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N3h3mia

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Everything posted by N3h3mia

  1. I like the icon on the page, I tried to create a quick draft using my limited skills. The human is still a human and the left upper part empty to just name a few of the problems. Maybe some of the KSP-Fan-Artists can come up with a better flag or even a better idea. For adding to the game the flags must be 256 x 160 px for the larger one and 64 x 40 px for the smaller one. Having a high res version for other uses would be great. And of curse I'll give credit to the artist on the mod forum thread and the download sites.
  2. Hi, I'm the author of the Orbital Material Science mod ( http://forum.kerbalspaceprogram.com/threads/81578-0-23-5-Orbital-Material-Science ) , I'm currently working on a big update. I'd like to add "Nehemiah Engineering" the manufacturer of all the parts in the mod to KSP as an agency. For this I need a flag. My creativity is more in the technical stuff and I'm very bad with GIMP etc. so it would be great If somebody could come up with a flag. Create Company and Flag issue on GitHub
  3. There are no experiments that require Station Science, it works stand alone. But it works perfectly along side with Station Science.
  4. Hi, we are currently testing the next version of this mod. This will be a big update, it introduces two new research program and a total of 9 new experiments one new lab with two new lab equipment. The Kemini Research Program uses the Command Pod mk1 as a lab and starts as soon as Basic Rocketry, providing you with more early science and money from research contracts. The experiments are inspired by experiments run during the Gemini program. The Kerbal Research Program uses Kerbals as test subjects to complete the experiment you need to examine several Kerbals. With this update the mod grows beyond the realm of material science so maybe a rename is needed. But this would mean I need to come up with a new name and I'm bad with names so what do you think. Any suggestions?
  5. I don't know, up to now the struggle was keeping up with the KSP updates. So I haven't focused on backward compatibility. Maybe someone in the forum has tried it. I have no 0.25 ksp around anymore. - - - Updated - - - Did you use the store action of the PEC to install the experiment? if so, have a look at the debug output alt + F12 to look for an error in the log.
  6. Sorry my questions was not clear enough. I'd like to prevent the reset of a specific part (experiment) not the lab in general.
  7. Is there a way to prevent cleaning of a experiment after transmission of the results by the Mobile Processing Lab? Maybe this is obvious but I did not find an answer.
  8. 1 exposure time unit is created in 1 hour. I updated the wiki it now shows the stats of all the experiments including the time needed to run the experiments.
  9. That should work, your tech tree might would show some duplicated part but the rest should work. The null reference exceptions would interesting. The debug output is my fault sorry, I forgot to disable the debug output. In future releases this can be changed using a settings files. Unfortunately I have not created a branch for the 0.5 release and and the current version of the code is quite different. That's why you have to wait for the next release. Sorry.
  10. In the current version of OMS there are quite some experiment and equipment parts in your part list and this is going to be worse in the future. This is why I add a generic lab equipment and generic experiment containers. The different experiments and lab equipments will still show up in the tech tree but not in the part list in the VAB. As a replacement you can add one of the generic transport containers and choose the experiment or the equipment it should transport. You can move around experiments between empty containers on your vessel. To run an experiment you need to install it in the lab, the container it was stored before is then free to return an other finished experiment. This chances a lot internally, unfortunately this means the coming update will not be backwards compatible and will not work with old save games. Additional this means a lot of testing to create an as bug free as possible update. If you are adventurous enough and motivated to help me out as a beta tester send me a PM. I’ll have a test version with the described part of the next version by the weekend, hopefully. I plan to add new parts, maybe even a new lab to the next release, so theres a lot to come. Here some pics of the work in progress:
  11. Ooops, yes I do. There was an unfinished feature I removed for this release causing this bug in the KEES experiment module. I fixed it in version 0.5.7. Sorry for that. - - - Updated - - - Thanks for reporting this. I never used CKAN and the CKAN entry was automatically generated from kerbalstuff. I contacted the the CKAN-team to fix that.
  12. My idea goes in this direction. Create a generic experiment payload container for which you can choose the experiment you like to fly. Once docked to the station transfer the experiment to the lab, and run it. When the experiment is done choose a docked empty container to return the results to Kerbin. Maybe even create a 2 m container that could hold several experiments. This way you the parts would not need to stay all the time docked to the station and you could bring and return science with regular resupply missions. I don't know if and when I can add this.
  13. I totally agree with you on the duplicating code issue. My first intend was not to recreate to hole KAS way to attach part on EVA. But even that is not as easy as expected, that's is a reason why it will not be on the next update. For KEES you only need the KAS.dll so it may be a good idea to have a look into a way to distribute just the dll for everybody how doesn't want the KAS parts. Normally experiments run in a lab are not installed during an EVA, so that somehow breaks the logic. But I could add a new branch of science: planetary science. By adding a part that offers generic external equipment ports where experimenhttps://plus.google.com/118118267694013384803/posts/BoYTD64WcyLts could be installed. Similar to CATS that is installed on a outside slot on ISS. - - - Updated - - - Do you use KAS? I created a poll in the KSP G+-community : https://plus.google.com/118118267694013384803/posts/BoYTD64WcyL
  14. Hi everybody, here's a short update on what's going on with OMS. Replacing KAS with some build in functionality, without copying 1/3 of KAS has proven quite difficult. I produced some impressive explosions during testing. That's why I push this to a future release. The MEP IVA is is ready for an initial release the screens show information about the lab state and the experiment running. I improved the IVA of the MSL and added animations and laptops showing experiment data. Both IVA have sound effects for running experiments or warnings. Thanks to Hayoo for the permission to use his KSP Space Agency Logo on some of the laptop screens. Here are some screenshots of the new IVA. How many of you can't use KEES because they do not use KAS? There are a few thing to do before I can release the new version of OMS maybe I get those done during the next weekend. I've got some ideas for the future, some on the are outlined on the OMS GitHub wiki. If you are interested or like to provide feedback have a look here: https://github.com/N3h3miah/OrbitalMaterialScience/wiki
  15. Hi can you remove the poll from this thread http://forum.kerbalspaceprogram.com/threads/81578-0-23-5-Orbital-Material-Science Thanks
  16. I did some testing with a rover and can confirm that the sound stays in it's starting point. But it is not limited to lights. I have the same problem with an other IVA there I attach the AudioSource to a GameObject that is not a light. It is the GameObject holding the model for this part in the IVA. Here is the method used to add the AudioSource. maybe somebody can point out my error. It is part of a class that is an InternalModule not a PartModule. private void initPartObjects() { if (part.internalModel != null) { GameObject labIVA = part.internalModel.gameObject.transform.GetChild(0).GetChild(0).gameObject; if (labIVA.GetComponent<MeshFilter>().name == "Lab1IVA") { GameObject ffr = labIVA.transform.GetChild(2).gameObject; pump1 = ffr.transform.GetChild(1); pump2 = ffr.transform.GetChild(2); //pumpAs = ffr.AddComponent<AudioSource>(); //Does not work pumpAs = part.gameObject.AddComponent<AudioSource>(); //Workaround: using GameObjects from the internal model does not work AS would stay in the place it was added. AudioClip clip = GameDatabase.Instance.GetAudioClip(pumpSound); pumpAs.clip = clip; pumpAs.dopplerLevel = DOPPLER_LEVEL; pumpAs.rolloffMode = AudioRolloffMode.Logarithmic; pumpAs.Stop(); pumpAs.loop = true; pumpAs.minDistance = MIN_DIST; pumpAs.maxDistance = MAX_DIST; pumpAs.volume = 1f; } } }
  17. Your welcome, and thanks for checking. Bug that just sometimes occur are hard to hunt down. - - - Updated - - - Thanks, I'll try to integrate StageRecovery in a way that doesn't create a mandatory dependency. - - - Updated - - - >1. Does experience translate to higher efficiency (and thus faster progress)? The modules are fully staffed, but the scientists are fresh out of... wherever Kerbal scientists come from, and this is their first mission. In this mod experience does not effect the efficiency. >2. Do the experiments run on rails or does the ship/station they're on need to be in focus? They do run an rails. >Regarding KEES: >3a. When complete, must the PC be used for storage or can they go in any KAS container? In the current version (0.5) you must use the PC to complete a KEES-contract. The contract system does not recognize the experiment in an other KAS container. In the next release the any KAS container should work. To just get the science any container works. >3b. Do I need to pack the PEC with the experiments? I'm guessing no. No. >3c. Do I need to pack them at all, or would a cargo bay work? Currently a cargo bay works. But keep in mind the PEC is designed for micro gravity and not to withstand the g forces of launch and reentry. In a future release there might be a g force maximum that could destroy the connection of the PEC to the craft. >4. Is the MEP-825 used automatically once I start the relevant phase of the experiment, or do I need to move data/parts around? The MEP is used automatically. The idea behind is that the crew would move the experiment from the pod to the appropriate lab. >5. Is this mod still dependent on Station Science at this point, or are they now entirely separate? I'm curious what dependencies exist and why, so I can learn more about modding KSP. OMS is no longer dependent on Station Science. In the first versions of OMS some experiments needed some resource from Station Science labs. >6. Any plans to add more experiments, lab equipment, or modules? Maybe live experiments with seedlings, small animals, or insects? Short answer yes. I have several ideas and plans. The limiting factor is time. There is a section on future stuff in the OMS-Wiki and a idea collection issue on git hub. In my software engineering days I worked most of the time on open source projects and I'm convinced that teamwork creates better results than the lonely programmer, so more or less everything is on GitHub. - - - Updated - - - Hi Micha There is still one exam coming in February. It's not difficult but a lot to learn. The one result I already got is just perfect so thats nice. :-) I hope you enjoy the new science.
  18. >(Vo wo bisch denn? Mich findsch z'Laufe BL..) Stadel Züri Unterland >This is wrong and right.. >components do not have an own but they are added to a game object - and this game object has a transform.. That's what I meant. The light has a mesh component, so if it would stay in a place so should the mesh but only the AudioSource doesn't move. >I don't know if that is "normal" but I doubt it. I doubt it too, but IVA's to behave strange sometimes, at least for me they do.
  19. the light is a part of the iva 3d-model and the parent is set to parent in the model. As I understand it component do not have their own transform. so if the model moves so should the audio source. Or did I miss something. I did some testing, when I add the Audiosource component to the internalModel the audiosource stays where it was added, when I add the component to the part itself it moves with the craft. It behaves like the iva would stay in one place even if the craft is moving. Can somebody explain this? For the time I'll add the audio to the part.
  20. Hi I added some sound effects to my IVA. Therefore I'm adding an AudioSource to a part. alarmAs = light.AddComponent<AudioSource>(); AudioClip clip = GameDatabase.Instance.GetAudioClip(alarmSound); alarmAs.clip = clip; alarmAs.dopplerLevel = DOPPLER_LEVEL; alarmAs.rolloffMode = AudioRolloffMode.Linear; alarmAs.Stop(); alarmAs.loop = true; alarmAs.minDistance = MIN_DIST; alarmAs.maxDistance = MAX_DIST; alarmAs.volume = 1f; if (!alarmAs.isPlaying) { alarmAs.Play(); } When I test it on the launch pad everything works well, but when i hyperedit my test craft into orbit I can't hear the sound effects. I can't find the reason for this. Can anybody explain this behavior?
  21. I can see the use of the parts you suggest. But they don't fit the scope of this mod. And I don't have the time to develop and maintain 2 mods at the moment. Sorry
  22. An other thing the may help to get to the bottom of this is the KSP.log file. Close KSP (the log file is not update synchronously) and then look at the last few lines of the log file. Or send me the file (forum PM or create a issue on GitHub) if it looks like a problem caused by the mod.
  23. Thanks Manimal, you have a point there. I totally forgot to review the part sizes in regard to other mods before the last release. I'll change this for the next release. The values relations between the parts of my mod are ok but they need adjustment in regard to the other mods and KAS as the origin of the size parameter.
  24. You don't need to remove the science from the experiment part. Just run it on orbit and the click "Finalize Results" store the part in the PC and return to Kerbin and recover the craft. If you do not get the science this is a bug and I will look into this. The issue with the Tantares mod is on regard to the contacts not completing. The code for the returning the experiment part of the contract is looking for the experiment part (with the scientific data) an the vessel or in the PC. Therefore if you store your experiment in a other KAS containter, e.g. a Tantares capsule the contact will not compete. This will be fixed in the next release. If you can verify that you don't get the science points by return the part without removing the data that's a bug that needs fixing.
  25. Thanks, for your feedback. 1. You should get the science when you return and recover the experiment part with the science in the PC or any other KAS-container for that matter. I'm away at a conference about "what is life" and what do we search for when searching for sings of life on exoplantes for the next 3 day so I can't look into this, but I will after the conference or during the weekend. 2. The contract should complete when recovering the experiment part containing the science. The part can be on the vessel or in the PC. At the moment other KAS-container are not yet supported. But this will change with the next update. 3. All the experiments continue progressing even if the vessel is not active. I hope this helps you in the meantime.
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