Superfluous J Posted August 12, 2014 Share Posted August 12, 2014 Can someone help me? Whenever I try to use this mod, it crashes when I try to load the game. Halfway through the game loading, it stops on a part from this mod and the game crashes.You will want to post your log (it's in \ksp\ksp_data\output_log.txt) if you want any help. Upload it to somewhere and post a link. Or look at it and see if you see anything odd.It's possible that the problem isn't with ELP, but with whatever mod KSP is trying to load AFTER ELP. Quote Link to comment Share on other sites More sharing options...
Akira_R Posted August 13, 2014 Share Posted August 13, 2014 If anyone is interested in an addon/extension of EPL that utilizes Karbonite and a slightly more complex MKS style production chain check this out http://forum.kerbalspaceprogram.com/threads/90471-WIP-SEDI-presents-An-EPL-addon-for-Karbonite-%28and-other-stuff%29-models-neededI'm kind of new to the forums so if posting this here is considered inappropriate or rude then I profusely apologize and will immediately just go stand in the corner. Quote Link to comment Share on other sites More sharing options...
eevenson Posted August 14, 2014 Share Posted August 14, 2014 Love the mod. Is the recycle rate lossless? Quote Link to comment Share on other sites More sharing options...
taniwha Posted August 14, 2014 Author Share Posted August 14, 2014 eevenson: No, it is not lossless (only RocketParts->Ship is, and maybe disassembly when canceling a build). Quote Link to comment Share on other sites More sharing options...
Jim Starluck Posted August 14, 2014 Share Posted August 14, 2014 You will want to post your log (it's in \ksp\ksp_data\output_log.txt) if you want any help. Upload it to somewhere and post a link. Or look at it and see if you see anything odd.It's possible that the problem isn't with ELP, but with whatever mod KSP is trying to load AFTER ELP.I registered just to say I'm getting this too, on my first try using this mod. I keep seeing this at the tail end of KSP.log:[LOG 22:29:18.375] PartLoader: Compiling Internal Space 'ExtraplanetaryLaunchpads/Internals/Launchpad_cockpit/internal/launchpadCockpit'[ERR 22:29:18.378] InternalCameraSwitch: cameraTransform 'WindowEyeTransform' is null[ERR 22:29:18.378] InternalCameraSwitch: colliderTransform 'WindowFocusPoint' is nullWhen I remove EL, the game loads successfully. Quote Link to comment Share on other sites More sharing options...
eevenson Posted August 14, 2014 Share Posted August 14, 2014 Other than experimentation, is there a place that specifies the loss rate? Quote Link to comment Share on other sites More sharing options...
taniwha Posted August 14, 2014 Author Share Posted August 14, 2014 Hard-coded in the source: you get back 80%. Quote Link to comment Share on other sites More sharing options...
Jim Starluck Posted August 14, 2014 Share Posted August 14, 2014 Heads-up for anyone getting a crash on the loading screen: I got it to work by downloading the last version from the old thread, copying the files from ExtraplanetaryLaunchpads\Internals\, and using them to overwrite the ones from the current version. Quote Link to comment Share on other sites More sharing options...
Errol Posted August 14, 2014 Share Posted August 14, 2014 Does having more populated workstations in an orbital facility allow a faster build time if you never run out of rocket parts during a progressive build? Quote Link to comment Share on other sites More sharing options...
taniwha Posted August 14, 2014 Author Share Posted August 14, 2014 Errol: indeed it does. If you right click on any "workshop" part (this includes command pods), you will see both "Productivity" and "Vessel Productivity". The former is for that part's contribution to the whole and the latter is the whole of the vessel. Quote Link to comment Share on other sites More sharing options...
Errol Posted August 14, 2014 Share Posted August 14, 2014 Thank you. Was trying to find a good reason to have them in orbit at all, as opposed to down on the surface of minmus with the smelters. I figured, why not set up a sweet base, do all the refining on site, and then I can launch craft from the surface, and if I want to build in space then just send up rocket parts. Problem was I really want to set up a way station outside minmus SOI but close and on a similar orbit so that I can have a shipyard/central coral point for the resources harvested from kerbin low orbit platform (karbonite particle collectors for fuel) and ore from minmus.Now the workshops are definately going on the space station and there will be not surface launchpad. Perfect. Surface launch pad for duna....I'm getting so excited to finally kolonize duna and use it for a jumping point to eeloo.Sorry if I got off topic, lastly, is there a list of all parts that count as workshops? Quote Link to comment Share on other sites More sharing options...
taniwha Posted August 15, 2014 Author Share Posted August 15, 2014 The workshop (of course), the science lab, the hitchhiker can, and any command pod, in order of decreasing effectiveness. Quote Link to comment Share on other sites More sharing options...
Pholic Posted August 16, 2014 Share Posted August 16, 2014 Anyone able to get http://www.taniwha.org/~bill/Extraplanetary_Launchpads_v4.2.3.zip to work? Just found this via karbonite and I can't find another source for it. Quote Link to comment Share on other sites More sharing options...
dzikakulka Posted August 16, 2014 Share Posted August 16, 2014 (edited) Anyone able to get http://www.taniwha.org/~bill/Extraplanetary_Launchpads_v4.2.3.zip to work? Just found this via karbonite and I can't find another source for it.Edit: working alreadyEdit2: Or not http://www.sendspace.pl/file/b4307399362730885acbcf0/extraplanetary-launchpads-v4-2-3 Edited August 16, 2014 by dzikakulka Quote Link to comment Share on other sites More sharing options...
taniwha Posted August 16, 2014 Author Share Posted August 16, 2014 It should be working now. I had the fiber modem plugged into the wrong side of my UPS and the UPS's plug fell out of the wall today. Quote Link to comment Share on other sites More sharing options...
Pholic Posted August 16, 2014 Share Posted August 16, 2014 Thank you so much! I know there's a big crunch after new updates, but this looks awesome. I want to try setting up everything before I dig into the new game mode. Quote Link to comment Share on other sites More sharing options...
Sarayakat Posted August 17, 2014 Share Posted August 17, 2014 (edited) Hi, When in the VAB I am getting the endlessly expanding icon bug from the smelters. Is there a recommended fix for this or perhaps an error I might have made to cause it? Thanks in advance for your assistance.EDIT: Nevermind (sheepishly) I didn't realize that the EPL-Karbonite needed an update to keep up with MKS. Having applied said update my problem has been corrected. Edited August 17, 2014 by Sarayakat Quote Link to comment Share on other sites More sharing options...
taniwha Posted August 17, 2014 Author Share Posted August 17, 2014 Sarayakat: ah, thanks for the update, it lets anybody else know how you fixed things . Quote Link to comment Share on other sites More sharing options...
johnqevil Posted August 20, 2014 Share Posted August 20, 2014 Firstly, love this mod! Secondly, though, one thing I've noticed: money no longer has a purpose. Is there anything built in to balance that out? Or, is there another mod that gives funds some other purpose beyond just building ships? Quote Link to comment Share on other sites More sharing options...
taniwha Posted August 20, 2014 Author Share Posted August 20, 2014 Money having little purpose is a natural consequence of being financially independent. However, currently you still have to launch kerbals into space to populate your bases. Quote Link to comment Share on other sites More sharing options...
johnqevil Posted August 20, 2014 Share Posted August 20, 2014 Money having little purpose is a natural consequence of being financially independent. However, currently you still have to launch kerbals into space to populate your bases.Ah, good point. Quote Link to comment Share on other sites More sharing options...
MrModder Posted August 21, 2014 Share Posted August 21, 2014 Hi,First: I love this mod!I now have a small base on Minmus allowing me to produce an endless amount of ships using Karbonite and KAS.But I have one problem:How do I get Kerbals out of my Construction Workshop?I have 9 Kerbals in my Constructioin Workshop, but one of them is totally dumb, and I want to get him out of there.I don't see any of the kerbals in the workshop at the right bottom of the screen, so how do I get them out there???Please help!MrModder Quote Link to comment Share on other sites More sharing options...
taniwha Posted August 21, 2014 Author Share Posted August 21, 2014 Wave your mouse around the hatch until you get a "Crew Hatch" tooltip, then left-click. You should get a crew list and you will be able to EVA your kerbals. Quote Link to comment Share on other sites More sharing options...
MrModder Posted August 21, 2014 Share Posted August 21, 2014 Thanks man, that helped me out a lot! Quote Link to comment Share on other sites More sharing options...
Rukaprime Posted August 22, 2014 Share Posted August 22, 2014 Hi Guys, love the idea of this mod.I've tried to use the EL but it never has any rocket parts and I'm finding it really hard to make them, I thought I could maybe just fly some up to it but the Hexicans don't contain any regardless of their size, and tbh i'm don't know if if supposed to be docking them or not in order to use them.Sorry if this sounds stupid but are rocket part hexicans supposed to be empty? I haven't got kethane installed but from the pusdo-tutorial I didnt think it was nessesary? Quote Link to comment Share on other sites More sharing options...
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