Warezcrawler Posted February 15, 2020 Share Posted February 15, 2020 35 minutes ago, StarkRG said: The mod is reporting that it's incompatible with 1.9. It will always do that until updated, because it does a simple version comparison. It does not mean it cannot work, which it seems to do as far as I can see.... So just ignore the message for now - just means you cannot report it as a bug if it does not work. Quote Link to comment Share on other sites More sharing options...
StarkRG Posted February 15, 2020 Share Posted February 15, 2020 Oh, it doesn't disable the plugin if it detects that? Quote Link to comment Share on other sites More sharing options...
Warezcrawler Posted February 15, 2020 Share Posted February 15, 2020 1 hour ago, StarkRG said: Oh, it doesn't disable the plugin if it detects that? nope Quote Link to comment Share on other sites More sharing options...
Critter79606 Posted February 16, 2020 Share Posted February 16, 2020 Has anyone else noticed that the Launch Pad 2 doesn't sit all the way on the ground due to the tanks? Quote Link to comment Share on other sites More sharing options...
taniwha Posted February 17, 2020 Author Share Posted February 17, 2020 On 2/15/2020 at 8:06 PM, Warezcrawler said: just means you cannot report it as a bug if it does not work Not true, as I (and other modders, I'm sure) would want to know it doesn't work. What it does mean is that you should make backups of your saves before proceeding (and if you don't, and things go wrong, you have only yourself to blame). Quote Link to comment Share on other sites More sharing options...
tinygrox Posted February 29, 2020 Share Posted February 29, 2020 @taniwha Question: How to build this project in Windows? I don't see any .csproj and .sln files but many makefile files. I did some research and knew to use the "make" command, but it doesn't work. Maybe I'm doing something wrong I would appreciate it if you could give me some help or tips. Quote Link to comment Share on other sites More sharing options...
taniwha Posted March 5, 2020 Author Share Posted March 5, 2020 @tinygrox: I'm sorry, but you don't (without a lot of effort). Not only is the build-system highly linux dependent, it turns out it's even dependent on my (I have some wrapper scripts around blender that mess up some things for others, but I don't remember what just now, plus it requires my blender .mu addon). That said, if all you want is the dll, then you should be able to put together a csproj file using the cs files found in the Source tree (recursive), and make sure it references the dlls in KSP's KSP_Data/Managed directory. Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted March 9, 2020 Share Posted March 9, 2020 @taniwha Has any thought been given to a recipe for an electrically heated smelter like an electric arc or induction heated furnace? I've got an orbital station that I'm using for a ship construction site and the smelter is sucking LFO as fast as I can resupply it. I'd prefer to run the heating aspect of the smelter off a nuclear reactor and just use LFO for the chemical reactions necessary for the smelting process. It may also allow the efficiency to go up if you can run it higher temperatures than LFO heating would allow. Quote Link to comment Share on other sites More sharing options...
taniwha Posted March 10, 2020 Author Share Posted March 10, 2020 @Tonka Crash: only vaguely, and I think I need to fix recipes to deal with better with mass-less resources (that would be the only thing standing in the way), though it might work currently, I don't remember. Quote Link to comment Share on other sites More sharing options...
terrendos Posted March 12, 2020 Share Posted March 12, 2020 (edited) I'm playing on KSP 1.7.3 with the associated versions of this mod and Modular Kolonization System. I noticed that MKS seems to have swapped over the "SpecializedParts" object to "Sp" for some reason, but this mod still requires the original material. Is there a way to change the config in the settings to use "Sp" instead? I understand it's a mod conflict and I guess technically the fault lies with MKS but it seems like it might be an easier fix on this side, since I assume I'd have to mess with Ground Construction too if I wanted to change "Sp" to "SpecializedParts." I much prefer this mod to Ground Construction, so I'm really hopeful that there's an easy fix. I'm not very well versed in editing configs. EDIT: Huh, for some reason when I reloaded it worked. Never mind then, must have been a glitch on my end. Edited March 13, 2020 by terrendos Quote Link to comment Share on other sites More sharing options...
Ravlain Posted March 15, 2020 Share Posted March 15, 2020 (edited) Hi @taniwha , I'm trying to use EL for the first time, and I'm not sure if I'm doing something wrong. I've created a basic space dockyard, with a construction drone, 1600 RP in its internal inventory, and 6 control points ready to add fuel storage and start expanding the base. I get it to orbit, turn on power, and try to start building a fuel tank on to one of the control points, before recycling the booster that brought the station to orbit, but right-click on the control point or drone shows nothing relevant, do I need an actual workshop before I can start construction? Craft file is here :- https://www.dropbox.com/s/c1mtv4lx2m3fsjl/orbital shipyard.craft?dl=0 Built with Restock+, and I think the reactor is from Kerbal Atomics. I should mention that I've changed the recycler to produce Metal, as I don't want to have to deal with the amount of fuel needed to run a smelter in orbit. Edited March 15, 2020 by Ravlain Added extra information Quote Link to comment Share on other sites More sharing options...
taniwha Posted March 18, 2020 Author Share Posted March 18, 2020 @Tonka Crash: it turns out an EC-only smelter is quite doable without any changes to EL. Check the MetalWorking recipe (used by the workshops) in ExtraplanetaryLaunchpads/Resources/Recipes.cfg for an example. Quote Link to comment Share on other sites More sharing options...
taniwha Posted March 18, 2020 Author Share Posted March 18, 2020 @Ravlain: I took a look at your craft and you do not have anywhere to build anything: use an orbital dock or micro pad (disposable pad) (or a suitable part from another mod that supports EL). Otherwise, it looks like you have everything you need. (just took another look) The control reference is for switching your "control from here" while landing. Quote Link to comment Share on other sites More sharing options...
Ravlain Posted March 19, 2020 Share Posted March 19, 2020 On 3/18/2020 at 8:40 AM, taniwha said: @Ravlain: I took a look at your craft and you do not have anywhere to build anything: use an orbital dock or micro pad (disposable pad) (or a suitable part from another mod that supports EL). Otherwise, it looks like you have everything you need. (just took another look) The control reference is for switching your "control from here" while landing. @taniwha Oops, I misread something earlier in the thread. Time for a second try. Thanks for a great mod. Quote Link to comment Share on other sites More sharing options...
Ravlain Posted March 19, 2020 Share Posted March 19, 2020 @taniwha or anyone who can help, I'm making progress, but I must still be missing something. I've got the construction working (just a single Rockomax Jumbo 64 tank), build time has completed, but no way to finalize the build? Image here :- https://imgur.com/a/wNu4p0m Quote Link to comment Share on other sites More sharing options...
taniwha Posted March 19, 2020 Author Share Posted March 19, 2020 (edited) Odd. Might be a rounding issue making it look like it's done when there's a tiny fraction left to go.. The displayed resource numbers aren't high precision. Edited March 19, 2020 by taniwha Quote Link to comment Share on other sites More sharing options...
Ravlain Posted March 19, 2020 Share Posted March 19, 2020 (edited) OK, checked the save and it requires an additional 3.5762787774729077E-05 rocket parts, annoying as I thought I had enough. If I adjust BuildResrouce in BuildCost and BuiltStuff to the even 1600 will this release the build? Edited March 19, 2020 by Ravlain Quote Link to comment Share on other sites More sharing options...
taniwha Posted March 20, 2020 Author Share Posted March 20, 2020 As I thought. It's due to buildup of rounding errors. The solution is to have even just 1u more than you need, maybe even 0.1. You know, that extra screw that manufacturers always supply Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted March 22, 2020 Share Posted March 22, 2020 @taniwha This is what I came up with for an electric smelter. I tried working up a variable efficiency based on heating the smelter, but I wasn't having any luck getting the smelter to actually heat up and I'd already spent way more time on this than I wanted. In the ELConverter for the part itself I'm running a rate of 500 that consumes 220EC for ~8 units of metal per second. Fuel consumption is about ~1.05 units of liquid fuel per unit of metal. Spoiler EL_ConverterRecipe { // Smelter uses electricity for heating instead of LFO combustion. Liquid // fuel is mixed with metal ore to remove O3. The resulting reaction // produces metal (Fe) along with water (H20) and carbon dioxide (C02). // // From existing EL recipes: // // LiquidFuel is assumed to be RP-1 which is further assumed to be C12H16 // and thus is 160.25544g/mol // // MetalOre is assumed to be hematite (Fe2O3) which is 159.6882g/mol // // Metal is Iron (Fe) 55.845g/mol // Carbon Dioxide (CO2) 44.0095g/mol // Water (H2O) 18.01528g/mol. // // This gives the following reaction: // 32Fe203 + 3C12H16 = 64FE + 24H20 + 36C02 // // With the following masses: // // Input: // Fe2O3 = 5110.022g // C12H16 = 480.7663 // // Output: // FE = 3574.08g // H2O = 432.3667g // CO2 = 1584.342g // // Total Mass (in & out) = 5590.789 (Used for EC rate) // // From wikipedia Electric Arc Furnace uses 440 kWh per ton per hour // 440kWh = (440,000w/hour)/(1,000,000g/hour) = 0.44w/g // // 1 EC assumed to be 1 watt, NFE uses 1 EC/s = 1000w. But this seems to // to be a really low power consumption. // // 440kw/hour = 122.222 watt/s (use for scaling rate in part definition) // Use Rate in EL_Converter definition of part to fine tune. name = ECHeatedSmelter Input { efficiency = 1.0 ElectricCharge = 0.002459947 // 0.005590789*0.44 MetalOre = 0.005110022 LiquidFuel = 0.000480766 } Output { efficiency = 1.0 Metal = 0.00357408 Water* = 0.000432367 CarbonDioxide* = 0.001584342 } } EL_ConverterRecipe { // Remelter is simpler just consume EC at 0.44 EC/g name = ECHeatedRemelter Input { efficiency = 1 ElectricCharge = 0.00044 ScrapMetal = 0.001 } Output { efficiency = 1 Metal = 0.001 } } Quote Link to comment Share on other sites More sharing options...
taniwha Posted March 23, 2020 Author Share Posted March 23, 2020 @Tonka Crash: Thank you. I have added your config as ECSmelter.cfg to EL's git. It will be in the next release (which should be soon). Quote Link to comment Share on other sites More sharing options...
leatherneck6017 Posted March 28, 2020 Share Posted March 28, 2020 @taniwha Is it intended behavior for EL to return its focus to pad-0 after finalizing a build on another pad? Meaning that the user has to manually switch back to the build pad in order to release the object. Video of what I mean in spoiler: Spoiler Quote Link to comment Share on other sites More sharing options...
taniwha Posted March 29, 2020 Author Share Posted March 29, 2020 @leatherneck6017: not really. It bothers me too, but I don't have multiple pads often enough for it to be in my face. Also, I think you might be the first person to complain about it (to me). Quote Link to comment Share on other sites More sharing options...
leatherneck6017 Posted March 29, 2020 Share Posted March 29, 2020 59 minutes ago, taniwha said: @leatherneck6017: not really. It bothers me too, but I don't have multiple pads often enough for it to be in my face. Also, I think you might be the first person to complain about it (to me). I'm surprised I'm the first. For some reason I built a KPBS base with 2 launchpads and I face this every time I build something. No big deal, just thought I'd ask. Thanks for the reply. Quote Link to comment Share on other sites More sharing options...
taniwha Posted March 29, 2020 Author Share Posted March 29, 2020 That I now know it bothers others means it's now a higher priority to fix Quote Link to comment Share on other sites More sharing options...
leatherneck6017 Posted March 29, 2020 Share Posted March 29, 2020 3 minutes ago, taniwha said: That I now know it bothers others means it's now a higher priority to fix I briefly looked at your code but couldn't find where this occurs. Thanks for your time. Quote Link to comment Share on other sites More sharing options...
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