taniwha Posted February 20, 2017 Author Share Posted February 20, 2017 @Trigonaut: Kerbal Inventory System is required for the stakes and mallet to be available (since they are unusable without KIS). Quote Link to comment Share on other sites More sharing options...
Trigonaut Posted February 20, 2017 Share Posted February 20, 2017 (edited) 1 hour ago, taniwha said: @Trigonaut: Kerbal Inventory System is required for the stakes and mallet to be available (since they are unusable without KIS). I am using both KIS and KAS. As well as some USI mods, KAS, KIS and Community Tech Tree. Edited February 20, 2017 by Trigonaut Quote Link to comment Share on other sites More sharing options...
taniwha Posted February 20, 2017 Author Share Posted February 20, 2017 Well, then I don't know. Check GameData/ModuleManager.ConfigCache looking for ExMallet and ExSurveyStake. They should both have TechRequired = advConstruction and category = Utility. Quote Link to comment Share on other sites More sharing options...
Trigonaut Posted February 20, 2017 Share Posted February 20, 2017 (edited) Yeah, the configs are right. I just did a clean install with nothing else except the latest KIS, and the survey stakes and mallet still don't exist. Has nothing like this ever happened before? Edited February 20, 2017 by Trigonaut Quote Link to comment Share on other sites More sharing options...
taniwha Posted February 20, 2017 Author Share Posted February 20, 2017 (edited) You have ModuleManager installed too, right? (not sure it would matter for that, though). Also, they will not be in the KIS EVA items tab, but should be in the EL Items tab (and Utility tab). I did however, find one bug: the mallet was not being disabled when it should be (one of my installs does not have KIS but the mallet was not being disabled while the survey stake and survey station were). Did KIS change how MM sees it? (dll name, I think) [edit] nope, just checked: I have the latest version. Edited February 20, 2017 by taniwha Quote Link to comment Share on other sites More sharing options...
BigJammy Posted February 20, 2017 Share Posted February 20, 2017 Hi @taniwha! I'm having an issue with EPL and time warping, so I did a few tests and this is what happens: I start the Rocket Parts production form a workshop (I tried also with workshops from different mods, always same results). I start to build something and make sure I'm producing more Rocket Parts than I'm using. I go to the Tracking Station, warp a few days ahead and come back to the vessel. Rocket Parts are full, but my build looks like has been paused for most of the time. It looks like the Rocket Parts production isn't simulated when I'm not focussing the vessel, so the building process uses all Rocket Parts available and then pauses, until I focus back the vessel, the Rocket Parts production simulation "catches up" but the building process stays days behind. Is this an EPL issue or just how KSP simulates things in background? Is there a way to force the simulation while not focussing a vessel? Quote Link to comment Share on other sites More sharing options...
cgwhite4 Posted February 20, 2017 Share Posted February 20, 2017 BigJammy: Do not go to the tracking station to time warp when you have an active EL build. The launchpad's UI must remain active for the build to proceed. Even so much as closing the launchpad UI will have the same effect as hitting the "Pause Build" button. Remain focused on your base and leave the launchpad UI open while timewarping. Doing so should correct your problem. Quote Link to comment Share on other sites More sharing options...
Trigonaut Posted February 20, 2017 Share Posted February 20, 2017 6 hours ago, taniwha said: You have ModuleManager installed too, right? (not sure it would matter for that, though). Also, they will not be in the KIS EVA items tab, but should be in the EL Items tab (and Utility tab). I did however, find one bug: the mallet was not being disabled when it should be (one of my installs does not have KIS but the mallet was not being disabled while the survey stake and survey station were). Did KIS change how MM sees it? (dll name, I think) [edit] nope, just checked: I have the latest version. Yeah, I have MM 2.7.5 since it's bundled with KIS. Also, I looked around and found that the part.cfg for the mallet and survey stake has TechRequired = unresearchable category = none. That was the way they downloaded, but I changed to advConstruction and Utility, and they still didn't show up. They aren't in any editor categories, and when I search 'survey' all I get is the survey station. Quote Link to comment Share on other sites More sharing options...
BigJammy Posted February 20, 2017 Share Posted February 20, 2017 2 hours ago, cgwhite4 said: BigJammy: Do not go to the tracking station to time warp when you have an active EL build. The launchpad's UI must remain active for the build to proceed. Even so much as closing the launchpad UI will have the same effect as hitting the "Pause Build" button. Remain focused on your base and leave the launchpad UI open while timewarping. Doing so should correct your problem. I thought this was the case, but I was hoping there was a way to avoid it since it means I can't build things simultaneously on different bases. Guess I'll have to rethink my plans. Quote Link to comment Share on other sites More sharing options...
taniwha Posted February 20, 2017 Author Share Posted February 20, 2017 3 hours ago, cgwhite4 said: Do not go to the tracking station to time warp when you have an active EL build. The launchpad's UI must remain active for the build to proceed. This hasn't been true for over two years: EL builds work quite well in the background (part of your problems with them building too fast). Though there have been problems with converters and pads fighting it out. 3 hours ago, BigJammy said: It looks like the Rocket Parts production isn't simulated when I'm not focussing the vessel, so the building process uses all Rocket Parts available and then pauses, until I focus back the vessel, the Rocket Parts production simulation "catches up" but the building process stays days behind. Odd, I thought I fixed that over a year ago . As a work around, have a larger stockpile of rocket parts and visit your vessel moderately often. The problem is when in catch-up mode, the pad grabs all the resources it can, exhausts the stored up KerbalHours and then the converters run, though I thought I fixed it so the pad and converters would properly interleave their catch-up cycles. 4 hours ago, BigJammy said: Is this an EPL issue or just how KSP simulates things in background? Is there a way to force the simulation while not focussing a vessel? This is mostly likely an EL issue. KSP doesn't really simulate anything other than orbits and commnet in the background. Quote Link to comment Share on other sites More sharing options...
cgwhite4 Posted February 20, 2017 Share Posted February 20, 2017 Oops, I must have missed something in a set of old patch notes. Good to know. Sorry about that. Quote Link to comment Share on other sites More sharing options...
BigJammy Posted February 20, 2017 Share Posted February 20, 2017 2 hours ago, taniwha said: Odd, I thought I fixed that over a year ago . As a work around, have a larger stockpile of rocket parts and visit your vessel moderately often. The problem is when in catch-up mode, the pad grabs all the resources it can, exhausts the stored up KerbalHours and then the converters run, though I thought I fixed it so the pad and converters would properly interleave their catch-up cycles. I did a couple more tests and yes, it looks like having a larger stockpile of rocket parts would help. It seems like the building keeps going based on how many rocket parts I can have at most and then it pauses until I focus again the vessel, as if it finishes whatever amount of rocket parts can be stocked and then stops because the game is not producing parts while I'm not flying the vessel. Quote Link to comment Share on other sites More sharing options...
bunjatec Posted February 23, 2017 Share Posted February 23, 2017 Hi, I don't know if this has been suggested before, but can this mod work with the larger docking ports in the near future construciton mod? If not who can add it? them or you (or can I hack things here to make it work?) Thanks Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted February 23, 2017 Share Posted February 23, 2017 45 minutes ago, bunjatec said: Hi, I don't know if this has been suggested before, but can this mod work with the larger docking ports in the near future construciton mod? If not who can add it? them or you (or can I hack things here to make it work?) Thanks In what way? You can build pretty much any saved craft. Quote Link to comment Share on other sites More sharing options...
bunjatec Posted February 23, 2017 Share Posted February 23, 2017 Had to add the following to DockingPorts.cfg to turn these 3 types of docking port into launchpads.. otherwise they have no UI capability. @PART[truss-octo-docking-25] { MODULE { name = ExLaunchPad SpawnHeightOffset = 0.4274363 } } @PART[truss-circular-docking-01] { MODULE { name = ExLaunchPad SpawnHeightOffset = 0.122 } } @PART[truss-spinal-docking-01] { MODULE { name = ExLaunchPad SpawnHeightOffset = 0.103 } } I've not had time to test spinal truss version, but the other 2 work.. I've taken offset values from the node positions in the part files. Should work well for building _massive_ orbital structures.. my quesiton is, should this be in the EL mod or the Near future construciton mod? Quote Link to comment Share on other sites More sharing options...
RocketSquid Posted February 24, 2017 Share Posted February 24, 2017 Is there a way to build rockets without kerbals? I'm trying to send a small robotic asteroid miner out to Dres and have it start constructing a base before the kerbals arrive. Quote Link to comment Share on other sites More sharing options...
pp3d Posted February 25, 2017 Share Posted February 25, 2017 (edited) Recycle Bin has no controlling UI (turning it off or on). What could I be missing that can cause this? ps 1. I just copied the GameData directory from the release. Not sure if the Source is needed. Edited February 25, 2017 by pp3d Quote Link to comment Share on other sites More sharing options...
Nailed it! Posted February 25, 2017 Share Posted February 25, 2017 How much time does it take to build a vessel? It doesen't seem to be working on me. Quote Link to comment Share on other sites More sharing options...
taniwha Posted February 26, 2017 Author Share Posted February 26, 2017 @pp3d do not install from github: that is source-only. The correct download link is in the OP. @Nailed it! that depends very much on what workshops you have in your vessels, and the number and quality of the kerbals in those workshops (note: every command pod, and the stock habitable parts are all low-grade workshops). There are links in the OP that should help you with the kerbal factor (by kerbas ad astra) Quote Link to comment Share on other sites More sharing options...
ThePsion5 Posted February 27, 2017 Share Posted February 27, 2017 I apologize if this has been answered already, but is it possible to mine metal from asteroids? If so, do I need to do anything different than grapple to the asteroid with a Klaw and then deploy/activate the augers? Quote Link to comment Share on other sites More sharing options...
taniwha Posted February 28, 2017 Author Share Posted February 28, 2017 It's planned, but I haven't had time to sort things out. Quote Link to comment Share on other sites More sharing options...
AntherJebediah Posted February 28, 2017 Share Posted February 28, 2017 Lessons learn't from playing around with KIS, KAS and Extraplanetary Launchpads: The dynamite actually works. Do not play with dynamite. It's going to explode your ship. (it would have been nice to have that warning before I tested it) Activated dynamite, but it didn't explode. Thought it was fine and the dynamite didn't actually work. So I went back to trying to get the survey stake to work with building and such. Placed the survey stake down and boom went the dynamite. Jebediah survived. The ship did not. So with the dynamite jeb is responsible for the murder of the 5 kerbals onboard that ship. The dead kerbals returned a few seconds later(with time warp). The kerbals remind me more and more about Kenny from SOuth Park. Dies over and over, but keeps comming back Quote Link to comment Share on other sites More sharing options...
spence Posted March 1, 2017 Share Posted March 1, 2017 (edited) Honestly I really love this mod however the only draw back are the terribly looking parts which to me look extremely out of date to KSP but thats it. However they may of changed and i might be stupid. This point is mainly directed at the workshop however as a mod as a whole. It's very impressive. Edited March 1, 2017 by spence Better Response Quote Link to comment Share on other sites More sharing options...
taniwha Posted March 3, 2017 Author Share Posted March 3, 2017 NOTE: This is a double-release post (both 5.7.0 and 5.7.1). I have released version 5.7.0 of Extraplanetary Launchpads. Changes from 5.6.0: Change Metal to ScrapMetal for recycling. This means that bases and stations now require a smelter to make full use of recycled vessels (ie, beyond their carried resources). More GetExportedTypes cleanup Re-implement building subassemblies (sorry, no thumbnails). Resurrect mission flag selection. Remember the last craft built. Handy for pumping out satellites. Disable the select craft button when selecting (avoids spawning the browser multiple times). Thermal data added to EL's resources. Mallet MM patch (for KIS) tweaked. Much documentation work. For those who do not like the change from Metal to ScrapMetal, reverse this patch: --- a/GameData/ExtraplanetaryLaunchpads/Resources/Recipes.cfg +++ b/GameData/ExtraplanetaryLaunchpads/Resources/Recipes.cfg @@ -22,8 +22,8 @@ EL_TransferRecipe { EL_RecycleRecipe { name = RocketParts Resources { - Metal = 8 - loss = 2 + ScrapMetal = 9 + loss = 1 } } However, this was intended back when I introduced recipes, except I forgot to do it. Oops... so hot on its heels I was still writing this post... version 5.7.1: Plug the NRE hole when highlighting a survey station. Turned out I'd never made the actual change, only talked about it. Quote Link to comment Share on other sites More sharing options...
Agnemon Posted March 3, 2017 Share Posted March 3, 2017 Hmm, it would, possibly help a little if the link on the op lead to the download instead of to the message annoucing the update Hmm, it would, possibly help if I clicked on the download link and not the release notes link 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.