: Try editing the save file (after making a backup) and change the state for the pad from Dewarping to Complete. It looks like I need to do that automatically when loading a game.Looks like setting state = Complete would do the right thing in EL 4.1, with the "Finalize build" button in the GUI. In EL 4.0, setting state = Complete gets me a "Release" button but doesn't actually spawn any parts. Quote Link to comment Share on other sites More sharing options...
undercoveryankee Posted May 1, 2014 Share Posted May 1, 2014 undercoveryankee: Try editing the save file (after making a backup) and change the state for the pad from Dewarping to Complete. It looks like I need to do that automatically when loading a game.What worked for EL 4.0 was to set the state to Building, then scroll down to the BuiltStuff node and change the remaining RocketParts cost from 0 to 5. The 5 RocketParts was to keep the build from finishing while KJR was still "stabilizing physics load" in case finishing the build the instant the station loaded would cause more shenanigans. Quote Link to comment Share on other sites More sharing options...
AlciyaDragonash Posted May 1, 2014 Share Posted May 1, 2014 About twice what you need to go back in time I believe~ ;Pwhat do you think this is, 1985? Quote Link to comment Share on other sites More sharing options...
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