Jarin Posted December 22, 2016 Share Posted December 22, 2016 49 minutes ago, taniwha said: Certainly, but I think it would be better to create a texture for it. My vote is for "take 2.5m metal can, desaturate and darken slightly, call it a day" Quote Link to comment Share on other sites More sharing options...
LastStarDust Posted December 22, 2016 Share Posted December 22, 2016 On 21/12/2016 at 3:00 PM, sonic246246 said: 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?? I have the very same problem. Actually is from KSP 1.1.3 that this issue is unresolved (for me). Anyway I use MKS to build rockets so I don't know if it is an issue of EPL itself or it is due to the interplay between EPL and MKS. Quote Link to comment Share on other sites More sharing options...
ss8913 Posted December 24, 2016 Share Posted December 24, 2016 so.. not sure if this is an EPL issue or an EPL+MKS issue.. in VAB I have a mining craft, which the Build Resources Window says will take 44k units of MaterialKits. When I go drive the survey stake and go to actually build it, the build window says I need *56k* materialkits... why the discrepancy? I don't recall this being an issue in previous versions (in which I also used both EPL and MKS together). Quote Link to comment Share on other sites More sharing options...
taniwha Posted December 24, 2016 Author Share Posted December 24, 2016 Do you have some tweakscaled or otherwise procedural parts on the mining craft? Quote Link to comment Share on other sites More sharing options...
Siama Posted December 24, 2016 Share Posted December 24, 2016 On 22 декабря 2016 г. at 5:29 AM, Jarin said: Out of curiousity, what do you use KAS for? A long time ago... I used it to replace engines on the fly - mainsail is good for takeoff but not for transfer. Now I'm docking my ground base modules with KAS. It took almost half a year to build a single piece variant of my base (about 2600t total wet mass) with weak lander. Therefore, I'm growing necessary modules one by one and finishing in 60 days maximum. Quote Link to comment Share on other sites More sharing options...
ss8913 Posted December 24, 2016 Share Posted December 24, 2016 1 hour ago, taniwha said: Do you have some tweakscaled or otherwise procedural parts on the mining craft? the only tweakscaled parts are a reactor and electric generator, but they're tweakscaled *down* from the default size. Quote Link to comment Share on other sites More sharing options...
DStaal Posted December 24, 2016 Share Posted December 24, 2016 5 hours ago, ss8913 said: so.. not sure if this is an EPL issue or an EPL+MKS issue.. in VAB I have a mining craft, which the Build Resources Window says will take 44k units of MaterialKits. When I go drive the survey stake and go to actually build it, the build window says I need *56k* materialkits... why the discrepancy? I don't recall this being an issue in previous versions (in which I also used both EPL and MKS together). Are any of the MKS parts inflatable parts? Especially if they are built inflated? Current MKS inflatable parts need MaterialKits to inflate, and EL could be accounting for that. Quote Link to comment Share on other sites More sharing options...
taniwha Posted December 24, 2016 Author Share Posted December 24, 2016 1 hour ago, ss8913 said: the only tweakscaled parts are a reactor and electric generator, but they're tweakscaled *down* from the default size. This is what I suspected. And being scaled down makes sense for what you are seeing: Tweakscale has not scaled down the parts before EL checks their masses when building (but has when doing the checks in the editor). The main problem is that tweakscale does its rescaling in Update() rather than Start() (or did when I looked at it a couple of years ago). Quote Link to comment Share on other sites More sharing options...
Startlingzeus9 Posted December 25, 2016 Share Posted December 25, 2016 this thread is kind of old but... I cant find the workshop in my VAB/SHP? I checked the cfg file and have tried everything I know but it doesn't appear. it also doesn't appear in the R&D center under the research node. will I need to copy any files to show anyone? please help! Quote Link to comment Share on other sites More sharing options...
Merkov Posted December 25, 2016 Share Posted December 25, 2016 1 hour ago, Startlingzeus9 said: this thread is kind of old but... I cant find the workshop in my VAB/SHP? I checked the cfg file and have tried everything I know but it doesn't appear. it also doesn't appear in the R&D center under the research node. will I need to copy any files to show anyone? please help! Just a shot in the dark here, but do you have MKS by RoverDude installed? It hides EL parts because it uses its own parts instead. Quote Link to comment Share on other sites More sharing options...
Agnemon Posted December 25, 2016 Share Posted December 25, 2016 Merry Xmas to everyone Quote Link to comment Share on other sites More sharing options...
Siama Posted December 25, 2016 Share Posted December 25, 2016 Houston, we have a problem. Construction takes much more time if I do not look at it. I started to build a new shiny orbital station with ETA 16d and switched to situation in other SoI (Mun -> Minmus). 16 days later (thanks to KAC alarm) I go back and see 45% completion. I'm sure my engineers did not have beer but... why? What is wrong here? I will miss my transfer window if it continues. ElecticCharge never drops below 90%, rocket parts production is enabled and always 1600pcs in the internal Workshop storage and everything is fine while I am at the station. Quote Link to comment Share on other sites More sharing options...
Agnemon Posted December 25, 2016 Share Posted December 25, 2016 (edited) 1 hour ago, Siama said: Houston, we have a problem. Construction takes much more time if I do not look at it. I started to build a new shiny orbital station with ETA 16d and switched to situation in other SoI (Mun -> Minmus). 16 days later (thanks to KAC alarm) I go back and see 45% completion. I'm sure my engineers did not have beer but... why? What is wrong here? I will miss my transfer window if it continues. EL does not handle background production very well, it seems that production max's out based on the level of the next lowest level of resource. i.e Item production depends on the volume of RP avail when EL goes out of (or possibly comes into) focus. RP production seems to be determined by the amount of metal on hand, and so on. This is only based on my observations not on any hard data Suggestion: If possible add more RP storage and fill it, see if that improves the construction rate Edited December 25, 2016 by Agnemon Added suggestion Quote Link to comment Share on other sites More sharing options...
taniwha Posted December 25, 2016 Author Share Posted December 25, 2016 There have indeed been problems with background resource production in the past. I guess I didn't succeed in fixing them I suspect a problem with processing order: one or more of the build grabbing RocketParts before they're produced, the workshop grabbing Metal before it's produced, or the smelter grabbing MetalOre before it's produced. And then there's electrical supply. @Siama: My recommendation is to visit your base a little more frequently. Unfortunately, there aren't many suitable tools (though the alternate resource panel's time option might help), but if you return to your base before the earliest resource to run out does so (assuming no production of that resource). 1600u of RocketParts is only 4t, or 20h with a vessel productivity of 1. TBH, this is why I was hesitant to add background processing to EL without coming up with a robust solution. I guess I need to put some effort into coming up with that robust solution. Quote Link to comment Share on other sites More sharing options...
Siama Posted December 25, 2016 Share Posted December 25, 2016 30 minutes ago, taniwha said: return to your base before the earliest resource to run out does so (assuming no production of that resource). 1600u of RocketParts is only 4t, or 20h with a vessel productivity of 1. Thanks) At last, meaning of the existence those (RP) containers is clear. Metal containers is best for storage, RP - required for background production and what for MetalOre containers? Is it just mining buffer? Quote Link to comment Share on other sites More sharing options...
Siama Posted December 25, 2016 Share Posted December 25, 2016 2 hours ago, Agnemon said: Suggestion: If possible add more RP storage and fill it, see if that improves the construction rate Yes, I have a lot of RP storage on my ground base ( generally, by mistake) ) and background construction works as expected. Quote Link to comment Share on other sites More sharing options...
rozwell Posted December 26, 2016 Share Posted December 26, 2016 Any idea what is going on ? Quote Link to comment Share on other sites More sharing options...
taniwha Posted December 26, 2016 Author Share Posted December 26, 2016 There is no KSP.log, I'd say that's the first problem. (seriously, without seeing your KSP.log, I can't give you any help as it could be anything). Quote Link to comment Share on other sites More sharing options...
rozwell Posted December 26, 2016 Share Posted December 26, 2016 1 hour ago, taniwha said: There is no KSP.log, I'd say that's the first problem. (seriously, without seeing your KSP.log, I can't give you any help as it could be anything). Here`s one. http://www73.zippyshare.com/v/hm9kXTcX/file.html Quote Link to comment Share on other sites More sharing options...
Dogcrazy 5143 Posted December 26, 2016 Share Posted December 26, 2016 Where i find the link for the 1.1.3? pls, i need it Quote Link to comment Share on other sites More sharing options...
Agustin Posted December 26, 2016 Share Posted December 26, 2016 Does Kerbal Planetary base System break in any form this mod? Quote Link to comment Share on other sites More sharing options...
DStaal Posted December 26, 2016 Share Posted December 26, 2016 9 minutes ago, Agustin said: Does Kerbal Planetary base System break in any form this mod? Nope. KPBS doesn't do anything either way with this mod. It doesn't break, and it doesn't have anything to support EL, meaning it has no workshops, storage, or launchpads that fit the KPBS profile. (There are plans to change the latter, but mostly it's just plans at this point.) Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted December 26, 2016 Share Posted December 26, 2016 5 hours ago, rozwell said: Here`s one. http://www73.zippyshare.com/v/hm9kXTcX/file.html Wow GL with that. I thought I'd take a peek but that is one spammy website. Quote Link to comment Share on other sites More sharing options...
rozwell Posted December 26, 2016 Share Posted December 26, 2016 45 minutes ago, goldenpsp said: Wow GL with that. I thought I'd take a peek but that is one spammy website. https://www.dropbox.com/s/34o6v9hyi2emxdr/KSP.log?dl=0 https://www.dropbox.com/s/7jbj82kxsgya2pp/output_log.txt?dl=0 Quote Link to comment Share on other sites More sharing options...
Parpaza Posted December 27, 2016 Share Posted December 27, 2016 (edited) Quick question, is a negative value possible to appear or is this a bug? This seems to keep appearing if I specifically leave Bill alone without an other engineers. If this is a bug, I'll try to post my latest KSP.log. (This kept occurring for every command module when I had the alternate resource config' mod) Edited December 27, 2016 by Parpaza More information. Quote Link to comment Share on other sites More sharing options...
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