Jarin Posted December 14, 2016 Share Posted December 14, 2016 (edited) 12 hours ago, escu said: If you have EL and USI Kolonization, you will have both MetalOre and MetallicOre. In this case, EL adapts itself to use USI Kolonization resources and drills. So instead of MetalOre and RocketParts, you will have MetallicOre and ships are made with MaterialKits and SpecializedParts. No USI (while interesting, I find it too dang complicated), just Community Resource Pack. 2 hours ago, cgwhite4 said: What we need to do is wait for taniwha to diagnose and fix it. Waiting on a patch then (good luck with that RL stuff, @taniwha). Ah well. Guess I'll kill time lobbing scansats and relays across the system in preparation. Edited December 14, 2016 by Jarin Quote Link to comment Share on other sites More sharing options...
Siama Posted December 14, 2016 Share Posted December 14, 2016 Source patch for augers in ksp-1.2.2: Spoiler diff --git a/Source/Converter/Extractor.cs b/Source/Converter/Extractor.cs index 820abfa..46d9ea4 100644 --- a/Source/Converter/Extractor.cs +++ b/Source/Converter/Extractor.cs @@ -161,7 +161,7 @@ protected override ConversionRecipe PrepareRecipe(double deltaTime) status = "Inactive"; return null; } - rate = amount * Efficiency; + rate = amount * GetEfficiencyMultiplier(); return LoadRecipe(rate); } } And rebuilt dll (just replace in GameData\ExtraplanetaryLaunchpads\Plugins\) Quote Link to comment Share on other sites More sharing options...
Jarin Posted December 15, 2016 Share Posted December 15, 2016 @Siama's dll did the trick for me. New outpost is coming along swimmingly. Quote Link to comment Share on other sites More sharing options...
taniwha Posted December 15, 2016 Author Share Posted December 15, 2016 While not quite done, my RL issue (new rig demanded new custom desk, so I had to build the desk) has settled to a manageable state. I'm not sure I'll be able to look into EL on 1.2.2 today, but I will soon. Quote Link to comment Share on other sites More sharing options...
cgwhite4 Posted December 15, 2016 Share Posted December 15, 2016 Good to hear. Resource levels at my Minmus base are now too low to support another mission, but my Gilly base should still have one launch left in it (thanks in part to a procedure I used to suppress a Kraken), and the interplanetary alignment situation I currently have favors Gilly (destination will be Duna). I've also got some space junk floating around Kerbin that I can work on de-orbiting (with a vessel that I launch from Kerbin). Once the space around Kerbin is clean and my Gilly base is back to full crew compliment, my next target will be Moho, but those plans would be going nowhere without working augers. Quote Link to comment Share on other sites More sharing options...
Siama Posted December 15, 2016 Share Posted December 15, 2016 It seems that there is some problem with recyclers. They suddenly get stuck in "part processing" and FPS drops to ~0. Maybe it is not relevant to ksp update but It is repeated at least twice. Quote Link to comment Share on other sites More sharing options...
Sejmir Posted December 16, 2016 Share Posted December 16, 2016 (edited) Can I download this mod for version 1.0.5 ? Edited December 16, 2016 by Sejmir Quote Link to comment Share on other sites More sharing options...
Siama Posted December 16, 2016 Share Posted December 16, 2016 I can't find version exactly for 1.0.5 but you can try v.5.3.0 (according to information inside it is for ksp-0.90.0) and 5.3.1 (ksp-1.1.1). Quote Link to comment Share on other sites More sharing options...
Agustin Posted December 17, 2016 Share Posted December 17, 2016 Do I need KerbalStats in order to play this in 1.2? I do try not to get any mod if it is not neccesary because it mught just increase he possibilities of bugs... But I read someone said it WAS neccesary to install it. Is it really? Quote Link to comment Share on other sites More sharing options...
Siama Posted December 17, 2016 Share Posted December 17, 2016 No, it is not necessary. But you can get into troubles with negative productivity without Big Blue Workshop (15t part). So it's highly recommended Quote Link to comment Share on other sites More sharing options...
Agustin Posted December 17, 2016 Share Posted December 17, 2016 (edited) It is my first time trying this. i built a test design with every part of the mod attached, with kerbals inside the blue construction worshop, with everything full (ore, metal ore, parts, electricity) with a orbital Construction Pad and launchpad attached. I begin my construction in both pads, with the numbers in green (i suppose it means I have enough parts) but when the blue timelapse shows the percentage and time remaining, both are at 0% levels without ANY progress. Am I missing something here? Is it simply not working? I am running it at version 1.2 (wont update to 1.2.1 or 1.2.2.) Is this the problem? Because at the loading of the game it said something may be broken because it was different version mod. But I can't seem to find any link to a prior version. The animations of the parts all work fine, and everything seems to work until no progress at all in the building of the ships happens. What should I do? EDIT: I see in the right click menu of the blue construction workshop I have 0 productivity. I don't see any " efficiency " as someone said to chek. I currently have only one engineer level 0 and all pilots ( I dpn't have any experienced engineer around at this point. May be this the problem? shouldn't it be working nevertheless, even at lowest speeds or what? Edited December 17, 2016 by Agustin Quote Link to comment Share on other sites More sharing options...
Siama Posted December 17, 2016 Share Posted December 17, 2016 13 minutes ago, Agustin said: I currently have only one engineer level 0 and all pilots ( I dpn't have any experienced engineer around at this point. May be this the problem? Yep. Courage and stupidity is also matters. So if your smart engineer gives +0.5 productivity and 2 stupid pilots -0.3 each - you will get 0 total productivity. Quote Link to comment Share on other sites More sharing options...
Agustin Posted December 17, 2016 Share Posted December 17, 2016 4 minutes ago, Siama said: Yep. Courage and stupidity is also matters. So if your smart engineer gives +0.5 productivity and 2 stupid pilots -0.3 each - you will get 0 total productivity. So How can i See hoe much produtivity gives me my engineer? I Have installed kerbalStats but I don't understand what it does. Where are the stats showing? In the right click mouse over the workshop? I only see productivity and it is 0. Only way getting it higher is with more experienced engineer? not a drop of productivity? why does it say my engineer can work in a "fully equiped" workshop? What is "fully Equipped" Thanks for the quick andswer I jus want to test this and I can't get any experience engineer yet available. Quote Link to comment Share on other sites More sharing options...
Siama Posted December 17, 2016 Share Posted December 17, 2016 33 minutes ago, Agustin said: I only see productivity and it is 0. Something is wrong here. Which version of ModuleManager do you use? Current setup requires at least 2.7.5 to work properly. Quote Link to comment Share on other sites More sharing options...
Agustin Posted December 17, 2016 Share Posted December 17, 2016 (edited) I do have 2.7.5 I am trying to edit persistent.sfs to level up my engineer and retry. But I think something IS wrong here too, right? I have just edited my engineer and it has 3 level stars. Still 0 production. Edited December 18, 2016 by Agustin Quote Link to comment Share on other sites More sharing options...
Agustin Posted December 17, 2016 Share Posted December 17, 2016 https://postimg.org/image/7p9sdduzl/ https://postimg.org/image/wqip12rlj/ Just enetered a workshop with level three engineer. 0 production. Quote Link to comment Share on other sites More sharing options...
Agustin Posted December 18, 2016 Share Posted December 18, 2016 Ok I think I just figured it out. I was using only one Engineer. As soon as I got an engineer plus a scientist ( i had not another engnineer available ) it did the trick. I was crazy removing every other mod to see if there was anything causing an incompability, but it was just that simple. Two kerbals inside he workshop. What a waste of time I can't believe it. Now I have to sleep tomorrow I will test this amazing mod. Quote Link to comment Share on other sites More sharing options...
protoz Posted December 18, 2016 Share Posted December 18, 2016 (edited) So EL 1.2.1 works with USI mods but the thing i don't get is vessel productivity, it should be based on stupidity, crew's star levels, and class. A non stupid 5 star engineer should provide the most productivity from what i understand. In my game engineers have zero affect on productivity while pilots & scientists do have an affect. What is wrong here? Why do engineers not affecting productivity? Edited December 18, 2016 by protoz Quote Link to comment Share on other sites More sharing options...
Agnemon Posted December 18, 2016 Share Posted December 18, 2016 6 hours ago, protoz said: So EL 1.2.1 works with USI mods but the thing i don't get is vessel productivity, it should be based on stupidity, crew's star levels, and class. A non stupid 5 star engineer should provide the most productivity from what i understand. In my game engineers have zero affect on productivity while pilots & scientists do have an affect. What is wrong here? Why do engineers not affecting productivity? There is/was a bug in the previous version of EL in that Module manager was not applying the skill set patch, the bug was being hidden if you had kerbalstats installed. There is a PDF in the install folder that covers the skill side of it Quote Link to comment Share on other sites More sharing options...
ss8913 Posted December 19, 2016 Share Posted December 19, 2016 so.. is this still incompatible with 1.2.2? I heard that, for a while there, with 1.2.2, EPL wouldn't actually build anything.. is that still true or can I go ahead and install this now? or should I wait a while longer? Quote Link to comment Share on other sites More sharing options...
Kaa253 Posted December 19, 2016 Share Posted December 19, 2016 4 hours ago, ss8913 said: so.. is this still incompatible with 1.2.2? I heard that, for a while there, with 1.2.2, EPL wouldn't actually build anything.. is that still true or can I go ahead and install this now? or should I wait a while longer? It builds things just fine for me. Sometimes I have a problem loading tanks on release that's all. Quote Link to comment Share on other sites More sharing options...
sardia Posted December 19, 2016 Share Posted December 19, 2016 On 12/14/2016 at 6:43 PM, Jarin said: @Siama's dll did the trick for me. New outpost is coming along swimmingly. ss8913 Siama's DLL he provided may help. Last page ish? Quote Link to comment Share on other sites More sharing options...
Jarin Posted December 19, 2016 Share Posted December 19, 2016 @ss8913, if the problem is "not building", check your productivity. If your problem is augers not mining metal ore, then you need the updated DLL from the top of this page. Quote Link to comment Share on other sites More sharing options...
Jengaleng Posted December 19, 2016 Share Posted December 19, 2016 I just logged into my save and my space stations could not be loaded because "Smelter, Exlaunchpad, workshop" could not be loaded. Haven't changed anything since the last time I've played so it doesn't make much sense why the mod would stop working. Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted December 19, 2016 Share Posted December 19, 2016 2 minutes ago, Jengaleng said: I just logged into my save and my space stations could not be loaded because "Smelter, Exlaunchpad, workshop" could not be loaded. Haven't changed anything since the last time I've played so it doesn't make much sense why the mod would stop working. Something changed. Those errors are generally when ksp can't find the files for the parts. Double check your install Quote Link to comment Share on other sites More sharing options...
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