taniwha Posted December 5, 2016 Author Share Posted December 5, 2016 (edited) Oh, I should add: bases on launch clamps can make for some pretty awesome screenshots I do plan on making a special purpose part for the job (to avoid the risk of staging). Edited December 5, 2016 by taniwha Quote Link to comment Share on other sites More sharing options...
smurphy34 Posted December 5, 2016 Share Posted December 5, 2016 On 12/3/2016 at 4:27 PM, taniwha said: @Jaxx: IP address had changed. I've updated DNS so it should be working again. I'm still having problems resolving taniwha.org so I haven't been able to d/l this, is it hosted anywhere else? C:\WINDOWS\system32>ping google.com Pinging google.com [216.58.193.78] with 32 bytes of data: Reply from 216.58.193.78: bytes=32 time=44ms TTL=54 Reply from 216.58.193.78: bytes=32 time=28ms TTL=54 Reply from 216.58.193.78: bytes=32 time=56ms TTL=54 Reply from 216.58.193.78: bytes=32 time=31ms TTL=54 Ping statistics for 216.58.193.78: Packets: Sent = 4, Received = 4, Lost = 0 (0% loss), Approximate round trip times in milli-seconds: Minimum = 28ms, Maximum = 56ms, Average = 39ms C:\WINDOWS\system32>ping taniwha.org Ping request could not find host taniwha.org. Please check the name and try again. Quote Link to comment Share on other sites More sharing options...
Akira_R Posted December 5, 2016 Share Posted December 5, 2016 @taniwha I'm sure you are aware but I am also unable to access the DL at this time Spoiler This site can’t be reached The webpage at http://taniwha.org/~bill/Extraplanetary_Launchpads_v5.5.4.zip might be temporarily down or it may have moved permanently to a new web address. ERR_NAME_RESOLUTION_FAILED Quote Link to comment Share on other sites More sharing options...
shreds7 Posted December 6, 2016 Share Posted December 6, 2016 @taniwha thank you so much it was the pilot. Quote Link to comment Share on other sites More sharing options...
taniwha Posted December 6, 2016 Author Share Posted December 6, 2016 My ISP went and changed my IP on me again. It will remain stable for months on end, maybe with the occasional change, then churn a bit every now and then. I've updated the bits that need updating, so hopefully it will work again. Quote Link to comment Share on other sites More sharing options...
Screaming Candle Posted December 7, 2016 Share Posted December 7, 2016 Hi. Just started playing again after extended time away (got a masters degree! WOOT!) and today, after DL'ing the latest EL, it seems that squad upgraded to 1.2.2. Any chance for a patch release that will stop the mod from complaining? Thankyouverymuch. sc Quote Link to comment Share on other sites More sharing options...
Saira76 Posted December 7, 2016 Share Posted December 7, 2016 Hey, Is EL uncompatible with some others mods ? I recently upgraded my version to the last one, 5.5.4 cause the recycle bin wasn't working (things went into, but no scrap metal was generated, I didn't find where was written the version on this EL ...) But now nothing is working, I have simply no GUI to use them ... RecycleBin can't be activate, Workshop neither, and those parts were working well in my last version (well not the generation of scrap metal ..) Did I do something wrong ? Thanks Bye Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted December 7, 2016 Share Posted December 7, 2016 1 hour ago, Saira76 said: Hey, Is EL uncompatible with some others mods ? I recently upgraded my version to the last one, 5.5.4 cause the recycle bin wasn't working (things went into, but no scrap metal was generated, I didn't find where was written the version on this EL ...) But now nothing is working, I have simply no GUI to use them ... RecycleBin can't be activate, Workshop neither, and those parts were working well in my last version (well not the generation of scrap metal ..) Did I do something wrong ? Thanks Bye Yes probably. If you actually want some help you would probably need to provide some more information. KSP version, other mods, Screenshot of your gamedata folder etc. Quote Link to comment Share on other sites More sharing options...
Agnemon Posted December 8, 2016 Share Posted December 8, 2016 @Saira76. Just a heads up. The recycle bin never has produced scrap metal, only metal. If you have no storage space for "Metal" then you will get no return on recycling. The only producer of scrap metal is the workshops in the manufacture of rocket parts, again, if you have no storage for scrap metal then that production is lost. The only way to convert scrap metal is via the smelter, which converts it back to metal Quote Link to comment Share on other sites More sharing options...
sardia Posted December 8, 2016 Share Posted December 8, 2016 5 minutes ago, Agnemon said: @Saira76. Just a heads up. The recycle bin never has produced scrap metal, only metal. If you have no storage space for "Metal" then you will get no return on recycling. The only producer of scrap metal is the workshops in the manufacture of rocket parts, again, if you have no storage for scrap metal then that production is lost. The only way to convert scrap metal is via the smelter, which converts it back to metal I thought recycling, like producing rocket parts, makes scrap metal & metal? Quote Link to comment Share on other sites More sharing options...
Agnemon Posted December 8, 2016 Share Posted December 8, 2016 (edited) @Saira76 heres a link to a couple of flowcharts for EL https://www.dropbox.com/s/mutxy05jtlv0t76/EL Flowchart 2.jpg?dl=0 Edited December 8, 2016 by Agnemon Wrong file type in link Quote Link to comment Share on other sites More sharing options...
taniwha Posted December 8, 2016 Author Share Posted December 8, 2016 Actually, it's easy enough to make the recycler produce scrap metal instead of metal, just edit GameData/ExtraplanetaryLaunchpads/Resources/Recipes.cfg to change the Metal = 8 line in the RocketParts EL_RecycleRecipe node to read ScrapMetal = 8. I wanted to do it a long time ago, but I was worried about breaking people's saves as they would suddenly need much more scrap metal storage and a smelter to process it. As for 1.2.2, I'll get to that as soon as I can. I'm a little busy with some other RL stuff at the moment. Quote Link to comment Share on other sites More sharing options...
ArikBloodworth Posted December 8, 2016 Share Posted December 8, 2016 5 hours ago, taniwha said: As for 1.2.2, I'll get to that as soon as I can. I'm a little busy with some other RL stuff at the moment. Out of curiosity, how come modifying the .version file to say major 1 minor 2 patch 2 doesn't stop it complaining like with other mods? Quote Link to comment Share on other sites More sharing options...
taniwha Posted December 8, 2016 Author Share Posted December 8, 2016 Because .version is for AVC (which does do a check), but EL does its own checking. Think of it as suspenders-and-belt, but it was required back during 64-gate. Quote Link to comment Share on other sites More sharing options...
sardia Posted December 8, 2016 Share Posted December 8, 2016 The mod doesn't create ships in 1.22. It's it working for arik? Quote Link to comment Share on other sites More sharing options...
DStaal Posted December 8, 2016 Share Posted December 8, 2016 5 minutes ago, sardia said: The mod doesn't create ships in 1.22. It's it working for arik? Three posts above yours the mod author said he'll get to it as soon as he has a chance. So: Not yet. Quote Link to comment Share on other sites More sharing options...
Jarin Posted December 9, 2016 Share Posted December 9, 2016 On 12/8/2016 at 8:58 AM, DStaal said: Three posts above yours the mod author said he'll get to it as soon as he has a chance. So: Not yet. So it's not just a warning, it actually stops functioning? Dangit, no manufacturing outpost for me yet. Oh well, I can be patient. Quote Link to comment Share on other sites More sharing options...
taniwha Posted December 9, 2016 Author Share Posted December 9, 2016 Sorry, I still haven't been able to do any testing in 1.2.2 (not yet installed, but I do have it downloaded). I hope to get RL things sorted out this weekend, then I'll be able to check things out. In the meantime, try EL in a test save. Odds are, if it loads, it will work. And since EL was complaining about the version, it seems it loads. However, I certainly want to know if there are any issues. Quote Link to comment Share on other sites More sharing options...
sardia Posted December 10, 2016 Share Posted December 10, 2016 I'm not able to get it to expend rocket parts, so I'll be waiting patiently instead. Quote Link to comment Share on other sites More sharing options...
Saira76 Posted December 10, 2016 Share Posted December 10, 2016 Hello, On 07/12/2016 at 11:40 PM, goldenpsp said: Yes probably. If you actually want some help you would probably need to provide some more information. KSP version, other mods, Screenshot of your gamedata folder etc. I found what was my problem, I didn't have the 2.7.5 version of ModuleManager, so that's solved ^^ On 08/12/2016 at 3:16 AM, Agnemon said: @Saira76. Just a heads up. The recycle bin never has produced scrap metal, only metal. If you have no storage space for "Metal" then you will get no return on recycling. The only producer of scrap metal is the workshops in the manufacture of rocket parts, again, if you have no storage for scrap metal then that production is lost. The only way to convert scrap metal is via the smelter, which converts it back to metal But well, I still don't get anything from my recycle bin, I can see the Electric Charge that is used by the recycle bin (I think ...) but, I got nothing in my HexCan. Thanks for the quick answer btw ! That's not really my case haha Quote Link to comment Share on other sites More sharing options...
cgwhite4 Posted December 10, 2016 Share Posted December 10, 2016 I have another auger issue. This time, it continues to indicate inactive and the button continues to say start instead of stop (even though the animation starts). Most importantly, no metal ore is produced. Pressing the button again has no effect: the button still reads start, the animation continues, and metal ore is not produced. This time, I initially observed the problem at my Minmus base, but tested my Gilly base, and got the same result. As before, I am able to continue with my current mission due to having sufficient resources in my tanks to build the needed craft, but the bug will become problematic for future missions. This is likely related to the release of KSP 1.2.2, as this is the first time I have attempted to use augers since then. Quote Link to comment Share on other sites More sharing options...
escu Posted December 10, 2016 Share Posted December 10, 2016 (edited) Hi I have a weird issue with EL. I have a base on Minmus, I use the MKS Duna Pioneer module as Survey Station. I built quite a few things at stakes, then I decide to build a new module for the base. I do a quicksave, put the stake and build the module, then I realize I didn't add an important item on that module. So I press F9, reload, put the stake again... and the UI doesn't see stakes anymore. I backed up everything, erased and reinstalled the game and all mods. Kept just the savegame. The problem persists after fresh install. This happened with El 5.5.3. Updated manually to 5.5.4. Problem remains. Edited December 10, 2016 by escu typos Quote Link to comment Share on other sites More sharing options...
cgwhite4 Posted December 10, 2016 Share Posted December 10, 2016 escu: I see you are using some mods other than EL's prerequisites. You should probably list those (and their version numbers) so taniwha knows the relevant situation on your computer exactly. If the problem happens to be a mod conflict, he will likely need this information to diagnose it correctly. Thanks to your screenshots, I see you are running Flight Engineer (which I do not have). I do not recognize those gold domes in your base. What mod are those from? Quote Link to comment Share on other sites More sharing options...
escu Posted December 10, 2016 Share Posted December 10, 2016 The gold domes are, like most of the other parts of the base, from USI Kolonization System (MKS/OKS). They just have the lights on, makes it easier to land ships near the base in the night As for the mods list, I have quite some: Right now, EL is 5.5.4, CKAN listing is wrong. All this setup worked perfect until that quicksave/reload. I have noticed in the log file that when I open the UI, this message is thrown: [EXC 23:39:28.098] NullReferenceException: Object reference not set to an instance of an object ExtraplanetaryLaunchpads.DropDownList.DrawBlockingSelector () ExtraplanetaryLaunchpads.ExBuildWindow.SelectPad_start () ExtraplanetaryLaunchpads.ExBuildWindow.WindowGUI (Int32 windowID) UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) This is the Survey Stake in the savegame (persistent.sfs) VESSEL { pid = a764681a34dd4644a948068421ad883b name = Survey Stake type = Unknown sit = LANDED landed = True landedAt = splashed = False met = 106.11999762803316 lct = 19179048.9287121 lastUT = 19179155.048709728 root = 0 lat = -7.1364972279061112 lon = -8.3140652392637175 alt = 0.2209672605531523 hgt = 0.200004295 nrm = 1.75833702E-06,1,-2.62260437E-06 rot = 0.490510881,0.500442266,-0.567072451,0.4328807 CoM = 0,0,0 stg = 0 prst = False ref = 0 ctrl = False cPch = 0 cHdg = 0 cMod = 0 ORBIT { SMA = 30043.87123568328 ECC = 0.99708687660723128 INC = 7.1364972279060632 LPE = 90.000000000003496 LAN = 215.04775494643167 MNA = -3.1415926535865126 EPH = 19179155.048709728 REF = 3 } PART { name = ExSurveyStake cid = 4294824976 uid = 1427012726 mid = 3063283464 launchID = 99 parent = 0 position = 0,0,0 rotation = 0,0,0,1.00000012 mirror = 1,1,1 symMethod = Radial istg = -1 resPri = 0 dstg = 0 sqor = -1 sepI = -1 sidx = -1 attm = 1 srfN = srfAttach, -1 mass = 0.00163800002 shielded = False temp = 280.84797351946293 tempExt = 280.85177712446654 tempExtUnexp = 280.84269130936656 expt = 0.5 state = 0 attached = True autostrutMode = Off rigidAttachment = False flag = Squad/Flags/default rTrf = ExSurveyStake modCost = 0 EVENTS { } ACTIONS { } PARTDATA { } MODULE { name = ModuleKISItem isEnabled = True staticAttached = True stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ExSurveyStake isEnabled = True bound = False use = 0 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = USI_ModuleRecycleablePart isEnabled = True stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleTripLogger isEnabled = True stagingEnabled = True EVENTS { } ACTIONS { } Log { flight = 0 0 = Land,Minmus } UPGRADESAPPLIED { } } } ACTIONGROUPS { Stage = False, 0 Gear = False, 0 Light = False, 0 RCS = False, 0 SAS = False, 0 Brakes = False, 0 Abort = False, 0 Custom01 = False, 0 Custom02 = False, 0 Custom03 = False, 0 Custom04 = False, 0 Custom05 = False, 0 Custom06 = False, 0 Custom07 = False, 0 Custom08 = False, 0 Custom09 = False, 0 Custom10 = False, 0 } DISCOVERY { state = -1 lastObservedTime = 0 lifetime = Infinity refTime = Infinity size = 2 } FLIGHTPLAN { } CTRLSTATE { pitch = 0 yaw = 0 roll = 0 trimPitch = 0 trimYaw = 0 trimRoll = 0 mainThrottle = 0 } VESSELMODULES { FlightIntegrator { } ModuleSwapConverterUpdate { } } } And the survey module of the Survey Station (also from the savegame): MODULE { name = ExSurveyStation isEnabled = True StationName = Minmus One stagingEnabled = True filename = C:\Kerbal.Space.Program.v1.2.1.1604\saves\default\Ships\VAB\Medical Bay.craft flagname = Squad/Flags/default state = Idle paused = False KACalarmID = EVENTS { } ACTIONS { } BuildCost { Required { BuildResrouce { name = MaterialKits amount = 16839.999215640164 } BuildResrouce { name = SpecializedParts amount = 1113.7566407735987 } } Optional { BuildResrouce { name = ElectricCharge amount = 5000 } } } BuiltStuff { Required { BuildResrouce { name = Machinery amount = 0 } BuildResrouce { name = Recyclables amount = 0 } BuildResrouce { name = MaterialKits amount = 0 } BuildResrouce { name = SpecializedParts amount = 0 } } Optional { } } UPGRADESAPPLIED { } } Quote Link to comment Share on other sites More sharing options...
Rowin Posted December 11, 2016 Share Posted December 11, 2016 22 hours ago, cgwhite4 said: I have another auger issue. This time, it continues to indicate inactive and the button continues to say start instead of stop (even though the animation starts). Most importantly, no metal ore is produced. Pressing the button again has no effect: the button still reads start, the animation continues, and metal ore is not produced. This time, I initially observed the problem at my Minmus base, but tested my Gilly base, and got the same result. As before, I am able to continue with my current mission due to having sufficient resources in my tanks to build the needed craft, but the bug will become problematic for future missions. This is likely related to the release of KSP 1.2.2, as this is the first time I have attempted to use augers since then. Having the same issue with auger. No longer sees metal on my bases on minmus gilly and eve. Try ed reverting to older saves and same issue since patch Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.