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JDCollie

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Posts posted by JDCollie

  1. 1 hour ago, DStaal said:

    Do you have your MM logs someplace?

    [LOG 12:53:59.281] Log started at 2020-08-04 12:53:59.281
    [LOG 12:54:00.392] Checking Cache
    [LOG 12:54:00.581] SHA generated in 0.186s
    [LOG 12:54:00.581]       SHA = C8-B0-87-4B-B5-CD-E2-74-ED-E7-7D-17-D1-C2-C7-43-7C-73-A4-57-AA-37-B2-1E-48-3F-F7-1D-E5-40-AA-A0
    [LOG 12:54:00.596] Changes :
    Changed : JDTechTree/Tree/JDTechTree.cfg.cfg
    
    [LOG 12:54:00.596] Cache SHA = 74-5B-DE-0A-EC-3C-2D-52-2E-84-97-BB-2D-EF-12-76-BE-37-12-B6-95-F7-B6-3E-A1-19-10-32-38-D0-52-28
    [LOG 12:54:00.596] useCache = False
    [LOG 12:54:00.599] Pre patch init
    [LOG 12:54:00.799] compiling list of loaded mods...
    Mod DLLs found:
      Name                                    Assembly Version         Assembly File Version    KSPAssembly Version      SHA256
    
      Assembly-CSharp                         0.0.0.0                  0.0.0.0                  1.10                     535f53fe218e045b57a9d56b78878c944261cf2a4a20b975b19ea8f58c423ec6
      ModuleManager                           4.1.4.0                  4.1.4.0                  2.5                      c3a771f61e578ac9e9d69ac642ddd98dde19de8e26635266876748c86b829d81
      KSPSteamCtrlr                           0.0.1.35                 0.0.1.35                                          1675fa4fcb61d014eb1babe7eed703e7f76a1008537ee57ca7cec65cd9ff94ac
    Non-DLL mods added (:FOR[xxx]):
    Mods by directory (sub directories of GameData):
      CommunityTechTree
      JDTechTree
      Squad
    Mods added by assemblies:
    
    [LOG 12:54:00.801] Loading Physics.cfg
    [LOG 12:54:00.804] Extracting patches
    [LOG 12:54:00.896] Applying patches
    [LOG 12:54:00.898] :INSERT (initial) pass
    [LOG 12:54:00.976] :FIRST pass
    [LOG 12:54:00.976] :LEGACY (default) pass
    [LOG 12:54:00.978] Applying update CommunityTechTree/Tree/CommunityTechTree/@TechTree to Squad/Resources/TechTree.cfg/TechTree
    [LOG 12:54:01.023] Applying update JDTechTree/Tree/JDTechTree/@TechTree to Squad/Resources/TechTree.cfg/TechTree
    [LOG 12:54:01.089] Applying update JDTechTree/Tree/JDTechTree/@PART[mk1pod|mk2LanderCabin]:NEEDS[CommunityTechTree] to Squad/Parts/Command/mk1pod/mk1Pod.cfg/PART[mk1pod]
    [LOG 12:54:01.090] Applying update JDTechTree/Tree/JDTechTree/@PART[mk1pod|mk2LanderCabin]:NEEDS[CommunityTechTree] to Squad/Parts/Command/mk2LanderCan/mk2LanderCan.cfg/PART[mk2LanderCabin]
    [LOG 12:54:01.090] Applying update JDTechTree/Tree/JDTechTree/@PART[probeCoreSphere]:NEEDS[CommunityTechTree] to Squad/Parts/Command/probeStackSphere/probeStackSphere.cfg/PART[probeCoreSphere]
    [LOG 12:54:01.094] Applying update JDTechTree/Tree/JDTechTree/@PART[longAntenna]:NEEDS[CommunityTechTree] to Squad/Parts/Utility/commsDish16/commsAntenna16.cfg/PART[longAntenna]
    [LOG 12:54:01.096] :BEFORE[ASSEMBLY-CSHARP] pass
    [LOG 12:54:01.096] :FOR[ASSEMBLY-CSHARP] pass
    [LOG 12:54:01.096] :AFTER[ASSEMBLY-CSHARP] pass
    [LOG 12:54:01.096] :BEFORE[COMMUNITYTECHTREE] pass
    [LOG 12:54:01.096] :FOR[COMMUNITYTECHTREE] pass
    [LOG 12:54:01.096] :AFTER[COMMUNITYTECHTREE] pass
    [LOG 12:54:01.096] :BEFORE[JDTECHTREE] pass
    [LOG 12:54:01.096] :FOR[JDTECHTREE] pass
    [LOG 12:54:01.096] :AFTER[JDTECHTREE] pass
    [LOG 12:54:01.096] :BEFORE[KSPSTEAMCTRLR] pass
    [LOG 12:54:01.096] :FOR[KSPSTEAMCTRLR] pass
    [LOG 12:54:01.096] :AFTER[KSPSTEAMCTRLR] pass
    [LOG 12:54:01.096] :BEFORE[MODULEMANAGER] pass
    [LOG 12:54:01.096] :FOR[MODULEMANAGER] pass
    [LOG 12:54:01.096] :AFTER[MODULEMANAGER] pass
    [LOG 12:54:01.096] :BEFORE[SQUAD] pass
    [LOG 12:54:01.096] :FOR[SQUAD] pass
    [LOG 12:54:01.096] :AFTER[SQUAD] pass
    [LOG 12:54:01.097] :FINAL pass
    [LOG 12:54:01.097] Done patching
    [LOG 12:54:01.098] Saving Cache
    [LOG 12:54:01.192] Saving cache
    [LOG 12:54:01.434] ModuleManager: 6 patches applied
    
    [LOG 12:54:01.434] Ran in 1.042s
    [LOG 12:54:01.470] Done!

    EDIT:

    Oh wait, am I trying to modify the wrong command pod? I have vague recollection about one of the mk1 command pods being deprecated or something?

    EDIT 2:

    That did it. I just needed to modify the V2 versions of each part.  >.<

  2. I'm having trouble reassigning the Tech Required for the stock command parts.

    @PART[mk1pod|mk2LanderCabin]:NEEDS[CommunityTechTree]
    {
    	@TechRequired = simpleCommandModules
    }
    @PART[probeCoreSphere]:NEEDS[CommunityTechTree]
    {
    	@TechRequired = start
    }
    @PART[longAntenna]:NEEDS[CommunityTechTree]:FINAL
    {
    	@TechRequired = survivability
    }

    I've tried with the :FINAL tag to no avail. I've also tried this running only Module Manager, Community Tech Tree, and my config mod. I am able to reassign other parts without issue (the Communotron 16 moves to survivability just like expected), but command parts refuse to budge. What am I doing wrong?

  3. On 8/9/2017 at 10:45 AM, Hotaru said:

    Here's an old one: my first "landing" on the Mun 6.4x scale.

    LuW2j0R.gif

    pyAKWLR.jpg?1

    The problem was it didn't have any reaction wheels; it relied entirely on RCS and gimballing the main engine for steering. MechJeb's landing autopilot did not approve. I just barely managed to get it turned around tail-first before impact, which probably saved the capsule. 

    It is moments like that that make me grateful KSP doesn't model G-Force damage on kerbals

     

  4. On 8/8/2017 at 2:18 AM, Allocthonous said:

    That is an awesome story. I bet hitting the recover button for that one was satisfying.

    I play a much less hardcore configuration of the game than you do, so this isn't nearly as impressive, but it was still a nail biter. I accepted a mission to recover a kerbal from the surface of the mun, at a fairly high latitude. I put together a spaceplane with a lander that docked in the cargo bay, got it out to a polar orbit of the mun, and found out that I did not have enough fuel on the lander. I think I had been doing a bunch of minmus landings that career, and had forgotten how much more delta V the mun takes. Normally this would be a mission scrub--revert to hangar and try again. I'd quicksaved and reloaded at some point, though, so that was out.

    I noticed that while my lander didn't have enough fuel, I did have a healthy surplus on the spaceplane. I burned retro with the main engines to dump a bunch of velocity, then detached the lander, maneuvered it away from the mothership, swapped back to the mothership and re-accelerated, and then swapped back to the lander to complete the landing process.

    I don't remember anymore if I had to decelerate the spaceplane again to make rendezvous on the way back up, but I'll claim that I did since it makes for a better story that way. I do remember it being finicky to match orbits because of the mun's rotation and the high latitude.

    That's actually pretty awesome :D  Super risky (kerbally?) too!

  5. 1 hour ago, panarchist said:

    Oh, and to stay on-topic: What I did in Kerbal today was spend far too much time trying to find a Tech Tree I actually like, so I can (re)start my career game.

    Just make your own. Making a patch for CTT really isn't very difficult, especially if you're just moving parts around the nodes.

  6. What the most impressive/lucky/awe-inspiring ways your Kerbals have pulls victory from the jaws of defeat?

     

    One of mine was a harrowing re-entry with a beleaguered SSTO in a modded save awhile back. At the time there was an issue with Infernal Robotics that would cause FUN! to happen if you attached a docking port to a I.R. part. An issue I was unaware of.

    WARNING: Wall of text incoming!

    Spoiler

    U4XzQq3.png

    This is the Charon, the plane in question, though not on the on the mission I'm talking about here.

    In my blissful ignorance I put a docking port on the end of a segmented, actuated arm in the cargobay of my SSTO, the Charon, and launched her on a taxi mission to my LKO science station to rotate my scientists. Jeb was at the wheel, so what could go wrong? The ascent, rendezvous, and docking went off without a hitch. The new scientist boarded the station, and Bob settled into the Charon to take some R&R before his deployment on the soon-to-be-launched manned Duna mission. The undocking went as planned as well; it wasn't until I tried to retract the docking arm and found that it was frozen in place that I realized something had gone amiss. The cargobay doors proved similarly unresponsive. Now this was my "no quickload no respawn" career save, so I had to live with the mechanical failure. Worse, I had Deadly Re-entry and FAR installed, so even though vanilla heat mechanics weren't a thing, death due to bad re-entry was a very real threat.  Still, only the docking arm was new; the Charon's airframe was a design I had flown and landed probably fifty times at that point. I was confident I could bring her down safely. I burned for reentry and dropped to into the atmosphere.

    The Charon's aerodynamic profile was seriously compromised thanks to the docking port; the first hints of drag immediately tried to pull her off vector. Still confident, I tried to compensate, only to instantly and completely lose control. Everything I did only seemed to make it worse. Strain on the Charon's frame was increasing. I tried to reign her in hard, and instead flipped her clean over in the opposite direction. With the spaceplan wrongside up, a combination Deadly Reentry and FAR disassembly began their work. Parts started coming off like waterdroplets on a windshield. Every battery, antenna, mechjeb component, and parachute was scoured from the cargobay and upper hull. Finally the docking arm and the outer winglets were sheared/burned off, with part of the debris taking one of the tailfins as it went. The end appeared nigh.

    Without the drag from the arm, the plane became a bit more conventionally aerodynamic and righted herself before Deadly Re-entry could live up to it's name. Less fortunately, the chaotic descent had dumped more speed than expected. Where the original flight plan had put the Charon above the KSC, she was now falling into the mountains to the West. As a final nail in an already well secured coffin, the plane had traded the crazy rolling of re-entry for a rotating pancake drop. It was more genteel, but no less lethal. The worst part was that the control surfaces appeared to be functioning, but the plane itself wasn't responding as expected. I was bewildered. Jeb and Bob were going to die a scant few kilometers from home, and there was nothing I could do about it. Then I looked closely and the Charon's wingtips and the full extent of what the Infernal Robotics bug had done to me was made clear.

    The bug hadn't just frozen every actuator on the ship, it had inverted every control surface as well. (While leaving the reaction wheels alone.)

    With this newfound understanding (and after some desperate attempts to click spinning parts in order to disable the reaction wheels) I slammed the Charon into a nosedive. The spinning began to slow, but I still lacked the airspeed to maintain flight. The plane dropped below the peaks of the mountains, still mostly in free-fall. Ground clutter had just become visible when the Charon was finally able to pull up her nose and gain horizontal momentum. I even managed to limp my way over to the KSC and landed on the runway, though the Charon was burned, bruised, missing more than few parts, and decidedly worse for wear. 

    I had to take a break after that one, my hands were shaking.

     

     

    So yeah, that's my closest call. What have your Kerbals barely survived?

  7. I forgot I had disabled the safeties on a DT Vista engine from KSP Interstellar (for those who have never played Interstellar, the DT Vista is a fusion engine that produces extremely nasty radiation for anyone not inside the ship within 2km). I thought I was engaging my maneuvering thrusters to move out of radiation range, but instead switched on the Vista and sterilized my LKO station. (The twelve deceased occupants were remembered with honor) :(

     

    Another was when the orbiter I was piloting spontaneously decided to develop phantom force rotation. . . while my Kerbal was on EVA. Even time acceleration couldn't stop the rotation long enough for him to get back aboard. The final attempt saw my kerbal struck by one of the landing legs while trying to grab the ladder and *poof*.

  8. Is there a tutorial or something out there for the USI reactors? The interface is very attractive, but it doesn't have any tooltips and I can't find any documentation for how to actually use these things. 

     

    Nevermind, I'm using this with Near Future Electrical, which is giving me grief because I'm an idiot who doesn't properly attach radiators.

  9. Firstly I like the idea of this mod, but when I've installed it with active MPL research, its science rate is 130 per day with kerbal 3 star scientist and low data consuption is it supposed to be that way? O_o

    Is active MPL research a mod? I tried googling it but came up blank.

    As for the research rate, yes. I know it seems shockingly high compared to stock, but there is a reason. I've balanced the mod to have much higher return rates, but with comparatively low data-to-science rates. For example, without the mod, the MPL will give you five science for every one data but it will take well over a year to process, which basically means your primary limit to science return is time.

    With DSD installed, you only get two or three science per data at best, but you will be able to process the majority of your data in weeks or even days in most cases. This adjustment shifts the limit on science return over to the production of data itself; you'll need more experiments to create more data, because you'll exhaust your existing data more quickly with less return.

    (Granted, you could always just have more labs and convert the same experiments multiple times, but that's super cheesey, and I'm not balancing my mod around cheese :P )

    As for the "low consumption rate" you mentioned, remember that the data-to-science ratio doesn't change or scale in any way. (I.E., in stock, 1 data will always produce 5 science) What changes is how long that conversion requires, which in the end gives us our science-per-day.

    Still, if you think the rates should be adjusted, you can make a module manager patch with your own rates very easily. The part names for the labs are Large_Crewed_Lab, DSD1, and DSD2.

    @PART[Large_Crewed_Lab]:AFTER[DSD]
    {
    @MODULE[ModuleScienceConverter]
    {
    @researchTime = 5 //Stock = 7 Scales the time research takes exponentially (larger numbers equal longer research)
    @scienceMultiplier = 2 //Stock = 5 The data-to-science return ratio
    @scientistBonus = .4266 //Stock = .25 The star multiplier for scientist skill
    }
    }

    Adjust the values how you like, save that in a new text file, put it in gamedata, and name it something like DSDconfig.cfg (If you're curious how the science-per-day is calculated, I have a post on the WIP thread that details the formula.)

    Also, if you come up with some rates you really like, let me know! The mod is stable, but I'm always open to balance suggestions and testing :D

    Hope that helps you out! :)

  10. Any thought about making Labs in different sizes? I remember a mod that did that way-back-when, but I believe it has been abandoned.

    Basically, make labs in MK3 and MK2 sizes, and possibly a hitchhiker-sized one.

    WARNING:

    I tried doing it as my own mod, but when I tried to change the MK3 Crew Cabin into a Lab, the part caused the game to crash whenever used. (Right-click menu would stop showing up, in VAB & In-flight)

    Oh, and nice model!

    Thanks :D

    Mk2 Expansion has a Mk2 Science Lab. Sadly, I'm not aware of any Mk3 labs at the moment. I don't really use Mk3 parts much, but that could be an interesting place to take the mod. I'll have to look into it :)

    I'm also planning a 1.25m lab designed for rover use, though we'll see how that goes.

  11. [table]

    [tr]

    [td]I feel that the current stock MPL doesn't really fit anywhere very well at the moment. It processes too slowly to be useful earlier in career mode, and has too little capacity later on. Its science production is too powerful to ignore, but to use it requires constant babysitting. DSD Mobile Labs is designed to address these concerns.[/td]

    [td="width:128]ctt_small.png[/td]

    [/tr]

    [/table]

    [table]

    [tr]

    [td]Vanilla MPL changes

    The stock MPL has received a weight reduction and a nerf to its data-to-science conversion rate. To compensate, the peak processing speed has been dramatically increased.

    New Parts

    DSD-I MPL

    The DSD-I is has a better data-to-science conversion ratio than the stock MPL, but converts at a slower rate. It is heavier than the stock MPL as well, and uses quite a bit more electricity. In general it is probably an upgrade to the stock version except in situations where you aren't expecting much more than 500 data and/or have serious weight restrictions. Has facilities for a single scientist.

    DSD-II MPL

    The DSD-II maintains its predecessors data to science conversion rate, while significantly enhancing available data storage, science storage, and peak processing rate. The downside is significant weight, and an even greater electrical footprint. Has facilities for a single scientist.[/td]

    [td]

    Javascript is disabled. View full album
    [/td]

    [/tr]

    [/table]

    [table]

    [tr]

    [td]Dependencies

    Module Manager - the new parts will work without Module Manager, but the balance changes to the stock MPL will not.

    Recommended Mods

    Community Tech Tree - The DSD labs work with the vanilla tree, but they make a lot more sense when used in a deeper tech tree, both in terms of science return and in research node placement.

    Field Experience - The experience level of a scientist makes a massive difference in the processing rate of a lab (as in, a 1-star scientist works six times faster than a 0-star!) but the vanilla game only awards these important experience stars when kerbals are recovered from a mission. Field Experience corrects this oversight, allow your scientists to increase their level "in the field."

    Mod Compatibility

    I am not aware of any incompatibility at the moment, but any more that modifies the stock MPL will probably have some issues. If you encounter any mod incompatibility, please let me know.

    Downloads & Source

    Github

    Kerbal Stuff

    Error Reporting & Suggestions

    If you've got any ideas you like to see implemented, bugs you've encountered, or balance changes to suggest, drop by the Work In Progress thread.

    (When reporting an error or incompatibility, please be as specific as you can, try and replicate the error if possible, and remember that error logs and such are golden. Being specific helps us mod makers efficiently fix the problems, so we can get the fixes out to you faster. :D )

    Mod Packs / Compilations

    As per the license, I have no problems with mod packs including DSD Mobile Labs. However, if you encounter problems, please contact the mod pack makers first, they are much more likely to understand the mod interaction occurring and be able to help you.

    88x31.png

    This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.[/td]

    [/tr]

    [/table]

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