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N3h3mia

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  1. Thanks for your post. I got exited getting a response from one of the real space scientists. :-) I might take you up on your offer, as soon as i get some time to work on the mod. I think in a game like KSP the RL can transfer into the game as long as it is still fun to play. Maybe some young folks get interested into space and science by playing KSP and may start a career in this field. So some pointers to RL are good and getting the names and acronyms right does not reduce the fun, so I'll change those. If you have a RL experiment that fit in the mod and you would love to see in the mod let me know. Funny fact about my RL I am a trained lab assistant, have a degree in computer science but the BA I'm working on getting is in theology, so naturally one would expect I would be farther away from science in space the before but the opposite is true. I'm in a class about science and theology at the university of Bern (Switzerland) and in this class I meet Kathrin Altwegg she is the PI of the Rosina experiment on Rosetta and we joined them for the Philae landing event. And now I got a response from you. :-)
  2. I'm sorry that I was away for so long. I'm quite busy with my BA-thesis and with dealing with other things. I would love to work on the mod and I've some ideas I'd like to add. But I can not guarantee any release time. I hope that I'm able to work on the mod on the weekends or over the Christmas days. I haven't even started 0.25 once since it came out. Please be patient and sorry.
  3. Thanks Micha. it looks good to my. I may add some parts in the future. Should I contact you when I do so, or what is the best way for you.
  4. Hello it looks like the KSP update or the Station Science update causes a bug in the mod. Sorry. I try to look into it. But I'm quite busy this week and the next 3 weeks I'm in the army. Yea its a Swiss thing, our army works a bit like the National Guard in the USA. I've to do join for 3 weeks each year. Maybe I'll find some time to fix this, but I will be mostly offline during the next 3 week. The internet connection sucks in the mountains. Please be patient.
  5. You mean the Station Science thread? I guess I need to have a look at this thread too. I noticed the problem that the Kerbal always comes out the same hatch. I'm not sure I can do something to fix that. But I'll look into it.
  6. The bug is caused by missing files in my last update. I uploaded a new version with the IVA files on curse. Sorry for the bug and thanks for bringing this to my attention. I haven't got the time to play with the 0.24 update yet.
  7. The TH-NKR Lab is a part fom the Station Science Mod.
  8. That one could be a tricky one to debug. Can you send me a pm so that I can get your craft file or save game? Thanks. Sorry for the delay real life need some time too. ;-)
  9. The Action should be "Finalize" not "Cleaning". Are you in a Biome were you can run the experiment? e.g. not on the surface of Kerbin? Thanks, I taught software engineering for a few years, so I'm glad that I have still some of the skill. ;-) Happy you enjoy the mod.
  10. I'll not add this feature to the existing MEP because it is designed to do science without EVA. I have a smaller low-tech part in mind that would need an EVA to place the samples and start the experiment. But I need to check how I can integrated KAS into all this.
  11. I considered that, but for the MEP-825 I like the idea of a high-tech lab that doesn't need costly and potentially dangerous EVAs. But maybe I'll add a low-tech surface attachable platform to the mod, were you would need to EVA the experiments to the platform. That may would justify a additional dependency to KAS.
  12. Thanks for your feedback. This is actually a problem, I'm not sure that the parts will stay in the places in the tech tree were there are now. I added a image of the tech tree to mod description and added notes were the parts are. I haven't thought about it in detail but i think there are 2 things to consider: 1. place the parts early as possible or reasonable to get most of the profit from it. 2. place them as far down that you have the parts to build a space station and lift the part into orbit. I'm following some agile software development principles, release soon and release regularly and get user feedback to create a good product. So the tech tree integration needs probably some rebalancing but it is not on the top of my list. If you or somebody else has a suggestion here or on GitHub is the place to bring them up. One idea I have to address this issue is to create a low tech exposure platform that is small, light and surface attachable. This part with it's experiments could be placed low in the tech tree.
  13. Good point I always use Crew Manifest to move Kerbals around. But without a mod to do this there is no way to get him out. I'm not quite sure if I understand you correctly. You mean the platform in front of the lab? ship it retracted and then deploy it in space?
  14. If there would be an small change of an experiment to create an failure (e.g. en problem during the robotic arm operation) that would require a manual intervention (e.g. EVA to the exposure platform to fix the robotic arm), would you like this?
  15. Thanks for this tutorial it helps me a lot. I hope somebody can help me with my problem. I have tow elements in my model that are animated. If I uncheck the "Play Automatically" option in unity the model is aligned correctly. If I check "Play Automatically" the IVA is rotatet by 90° in one and 180° in an other direction. Can somebody explain this?
  16. Nehemiah Engineering - Orbital Material Science Get more science from your space station I can't maintain this mod at the moment because of my studies. @micha maintains a version that works with the current version of KSP. Nehemia Engineering Orbital Science by micha Update 0.6.1 Performance improvements New in version 0.5.7 IVA for MEP-825 Improved IVA for MSL-1000. KSP Space Agency Logo used with permission of Hayoo New model for KEES-experiments New texture for POSA-II Changing texture format to mbm. Because of a bug in the tga loader. This increases the file size but not the memory size Fix airlock and ladder positions for MSL-1000 and MEP-825 Contract system now supports other KAS container Contract system now supports recovery by StageRecovery (untested) Contribution by whiteout1911 New equipment carrier textures Fix for KEES experiment "Not Installed on a PEC" bug New in version 0.5 New science program: Kerbal Environmental Effects Study (KEES) inspired by the Mir Environmental Effects Payload KEES Experiments: Polished Plate Micrometeoroid and Debris (PPMD) Orbital Debris Collector (ODC) Passive Optical Sample Assemblies I (POSA I) Passive Optical Sample Assemblies II (POSA II) [*]Additional KEES Parts: Passive Experiment Carrier (PEC) used to mount the experiment on the outside of the craft. Payload Container (PC) can hold one PEC and one experiment [*]Contracts for KEES [*]Icons for Alternate Resource Panel New features in version 0.4 Update video for version 0.4 The MSL-1000 now only contains basic lab equipment. It weighs therefore much less and is easier to launch. Most experiments need additional equipment to run. This equipment is in transport containers and can be installed in the lab if the container is docked to the station. 3D Printing in Space: New lab equipment and 3 new experiments for 3D printing in space. Multi phase experiments: Some experiments are split in multiple phases, each phase has different requirements. For additional information on using the part look in the parts and usage section of this post. New in version 0.3.90 This is the update for KSP 0.90 Beta than ever. Works without the Station Science Mod. You no longer need the Station Science Mod for some Experiments. This should help to maintain this mod. The Cool Flames Experiment is now called Cool Flames Investigation (CFI) after it’s real life example. Configurations for Connected Living Space contribution by micha. Thanks! New features in version 0.3 IVA for the MSL-1000 Folding platform Airlock and handrails for the MEP-825 There is a small possibility for a failure during robotic arm procedures. The probability does rise by use. EVA to the plattform to fix the problem. Multiple code refatorings OMS-Wiki with information on parts, contracts and tutorials how to use them. Experiments Combustion Experiments Flame Extinguishment Experiment (FLEX): It's a good thing to learn how to put out a flame in microgravity before starting combustion experiments. You need a Material Science Lab with a CIR installed to run this experiment. Real Life Experiment Cool Flames Investigation (CFI): Investigate the structure and dynamics of the cool flame mode of burning. You need a Material Science Lab with a CIR installed to run to run this experiment. It will be launched to the ISS in 2016. Real Life Experiment Fluid Experiments Preliminary Advanced Colloids Experiment (PACE) Real Life Experiment Constrained Vapor Bubble (CVB) Real Life Experiment Microgravity Science Glovebox Experiments Capillary Channel Flow Experiment (CCF): Increase the understanding of capillary flow in the absence of gravity. You need a MPL-600 with a MSGinstalled to run to run this experiment. Real Life Experiment Capillary Flow Experiment(CFE): The Capillary Flow Experiment is a suite of fluid physics experiments that investigate capillary flows and flows of fluids in containers with complex geometries. You need a MPL-600 with a MSG installed to run to run this experiment. Real Life Experiment 3D Printer Experiments Made in Space 1 (MIS-1): Print some test parts on space to demonstrate and test the capabilities of your printer. You need a Material Science Lab with a 3PR installed to run to run this experiment. Made in Space 2 (MIS-2): Print some lab tool and return them for inspection to KSC. You need a Material Science Lab with a 3PR installed to run to run this experiment. Made in Space 3 (MIS-3): Jebediah played with the object scanner in Wernher Von Kerman’s lab and send you some files to print on the 3D printer. You need a Material Science Lab with a 3PR installed to run to run this experiment. Exposure Experiments Material Exposure Experiment 1 + 2 (MEE-1 + MEE-2): expose sample to get science. You need a MEP-825 and a MSL-1000 or a MPL-600 to run those multi phase experiments. Labs Material Science Lab (MSL-1000): contains basic lab equipment and can house 3 experiment equipment racks. Crew capacity: 2. Minimal crew to run the lab: 1. Multi Purpose Lab "Kolumbus" (MPL-600): contains basic lab equipment and can house lab equipment racks. Crew capacity: 2. Minimal crew to run the lab: 1. Material Exposure Platform(MEP-825): has a plattform for material studies in space and a robotic arm for sample manipulation. The robotic arm can fail to fix it a Kerbal must go on a EVA to fix the arm. Crew capacity: 1. Minimal crew to run the lab: 0. Lab-Equipment Lab equipment for MSL-1000: Combustion Integrated Rack (CIR): for combustion experiments FLEX and CFI. Real Life CIR Fluid Flow Rack (FFR): for fluid experiments PACE and CVB. 3D Printer Rack (3PR): for 3d printing experiments MIS-1, MIS-2 and MIS-3. Lab equipment for MPL-600: Microgravity Science Glovebox (MSG): for experiments CCF and CFE. These experiment rack are transported in containers. Installing a rack in a lab will increase the mass of the lab and decrease the mass of the container. Lab Equipment Container Lab Equipment Container are used to transport lab equipment to a lab in space. Add the container in the VAB/SPH and choose the equipment you want to transport with the container. As soon the craft with the container is docked to the station with a corresponding you can install the lab equipment in the lab. Experiment Storage Containers You need experiment containers to bring the experiments to your lab and return them to Kerbin. Add a experiment container to the craft in the VAB/SPH and choose from the experiments that are available. Once the craft is docked to the station in orbit install the experiment in the lab and run it. As soon as the experiment is done move it to an empty experiment container and finalize it to get a science report. Then return the container to Kerbin to get the science points. You can move experiments from one experiment container to an other on the same craft. There are several experiment containers: ESC-1 holds 1 experiment (1m part) ESC-2 holds 2 experiments (2m part) ESC-4 holds 4 experiments (2m part) ESC US WEDGE wedge for Universal Storage, holds 1 experiments ESC-3C Command capsule with SAS ans mono propellant for unmanned resupply ships, holds 3 experiments Pictures If you enjoy this mod please consider a donation. As a student I'm very thankful for everything that gets me through some late night coding. Other science mods from Nehemiah Engineering Nehemiah Engineering offers science for all tech levels. Kemini Research Program (KRP) Kerbal Environmental Effects Study (KEES) Kerbal Life Science (KLS) All-In-One Download: Nehemiah Engineering Research Program Contributors micha: CLS configurations and bug fixes. Hayoo: KSP Space Agency Logo whiteout1911: StageRecovery support for contracts The Yellow Dart: Nehemiah Engineering and Kerbal Life Science flag chucksterock: pictures of the real CFE flight hardware Sound effects from http://www.freesfx.co.uk/ Testing-Team micha Sangrias volkkeslate License: GNU GENERAL PUBLIC LICENSE Version 3 Source code and bug tracker at GitHub
  17. I'm trying to create a part that can be attached to a KAS winch. I added the following module code to my part config. MODULE { name = KASModulePort attachNode = top nodeType = kasplug breakForce = 30 nodeTransformName = plugNode } I can attach the part to the winch but when I extend the winch the part falls to the ground and the connector hangs in the air without a cable attached to it. But the part on the ground is still part of the craft and can be activated. When I retract the cable the connector part fall to the ground too when the cable is retracted completely and then my part is no longer connected to the craft. How can I fix this? Thanks.
  18. I'm trying to create a part that can be connected to a winch. I added the following module code to my part config: MODULE { name = KASModulePort attachNode = top nodeType = kasplug breakForce = 30 nodeTransformName = plugNode } I can extend the winch but the my part fall of the winch an the connector port hangs in the air without a cable and when i retract that cable the connector falls down when the cable is retracted completely. How can I fix this?
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