Jump to content

[1.12] Extraplanetary Launchpads v6.99.3


taniwha

Recommended Posts

This is the first problem I've seen with it. Does the build progress normally if you stay focused?

Can you start a build, then exit the game and upload your persistent.sfs file somewhere? (and say which ship has the problem). The KSP logs would be helpful too (see this post for where to get the logs)

Yes, exactly. Generally, staying focused on orbital dock is the only way to complete build :)

persistent.sfs and output_log.txt. Ship is called "The Kraken's Bay orbital dock".

Strangely enough, in newly created sandbox build was going ok (on launchpad though, didn't test it in orbit).

Edited by Mystique
Link to comment
Share on other sites

That's what subscribing to the thread is for :) (in "Thread Tools" if you don't already know).

Yeah, I'm already subscribed to half a dozen different threads. But I can sometimes go several days without checking the even so; RL concerns you know. For me it makes things a little easier using AVC.

Link to comment
Share on other sites

Yeah, I'm already subscribed to half a dozen different threads. But I can sometimes go several days without checking the even so; RL concerns you know. For me it makes things a little easier using AVC.

Is that all? I'm subscribed to over three dozen :) (not that all of them are active).

Actually, the reason I won't support AVC is technical: I don't like putting generated files into git (.mu is an exception because I haven't figured out how to automate exporting them), and I generate version information from git tags. Trying to put AVC files into git would mess things up as they could never be accurate. Unless AVC has a solution to that problem, you will just have to stick with MVC ;).

Link to comment
Share on other sites

I'm just wondering here, what would make a command pods productivity -3.(bunch of numbers)e-9? I thought it was a bug with a novapunch command pod, but I checked in sandbox mode and it's fine.

Crew that don't have enough stars and/or is too stupid to produce anything except Kerbal science? :) Shows same for me when pod is manned by 0-star engineers.

Edited by Mystique
Link to comment
Share on other sites

I'm moving a save from 0.25 to 0.90 and have run into a problem with EL.

The part "BG-MGN Magnetometer" does not appear in the scienceTech section of the tech tree.

All other parts are showing up where they are supposed to, this one doesn't seem to show up anywhere even if I edit the .cfg to put it in "start".

Edit:Solved.... in the .cfg file I changed "BG-MGN Magnetometer" to "BG-MGN Mag-netometer", and now it works.

odd

Edited by TinfoilChef
Link to comment
Share on other sites

I'm interested in using this mod to construct and launch spaceships from planets/moons other than Kerbin as easily as possible and without concern for resources. Are there some flags I can add to any config files to make it so the launchpads will just "work" without needing to supply them with anything?

Link to comment
Share on other sites

I'm interested in using this mod to construct and launch spaceships from planets/moons other than Kerbin as easily as possible and without concern for resources. Are there some flags I can add to any config files to make it so the launchpads will just "work" without needing to supply them with anything?

Don't think there is. you can use the hyperedit mod and refill your rocket parts.

Link to comment
Share on other sites

A slightly less simple than a cfg edit would be to add a rocketpart generator module to a piece of your choice.

Yeah it shoudln't be too hard to make the rocketpart tanks generate rocketparts for free at a high enough rate to refill them far before you'd need to use them again.

Link to comment
Share on other sites

I'm interested in using this mod to construct and launch spaceships from planets/moons other than Kerbin as easily as possible and without concern for resources. Are there some flags I can add to any config files to make it so the launchpads will just "work" without needing to supply them with anything?

From the release notes:

"The removal of free and instant construction modes is the reason for the jump to 5.0.0."

Taniwah explains his reasons in this post:

http://forum.kerbalspaceprogram.com/threads/59545-0-90-Extraplanetary-Launchpads-v5-0-2?p=1674373&viewfull=1#post1674373

If I read it correctly, he removed the code from the mod totally, so it isn't something that can be turned on or off with a cfg.

~M~

Link to comment
Share on other sites

AstroGamer: If you have RoverDude's mods installed, they won't (except the recycling bins?) as he has replaced all the parts, which lets me concentrate on the code \o/.

Revision17: As others have explained for me, such functionality is gone gone gone. I think you will quickly find that building stuff without worrying about resources is not as fun as it first seems. I used to test by editing resources into my tanks, but now I always mine the resources or fly them out from KSC. Not only have I never used HyperEdit, I'm pretty sure I haven't even searched for the thread. As I said in another post: thus it takes a long time to test EL, but I get to have fun doing so :).

That said, just clone an RTG and hack the new config file to generate RocketParts instead of ElectricCharge. You might want to do some for fuels, too.

Link to comment
Share on other sites

I can select craft to build, but once i do, nothing starts. Also after I select a craft to build, all of the right-click menu buttons disappear (leaving and coming back to the craft restores them).

I am using 5.0.2, as well as latest versions of MKS/OKS. I can send my KSP.log if needed (not sure how to embed it as a mini window in posts though).

A4506936F929F8B6F35B54A927FC12F08A11ADC1

edit: I discovered that I am actually creating ships, but they are being created very far from the vessel. They are listed in the tracking station list of selectable craft:

BF588EB7E8B24E0449D7EF5BD4DEE79E2B1BEFDF

edit 2: I went to that first blank vessel (standing by to launch) and when I did, the visible screen went black (UI was still visible, just no vessel and no star field). The other vessel (On escape trajectory out of Kerbin) I could go to, but it was just floating out in the middle of nowhere without any conic.

final edit: started a new gamein sandbox mode and it worked fine. I guess it is imperative to start a new game when installing EPL. If I notice it happening again later I'll come back to this.

Edited by Sarxis
More information
Link to comment
Share on other sites

Your complete lack of any details makes it difficult to help you, but in most cases parts not showing up means you installed incorrectly.

I don't know how to make that any more simple. -_- They don't show up on the list. Think before you go offend someone.

- - - Updated - - -

AstroGamer: If you have RoverDude's mods installed, they won't (except the recycling bins?) as he has replaced all the parts, which lets me concentrate on the code \o/.

Revision17: As others have explained for me, such functionality is gone gone gone. I think you will quickly find that building stuff without worrying about resources is not as fun as it first seems. I used to test by editing resources into my tanks, but now I always mine the resources or fly them out from KSC. Not only have I never used HyperEdit, I'm pretty sure I haven't even searched for the thread. As I said in another post: thus it takes a long time to test EL, but I get to have fun doing so :).

That said, just clone an RTG and hack the new config file to generate RocketParts instead of ElectricCharge. You might want to do some for fuels, too.

Ahhh, ok. I see.

- - - Updated - - -

Yay, It works now! Thanks, Taniwha! :D

Link to comment
Share on other sites

I don't know how to make that any more simple. -_- They don't show up on the list. Think before you go offend someone.

I am glad you got it figured out. Simple things like a screenshot of your gamedata directory, or list of other mods you have installed. Those kinds of details in the future can help people help you faster.

Link to comment
Share on other sites

AstroGamer: If you have RoverDude's mods installed, they won't (except the recycling bins?) as he has replaced all the parts, which lets me concentrate on the code \o/.

Revision17: As others have explained for me, such functionality is gone gone gone. I think you will quickly find that building stuff without worrying about resources is not as fun as it first seems. I used to test by editing resources into my tanks, but now I always mine the resources or fly them out from KSC. Not only have I never used HyperEdit, I'm pretty sure I haven't even searched for the thread. As I said in another post: thus it takes a long time to test EL, but I get to have fun doing so :).

That said, just clone an RTG and hack the new config file to generate RocketParts instead of ElectricCharge. You might want to do some for fuels, too.

I see the EPL launchpads, the orbital dock and Roverdudes version of the workshop, but I haven't seen any versions of the runway.

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...