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[1.12] Extraplanetary Launchpads v6.99.3


taniwha

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5 hours ago, DDE said:

Hello guys, I'm looking to make very specific use of the mod for now. I have a lander topped with a Mk 2 can, and an inline KAS container holding already completely manufactured parts for a rover, along with the mallet and the stakes. What I want is the engineer onboard to assemble the rover at the stake outside.

What module do I need to add the Mk 2 lander can via ModuleManager so that it becomes a (poor) workshop in itself?

For that case, you don't need EL at all.  You need KIS - you have the manufactured parts, you need to assemble them.

But for your more general idea - of adding survey buildings to random parts - you've gotten several good answers.  If you're into MM, the exact module you'd need to add to your Mk2 lander is:

	MODULE
	{
		name = ExSurveyStation
	}

(Though without a workshop as well, that would leave you with some very low productivity.)

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2 hours ago, DStaal said:

For that case, you don't need EL at all.  You need KIS - you have the manufactured parts, you need to assemble them.

It comes out unacceptably messy for my OCD. So I'd rather take on EPL's basics right away.

So, I've got the building system running. Now, was it EPL or @ObiVanDamme's system that could fetch pre-made parts instead of Rocket Parts? Or am I managing to confuse it with Kerbal Construction Time of all things?

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EL builds complete ships out of RocketParts.  (Or MaterialKits/SpecializedParts if you have USI installed.)  ObiVanDamme's Workshop builds individual parts into KIS storage, which you then have to attach to ships using KIS.  Those are the two ways to build off-Kerbin that I know of - I don't think anyone has something that can auto-build using pre-made parts.  (Though I've seen it suggested a few times.)

Take a look around a bit - there are some rovers designed to be assembled via KIS that then don't come out messy.  (As everything is node-attached to designed places.)  USI's PackRat comes to mind, but I've also built smaller stuff using some of the parts from the Buffalo mod from WBI.

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@DStaal, your preceding comment sent me on a minor wild goose chase. Productivity doesn't matter if you already have Rocket Parts - say, a bunch of HexCans inside the KIS container; thus I achieved what I want without bringing ready-made parts and decluttered my KIS container without resorting to KISception of boxes in boxes.

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After attempting to play this mod i became stumped as it did no work and could find no simmilar case on this forum. When clicking on the augur nothing appears. I read somewhere that this mod does no work on the 64x version of the game is this correct? or is something else going wrong for me?

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13 minutes ago, captmilk said:

After attempting to play this mod i became stumped as it did no work and could find no simmilar case on this forum. When clicking on the augur nothing appears. I read somewhere that this mod does no work on the 64x version of the game is this correct? or is something else going wrong for me?

That was true pre-KSP 1.1.  If you're running current versions of things, that shouldn't be the problem.  Quick guess is that you have an improper install - an image of your GameData folder should help clear that up if that's the case.  Otherwise, a screenshot of the ship might help us diagnose if there's some issue with the ship design.

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1 minute ago, DStaal said:

That was true pre-KSP 1.1.  If you're running current versions of things, that shouldn't be the problem.  Quick guess is that you have an improper install - an image of your GameData folder should help clear that up if that's the case.  Otherwise, a screenshot of the ship might help us diagnose if there's some issue with the ship design.

ah okay thank you, this was a number of months ago. Just coming back to the game and wanted to see if this had been fixed. Thanks

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Hello. Somebody, please recompile Launchpad.dll without toolbar\toolbar.cs. I use Filter Extensions and it is preventing. Besides performing poorly - sucks a lot of other mods.

USI Tools, KIS and Infernal Robotics I've already done, but here I can not. I only have MS Visual Studio.

Many thanks.

Edited by Helmut
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Apparently, I have some kind of bug. I have a toolbar 1.7.12, but the extra category remained in the editor. In Infernal Robotics, too, although there is an option in the xml.

PS: I'm not talking about the toolbar, I'm talking about custom parts categories in the ships editor. 'EL Items', 'Kolonization', e.t.c

Edited by Helmut
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31 minutes ago, RoverDude said:

You probably have duplicate DLLs somewhere

I removed classes USI_KolonyFilter, USI_FreightFilter and other from Catalog.cs in USITools.dll. And everything was just the way I wanted.  But I can not do it in Launchpad.dll, I do not have the right compiler. So I asked here.

Edited by Helmut
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2 hours ago, RoverDude said:

that sounds like a really bad idea.

When many mods, then a lot of mess in the parts list.  Categories, created by mods, further increase it. They are in conflict with each other, duplicate parts and have them uncomfortable and not logical I use Filter Extensions mod for sorting, and everything is done perfectly But it can not work with the categories created by other mods, so they remain clutter the interface All items copied from there into categories that created by FE. Therefore, I want to delete a categories, created by mods. It works with previous versions.

TAC Life Support author did very well, adding a switch that hides the custom category. But also not very convenient, because the setting is stored in the user saved game, not in the config I doing Russian localized packs of your mods for a long time, and would like more autonomy.

Edited by Helmut
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13 minutes ago, Helmut said:

When many mods, then a lot of mess in the parts list.  Categories, created by mods, further increase it. They are in conflict with each other, duplicate parts and have them uncomfortable and not logical I use Filter Extensions mod for sorting, and everything is done perfectly But it can not work with the categories created by other modes, so they remain clutter the interface All items copied from there into categories that created by FE. Therefore, I want to delete a categories, created by mods. It works with previous versions.

TAC Life Support author did very well, adding a switch that hides the custom category. But also not very convenient, because the setting is stored in the user saved game, not in the config I doing Russian localized packs of your mods for a long time, and would like more autonomy.

Pretty sure all the custom category stuff is baked into the mod's DLL, as you found with USItools.dll.  So you would likely have to do the same for EL.  And once you start recompiling your own DLL's you are probably going to be on your own for any support.

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3 minutes ago, goldenpsp said:

Pretty sure all the custom category stuff is baked into the mod's DLL, as you found with USItools.dll.  So you would likely have to do the same for EL.  And once you start recompiling your own DLL's you are probably going to be on your own for any support.

I know it. I know where is necessary thing in EL. But I can not do it the same way as USITools, need a other compiler here.

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Just now, Helmut said:

I know it. I know where is necessary thing in EL. But I can not do it the same way as USITools, need a other compiler here.

Then get the right compiler and do it.  The point is you aren't going to get support when you go down this path.  I don't know any modder who is going to take the time to help you at this level.

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1 hour ago, goldenpsp said:

Then get the right compiler and do it.  The point is you aren't going to get support when you go down this path.  I don't know any modder who is going to take the time to help you at this level.

 
 
In addition to the compiler, apparently, need Virtual PC and Linux. Too much for one mod. I do not know how to make it work under Windows in my home.  I am a Perl programmer, not C. That is why I asked here if anyone has it all. If not, then not.
Edited by Helmut
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