taniwha Posted January 5, 2021 Author Share Posted January 5, 2021 @schlosrat I know the window can be moved off-screen manually, but not completely, though I suppose it can be hard to find (especially if you don't notice moving it). I will, however, look at getting window movement limits into EL's UI. On a separate note, I have found that click-through blocker doesn't really work all that well, and can negatively impact user experience (in particular, blocking vessel controls just because the cursor is over a window). However, EL's new UI (when I get it done) removes the need for click-through blocker (with the new UI, the only time input locks are needed is when entering text into an input field). Quote Link to comment Share on other sites More sharing options...
schlosrat Posted January 6, 2021 Share Posted January 6, 2021 (edited) Thanks @taniwha! If there's some lingering edge of the window still hiding out there I've not been able to find it. Must be my poor eyesight to blame. Edited January 6, 2021 by schlosrat Quote Link to comment Share on other sites More sharing options...
Souptime Posted January 10, 2021 Share Posted January 10, 2021 Any date for the compatibility with 1.11? Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted January 10, 2021 Share Posted January 10, 2021 36 minutes ago, Souptime said: Any date for the compatibility with 1.11? Have you tried it? If you read up the thread others have used it in 1.11 without issue. Quote Link to comment Share on other sites More sharing options...
Souptime Posted January 10, 2021 Share Posted January 10, 2021 I have it installed and mini avc says its not compatible so i thought it needed an update Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted January 10, 2021 Share Posted January 10, 2021 Just now, Souptime said: I have it installed and mini avc says its not compatible so i thought it needed an update MiniAVC literally just reads a text file that specifies what version the mod was made for. It doesn't have any way to actually "check" compatibility. Quote Link to comment Share on other sites More sharing options...
Souptime Posted January 10, 2021 Share Posted January 10, 2021 11 minutes ago, goldenpsp said: MiniAVC literally just reads a text file that specifies what version the mod was made for. It doesn't have any way to actually "check" compatibility. oh Quote Link to comment Share on other sites More sharing options...
BTAxis Posted January 14, 2021 Share Posted January 14, 2021 Note that Extraplanetary Launchpads requires KIS, which currently has issues with 1.11, so be aware of that. Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted January 14, 2021 Share Posted January 14, 2021 2 hours ago, BTAxis said: Note that Extraplanetary Launchpads requires KIS, which currently has issues with 1.11, so be aware of that. Not 100% accurate Kerbal Inventory System.Required for the use of the survey stakes, but otherwise optional. Quote Link to comment Share on other sites More sharing options...
BTAxis Posted January 15, 2021 Share Posted January 15, 2021 It's not really optional if you use CKAN though. Quote Link to comment Share on other sites More sharing options...
taniwha Posted January 15, 2021 Author Share Posted January 15, 2021 That's a bug in the CKAN metadata, so take it up with the CKAN people. KIS (and KAS) should be recommended or suggested, not required. Quote Link to comment Share on other sites More sharing options...
Aksijaha Posted January 25, 2021 Share Posted January 25, 2021 How is the amount of time a vessel requires to be constructed calculated? Is there any way to change it? I use Kerbal Construction Time and whilst it's not a hard conflict it feels a little off when the VAB and SPH take longer to build a vessel than an orbital shipyard. Quote Link to comment Share on other sites More sharing options...
taniwha Posted January 26, 2021 Author Share Posted January 26, 2021 The VAB and SPH are run by Boeing, your orbital shipyard by SpaceX On a more useful note, there's EL_ResourceRates, which is not set by default, but you can do something like EL_ResourceRates { default = 10 } In a config file to double the kerbalhours/ton (it can be set per resource) Quote Link to comment Share on other sites More sharing options...
rmaine Posted January 28, 2021 Share Posted January 28, 2021 Mostly just a matter of curiosity. Wondering about the rather drastic improvement in fuel cell productivity compared to stock. Searching for "fuel cell" in the manual got no hits. Searching for it in the forums gets impractically many. I didn't notice a way to restrict a forum search to this particular 240-page thread :-(. I recently started a new career - my first using EL. I had formerly used SimpleConstruction instead, but decided to try EL this time. Got to where I was ready to add some fuel cell power to one of my bases. Glanced at my old notes on what I had needed, but then when I started to build it... wow, that's a big change! A fuel cell array puts out 108 EC/sec from LF+LOX input of 15+18/hr. Compared to stock 18 EC/sec from .02/sec (=72/hr) of LF+LOX. That's somewhere around a factor of 25 or 30 better productivity. Fiddled around quite a bit before discovering it was from EL. Sure makes it a lot simpler to set up a self-sufficient base when farther out than Duna/Ike. On 1/15/2021 at 4:07 AM, taniwha said: That's a bug in the CKAN metadata, so take it up with the CKAN people. KIS (and KAS) should be recommended or suggested, not required. And "recommends" is indeed exactly how CKAN shows it. I suppose that might have changed in the 2 weeks between when the above was posted and when I'm looking right now. I installed EL using CKAN and without KIS. Working fine for me (and I find launchpad 2 more convenient than survey stakes anyway... after using the disposable micropad to attach a launchpad 2 to my base). Quote Link to comment Share on other sites More sharing options...
HebaruSan Posted January 28, 2021 Share Posted January 28, 2021 1 hour ago, rmaine said: I suppose that might have changed in the 2 weeks between when the above was posted and when I'm looking right now. Yes, it did: https://github.com/KSP-CKAN/NetKAN/pull/8313 Quote Link to comment Share on other sites More sharing options...
taniwha Posted January 28, 2021 Author Share Posted January 28, 2021 4 hours ago, rmaine said: A fuel cell array puts out 108 EC/sec from LF+LOX input of 15+18/hr. Compared to stock 18 EC/sec from .02/sec (=72/hr) of LF+LOX. That's somewhere around a factor of 25 or 30 better productivity. Fiddled around quite a bit before discovering it was from EL. Sure makes it a lot simpler to set up a self-sufficient base when farther out than Duna/Ike. Yes, this is by careful design, actually, but as a side effect of designing the LFO smelters. Once I worked out the minimum J/kg available in LFO (which is in the manual, btw), I took a look at how the stock fuel cells compared with the assumption of 1u EC = 1kJ and found them to be horribly nerfed compared to realistic fuel cells: 40% efficiency is realistic, stock fuel cells were getting a tiny fraction of this, thus the factor of 30 improvement. Quote Link to comment Share on other sites More sharing options...
Aksijaha Posted January 30, 2021 Share Posted January 30, 2021 On 1/26/2021 at 3:58 AM, taniwha said: The VAB and SPH are run by Boeing, your orbital shipyard by SpaceX On a more useful note, there's EL_ResourceRates, which is not set by default, but you can do something like EL_ResourceRates { default = 10 } In a config file to double the kerbalhours/ton (it can be set per resource) I guess I could headcanon that but EL_ResourceRates worked a treat. Thanks! Quote Link to comment Share on other sites More sharing options...
Interstellar-farmer Posted February 4, 2021 Share Posted February 4, 2021 Alright so I am using Extraplanetary Launch Pads in 1.11 and the orbital construction dock shows that I have no productivity, I am using a workshop and I am just testing something, any help is great! Quote Link to comment Share on other sites More sharing options...
ktosiu Posted February 4, 2021 Share Posted February 4, 2021 1 hour ago, Interstellar-farmer said: Alright so I am using Extraplanetary Launch Pads in 1.11 and the orbital construction dock shows that I have no productivity, I am using a workshop and I am just testing something, any help is great! IIRC, you need an engineer onboard, level 3 minimum. Quote Link to comment Share on other sites More sharing options...
Interstellar-farmer Posted February 4, 2021 Share Posted February 4, 2021 (edited) 2 minutes ago, ktosiu said: IIRC, you need an engineer onboard, level 3 minimum. I was playing in sandbox to test a surface base and I had Bill onboard 2 minutes ago, ktosiu said: IIRC, you need an engineer onboard, level 3 minimum. I had bill (level 5) on board so I don't know what to do Edited February 4, 2021 by Interstellar-farmer Quote Link to comment Share on other sites More sharing options...
taniwha Posted February 5, 2021 Author Share Posted February 5, 2021 7 hours ago, ktosiu said: IIRC, you need an engineer onboard, level 3 minimum. Just level 1 (for workshops that aren't fully equipped, 0 for fully equipped). 8 hours ago, Interstellar-farmer said: Alright so I am using Extraplanetary Launch Pads in 1.11 and the orbital construction dock shows that I have no productivity, I am using a workshop and I am just testing something, any help is great! Right click on the part with your engineer(s) and check its productivity (note, there will be two productivities listed: part and vessel). If you don't get any productivity listed at all, then the part is not capable of providing productivity (not a workshop, or something went wrong configuring the part). If you do get productivity listed but it's 0 even with Bill Kerman in sandbox mode (note: Bill's base productivity is 0, but at level 3+ it should be 0.5), then something went wrong configuring the kerbals to have construction skill. The obvious question: did you install ModuleManager, and is there only one version installed? Quote Link to comment Share on other sites More sharing options...
Interstellar-farmer Posted February 5, 2021 Share Posted February 5, 2021 2 minutes ago, taniwha said: Just level 1 (for workshops that aren't fully equipped, 0 for fully equipped). Right click on the part with your engineer(s) and check its productivity (note, there will be two productivities listed: part and vessel). If you don't get any productivity listed at all, then the part is not capable of providing productivity (not a workshop, or something went wrong configuring the part). If you do get productivity listed but it's 0 even with Bill Kerman in sandbox mode (note: Bill's base productivity is 0, but at level 3+ it should be 0.5), then something went wrong configuring the kerbals to have construction skill. The obvious question: did you install ModuleManager, and is there only one version installed? Thank you for the help although I just had to re-install Extraplanetary-Launch-Pads via CKAN Quote Link to comment Share on other sites More sharing options...
taniwha Posted February 5, 2021 Author Share Posted February 5, 2021 Ah, cool. I'm glad you got it working (and I suspected it was just an installation issue). Quote Link to comment Share on other sites More sharing options...
ss8913 Posted February 19, 2021 Share Posted February 19, 2021 I'm trying to use this with 1.11 .. in combination with MKS, if that matters; I have a station with the normal pad on it and the automated constructor.. tried to build a very simple ship in orbit.. everything worked fine until it came time to launch it after completion - instantly destroys the built craft, all but one part of the station, and after pushing F9 to reload the last save, a 'return to space center' caused the entire game to crash (i haven 't had a CTD in a long time, and I've managed to reproduce this twice with two different craft builds) ... wish the logs had something useful to say, but just a 'dewarp' message from when the build finished and then.. 'part XXX exploded! blast awesomeness <xxx>' all over.. are there deprecated parts? known issues with EL + MKS currently? installed everything from CKAN, if that makes a difference. Quote Link to comment Share on other sites More sharing options...
PocketBrotector Posted February 19, 2021 Share Posted February 19, 2021 If anyone is trying to figure out which engineers to send to their construction base: Here, have a productivity calculator! (Obviously, this is most useful if you have a spreadsheet of your full astronaut roster...) 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.