Jimbodiah Posted May 14, 2018 Share Posted May 14, 2018 Would it be possible to switch over to CRP resources on a future release? This would prevent double materials and needing two converters when playing alongside other mods. MetalOre -> MetallicOre Metal -> Metals Quote Link to comment Share on other sites More sharing options...
taniwha Posted May 14, 2018 Author Share Posted May 14, 2018 6 hours ago, Jimbodiah said: Would it be possible to switch over to CRP resources on a future release? This would prevent double materials and needing two converters when playing alongside other mods. Possible? Yes. Likely? No. However, that is for "stock" EL. In fact, it is unlikely that "stock" EL will get a more complex resource chain than it currently has. That said, the purpose of the recipe system, including the recent changes to converters, is to enable others to mod EL's resource chain to extremes. Details can be found in the manual. Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted May 14, 2018 Share Posted May 14, 2018 I am fine with the current resource chain, just that CRP already has similarly named resources and it would be nice to see EPL use those so as to keep the resources to a minimum between mods. - SSTU uses RocketParts to inflate all their inflatable habs and tori because it would fit in with EPL and not invent new unique resources. - USI-MKS changes RP to MK/SP when it detects EPL, but as SSTU also needs RP, I removed that patch in order to keep using RP instead. MKS uses CRP resources which means MetallicOre and Metals instead of the EPL resources MetalOre and Metal. - USI-ART's asteroid drill thingy spits out both MetalOre and MetallicOre. Just hoping for unification at some point :))) Only three letters need to be added BTW: I always love this mod for end-game use as I am soooo tired of doing launches to get what I need into space. Having an orbital/lunar EPL factory makes life so much simpler And that recycler, that's a god-send :))) I have patched EPL functionality into other parts to keep with the look of the rest of my ships, but the idea of EPL is just genious. Spoiler Quote Link to comment Share on other sites More sharing options...
Darthiir Posted May 21, 2018 Share Posted May 21, 2018 Is there any news about updating this mod? It is not compatible with KSP now and I cannot play without this mod. It's just not the same. Quote Link to comment Share on other sites More sharing options...
Kwarazi Posted May 21, 2018 Share Posted May 21, 2018 3 hours ago, Darthiir said: Is there any news about updating this mod? It is not compatible with KSP now and I cannot play without this mod. It's just not the same. @Darthiir It is compatible, CKAN may say it isn't but it does work and if you DL it direct it will work perfectly fine as you could see if you read back a few posts and pages Quote Link to comment Share on other sites More sharing options...
Space_Coyote Posted May 22, 2018 Share Posted May 22, 2018 12 hours ago, Kwarazi said: @Darthiir It is compatible, CKAN may say it isn't but it does work and if you DL it direct it will work perfectly fine as you could see if you read back a few posts and pages Well I am doing a manual install No (CKAN) of EL with 1.4.3 (and MH1.2 )and I get this error.. Thoughts on as to why this is happening? Also I will try to find the error log and send it to you or post it up. Space_Coyote Any thoughts on this one? Quote Link to comment Share on other sites More sharing options...
schlosrat Posted May 24, 2018 Share Posted May 24, 2018 Is anyone else having a problem with the recycle bins when if you drive you old craft into an activated bin it starts to drain and dissassble only to break off some parts at the front and allow the rest to come apart randomly and drift away? Sometimes it works normally and disassembles the craft from the back to the front, but some times it goes from front to back shattering the craft and consuming very little of it. Any thoughts on why this might happen or how to prevent it? Thanks! Quote Link to comment Share on other sites More sharing options...
LatiMacciato Posted May 24, 2018 Share Posted May 24, 2018 (edited) 28 minutes ago, schlosrat said: Is anyone else having a problem with the recycle bins when if you drive you old craft into an activated bin it starts to drain and dissassble only to break off some parts at the front and allow the rest to come apart randomly and drift away? Sometimes it works normally and disassembles the craft from the back to the front, but some times it goes from front to back shattering the craft and consuming very little of it. Any thoughts on why this might happen or how to prevent it? Thanks! I managed to figure that. Try to enter the recycler with the root part of that vessel. example: You undock a vessel, try to move with that docking port what was docked to enter the bin. If that also fails, do a quicksave right in a a save spot before entering the bin then load this save and try to enter the bin with that docking port. This always worked for me. Edited May 24, 2018 by LatiMacciato Quote Link to comment Share on other sites More sharing options...
taniwha Posted May 29, 2018 Author Share Posted May 29, 2018 On 5/24/2018 at 1:26 PM, schlosrat said: Is anyone else having a problem with the recycle bins when if you drive you old craft into an activated bin it starts to drain and dissassble only to break off some parts at the front and allow the rest to come apart randomly and drift away? Sometimes it works normally and disassembles the craft from the back to the front, but some times it goes from front to back shattering the craft and consuming very little of it. This is actually a carefully designed feature. Quote Any thoughts on why this might happen or how to prevent it? Why it happens: recycling bins are very stupid and randomly munch parts. How to prevent it: I won't give the answer directly, but the why is a hint (I hope). On 5/24/2018 at 1:54 PM, LatiMacciato said: I managed to figure that. Try to enter the recycler with the root part of that vessel. Sorry, no. The part of the vessel that enters the recycling bin, no matter what, becomes the root of the vessel. Thus, how the vessel enters the recycling bin is mostly irrelevant (I imagine the exact structure of the vessel's tree can affect things, but the process remains random). Quote Link to comment Share on other sites More sharing options...
LatiMacciato Posted May 29, 2018 Share Posted May 29, 2018 5 minutes ago, taniwha said: Sorry, no. The part of the vessel that enters the recycling bin, no matter what, becomes the root of the vessel. Thus, how the vessel enters the recycling bin is mostly irrelevant (I imagine the exact structure of the vessel's tree can affect things, but the process remains random). If that is so then something is not always working. Sometimes I undock a vessel where the docking port *should* become the new root, then it enters the bin and doesn't seem to be root because parts remain after the recycling process. Otherwise if I undock, then save a quicksave, load it again then recycle it, everything works splendid! Quote Link to comment Share on other sites More sharing options...
Nicky21 Posted May 29, 2018 Share Posted May 29, 2018 (edited) On 5/12/2018 at 8:29 PM, TheNosferatu said: Hey, just installed this mod and loving it so far, however, I'm having two issues, one with the launchpad from "Kerbal Planetary Base Systems" not being recognized as a launchsite (I asked for help in forum post from that as well, since I suspect it's that mod that's being funky) and an issue with cancelling builds. Whenever I try to cancel a build the craft is being sent into an escape trajectory out of the sun... now I love FTL travel as much as the next person but I prefer to use engines for that, not cancelling builds Is there a way to fix this? I'm playing 1.4.2 btw Also, if I change the craft in the VAB while it's being contstructed off world, will the ship be updated to the latest design upon completion? I had teh same issues ass you. While the launchpad from PBS is easily corrected ( the module called ExLaunchpad shoudl be callled ELLaunchpad ) so in teh cfg file the resoult should be like this: MODULE { name = ELLaunchpad SpawnTransform = LaunchTransform } The second issue i ran into, when tearing down builds or cancelling builds is more grave. Sometimes it crashes my game, sometimes the planets dissapear, and sometimes the number of materialkits i have in my building ship turns into NaN rather than a number. Also when trying to builld from teh PBS launchpad my craft shakes and suddenly explodes very very violently. I have no idea why. Edited May 29, 2018 by Nicky21 Quote Link to comment Share on other sites More sharing options...
taniwha Posted May 30, 2018 Author Share Posted May 30, 2018 19 hours ago, LatiMacciato said: If that is so then something is not always working. Sometimes I undock a vessel where the docking port *should* become the new root, then it enters the bin and doesn't seem to be root because parts remain after the recycling process. Otherwise if I undock, then save a quicksave, load it again then recycle it, everything works splendid! This is because the root part of the vessel does not matter. For each part of the vessel being recycled, the recycler code randomly selects a part, and if the part is a leaf part (no children), it recycles the part. However, it the part is not a leaf, there's a certain probability the part will be recycled, but if not, one of its children will be randomly selected and then the leaf test is repeated. The probability of a non-leaf part being recycled (and thus resulting in leftover parts) is controllable (indirectly), but not by how the vessel enters the recycling bin. As I said before, recycling bins are stupid. Quote Link to comment Share on other sites More sharing options...
juanml82 Posted June 2, 2018 Share Posted June 2, 2018 (edited) I'm using the disposable pads to add sections to a surface base, but I'm messing up the orientation. Like this I guess modifying the "vessel" it's building in the VAB/SPH won't work because the vessel it's loaded somewhere in the EPL module of the savefile or something, right? What do I need to look for, prior to finishing the build, (in the savegame file I guess) to (try to) make sure the new part is created straight up/in the intended direction? Edited June 2, 2018 by juanml82 Quote Link to comment Share on other sites More sharing options...
General Apocalypse Posted June 2, 2018 Share Posted June 2, 2018 May I suggest adding stock textures to the workshop itself ? They would be quite welcome and since after 1.4 we can change texture for parts via the stock menu it "might" not be too much work. The mod is nicely balanced and quite good as is IMHO. Visuals are all it might need. Quote Link to comment Share on other sites More sharing options...
juanml82 Posted June 2, 2018 Share Posted June 2, 2018 Huh, trying to teardown the build invokes the kraken. I get this spammed all over the debug console Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider Here's the log file http://www.mediafire.com/file/iulzy76pnxf0a0u/KSP_-_copia.7z/file Quote Link to comment Share on other sites More sharing options...
schlosrat Posted June 2, 2018 Share Posted June 2, 2018 (edited) I've had success using the micropads to extend a base. In fact I've created a series of modular base parts, each with one or more micropads on it, so that as I extend I can continue to extend from there. The process I've followed is to make sure the micropad is oriented with the red arrow pointed down and the part is saved in the VAB in the general (up/down) orientation I want it to appear and with the root part "facing" out the VAB door. The key is that root part has an unoccupied node facing out the VAB. If there is only one micropad on the craft, then it's on the side facing away from the door. Keep in mind the Red arrow is +X, the Blue arrow is +Z, Cyan is -X, and Yellow is -Z. In the VAB +X is out the door and +Z is toward the wall on the left (North) side as you face out the door. I place FASA 1.25 Redstone launch clamps under the parts (attached to the bottom node), and place the part in the VAB so that a Kerbal has room to walk under it (I use mainly the Planetary Base Inc parts, so doing this ties up the bottom node. I also place something like a light on the top node. The end result is that the only node that EL can select to attach with is the free one facing out the door in the VAB. Here's a base I built on Minmus this way Here's my modular workshop with an attached storage container for more RocketParts Here's my modular base core with a nuclear power plant, command hub, and yet more rocket parts storage Here are some craft files on KerbalX https://kerbalx.com/Schlosrat/Modular-Base-Core https://kerbalx.com/Schlosrat/Modular-Base-Fuel-Station https://kerbalx.com/Schlosrat/Modular-Base-Centrifuge https://kerbalx.com/Schlosrat/Modular-Base-Workshop https://kerbalx.com/Schlosrat/Modular-Base-Science-Lab https://kerbalx.com/Schlosrat/Modular-Base-Hub https://kerbalx.com/Schlosrat/Modular-Base-Habitat-Mk-I https://kerbalx.com/Schlosrat/Modular-Base-Habitat-Mk-II https://kerbalx.com/Schlosrat/Modular-Base-Greenhouse Edited June 3, 2018 by schlosrat Added images and links to craft files Quote Link to comment Share on other sites More sharing options...
schlosrat Posted June 2, 2018 Share Posted June 2, 2018 2 hours ago, juanml82 said: Huh, trying to teardown the build invokes the kraken. I get this spammed all over the debug console Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider Here's the log file http://www.mediafire.com/file/iulzy76pnxf0a0u/KSP_-_copia.7z/file Yep, it will do that. At least it definitely does in 1.4.3. Until the teardown function gets fixed I'd recommend doing a quicksave before starting any build. That's the only safe way to back out. Quote Link to comment Share on other sites More sharing options...
schlosrat Posted June 2, 2018 Share Posted June 2, 2018 On 5/30/2018 at 5:24 AM, taniwha said: This is because the root part of the vessel does not matter. For each part of the vessel being recycled, the recycler code randomly selects a part, and if the part is a leaf part (no children), it recycles the part. However, it the part is not a leaf, there's a certain probability the part will be recycled, but if not, one of its children will be randomly selected and then the leaf test is repeated. The probability of a non-leaf part being recycled (and thus resulting in leftover parts) is controllable (indirectly), but not by how the vessel enters the recycling bin. As I said before, recycling bins are stupid. Thanks @taniwha, this is good to understand and certainly explains why the observed behavior is being observed. What seem unclear, at least to me, is why this would be the desired behavior. Is there a game balance issue where being able to reliably and predictably recycle is bad? Thanks Quote Link to comment Share on other sites More sharing options...
Kielm Posted June 3, 2018 Share Posted June 3, 2018 (edited) Hi, Just checking in to report the same problem as @Nicky21 and @TheNosferatu - adding an ELLaunch module to a part does not allow it function as a launchpad / orbital dock. Also, when tearing down / cancelling builds I experience a kraken-like crash. I'll raise (or add to) an issue on github shortly. EDIT: I found the answer to the first problem. Part modules are case-sensitive, and the ExLaunchPad module was renamed to ELLaunchpad (not ELLaunchPad). Edited June 3, 2018 by Kielm Quote Link to comment Share on other sites More sharing options...
Elon Kerman Jr Posted June 4, 2018 Share Posted June 4, 2018 Where could I store rocket parts on my base I have the planetary base mod btw but the big ones seem way to heavy Quote Link to comment Share on other sites More sharing options...
taniwha Posted June 6, 2018 Author Share Posted June 6, 2018 (edited) On 6/4/2018 at 6:28 AM, Kielm said: EDIT: I found the answer to the first problem. Part modules are case-sensitive, and the ExLaunchPad module was renamed to ELLaunchpad (not ELLaunchPad). Yeah, sorry about that. The live doc (linked from the OP), and the lyx source file on github have been updated to show the correct spelling (ie, ELLaunchpad). On 6/3/2018 at 3:17 AM, juanml82 said: Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider Is this specific to 1.4.3 or does it happen in 1.4.2 as well? Also, I noticed that there were a LOT of other errors earlier, though they might not have lead to the issue. On 6/3/2018 at 5:36 AM, schlosrat said: What seem unclear, at least to me, is why this would be the desired behavior. Is there a game balance issue where being able to reliably and predictably recycle is bad? I did it because I could and thought it would make things interesting. Do note that it is quite possible (and easy) for you to make it reliable using game mechanics. It's not about reliability being bad, but about reliability being good and thus "expensive". TANSTAAFL. Edited June 6, 2018 by taniwha Quote Link to comment Share on other sites More sharing options...
juanml82 Posted June 8, 2018 Share Posted June 8, 2018 On 6/6/2018 at 4:32 AM, taniwha said: Is this specific to 1.4.3 or does it happen in 1.4.2 as well? Honestly, no idea. I've been playing in 1.4.3 for a while Quote Link to comment Share on other sites More sharing options...
Bakkerbaard Posted June 11, 2018 Share Posted June 11, 2018 I think I may have seen this answered at the top, but I wanna double check before I start construction of a non functional space station: Metallic Ore is not Metal Ore and Metal is not Metals then? Meaning the shipyard will only function on Metal (no S) and Metal Ore (and scrap metal, obviously), right? As a metalhead I am quite okay with this, I'm just checking as I think I may not have paid proper attention to it in my current preliminary build. Quote Link to comment Share on other sites More sharing options...
JoeeoJ Posted June 11, 2018 Share Posted June 11, 2018 (edited) Hi all, have a little question: In the smelting unit is a storage space for scrap metal, but I couldn't find any other containers for scrap metal. Is that a problem with my version 1.4.3 ? TIA, Joe Edited June 11, 2018 by JoeeoJ Quote Link to comment Share on other sites More sharing options...
schlosrat Posted June 11, 2018 Share Posted June 11, 2018 8 hours ago, Bakkerbaard said: I think I may have seen this answered at the top, but I wanna double check before I start construction of a non functional space station: Metallic Ore is not Metal Ore and Metal is not Metals then? Meaning the shipyard will only function on Metal (no S) and Metal Ore (and scrap metal, obviously), right? As a metalhead I am quite okay with this, I'm just checking as I think I may not have paid proper attention to it in my current preliminary build. What you've said is correct as I understand it. There are recipes in the EL CFG files that define what produces what. These get changed if you install MKS, but if you're using stock EL then you need Metal Ore to smelt into Metal, which is used in turn to produce Rocket Parts. Scrap Metal can also be used to produce metal of course. 1 hour ago, JoeeoJ said: Hi all, have a little question: In the smelting unit is a storage space for scrap metal, but I couldn't find any other containers for scrap metal. Is that a problem with my version 1.4.3 ? TIA, Joe There are several mod packs that add storage for scrap metal. I'd have to check my mod list, but I know I've got some in the PlanetaryBaseInc mod. Also, I think you might be able to get configurable tanks that can be switched to hold scrap metal. Quote Link to comment Share on other sites More sharing options...
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