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[1.12] Extraplanetary Launchpads v6.99.3


taniwha

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Hey, it seems the Tiny auger seems unbalanced. It's ore rate is half of his brother but it size it 1/4 of his brother. To make it balanced, I think it performance should also be 1/4 (0.5 L/s)

Not everything scales in a linear fashion. Not many things actually do.

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Hey,

I built an all-in-one ore processor/metal workshop/rocket factory using the required parts with a survey station on top but i don't get the build UI. I've also attached a stake in the ground, have I done something wrong here?

I'm bit gutted at the moment after wrestling this beast to Minmus.

Thanks.

VHzJysS.png

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Thanks for your reply DB. Just to check as I'm new to mods - to reinstall a mod, do I just delete the EL folder in gamedata and replace with a newly downloaded version? Will doing that not conflict with an already running save game?

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Joy! Thanks Taniwha and DB. I reinstalled the folder and it works now. On a side note I saw that you recommend Kerbal Experience so installed that too - not sure if that would have an effect on the UI though.

Nope not using 64-bit due to it being an unstable mess ;)

Thanks!

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Erm, I had an issue, I fixed it tho.

http://forum.kerbalspaceprogram.com/threads/97352-No-launch-clamps?p=1492671#post1492671

the gist is that your module manager file made launch clamps stop working, deleteing the launch clamp section of the MM file fixed it.

I had this exact problem as well. I wish that I had searched in this thread before I went through my mods one by one :D

I'm just confirming that this works for me as well.

Not having launch stability enhancers was making rocket design rather challenging :sticktongue:

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Getting an odd bug with the survey thing. I spawned something with a spike, saw it didn't have a probe core so I quickloaded to before it spawned and put a probe core on it, then tried to select it again and nothing happens when I press load, doesn't matter what ship I use.

It like appears for one frame after I click load, with this error showing up [Log]: Vessel was on-rails at 0.7 atm pressure and was destroyed.

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About Science Alert: I've sent a patch to xEvilReaperx, so it's just a matter of him noticing.

About the launch clamps: I am unable to reproduce this problem. However, looking again at the mod-list in that thread, I notice there are multiple versions of ModuleManager installed. I've noticed that as of KSP 0.24, Unity does not treat us well with multiple versions. It might be worthwhile cleaning out the older ModuleManager dlls.

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Hey,

I built an all-in-one ore processor/metal workshop/rocket factory using the required parts with a survey station on top but i don't get the build UI. I've also attached a stake in the ground, have I done something wrong here?

I'm bit gutted at the moment after wrestling this beast to Minmus.

Thanks.

http://i.imgur.com/VHzJysS.png

How did you manage to land that monster?

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So there's nothing I can expect if I want this to work in 64-bit? Or EPL just doesn't work in 0.25 64-bit even though it worked fine(for me) in 0.24 64-bit? Is there too much work involved to get it functional in 64bit? Can you throw me a bone here taniwha?

Edit: I'm not quite sure how this all works though, is there a compatibility check for EPL, and the mod then disables itself if it recognizes it's a 64bit game?

Edited by SlimJim89
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