Warezcrawler Posted June 7, 2016 Share Posted June 7, 2016 19 hours ago, taniwha said: If all you want to do is set it so all parts use the same resources, then you need to set the default structure recipe (defaults to RocketParts = 1). EL_DefaultStructureRecipe { MaterialKits = 1 } Or whatever mix you want (the numbers are added together and then divided by the total) Thanks. I think this is exactly what I was looking for Quote Link to comment Share on other sites More sharing options...
Kielm Posted June 10, 2016 Share Posted June 10, 2016 I did a quick search of this thread but didn't find anything, so a quick question: Are vessels normally built will all the stages merged into one? Quote Link to comment Share on other sites More sharing options...
panarchist Posted June 10, 2016 Share Posted June 10, 2016 @taniwha - would it be possible to allow the number of Kerbal-hours / ton to be set in the Settings configuration file? i.e. would you be willing to make that change so that it could be configurable? Quote Link to comment Share on other sites More sharing options...
IzeHeart Posted June 10, 2016 Share Posted June 10, 2016 http://imgur.com/W2roqPg Can someone Please help me, i don't know what i am missing. I've tried to look it up but have had no success, i am the typ who's maniacal not so good on reading. at this point i got a better chance of really building it than i do of getting the game to build off planet. Sorry about the link but i don"t know how to insert a pic. also it's a new copy of the game 1.1.2 running 64bit Thank you for your time Quote Link to comment Share on other sites More sharing options...
taniwha Posted June 10, 2016 Author Share Posted June 10, 2016 (edited) panarchist: actually, I have plans to make it even more configurable than that. IzeHeart: I'm sorry, but you will need to say what the actual problem is. However, it looks like things should work, going by your installed mods. Edited June 10, 2016 by taniwha Quote Link to comment Share on other sites More sharing options...
panarchist Posted June 11, 2016 Share Posted June 11, 2016 1 hour ago, taniwha said: panarchist: actually, I have plans to make it even more configurable than that. IzeHeart: I'm sorry, but you will need to say what the actual problem is. However, it looks like things should work, going by your installed mods. Awesome! Regarding IzeHeart's post - I see 3 copies of Module Manager in that directory, and there should only be one version - the latest.(2.6.25) Quote Link to comment Share on other sites More sharing options...
taniwha Posted June 11, 2016 Author Share Posted June 11, 2016 1 hour ago, panarchist said: I see 3 copies of Module Manager in that directory, and there should only be one version Oh, heh, I missed that. It can cause problems sometimes, yes. Quote Link to comment Share on other sites More sharing options...
Enceos Posted June 11, 2016 Share Posted June 11, 2016 I've never used EPL orbital recycler before, it was a pleasant surprise when I did :3 @taniwha have you experimented with a procedural spawning process? Quote Link to comment Share on other sites More sharing options...
Agnemon Posted June 15, 2016 Share Posted June 15, 2016 Taniwha can you please peruse this image and supply the missing data, (spent a day and a half trawling the forum for what I have so far) and if possible can you supply images of each of the modules (as jpg's? or similar) so I can replace these clunky shapes (stock Visio). I have looked through the EPL files in GameData, but there is nothing there that I can use with the software I have. I also need to source Kerbal images, preferably as "Portrait Stats" does them (experience stars along the bottom and profession icon in lower left) (Yes, I could go and hassle DMagic, but this is for your Mod, so I thought I would hassle you first ) Process's missed = Rocket Workbench, productivity 1?, any other data available? Kerbal images sought : Outline portrait image in gray, stars gray, no profession icon Full portrait image (green), gray stars, no profession icon then for each profession 1 image for each experience level star https://www.dropbox.com/s/ijofg4tbjeg4uq1/EPL Flowchart.jpg?dl=0 Quote Link to comment Share on other sites More sharing options...
IzeHeart Posted June 15, 2016 Share Posted June 15, 2016 Thank for looking, Sorry for being vague. UI is what i think is wrong, in dose not show, up also i think something is suppose to be able to be tinkered with the Recycle bin, construction workshop and the smelter. Thanks again for trying to help. Quote Link to comment Share on other sites More sharing options...
taniwha Posted June 15, 2016 Author Share Posted June 15, 2016 Agnemon: actually, I think the flowchart style is better: less clutter (though with the flowchart style, you don't need to separate the sizes). That said, having pics to show what's what can indeed be very helpful. But since you're showing actual parts, one very important one you are missing is the Rocket Workbench (found in pods). It's a four-kerbal command seat that acts as a much smaller version of the big blue workshop. Also, while it's very WIP, and you will need to install Lyx and maybe LaTeX (both are free and available for windows), there's some documentation in the git repository on github. All: sorry I haven't been able to get an update out. I've been rather busy with the Squad side of KSP stuff. With 1.1.3 in experimentals, it seems like it would be better for me to hold off and do just the one release. Quote Link to comment Share on other sites More sharing options...
swjr-swis Posted June 15, 2016 Share Posted June 15, 2016 4 hours ago, taniwha said: All: sorry I haven't been able to get an update out. I've been rather busy with the Squad side of KSP stuff. With 1.1.3 in experimentals, it seems like it would be better for me to hold off and do just the one release. No apologies required. You've been busy spinning magic spells to slay the decaying orbit beast, I hear say. By sheer statistics alone, I'm sure there's way more of us waiting eagerly on stable orbits in 1.1.3 than on any EL update, so your priorities are where they should be. Work that magic. Quote Link to comment Share on other sites More sharing options...
Marbch Posted June 15, 2016 Share Posted June 15, 2016 Hi i LOVE this mod. But if i use the survey stakes, it does not matter if a add anything at the production process...i mean POWER, FUEL or else.. if i build sth on a pad, it will add the values i have selected in the EL-Menu, but not if i use the stakes... (can make a vid if needed) Still very very cool. regards. Quote Link to comment Share on other sites More sharing options...
Jarin Posted June 15, 2016 Share Posted June 15, 2016 On 6/4/2016 at 10:39 PM, Jarin said: I've been having this problem a lot lately. Basically, any build that goes over 10k parts (everything I've built lately) pushes the required partcount off the top of the display: I'm thinking I could do without that hundreds decimal place, personally. Putting off the problem out to 100k parts seems reasonable (if I'm building a crazy-big mothership in one build job, I can deal with it). So is nobody else seeing this problem? Is this a conflict or something? Quote Link to comment Share on other sites More sharing options...
IzeHeart Posted June 15, 2016 Share Posted June 15, 2016 Ok OK OK I Get trying to fix is a needle in a haystack. So i am starting over, I got a new copy v1.1.2.1.1260 (x64) can someone give me a complete list of what i'll need to get extraplanetary launchpads to work. i thought i had it, but it was over a year old. Quote Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted June 15, 2016 Share Posted June 15, 2016 (edited) @IzeHeart Blizzy's Toolbar to allow control of the VAB/SPH GUI and easy control of the in-flight GUI. Kerbal Inventory System. ModuleManager Edited June 16, 2016 by TheRagingIrishman Quote Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted June 15, 2016 Share Posted June 15, 2016 @IzeHeart To build, you need three things: Either the Orbital Dock, one of the two Launchpads, or the Runway (they differ only in theme, any of them can build any ship in any situation). All except the Orbital Dock must be unfolded with the right-click menu. You can also use Survey Stakes that have been put into the ground as long as you have a Survey Station (it's a clone of the hitchhiker but with a different name). A crew of reasonably smart kerbals. Kerbals will get the most work done if they're in the blue Workshop part, followed by the science lab, hitchhiker, and any command pods. Put your smart kerbals where they will do the most good (e.g. the workshop) and your stupid kerbals where they will do the least harm (e.g. command pods). You can right-click on any crewed part and see its "efficiency" see how good your Kerbal placement is. The higher your ship's total efficiency, the faster you build. RocketParts to get RocketParts, you need an auger to mine MetalOre a smelter to convert MetalOre into Metal a workshop to convert Metal into RocketParts To build, right-click on your builder part (e.g. the orbital dock) and open the construction window or open it from the toolbar, then pick the desired ship from the VAB, SPH, or subassembly lists. You'll be given the expected resource costs for the ship. Only the RocketParts cost matters at first. Once the ship's hull is finished, the same window will pop up and you can choose to transfer resources such as fuel. Quote Link to comment Share on other sites More sharing options...
Agnemon Posted June 15, 2016 Share Posted June 15, 2016 @IzeHeart You will also need Module Manager (needs to be installed in Game Data itself, not a sub directory). There are other mods as well that are recommended, see the OP (first page of the thread). However, I would try with the three minimum requirements first, then when that is proven to work satisfactorily, add any other mods one by one. Quote Link to comment Share on other sites More sharing options...
Table Posted June 16, 2016 Share Posted June 16, 2016 could we get a retexture for the parts? Quote Link to comment Share on other sites More sharing options...
IzeHeart Posted June 16, 2016 Share Posted June 16, 2016 Thank you all is well Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted June 16, 2016 Share Posted June 16, 2016 1 hour ago, Table said: could we get a retexture for the parts? I'm sure if Taniwha feels like re-texturing them he will. Quote Link to comment Share on other sites More sharing options...
Andem Posted June 16, 2016 Share Posted June 16, 2016 1 hour ago, Table said: could we get a retexture for the parts? I suggest you check out Keridian Dynamics, I quite like it. Quote Link to comment Share on other sites More sharing options...
Enceos Posted June 16, 2016 Share Posted June 16, 2016 9 hours ago, goldenpsp said: I'm sure if Taniwha feels like re-texturing them he will. Quote Link to comment Share on other sites More sharing options...
Moggiog Posted June 17, 2016 Share Posted June 17, 2016 I got some problems with this mod. If I launch a craft from a planetary launchpad, the created craft teleports inside the launchpad when the physics kick in. If I do it in orbit, the velocity is reduced to zero for both the new craft and the space station. Quote Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted June 17, 2016 Share Posted June 17, 2016 (edited) @Moggiog log file, screenshots, steps to replicate? Have you tried on a fresh install? How did you install EL? Edited June 17, 2016 by TheRagingIrishman Quote Link to comment Share on other sites More sharing options...
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