Jump to content

[1.12] Extraplanetary Launchpads v6.99.3


taniwha

Recommended Posts

Harrekin: the location makes no difference. It's all about having RocketParts on hand and productive kerbals in a workshop. I found
the other day.

So why does the workshop/launch pad module I built work when it's on the ground but when I launch it and attach it to my orbital station it won't work?

I'll use crew manifest to edit my Kerbals and see to be extra sure, thanks for your help.

Link to comment
Share on other sites

At least one of three things: no RocketParts, no kerbals, the average productivity of your kerbals is negative (right click on a workshop and check Vessel Productivity).

Is it entirely based on Kerbals in the workshop, the launchpad or the entire vessel overall?

Cos that would explain why it'd build undocked from the station but when I dock it won't work.

I Googled a lot for the answers, when I get a bit more in-depth with it I might do a Wiki, there's a strong lack of non-YouTube instructions.

Link to comment
Share on other sites

Productivity is based on the stupidity of all Kerbals in places that are set to be a workshop. Obviously the EPL workshop serves as workshop but so do the stock Lab and Hitchiker modules. Even command pods and cockpits contribute to the overall production al be it to a lesser degree.

For optimum efficiency place your Kerbals with the lowest stupidity in the workshop, lab and hitchhiker and keep the idiots locked up in cockpit. Or even better; leave them at KSC.

Personally I have stupid Kerbals serve as miners on the Minmus surface and the bright ones in the orbital shipyard.

Edited by Tex_NL
Link to comment
Share on other sites

I just had a major mission fail of a 600 ton ship that was supposed to be attached to a 5,000 ton aft section. mode of failure was joint failure at BOTH ends of the workshop. -- this is a common failure mode as the joints on the workshop are utterly pathetic for the workshop's mass. Please configure reasonable joint strengths. =|

Link to comment
Share on other sites

600t? 5000t? Just what sort of behemoth are you launching? More importantly, why!?!

I strongly suggest you reevaluate your mission planning. EL does both landed and orbital operations for a reason. Docking ports help keep things sane, too.

While the workshop is only 15t-19t: less massive than a full Jumbo-64, it does seem the default joint strength may be a tad low.

Link to comment
Share on other sites

I love EL, it's a great mod

However I was wondering if you could add tweakscale integration?

EL tanks seem to clutter up my part menu, if you added tweakscale then you would only need one part.

If you don't like doing tweakscale then maybe you could make certain parts procedural?

Just a suggestion,

dbmorpher

Link to comment
Share on other sites

Does it take forever to build anything like a miner?

Build time is based purely on mass and productivity. A certain number of kilograms of parts used per kerbal-hour. If builds are unreasonably slow or not progressing, you most likely have a shortage of productivity (not enough kerbals or kerbals not producing effectively due to poor facilities or stupidity).

Link to comment
Share on other sites

Build time is based purely on mass and productivity. A certain number of kilograms of parts used per kerbal-hour. If builds are unreasonably slow or not progressing, you most likely have a shortage of productivity (not enough kerbals or kerbals not producing effectively due to poor facilities or stupidity).

I know, but I'm afraid it'll take forever to build anything even when I have a workshop full of smart Kerbals.

Link to comment
Share on other sites

I usually turn build time off as it just makes me timewarp until completed. Because of the mods I use and the relative instability of ksp/unity, bad things can happen in timewarp through no fault of my own. It's just less of a headache and the delay does not help me play the game. It's only really impactful if you use a air/water/food/waste mod with your crew.

Link to comment
Share on other sites

I usually turn build time off as it just makes me timewarp until completed. Because of the mods I use and the relative instability of ksp/unity, bad things can happen in timewarp through no fault of my own. It's just less of a headache and the delay does not help me play the game. It's only really impactful if you use a air/water/food/waste mod with your crew.

What I'd like to put in a word for is on-rails building so the shipyard can keep making progress while I run the supply missions.

Link to comment
Share on other sites

I just wish I could solve the issue I have with Kerbals going into the workshop and never coming out. I cannot get Kerbals to exit the workshop -- they simply disappear. I know they are in there as the workshop works, but they don't appear on the vessel crew display nor can I click on any Crew Hatch menu.

Link to comment
Share on other sites

What I'd like to put in a word for is on-rails building so the shipyard can keep making progress while I run the supply missions.

Actually, this is something even I want, but I also want construction to use electric charge, and using electric charge when unfocused is non-trivial (I have some ideas, however).

BTW, your vessel is on rails as soon as you start warping (just a correction in terms).

I just wish I could solve the issue I have with Kerbals going into the workshop and never coming out. I cannot get Kerbals to exit the workshop -- they simply disappear. I know they are in there as the workshop works, but they don't appear on the vessel crew display nor can I click on any Crew Hatch menu.

The crew hatch works just fine, so long as you can get it to appear (wave the mouse in the general vicinity of the hatch). I use it all the time.

Link to comment
Share on other sites

Actually, this is something even I want, but I also want construction to use electric charge, and using electric charge when unfocused is non-trivial (I have some ideas, however).

I was thinking of doing it the way TAC/MKS do: keep track of a last-updated time and fast-forward on reload.

The fast-forward method doesn't really let you consume EC as you're fast-forwarding, because most of your supply comes from modules that don't fast-forward.

What I would try do to enforce EC requirements is to keep track of whether EC supply is stable or discharging. If the battery level is stable or increasing with all EPL systems active, assume that it will stay that way and calculate progress while unloaded. If the battery level is decreasing, don't calculate unloaded progress.

BTW, your vessel is on rails as soon as you start warping (just a correction in terms).

I know. But people up to and including RoverDude refer to this problem as processing on rails, so being strictly correct strikes me as not only a losing battle, but a lost one.

Link to comment
Share on other sites

I was thinking of doing it the way TAC/MKS do: keep track of a last-updated time and fast-forward on reload.

The fast-forward method doesn't really let you consume EC as you're fast-forwarding, because most of your supply comes from modules that don't fast-forward.

What I would try do to enforce EC requirements is to keep track of whether EC supply is stable or discharging. If the battery level is stable or increasing with all EPL systems active, assume that it will stay that way and calculate progress while unloaded. If the battery level is decreasing, don't calculate unloaded progress.

Eclipse.

I know. But people up to and including RoverDude refer to this problem as processing on rails, so being strictly correct strikes me as not only a losing battle, but a lost one.

No, there isn't even a battle because it's difficult to take such people seriously when they can't communicate properly.

Link to comment
Share on other sites

Eclipse.

No, there isn't even a battle because it's difficult to take such people seriously when they can't communicate properly.

I thought I heard my ears burning.

Two points.

Is there some preferred shorthand for differentiating between non-physics warp and the delta time that passes while we're focused on a different ship outside of physics range. Second - I use the shorthand because a lot of the EC weirdness manifests at very high warp in similar ways to what I see when I switch scenes after being away from a ship for a while. I would sad if I was not taken seriously because of my inability to communicate properly.

Also, per KSP wiki, 'On Rails' is the term used when a ship is out of the 2.5km physics range of the currently active vessel - which is how I generally use the term.

Edited by RoverDude
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...