RoverDude Posted August 5, 2014 Share Posted August 5, 2014 (You could probably grab these from the MKS installation in GameData/UmbraSpaceIndustries/MKS/ORS, license permitting.)License permits Quote Link to comment Share on other sites More sharing options...
Mr Shifty Posted August 5, 2014 Share Posted August 5, 2014 License permitsThanks! I was trying to think about how best to accomplish it if I wanted to package up a full EL->ORS conversion so that it wouldn't conflict with/duplicate an MKS installation. Maybe something like a separate planetaryresourcedefinitions.cfg with a bunch of:PLANETARY_RESOURCE_DEFINITION:NEEDS[!KolonyTools]{ name = Ore celestialBodyName = ... Quote Link to comment Share on other sites More sharing options...
RoverDude Posted August 5, 2014 Share Posted August 5, 2014 Thanks! I was trying to think about how best to accomplish it if I wanted to package up a full EL->ORS conversion so that it wouldn't conflict with/duplicate an MKS installation. Maybe something like a separate planetaryresourcedefinitions.cfg with a bunch of:PLANETARY_RESOURCE_DEFINITION:NEEDS[!KolonyTools]{ name = Ore celestialBodyName = ...Sit tight... Community Resource Pack for ORS incoming - this will soon be a solved problem.EL content: The Ore and Metal will use EL as the source of record for mass and cost. Quote Link to comment Share on other sites More sharing options...
Mr Shifty Posted August 5, 2014 Share Posted August 5, 2014 Sit tight... Community Resource Pack for ORS incoming - this will soon be a solved problem.EL content: The Ore and Metal will use EL as the source of record for mass and cost.Roger that. Sitting tight. Quote Link to comment Share on other sites More sharing options...
ChrisF0001 Posted August 5, 2014 Share Posted August 5, 2014 I'd also be very interested in an EL to Karbonite/ORS conversion... Even after using and modifying MM config files that other people have posted, there are still issues. (If only I could get BahamutoD's drills to animate...) Quote Link to comment Share on other sites More sharing options...
rabidninjawombat Posted August 5, 2014 Share Posted August 5, 2014 FYI, you use the same input values for both Workshop and Rocketbuilder. The Rocketbuilder is more efficient; should have ElectricCharge rate=3 and Metal rate=0.1. And, I'm not sure if it's changed in a more recent release, but Karbonite now uses the more generic USI_ResourceConverter instead of KarboniteResourceConverter.Also, to do full Karbonite/ORS conversion, you'd need to add MM configs to convert the smelters to USI_ResourceConverter, the augers to ORSModuleResourceExtraction, and the OMD to ORSResourceScanner. You'd also need to provide maps to allocate ORS Ore planetary resources. (You could probably grab these from the MKS installation in GameData/UmbraSpaceIndustries/MKS/ORS, license permitting.)Correct, that config is from a older dev version, Lemme delete that post to avoid confusion, thanks for reminding me. Ive been contemplating doing exactly what you say (a full ORS conversion for EPL) as im using EPL extensively in my current play through. Quote Link to comment Share on other sites More sharing options...
Stevie_D Posted August 5, 2014 Share Posted August 5, 2014 It would be awesome to have a Karbonite version of EPL. Karbonite is just so much more user-friendly than Kethane. Quote Link to comment Share on other sites More sharing options...
Mr Shifty Posted August 5, 2014 Share Posted August 5, 2014 Correct, that config is from a older dev version, Lemme delete that post to avoid confusion, thanks for reminding me. Ive been contemplating doing exactly what you say (a full ORS conversion for EPL) as im using EPL extensively in my current play through.Looking through for more detail, the OMD has a deployment animation that depends on Kethane. You might be able to replace with a stock ModuleAnimateGeneric. Also, all of the containers have a KethaneWetMassIndicator. I'm not sure what that does or how it works, but might have to actually code a replacement for that. The BahamutoD parts are heavily reliant on Kethane for animations and particle effects. Those are not going to be easily convertible. Quote Link to comment Share on other sites More sharing options...
rabidninjawombat Posted August 5, 2014 Share Posted August 5, 2014 Looking through for more detail, the OMD has a deployment animation that depends on Kethane. You might be able to replace with a stock ModuleAnimateGeneric. Also, all of the containers have a KethaneWetMassIndicator. I'm not sure what that does or how it works, but might have to actually code a replacement for that. The BahamutoD parts are heavily reliant on Kethane for animations and particle effects. Those are not going to be easily convertible.Regarding the KethaneWetMassIndicator, far as i can tell Kethane uses it but the tanks arent reliant on it to work. I made a Expandable Karbonite tank out of the tank out of Baha's Expandable tanks,(even textured it karbonite orange:P) It works, but the animation doesn't work obviously due to the kethane animater as you said, playing with that now. Quote Link to comment Share on other sites More sharing options...
taniwha Posted August 5, 2014 Author Share Posted August 5, 2014 KethaneWetMassIndicator is purely informational: it lets you know in the VAB/SPH how massive a tank will be when full. Quote Link to comment Share on other sites More sharing options...
ChrisF0001 Posted August 5, 2014 Share Posted August 5, 2014 Looking through for more detail, the OMD has a deployment animation that depends on Kethane.Since the OMD is a Kethane-type detector anyway, I'd be content to just remove that part by hand if it came to it, and just do my ore scanning the MKS way... Quote Link to comment Share on other sites More sharing options...
rabidninjawombat Posted August 6, 2014 Share Posted August 6, 2014 (edited) Cross Posted from the Karbonite Thread: Ok, it think this pretty much covers everything needed to full convert EPL to using Karbonite.ExtraPlanetary Launchpads(EPL)---->Karbonite Adaptation: (requires: Karbonite (obviously ) and ModuleManager)What it does: (via Karbonite modules)Adds Ore--->Metal Conversion to all EPL SmeltersAdds Metal---->RocketParts Conversion to EPL Workshops, as well as MKS workshopAdds Ore Extraction to all EPL Augers, Baha's Drills, and Karbonite DrillsAdds Ore Detection to all EPL Magnetometer, OBM, and the Karbonite Detection Array.Current Issues:Baha's Drills(they start deployed) do not animate due to their reliance on the kethane animater module.OMD does not an animate properly (same as above)Looking into how to accomplish fixing this Note: Download also includes an optional folder, This folder adds Ore Definitions to ORS. If your already using the Modular Kolonzation System mod from Roverdude, YOU DONT NEED THIS FOLDERORS .png's graciously borrowed from MKS Tested it and everything appears to work correctly! https://dl.dropboxusercontent.com/u/19908938/Karbonite-EPL-Converstion.zipEDIT: Changed Folder layout to avoid confusion doubling resource definitions (if someone installs the resource folder and already has MKS) Edited August 6, 2014 by rabidninjawombat Quote Link to comment Share on other sites More sharing options...
Jagzeplin Posted August 6, 2014 Share Posted August 6, 2014 Thank you thank you thank you thank you! Quote Link to comment Share on other sites More sharing options...
Alvin853 Posted August 6, 2014 Share Posted August 6, 2014 I seem to have run into a little problem with the smelters:When hovering over any of the smelters in the part catalog, the preview keeps increasing to ridiculous sizes. Out of all my mods and all parts the smelters are the only ones that show this behaviour. ArgumentOutOfRangeException: Argument is out of range.Parameter name: index at System.Collections.Generic.List`1[AvailablePart+ResourceInfo].get_Item (Int32 index) [0x00000] in <filename unknown>:0 at PartListTooltips.GetPrimaryInfo (.AvailablePart aP, Int32 maxLines) [0x00000] in <filename unknown>:0 at PartListTooltips.ShowTooltip (.EditorPartIcon part, .AvailablePart aPart) [0x00000] in <filename unknown>:0 at EditorPartIcon.MouseEnter () [0x00000] in <filename unknown>:0 at EditorPartIcon.MouseInput (.POINTER_INFO& ptr) [0x00000] in <filename unknown>:0 at UIButton.OnInput (.POINTER_INFO& ptr) [0x00000] in <filename unknown>:0 at AutoSpriteControlBase.OnInput (POINTER_INFO ptr) [0x00000] in <filename unknown>:0 at UIManager.DispatchHelper (.POINTER_INFO& curPtr, Int32 camIndex) [0x00000] in <filename unknown>:0 at UIManager.DispatchInput () [0x00000] in <filename unknown>:0 at UIManager.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1)I am using Actice Texture Manager and wrote this config for EPL:ACTIVE_TEXTURE_MANAGER_CONFIG{ folder = ExtraplanetaryLaunchpads enabled = true OVERRIDES { ExtraplanetaryLaunchpads/Textures/.* { compress = true mipmaps = true scale = 1 max_size = 0 } }}I'm not sure if ATM or the latest update of EPL is causing this problem, if you need anything else just ask. Quote Link to comment Share on other sites More sharing options...
Stevie_D Posted August 6, 2014 Share Posted August 6, 2014 Rabidninjawombat? I love you. I want your babies. For the last few days since ive been playing with both EPL and Karbonite, ive been crying out for a Karb version to intergrate with my game. Now you've made it possible. You just made a lot of mod players VERY happy! Quote Link to comment Share on other sites More sharing options...
Targa Posted August 6, 2014 Share Posted August 6, 2014 I seem to have run into a little problem with the smelters... Same here. Downloaded and installed last night. Went to play today and those 3 smelters when moused-over in the VAB menu come right off the menu and grow in size until they vanish completely. Then there's 3 blank boxes in the VAB menu until I switch menu pages.FWIW: I'm not using Active Texture Manager, or any texture replacers. Quote Link to comment Share on other sites More sharing options...
taniwha Posted August 6, 2014 Author Share Posted August 6, 2014 Alvin853, Targa: Install Kethane. An updated kethane is linked in the first post. Quote Link to comment Share on other sites More sharing options...
taniwha Posted August 6, 2014 Author Share Posted August 6, 2014 Karbonite is just so much more user-friendly than Kethane.I have nothing against Karbonite or discussion of how to setup EL to use Karbonite, but keep the politics out of the thread please. Quote Link to comment Share on other sites More sharing options...
Alvin853 Posted August 6, 2014 Share Posted August 6, 2014 Alvin853, Targa: Install Kethane. An updated kethane is linked in the first post.But I don't want Kethane, or is it required now? Quote Link to comment Share on other sites More sharing options...
taniwha Posted August 6, 2014 Author Share Posted August 6, 2014 Always has been for full operation. Without Kethane, the smelters are useless anyway, so if you don't want to install Kethane, your other option is to delete the smelters. Quote Link to comment Share on other sites More sharing options...
ChrisF0001 Posted August 6, 2014 Share Posted August 6, 2014 Same here. Downloaded and installed last night. Went to play today and those 3 smelters when moused-over in the VAB menu come right off the menu and grow in size until they vanish completely. Then there's 3 blank boxes in the VAB menu until I switch menu pages.FWIW: I'm not using Active Texture Manager, or any texture replacers.I had that issue as well while I was doing some tests, and I did somehow manage to make it stop happening without installing Kethane. It may have been removing the KethaneConverter modules from the smelters using MM, but I was also updating a few of the plugin DLLs at the same time... Quote Link to comment Share on other sites More sharing options...
rabidninjawombat Posted August 6, 2014 Share Posted August 6, 2014 (edited) I seem to have run into a little problem with the smelters:http://i.imgur.com/zNekQlql.jpgWhen hovering over any of the smelters in the part catalog, the preview keeps increasing to ridiculous sizes. Out of all my mods and all parts the smelters are the only ones that show this behaviour. ArgumentOutOfRangeException: Argument is out of range.Parameter name: index at System.Collections.Generic.List`1[AvailablePart+ResourceInfo].get_Item (Int32 index) [0x00000] in <filename unknown>:0 at PartListTooltips.GetPrimaryInfo (.AvailablePart aP, Int32 maxLines) [0x00000] in <filename unknown>:0 at PartListTooltips.ShowTooltip (.EditorPartIcon part, .AvailablePart aPart) [0x00000] in <filename unknown>:0 at EditorPartIcon.MouseEnter () [0x00000] in <filename unknown>:0 at EditorPartIcon.MouseInput (.POINTER_INFO& ptr) [0x00000] in <filename unknown>:0 at UIButton.OnInput (.POINTER_INFO& ptr) [0x00000] in <filename unknown>:0 at AutoSpriteControlBase.OnInput (POINTER_INFO ptr) [0x00000] in <filename unknown>:0 at UIManager.DispatchHelper (.POINTER_INFO& curPtr, Int32 camIndex) [0x00000] in <filename unknown>:0 at UIManager.DispatchInput () [0x00000] in <filename unknown>:0 at UIManager.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1)I am using Actice Texture Manager and wrote this config for EPL:ACTIVE_TEXTURE_MANAGER_CONFIG{ folder = ExtraplanetaryLaunchpads enabled = true OVERRIDES { ExtraplanetaryLaunchpads/Textures/.* { compress = true mipmaps = true scale = 1 max_size = 0 } }}I'm not sure if ATM or the latest update of EPL is causing this problem, if you need anything else just ask.Pretty sure thats ATM that does that. Ive had it happen too with other part's not related to EPL, and have only had it happen with ATM installed.. nothing game breaking, kinda amusing actually lolEDIT: Ahhh.. found it.. apparently caused by a bug in the tooltip system, apparently due to "Having three or more resources with no attached descriptive modules."Someone wrote a plugin that fixes the issue, apparently the bug still wasnt fixed in .24 , See here HERE for more info. Edited August 6, 2014 by rabidninjawombat Quote Link to comment Share on other sites More sharing options...
Mr Shifty Posted August 6, 2014 Share Posted August 6, 2014 Always has been for full operation. Without Kethane, the smelters are useless anyway, so if you don't want to install Kethane, your other option is to delete the smelters.Yes. A note for all of us that are using rnw's Karbonite conversion:The last thing we want to do is create support headaches for taniwha. EPL officially supports only Kethane. If you're having an issue with the mod, and you have the Karbonite conversion installed, please say so when you post a support question and one of the other users will try to help. taniwha has been gracious to host the conversion discussion and provide some help getting it going. We don't also expect technical support for this custom content.rabidninjawombat, it would probably be a good idea to start a separate thread in the Add on development forum for the conversion. That way we remove the discussion of the conversion to there, which should both provide a place to direct users and mitigate the technical support questions showing up here. Quote Link to comment Share on other sites More sharing options...
PaladinVito Posted August 6, 2014 Share Posted August 6, 2014 (edited) Hey, I've been using EPL in conjunction with MKS for a while before now. I recently hit a snag with my game, so I deleted my mods and went with a clean run of what I normally run. For some reason, EPL is now causing my game to catch on load, something it has never done before. To be specific, the game starts loading and continues loading fine until it gets to the part file for: ExtraplanetaryLaunchpads/Parts/launchpad2/part/exLaunchPad2At this point, the game stops loading, although remains active and responsive (loading jokes continue to roll, and the game never freezes). As a result, I don't have a crash-log I can share as one isn't generated for the event.I have used the mod in a completely functional manner before, and never experienced this kind of issue. Any thoughts?EDIT: I managed to get everything working again, although I'm not entirely sure how. It involved completely gutting the game and having Steam reacquire everything, so I'm thinking the problem was in the game, not the mod. Edited August 6, 2014 by PaladinVito Quote Link to comment Share on other sites More sharing options...
taniwha Posted August 6, 2014 Author Share Posted August 6, 2014 It does sound like something got corrupted. I'm glad you got things working again. Quote Link to comment Share on other sites More sharing options...
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