Jeffery Kerman Posted June 27 Share Posted June 27 (edited) On 7/7/2023 at 12:59 PM, Aperson3546 said: having either extraplanetary launchpads or kerbal attachment system seems to make no button in the KSC view work such as quit to main menu, enter VAB or fly active vehicle on the launchpad does anyone know why? did you ever get this one figured out? I'm having the same problem and do not want to go through the effort of checking each of my 66 mods to see which one it is I fixed it, I forgot to add toolbar controller which better timewarp needed, and somehow broke this mod without it Edited June 29 by Jeffery Kerman RESOLVED Quote Link to comment Share on other sites More sharing options...
Oaterson Posted June 28 Share Posted June 28 (edited) Is there a way to cancel a build after it has hit 100%? Turns out that spawining my ship causes a self destruct and idk how to deal with that... Edited June 28 by Oaterson Added content Quote Link to comment Share on other sites More sharing options...
Infinite Aerospace Posted June 28 Share Posted June 28 On 6/20/2024 at 10:49 AM, Pikazilla said: I absolutely hate to admit it because I've been stubbornly refusing to learn how to use ckaan but it really was that simple. The textures look awful but for one thing as far as I know they're supposed to look that way and for another it's a massive improvement over the parts being completely nonfunctional so I honestly don't even care. Glad you got it sorted. CKAN is really the best way to do mods in KSP1. I have been hoping for a long time now that Interplanetary Launch Pads would, at some point be revisited/updated in terms of models/textures. Quote Link to comment Share on other sites More sharing options...
Fizzlebop Smith Posted June 29 Share Posted June 29 I seem to remember reading something about the USI MKS not playing nicely with Extra Planetary Launch Pads... Is this the case or am i misremembering. Trying to put the final touches on my mod list, trying to do it right this time and think the USI suite looks cool. Quote Link to comment Share on other sites More sharing options...
Infinite Aerospace Posted June 30 Share Posted June 30 9 hours ago, Fizzlebop Smith said: I seem to remember reading something about the USI MKS not playing nicely with Extra Planetary Launch Pads... Is this the case or am i misremembering. Trying to put the final touches on my mod list, trying to do it right this time and think the USI suite looks cool. I have both of those mods installed, there doesn't appear to be any issues but I haven't touched much from either of those mods in game yet. Quote Link to comment Share on other sites More sharing options...
MalevolentNinja Posted August 1 Share Posted August 1 (edited) I'm not getting the green preview outline when building. Aside from this issue, everything seems to work normally. I can build, finalize and then release. I am testing in a clean install of KSP 1.12.5 with just EL 6.99.3 and MM 4.2.3. Is this a known issue or am I doing something wrong? Edited August 1 by MalevolentNinja Quote Link to comment Share on other sites More sharing options...
MalevolentNinja Posted August 1 Share Posted August 1 (edited) Ok, I was testing previous versions of EL. 6.99.0 gives me this dialog when starting up. I don't get this dialog with later versions I see the release notes for 6.99.0 that the settings moved into PluginData. I was able to manually change the settings in the CFG file and then I can see the CraftHull preview in 6.99.3. Is it intentional that I never get prompted for the settings in the newer EL versions? Edited August 1 by MalevolentNinja Quote Link to comment Share on other sites More sharing options...
stephensmat Posted August 5 Share Posted August 5 One question: If I drive a ship full of Machine Parts into a recycler, do those actual parts get added to the total salvage, or just the ship itself? Quote Link to comment Share on other sites More sharing options...
rheaunderstars Posted August 10 Share Posted August 10 Hey so I'm trying to make a custom resource config for EL and I was wondering if it's possible to make per-part resource configs. Like making it so that a certain engine might take steel, and another might take copper, and a cupola might take glass. Is this something that EL can do? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted August 10 Share Posted August 10 7 hours ago, rheaunderstars said: Hey so I'm trying to make a custom resource config for EL and I was wondering if it's possible to make per-part resource configs. Like making it so that a certain engine might take steel, and another might take copper, and a cupola might take glass. Is this something that EL can do? Yes. At pages 31 ~ 32 (point 5.2.1: "Recipes for building") of the EL manual (a PDF which exists in EL's folder in your install) you'll see EL_Recipe. Be sure to read more of the PDF to get the context. The other recipe nodes named in the PDF do not go into part configs afaik. On 8/4/2024 at 11:35 PM, stephensmat said: One question: If I drive a ship full of Machine Parts into a recycler, do those actual parts get added to the total salvage, or just the ship itself? If your recycler vessel has tanks for what the scrapped vessel is holding, you get to recover those resources. If, however, Machine Parts is one of those USI WOLF virtual resources then keep your expectations low and test for yourself. You'll be waiting a long time if you wait on someone else to answer something like this. Quote Link to comment Share on other sites More sharing options...
KarmaLarma Posted September 4 Share Posted September 4 Potentially a very dumb question, but the internet's not turned up anything so far; I'm trying to make an offworld construction site (on Laythe) using survey stakes. However, when I pull up the build UI it just displays "no site found" and no matter what I've tried so far I haven't been able to get them to show up. I installed KIS temporarily to see if that was the missing piece of the puzzle, but no luck. Is it maybe a distance thing (currently building ~150m from the base) , or is there some other really obvious thing I'm missing? Quote Link to comment Share on other sites More sharing options...
theJesuit Posted September 4 Share Posted September 4 4 hours ago, KarmaLarma said: Potentially a very dumb question, but the internet's not turned up anything so far; I'm trying to make an offworld construction site (on Laythe) using survey stakes. However, when I pull up the build UI it just displays "no site found" and no matter what I've tried so far I haven't been able to get them to show up. I installed KIS temporarily to see if that was the missing piece of the puzzle, but no luck. Is it maybe a distance thing (currently building ~150m from the base) , or is there some other really obvious thing I'm missing? Do you have a survey station part there as well? Quote Link to comment Share on other sites More sharing options...
KarmaLarma Posted September 6 Share Posted September 6 Forgive me for I have but the smoothest of brains. The MKS Pioneer module was listed as having a survey station part but obviously it doesn't work because I spawned in a default EL part to test with and was able to build something, thank you so much! Quote Link to comment Share on other sites More sharing options...
BarryWilkinson Posted yesterday at 09:24 AM Share Posted yesterday at 09:24 AM Anyone else getting an error installing this mod saying Smelter_Diffuse.png cannot be copied windows is saying unspecified error ive tried redownloading but it still pops up The version i installed was 6.99.3 Quote Link to comment Share on other sites More sharing options...
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