taniwha Posted April 23, 2016 Author Share Posted April 23, 2016 I've got a big fire to put out in MFT before I can take care of the couple of minor issues in EL, and of course KSP itself takes a lot of my time, but I hope to get something out soon. In the meantime, a big thank you to everyone: Last week, EL 5.3.0 was downloaded from my server 2253 times, and already another 77 times this week (rollover about 2h before this post). Quote Link to comment Share on other sites More sharing options...
jinsai Posted April 24, 2016 Share Posted April 24, 2016 where are the download links to the older versions Quote Link to comment Share on other sites More sharing options...
taniwha Posted April 24, 2016 Author Share Posted April 24, 2016 jinsai: no links, but just edit the version number in the link for the current version. I still have back to version 4.0 on my server, and the file naming is consistent through all versions: just have the numbers the same as the release note links. Quote Link to comment Share on other sites More sharing options...
jinsai Posted April 24, 2016 Share Posted April 24, 2016 ok thanks Quote Link to comment Share on other sites More sharing options...
Akira_R Posted April 25, 2016 Share Posted April 25, 2016 Hi @taniwha just wanted to drop by and say thank you for all the time and hard work you have poured into this community (and now into the game itself!!) over the years! It is much appreciated, many of the mods you maintain have become staples of my installs that just don't feel right when they are missing, so again thanks for all the fun times Quote Link to comment Share on other sites More sharing options...
Riverey Posted April 26, 2016 Share Posted April 26, 2016 I'm a bit confused about which system EPL now uses... Do I need Kethane or Karbonite or does it work with the stock one? (It's just because Kethane is in the "Recommended mods" but there're also a link to the tread with Karbonite adaptation OP of which says that it's obsolete now since EPL supports stock ore mining.) Quote Link to comment Share on other sites More sharing options...
Markelius Posted April 26, 2016 Share Posted April 26, 2016 Hey, I have this mod and MKS/OKS and was wondering if I could make the behaviour reset back to using Rocketparts instead of Materialkits and Specialisedparts. Having two separate resources needed to build stuff is too micromanagey for me yet I still really like a lot of the parts in OKS/MKS and would prefer not to have to uninstall it. Can this be achieved? Quote Link to comment Share on other sites More sharing options...
taniwha Posted April 26, 2016 Author Share Posted April 26, 2016 Riverey: "yes" :). EL supports both Kethane and stock resources out of the box with no fuss. Markelius: You will need to hack USI's recipe settings. Probably easiest to just remove them, but I don't know any details of how they're set up. Quote Link to comment Share on other sites More sharing options...
Markelius Posted April 26, 2016 Share Posted April 26, 2016 (edited) Ooh, I think I may have figured it out. The recipes are in the "EL_USI.cfg" file in the UKS folder. It uses a module manager patch to simply remove a lot of the EL recipes and replace them with it's own. I'm gonna delete that file and see if it does the trick. Thanks for the "recipe settings" pointer btw, I had been scrounging through UKS' files for a good while and I just found the right file in less than a minute knowing what to look for. EDIT: Deleting that file did it. You should put a note of that in the OP for ppl who might get confused when installing UKS. Edited April 26, 2016 by Markelius update on situation Quote Link to comment Share on other sites More sharing options...
Firespark Posted April 27, 2016 Share Posted April 27, 2016 I am loving this so much! slight problem with my career plans tho. I believe in an older version you could produce bases/probes/anything in orbit and then use them to complete missions to get some quick cash jobs. But right now the little check mark basically telling you that you built a functioning craft for the said mission wont light up unless the craft is launched from the space center. Any way this could be altered so we could take advantaged of it? Quote Link to comment Share on other sites More sharing options...
taniwha Posted April 27, 2016 Author Share Posted April 27, 2016 Firespark: it still works, however, every part in the new vessel has to be new (ie, built after accepting the contract), so you can't build just the additional modules. Quote Link to comment Share on other sites More sharing options...
Firespark Posted April 27, 2016 Share Posted April 27, 2016 13 hours ago, taniwha said: Firespark: it still works, however, every part in the new vessel has to be new (ie, built after accepting the contract), so you can't build just the additional modules. Im not sure I get what you mean. do you mean I cant build new stuff from my space stations for missions if the space station was already built before I accepted the mission? Heres a screenshot of a probe i built in space. the careers list inst showing it as counting towards the mission .steam link Quote Link to comment Share on other sites More sharing options...
Mechtech Posted April 28, 2016 Share Posted April 28, 2016 (edited) I'm not sure what happened, but suddenly all EPL parts (whether they be 'stock' EPL, UKS parts, or my MM-patched Workshops and Survey stations) have 0 productivity regardless of crew and part productivity settings. I have no idea what caused it, and the issue persists into a new game. any ideas? *note: EPL was working fine- I had a small UKS shipyard in Munar orbit I'd been using to drop Science probes, to unlock some additional base gubbins before I started work on my Minmus base, but by the time I dropped a survey lander to start construction this happened. it's very irritating. Edited April 28, 2016 by Mechtech Quote Link to comment Share on other sites More sharing options...
taniwha Posted April 28, 2016 Author Share Posted April 28, 2016 Mechtech: Did you remove or otherwise break Module Manager? It is critical to EL working (has been since 0.90, iirc (whenever we got Kerbal "classes")). Firespark: You very much can complete a new contract using an old station to build a new one, but the new one you build must fulfill all the requirements of the new contracts. Ie, if you get a contract for a station that your current one mostly meets except for one thing (eg, more crew capacity), adding sufficient crew capacity to your old station will not suffice: you have to build an entirely new station with the required crew capacity and every other requirement too, then separate it from your old station: the contract system checks the launch id of each part in the current vessel to ensure it's later than the launch id stored in the contract. Long story short: it very much does work, but it's all or nothing. Use your old station to build a fully functional new station. However, you can build your new station in dockable modules, so long as each module was built after the contract was accepted and the end result is separated from the old station. Quote Link to comment Share on other sites More sharing options...
C04L Posted April 28, 2016 Share Posted April 28, 2016 (edited) morning Taniwha, thismorning I decided to add EPL to the game and on loading screen I now get a button stating "incompatible mods detected" I used CKAN to install EPL I use KSP v 1.1.0.1228(64) I drag n dropped to desktop the EPL folder from the Game data folder and ran KSP again and didn't get the incompatible msg again. is there anything I can do to find out what is going on, or help you find out? kerbokats and forscience were removed before (cant figure out how to remove the entry even tho the folders aren't in gd folder) oh and when installing CKAN gave the option to add infernal robotincs and a toolbar... I opted OUT - not really wanting either Edited April 28, 2016 by C04L Quote Link to comment Share on other sites More sharing options...
teinella Posted April 28, 2016 Share Posted April 28, 2016 Hi everyone, since last patch ksp is missing the survey station which i'm using on my most complex craft so far, so i can't load it anymore. I saw no notification of EL not using this part anymore, so i wonder why it doesn't exist in the part folder of EL. Can i find a legacy file of the survey station somewhere? i could then open my craft and remove the part. I tried to edit my craft file but i only managed to corrupt the copy save of my craft. Thx in advance. Quote Link to comment Share on other sites More sharing options...
taniwha Posted April 28, 2016 Author Share Posted April 28, 2016 teinella: you need BOTH Module Manager and KIS for the survey station to exist (MM to create the survey station, but it won't bother if there's no KIS). C04L: known bug, safe to ignore. I forgot to remove one check (the one that prints the message). Quote Link to comment Share on other sites More sharing options...
teinella Posted April 28, 2016 Share Posted April 28, 2016 I made a mistake cleaning MM cache and therefore messed up both tweakscale and the survey station. MM fixed, everything's fine. You helped me pin down both issue at once, Thx Taniwha. Quote Link to comment Share on other sites More sharing options...
Mechtech Posted April 28, 2016 Share Posted April 28, 2016 (edited) nope, Modulemanager seems to be fine- even tried pulling a fresh copy from the zip. everything else that needs it works insofar as I can tell- it adds the functionality and such just fine, it's just that it always shows 0 productivity and 0 craft productivity even in a custom six-kerbal Workshop with 6 productivity factor stuffed full of five-star engineers with low to non-existent Stupidity. I'm going to try pulling EPL and re-installing from the Zip, see if that helps. alright, re-installed from Zip, problem did not persist. not entirely sure what happened there as I haven't even looked at EPL's files, but W/E. seems to be working now, I'll drop by again later if it stops working again. also, I've been making MM patches for various mods (such as Nertea's Stock Station extension, UKS, and most recently the Planetary base system) to add EPL functionality, if you'd like them. Edited April 28, 2016 by Mechtech Quote Link to comment Share on other sites More sharing options...
C04L Posted April 28, 2016 Share Posted April 28, 2016 using planetary base systems I made a recycle bin rover to run around cleaning up a landing site I used a MAL,2 wheeled planetary adapters - each side of a msv 1000 container and solar panels on top and on one end a large recycle bin open end facing horizontal. when ever I drive up to 'rubbish' there seems to be an invisible bubble infront of the bin about 5ft ahead pushing the rubbish away and not recycling it. I tried the metal ore container aswell with same result. im sure I made one of these when I played 1.05. am I missing something? Quote Link to comment Share on other sites More sharing options...
Crabman Posted April 28, 2016 Share Posted April 28, 2016 (edited) Is there someone else having problems with the recyclers? My recycler rover have batteries, smelter (to store scrap metal) and the recycle bin, but I can't find a way to recycle something. I activated the recycling bin and can't consume the trash that I want to recycle. Any ideas about what I did wrong? (I already deleted the EL folder and downloaded again but the problem wasn't solved. And I don't have nothing about USI installed) Image doesn't seems to be working, link is here: http://imgur.com/89yXUSo Edit: Wow, C04L have the same problem Edited April 28, 2016 by Crabman Quote Link to comment Share on other sites More sharing options...
taniwha Posted April 28, 2016 Author Share Posted April 28, 2016 I have confirmed the problem with the recycling bins. For whatever reason, the collider used for detecting things in the bin has become solid. I'll look into it more deeply. Thank you for the reports. Quote Link to comment Share on other sites More sharing options...
taniwha Posted April 29, 2016 Author Share Posted April 29, 2016 I have released version 5.3.1 of Extraplanetary Launchpads. Changes from 5.3.0: Automate the KSP version in EL.version (for AVC) Remove a missed 64-bit Windows check. Force the recycle field collider to be non-solid. I wish I'd had the time/energy to test the recycling bins earlier Quote Link to comment Share on other sites More sharing options...
C04L Posted April 29, 2016 Share Posted April 29, 2016 awesome! thanks for the fast remedies x Quote Link to comment Share on other sites More sharing options...
MaxPeck Posted April 29, 2016 Share Posted April 29, 2016 2 hours ago, taniwha said: I have released version 5.3.1 of Extraplanetary Launchpads. Changes from 5.3.0: Automate the KSP version in EL.version (for AVC) Remove a missed 64-bit Windows check. Force the recycle field collider to be non-solid. I wish I'd had the time/energy to test the recycling bins earlier I don't know why, but EP is still not showing up in AVC. I see the version file, and it looks like it's right, but it doesn't appear in the list of mods when the game is loading. Just FYI. Quote Link to comment Share on other sites More sharing options...
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