taniwha Posted April 22, 2017 Author Share Posted April 22, 2017 Do you have any crew in there? Do they have the ExConstructionSkill trait? What's your vessel productivity? Quote Link to comment Share on other sites More sharing options...
Blackline Posted April 22, 2017 Share Posted April 22, 2017 (edited) 9 minutes ago, taniwha said: Do you have any crew in there? Do they have the ExConstructionSkill trait? What's your vessel productivity? i did update my initial post one page back. and here is the log: https://www.dropbox.com/s/2cyahcbrcwjcylf/output_log_EL.txt?dl=0 Edited April 22, 2017 by Blackline Quote Link to comment Share on other sites More sharing options...
taniwha Posted April 22, 2017 Author Share Posted April 22, 2017 Oh, haha. I see your problem. You're testing with Bill Kerman. If you do the math by hand, his productivity is exactly 0. 32-bit floating-point math gives -1.490116E-08. A few choices to fix: get him more experience (2 stars is enough for your purposes), test in sandbox, or find a better engineer. BTW, that 0 productivity for Bill was a complete fluke: I designed the curves just to "feel ok" to me, and found that poor Bill wound up with 0 (Bob about 0.8, Jeb about 0.4 or 0.5, don't remember, Val somewhat higher, but she came along long after even experience handling). Quote Link to comment Share on other sites More sharing options...
Blackline Posted April 22, 2017 Share Posted April 22, 2017 (edited) 10 minutes ago, taniwha said: Oh, haha. I see your problem. You're testing with Bill Kerman. If you do the math by hand, his productivity is exactly 0. 32-bit floating-point math gives -1.490116E-08. A few choices to fix: get him more experience (2 stars is enough for your purposes), test in sandbox, or find a better engineer. BTW, that 0 productivity for Bill was a complete fluke: I designed the curves just to "feel ok" to me, and found that poor Bill wound up with 0 (Bob about 0.8, Jeb about 0.4 or 0.5, don't remember, Val somewhat higher, but she came along long after even experience handling). OK, is it a DLL thing or can i fix that by MM magic? You know i am using SimpleConstructions and i am trying to get rid of the time needed to build with EP, so having EVERY Kerbal at productivity = 1 is ok for me. Edited April 22, 2017 by Blackline typo Quote Link to comment Share on other sites More sharing options...
taniwha Posted April 22, 2017 Author Share Posted April 22, 2017 It's hard coded, but I'm thinking of making something in there configurable: KSP's RNG does seem to be unfairly biased against engineers. Quote Link to comment Share on other sites More sharing options...
nat Posted April 23, 2017 Share Posted April 23, 2017 Sorry if this problem was already answered but everything seems to work fine with the mod except when i finalize build (even with the sliders for xenon or whatever fuel at max and with lot's of rocketparts and full fuel tanks) my newly made rocket doesn't transfer on any fuel and has empty fuel tanks. Solid fuel and batteries seem fine but fuel transfer is an issue. Did I install something wrong? Quote Link to comment Share on other sites More sharing options...
taniwha Posted April 23, 2017 Author Share Posted April 23, 2017 (edited) @nat: First, the transfer does not happen until you hit Release. Second, you need to have those resources on-hand. Oh, and if you're building via a survey site, you cannot transfer resources. (you need to use KAS pipes or similar). Edited April 23, 2017 by taniwha Quote Link to comment Share on other sites More sharing options...
nat Posted April 23, 2017 Share Posted April 23, 2017 Im using the orbitaldock and I'm having the same problem with the simple construction mod. I click release and the new rocket doesn't have any fuel. I'm launching from a space station with cross feed enabled btw and thanks for the lightning fast answer. Quote Link to comment Share on other sites More sharing options...
taniwha Posted April 23, 2017 Author Share Posted April 23, 2017 @nat: Then make sure you have sufficient of the relevant resources on your station: EL does not create stuff out of nothing (SolidFuel and Ablator are created from RocketParts). If you have the resources, then my guess is some fuel-switcher mod is interfering (shouldn't be MFT as I use that). Quote Link to comment Share on other sites More sharing options...
nat Posted April 23, 2017 Share Posted April 23, 2017 Could it be Interstellar Fuel Switch that's creating the problem. Simple construction requires IFS though. Quote Link to comment Share on other sites More sharing options...
taniwha Posted April 23, 2017 Author Share Posted April 23, 2017 (edited) Yeah, it could be. I've heard reports of IFS not cooperating. However, I have found a problem in EL where it was unable to get at KIS container contents. I've fixed that (yesterday), but the two issues might be related (same idea, different places and slightly different solutions). Edited April 23, 2017 by taniwha Quote Link to comment Share on other sites More sharing options...
nat Posted April 23, 2017 Share Posted April 23, 2017 thanks again i found the problem, it was IFS, cheers Quote Link to comment Share on other sites More sharing options...
[email protected] Posted April 27, 2017 Share Posted April 27, 2017 (edited) I have had significant problems with finalizing the build, objects will spawn underground, and the area is totally flat so I cant find any hills to use Y- bounds on... any suggestions? I even modified the cfg file so I can attach stakes to buildings but that didn't work either... Why not just add an XYZ offset option in the interface before building? That way if someone spawns something and it comes out in the ground they can just adjust directly and try again? Is there anyway to modify the cfg files to change default spawn height relative to origin? Edited April 27, 2017 by [email protected] Quote Link to comment Share on other sites More sharing options...
taniwha Posted April 27, 2017 Author Share Posted April 27, 2017 @[email protected]: if it's coming out in the ground, especially with only a single origin stake, something is very very wrong. I thought I had tested survey builds in 1.2 (I haven't gotten to them in my play yet, but soon!), but you are at least the second person to have run into this. I have found problems related to spawning and parts starting up properly, and I've fixed that particular instance (not yet released, but pushed to github). I'm very much on the alert for more related issues. Quote Link to comment Share on other sites More sharing options...
[email protected] Posted April 28, 2017 Share Posted April 28, 2017 (edited) I think the irregularly flat ground may be causing a problem because it's literally dead flat for 200m in all directions on those giant flatlands of minimus. My moon base has quirks where if I make a build it will no longer consider the bounds stakes if i build again with the same stakes. Edited April 28, 2017 by [email protected] Quote Link to comment Share on other sites More sharing options...
[email protected] Posted April 28, 2017 Share Posted April 28, 2017 (edited) Forgive me for being a noob, but using the git project do I just compile a .dll and replace to apply updates to my in game build? I don't mind testing the build, or even attempting fixes myself. Personally I think since for the launchpad you have an adjustable y offset, perhaps add this directly to the cfg of the stake also or even as part of the in game console, so when modifying a survey stake in game, just as you can set direction and bounds you can also modify the origins height off the ground itself, the position xz set by stake location, andyou can essentially spawn higher or lower to totally avoid / adjust for the spawn problems. Edited April 28, 2017 by [email protected] Quote Link to comment Share on other sites More sharing options...
taniwha Posted April 28, 2017 Author Share Posted April 28, 2017 @[email protected]: yes, just recompile. I use make, so it's just "make KSPDIR=[directory holding KSP bin] install". You will need mono (for mcs), git (but you have that, presumably) and bash at a minimum (comiling in Source), but inkscape, xetex (with bliblatex), and graphviz (and maybe some more?) for a full build/install. Quote Link to comment Share on other sites More sharing options...
[email protected] Posted April 28, 2017 Share Posted April 28, 2017 Hmm... I will figure out how to get that working, I've never used a makefile so might take a bit of time, is there any chance you could send me the current experimental build already compiled? I would be happy to test it out and let you know of any bugs I find Quote Link to comment Share on other sites More sharing options...
[email protected] Posted April 28, 2017 Share Posted April 28, 2017 (edited) I usually use VIsual Studio, is there any way to modify the mod using that system? I was able to open the cs files and review the code but not compile using the make file... Very cool mod btw, I appreciate your efforts, thank you Edited April 28, 2017 by [email protected] Quote Link to comment Share on other sites More sharing options...
taniwha Posted April 29, 2017 Author Share Posted April 29, 2017 I have verified that something is weird with survey builds. However, my vessels are spawning a few meters higher than they should. Quote Link to comment Share on other sites More sharing options...
Gilsch Posted April 29, 2017 Share Posted April 29, 2017 Hey, First of all thanks for this great Mod. I have just added this mod to my game and I have realized that some parts are not appearing in de VAB. For example I cannot find the SurveyStake, Launchpad2 some HexCans and a few more parts. Here is my output_log: https://www.dropbox.com/s/2u73peej0o1pt7f/output_log.txt?dl=0 My guess it’s conflicting with another mod I installed but I don’t really know how to read the output_log. Would be very appreciated if someone could give me a hind. Thanks Quote Link to comment Share on other sites More sharing options...
taniwha Posted April 29, 2017 Author Share Posted April 29, 2017 (edited) @Gilsch: You have UmbraSpaceIndustries installed. It's highly likely it, or one of its related mods has some Module Manager patches that disable several EL parts (this is a common issue). The reason for the parts being disabled is they don't fit in with USI's scheme as USI replaces the resource chain used to feed EL's construction "system". However, not finding the survey stake is a surprise. I guess USI has since come up with a replacement part for it (it is rather hard to see). Edited April 29, 2017 by taniwha Quote Link to comment Share on other sites More sharing options...
DStaal Posted April 29, 2017 Share Posted April 29, 2017 55 minutes ago, taniwha said: @Gilsch: You have UmbraSpaceIndustries installed. It's highly likely it, or one of its related mods has some Module Manager patches that disable several EL parts (this is a common issue). The reason for the parts being disabled is they don't fit in with USI's scheme as USI replaces the resource chain used to feed EL's construction "system". However, not finding the survey stake is a surprise. I guess USI has since come up with a replacement part for it (it is rather hard to see). That was a bug in one version of MKS I believe - MKS is actually phasing out support for EL: RoverDude doesn't use it, and is switching to Ground Construction as more fitting his vision. (There will still be some user-supplied patches in MKS.) Either way, removing and reinstalling MKS from the current version should fix it - assuming he's not having some other problem. Quote Link to comment Share on other sites More sharing options...
pp3d Posted April 29, 2017 Share Posted April 29, 2017 (edited) Hi, I believe I have a conflict with a mod and I need some help. I believe it's MKS: USI Modular Kolonization Systems, which replaced the requirements for Orbital Construction from Rocket Parts to Material Kits/Specialized parts. What's the best way to ensure that the requirements stay with EL? Thanks. --- Edit... I just saw the message above . Edited April 29, 2017 by pp3d paying attention Quote Link to comment Share on other sites More sharing options...
Gilsch Posted April 29, 2017 Share Posted April 29, 2017 Ok so I tried to remove all the stuff from UmbraSpaceIndustries. Didn't change anything. So I tried with a fresh installation of KSP and added the mods one by one. It seems to be a problem with the SETI-Rebalance Mod. If I remove it, all parts are showing and when I add the mod some parts are missing. Don’t know exactly how they are interacting or what exactly is causing the problem. Anyway thanks for the help. Quote Link to comment Share on other sites More sharing options...
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