Jengaleng Posted December 19, 2016 Share Posted December 19, 2016 24 minutes ago, goldenpsp said: Something changed. Those errors are generally when ksp can't find the files for the parts. Double check your install Checked the install and everything is there, reinstalled and tried the new DLL, no change in the problem. Digging deep I think the only thing I might have done was "refill resources" on KML, not sure why that would break the parts though. Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted December 19, 2016 Share Posted December 19, 2016 17 minutes ago, Jengaleng said: Checked the install and everything is there, reinstalled and tried the new DLL, no change in the problem. Digging deep I think the only thing I might have done was "refill resources" on KML, not sure why that would break the parts though. Picture of your gamedata folder? Quote Link to comment Share on other sites More sharing options...
Jengaleng Posted December 19, 2016 Share Posted December 19, 2016 Quote Link to comment Share on other sites More sharing options...
Eskandare Posted December 20, 2016 Share Posted December 20, 2016 7 hours ago, goldenpsp said: Something changed. Those errors are generally when ksp can't find the files for the parts. Double check your install I'm having the same problem and my installation is fine. Quote Link to comment Share on other sites More sharing options...
taniwha Posted December 20, 2016 Author Share Posted December 20, 2016 On 17/12/2016 at 4:31 AM, Sejmir said: Can I download this mod for version 1.0.5 ? You can. Just edit the download url to have the appropriate EL version (5.2.95 for KSP 1.0.5 (mentioned in the OP, btw )) On 15/12/2016 at 7:28 AM, Siama said: Source patch for augers in ksp-1.2.2: Thank you. I've applied the patch and will release soon. Just working on a few other changes. Quote Link to comment Share on other sites More sharing options...
kitamuort Posted December 20, 2016 Share Posted December 20, 2016 (edited) 3 hours ago, taniwha said: You can. Just edit the download url to have the appropriate EL version (5.2.95 for KSP 1.0.5 (mentioned in the OP, btw )) Thank you. I've applied the patch and will release soon. Just working on a few other changes. Using Siama's patch everything works but i cannot change the launchpad. I can only use the standard launchpad (the one with rockets) I cannot select pencils I stick on the ground as position for new vessel. Suggestions? Edited December 20, 2016 by kitamuort Quote Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted December 20, 2016 Share Posted December 20, 2016 11 minutes ago, kitamuort said: Using Siama's patch everything works but i cannot change the launchpad. I can only use the standard launchpad (the one with rockets) I cannot select pencils I stick on the ground as position for new vessel. Suggestions? Do you have a survey station (you need one to build from survey stakes) Quote Link to comment Share on other sites More sharing options...
kitamuort Posted December 20, 2016 Share Posted December 20, 2016 8 minutes ago, TheRagingIrishman said: Do you have a survey station (you need one to build from survey stakes) Hmmmm I think we found a winner... thank a lot, this was the missing chain ring. Quote Link to comment Share on other sites More sharing options...
taniwha Posted December 20, 2016 Author Share Posted December 20, 2016 I have released version 5.6.0 of Extraplanetary Launchpads. Changes from 5.5.4: Update for KSP 1.2.2 Fix the augers (many thanks to Siama for the patch). Add an option to the EL settings window to choose between toolbar and app-launcher. Fix the NRE when selecting a drop-down item. Quote Link to comment Share on other sites More sharing options...
tsaven Posted December 20, 2016 Share Posted December 20, 2016 Thank you yet again for this amazing mod! Really expands the scope of KSP and gives real reason for building bases! Quote Link to comment Share on other sites More sharing options...
carth2000 Posted December 20, 2016 Share Posted December 20, 2016 I love the idea of this mod, I've not got it working successfully yet. I was almost there, when KSP 1.2.2 released & since then I've been having trouble. I have a spacestation that I built in KSP 1.2/1.2.1 (I can't remember, sorry) with EL 5.5.3, but when I was upgrading MKS/OKS (I think it was), to handle KSP 1.2.2, I then received an error that ExOrbitalDock is missing and my spacestation cannot be loaded. I thought upgrading to EL 5.6.0 would fix, but it apparently hasn't. Also the Orbital Pad and Lunch Pad 2 appear to have gone missing, as I am unable to find them in the VAB parts list. Only the Rocket Workbench and Survey Stakes appear in the list. Could another Mod be causing a conflict, if so, how do I tell which & how do I fix it please? Or how do I start the debugging process? KSP AVC reports these: KSP: 1.2.2 (Win64) - Unity: 5.4.0p4 - OS: Windows 10 (10.0.0) 64bit Filter Extensions - 2.8.0.2USI Tools - 0.8.7 B9 Part Switch - 1.5.3 Community Category Kit - 1.2.1 Community Resource Pack - 0.6.4 CommunityTechTree - 3.0.2 Extraplanetary Launchpads - 5.6 Firespitter - 7.5 Interstellar Fuel Switch - 2.3.1KAS - 0.6 Kerbal Engineer Redux - 1.1.2.8 HyperEdit - 1.5.3KIS - 1.3.1 KSP-AVC Plugin - 1.1.6.2 Infernal Robots - 2.0.8 NearFutureConstruction - 0.7.2 NearFutureElectrical - 0.8.2 NearFuturePropulsion - 0.8.2 NearFutureSolar - 0.7.1 Kerbal Planetary Base Systems - 1.3.10RCS Sounds - 5.0 SCANsat - 1.1.6.11 SpaceY Expanded - 1.3.1 SpaceY Lifters - 1.15 Kerbal Alarm Clock - 3.8.3 TweakScale - 2.3.3USI Core - 0.3.5 Konstruction - 0.1.8 UKS - 0.50.8 WildBlueTools - 1.8.10 Buffalo - 1.0 Pathfinder - 1.3 Quote Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted December 21, 2016 Share Posted December 21, 2016 1 hour ago, carth2000 said: I love the idea of this mod, I've not got it working successfully yet. I was almost there, when KSP 1.2.2 released & since then I've been having trouble. I have a spacestation that I built in KSP 1.2/1.2.1 (I can't remember, sorry) with EL 5.5.3, but when I was upgrading MKS/OKS (I think it was), to handle KSP 1.2.2, I then received an error that ExOrbitalDock is missing and my spacestation cannot be loaded. I thought upgrading to EL 5.6.0 would fix, but it apparently hasn't. Also the Orbital Pad and Lunch Pad 2 appear to have gone missing, as I am unable to find them in the VAB parts list. Only the Rocket Workbench and Survey Stakes appear in the list. Could another Mod be causing a conflict, if so, how do I tell which & how do I fix it please? Or how do I start the debugging process? KSP AVC reports these: KSP: 1.2.2 (Win64) - Unity: 5.4.0p4 - OS: Windows 10 (10.0.0) 64bit Filter Extensions - 2.8.0.2USI Tools - 0.8.7 B9 Part Switch - 1.5.3 Community Category Kit - 1.2.1 Community Resource Pack - 0.6.4 CommunityTechTree - 3.0.2 Extraplanetary Launchpads - 5.6 Firespitter - 7.5 Interstellar Fuel Switch - 2.3.1KAS - 0.6 Kerbal Engineer Redux - 1.1.2.8 HyperEdit - 1.5.3KIS - 1.3.1 KSP-AVC Plugin - 1.1.6.2 Infernal Robots - 2.0.8 NearFutureConstruction - 0.7.2 NearFutureElectrical - 0.8.2 NearFuturePropulsion - 0.8.2 NearFutureSolar - 0.7.1 Kerbal Planetary Base Systems - 1.3.10RCS Sounds - 5.0 SCANsat - 1.1.6.11 SpaceY Expanded - 1.3.1 SpaceY Lifters - 1.15 Kerbal Alarm Clock - 3.8.3 TweakScale - 2.3.3USI Core - 0.3.5 Konstruction - 0.1.8 UKS - 0.50.8 WildBlueTools - 1.8.10 Buffalo - 1.0 Pathfinder - 1.3 The newest version of MKS includes a Module Manager config that gets rid of all EL parts except the mallet and survey stakes. To undo this go to GameData/UmbraSpaceIndustries/MKS, open the file called EL_USI.cfg and delete the last 10 lines. Quote Link to comment Share on other sites More sharing options...
taniwha Posted December 21, 2016 Author Share Posted December 21, 2016 I'm curious: how would people feel about me changing recycling to produce ScrapMetal instead of Metal in the next minor (eg, 5.7.0) release? As mentioned before, the only reason I haven't made the change is I wanted to avoid breaking people's saves. It would mean that for recyclers to be useful, smelters would have to be available, and scrap metal can take quite a bit of space (I'd have to either make more storage containers, or make MFT a required mod (meaning I could ditch a lot of storage containers)). In the end, I'll make the decision on my own (like I did with removing insta-build and free builds), but I want to get a feel for the change's reception and give a heads-up that it may be coming. Quote Link to comment Share on other sites More sharing options...
Johnny Appleseed Posted December 21, 2016 Share Posted December 21, 2016 I don't recycle much, more in favor of destroying the stuff through de-orbit or just the space center (or just trying to land something) I imagine it makes sense for the guy that are into the whole realism thing Quote Link to comment Share on other sites More sharing options...
taniwha Posted December 21, 2016 Author Share Posted December 21, 2016 I've found that recycling is an excellent way to supply a station in LKO with both metal and fuel in one shot: recycling drains the remaining fuel and sends it to the tanks, and then converts the ship to metal and stores that. That said: indeed it may not be quite so useful when further away from Kerbin. Quote Link to comment Share on other sites More sharing options...
RealGecko Posted December 21, 2016 Share Posted December 21, 2016 41 minutes ago, taniwha said: I'm curious: how would people feel about me changing recycling to produce ScrapMetal instead of Metal in the next minor (eg, 5.7.0) release? As mentioned before, the only reason I haven't made the change is I wanted to avoid breaking people's saves. It would mean that for recyclers to be useful, smelters would have to be available, and scrap metal can take quite a bit of space (I'd have to either make more storage containers, or make MFT a required mod (meaning I could ditch a lot of storage containers)). In the end, I'll make the decision on my own (like I did with removing insta-build and free builds), but I want to get a feel for the change's reception and give a heads-up that it may be coming. I like the idea, however I'm not sure how it will work with NSSC. Will it be possible to add CFG file that will define recycler output? Quote Link to comment Share on other sites More sharing options...
Superfluous J Posted December 21, 2016 Share Posted December 21, 2016 51 minutes ago, taniwha said: I'm curious: how would people feel about me changing recycling to produce ScrapMetal instead of Metal in the next minor (eg, 5.7.0) release? I am pretty much diametrically opposed to anything that adds a resource. If you could build rockets out of Ore I'd be happy. Well okay maybe not Ore, but metal without the need to convert to RocketParts first. Or be able to convert ore directly into RocketParts. Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted December 21, 2016 Share Posted December 21, 2016 (edited) 12 minutes ago, RealGecko said: I like the idea, however I'm not sure how it will work with NSSC. Will it be possible to add CFG file that will define recycler output? I think the idea is great. I'm not sure @taniwha should be concerned with a downstream mod that is using the original EPL dll's compatibility. You could always just fork the DLL and adjust it for your needs. Edited December 21, 2016 by goldenpsp Quote Link to comment Share on other sites More sharing options...
RealGecko Posted December 21, 2016 Share Posted December 21, 2016 30 minutes ago, goldenpsp said: I think the idea is great. I'm not sure @taniwha should be concerned with a downstream mod that is using the original EPL dll's compatibility. You could always just fork the DLL and adjust it for your needs. NSSC does not use EPL dll, it extends Simple Construction that does, but alas does not have recycling capability. Quote Link to comment Share on other sites More sharing options...
sonic246246 Posted December 21, 2016 Share Posted December 21, 2016 I have success before, while play in V 1.2.2, it just show 0s and suddenly show finish while i press build button, how to solve it?? Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted December 21, 2016 Share Posted December 21, 2016 1 minute ago, RealGecko said: NSSC does not use EPL dll, it extends Simple Construction that does, but alas does not have recycling capability. Same difference. NSSC is piggybacking on a mod that uses EPL's DLL. Quote Link to comment Share on other sites More sharing options...
taniwha Posted December 21, 2016 Author Share Posted December 21, 2016 (edited) 54 minutes ago, RealGecko said: I like the idea, however I'm not sure how it will work with NSSC. Will it be possible to add CFG file that will define recycler output? It's already there. The change from Metal to ScrapMetal would involve just one line in ExtraplanetaryLaunchpads/Resources/Recipes.cfg. 44 minutes ago, 5thHorseman said: I am pretty much diametrically opposed to anything that adds a resource. If you could build rockets out of Ore I'd be happy. Well okay maybe not Ore, but metal without the need to convert to RocketParts first. Or be able to convert ore directly into RocketParts. ScrapMetal is not a new resource: it has been in EL for quite some time (produced when working Metal into RocketParts, introduced Apr 2014). However, using EL's recipe system, it is quite possible to build rockets out of MonoPropellant (I was about to say ElectricCharge, then I remembered it has no mass and that would break things*). The recipe system is documented in EL's pdf (albeit not very well: it doesn't cover the default recipes). * EL's mass conservation is non-negotiable (though it may be lossy, and there is a cheat: the point is, all resource conversions are mass-based rather than volume-based). As I hope my response to RealGecko indicates, changing the output of recyclers back to Metal (or to any other resource) would be trivial. Also, by design, the recipe system can be edited with Module Manager (if not, it's a bug). Edited December 21, 2016 by taniwha Quote Link to comment Share on other sites More sharing options...
RealGecko Posted December 21, 2016 Share Posted December 21, 2016 2 minutes ago, goldenpsp said: Same difference. NSSC is piggybacking on a mod that uses EPL's DLL. I guess it's not you who's in charge here to decide what is downstream and who needs doing something. I asked a clear question and if you cannot provide clear answer I think that you'd better stay quiet. 3 minutes ago, taniwha said: It's already there. The change from Metal to ScrapMetal would involve just one line in ExtraplanetaryLaunchpads/Resources/Recipes.cfg. That's great, are you talking about EL_RecycleRecipe { name = RocketParts Resources { Metal = 8 loss = 2 } } ? Quote Link to comment Share on other sites More sharing options...
Johnny Appleseed Posted December 21, 2016 Share Posted December 21, 2016 @taniwha funny you should say that. I was playing around with making an electric propulsion engine. But to do that i had to give my electric charge a very very tiny mass. Ended up working quite well but needed huge amounts of electric charge to be generated. I might just revive this idea Quote Link to comment Share on other sites More sharing options...
taniwha Posted December 21, 2016 Author Share Posted December 21, 2016 @RealGecko: indeed, that is the place. Quote Link to comment Share on other sites More sharing options...
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