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Posts posted by micha

  1. Great update and thanks for the huge list of bug fixes! And quite a bit sooner than expected :)

    Still sad to hear that this really is the end for KSP1.x...  there's still quite a few things which could do with a tweak or a fix!  I know it's a long shot, but I don't suppose there's any chance at all of open-sourcing the game once KSP2 is released??

  2. Thanks for the detailed mini-tutorial, @luna_cat.

    Just a note along with this is that the mod is trying to encourage multiple visits / resupply missions to a long-term station. So rather than trying to launch all the equipment and experiments in one go, it was really thought of to build a station out slowly, adding items, and running the experiments while doing other stuff, to collect and return the completed experiments on the next resupply mission.


  3. On 7/24/2021 at 7:38 AM, luna_cat said:

    I'm really enjoying this mod. I think that it really adds value to the game.

    Thanks, it's why I took over maintenance since I really love this mod too. It's sadly neglected at the moment since it is quite a large and complex mod and I haven't really had much time, but I hope to get stuck back into it sometime, especially now that we have a "final" version of KSP. That said, AFAIK, it should still work just fine..


    On 7/24/2021 at 7:38 AM, luna_cat said:

    There's one thing that it doesn't do, that I'd like. The experiment progress does not show up in the Part Commander mod. In case you are not familiar with it, the PC mod gives you a way to see the part context pop-ups, without having to find, and right-click the part. It's like a menuing system for pop-ups. Every other part that I've encountered in the game works the same in PC, but not this mod. The command buttons are there, and they work as normal, but the progress bars are missing. It's actually just a nice-to-have, because it's not hard to find the three big labs, and right-click on them.

    Hmm, haven't used the PC mod. Hardly surprising that it doesn't work, since the Nehemiah science experiments use their own way of progressing. Now that we have some stock experiments which take longer I wonder if I can recode the underlying plumbing and use the stock science system. Although one thing which this mod does which I don't think would be possible with stock is that it forces you to return the actual science parts back to Kerbin to get the science..  research required :)

  4. On 7/16/2021 at 1:25 PM, Supersonic Rocketship said:

    However, when I tried to do the same with experiments involving the MSL-1000 by right clicking the MSL or the OMS ESC 3 (haven't tried the 600 yet, still need to recruit more sacrifices crew), the experiments won't show up on the right-click menu.

    The MEP-825 is "special" in that it has the relevant equipment already installed.

    The other Labs are just empty station components, you first have to launch and install the lab equipment before you can install and run the experiments. The current version of NEOS has hard-coded slots for which equipment can be installed into which lab.  I've been meaning to rewrite everything so that you can install equipment into any lab module as long as there's space for it.

    On 7/18/2021 at 1:45 AM, luna_cat said:

    I have a station with 600, 825, and 1000. I've installed all the equipment, and have all the spaces for experiments filled. If I run all the experiments simultaneously, will they take longer to complete?

    To be honest, I can't recall.. I think in the current version, the relevant resources to complete the experiments are generated in the equipment, not in the lab, and since you can only have a single experiment in each equipment at a time, there should not be any time penalty running multiple experiments simultaneously.

  5. 3 hours ago, Goufalite said:


    I see. Ideal (from a realism perspective) would, of course, be when the EVA jetpack refills, it takes the resources from the Pod instead of magically refilling. If the Pod monoprop is empty, no more fills.  Anyway, derailing this conversation now!  Just wanted to point out that there's other "magical" resources in the game, not just flags.

  6. 4 hours ago, pandaman said:

    But having an unlimited supply hidden in the capsule seems a bit odd.

    While I broadly agree, there's more "infinite" resources in the game such as the RCS refills for the EVA jetpacks.. (or has that been patched now?)

    Anyway, it's moot, apart from bugfixes, Squad have said they're not making more releases. So we'll need a mod to limit flags in which case it's opt-in which is the best for all - those that want it can have it, those that don't aren't forced into it.

  7. On launch day, probably nothing that I don't do on any other day.

    Then I'll wait until there's a native Linux port.

    Then I'll see if it's any good based on the prolific YouTube etc content which will be out by then and applying my own metrics of "good" to that. For example, forced multiplayer will be an immediate and definite hard "no" so my emphasis will be on evaluating the single-player content and how much the game has been dumbed down (if at all) or not.  Yes, I agree with making games more accessible, but only as long as it doesn't impact my own enjoyment of the game. Another big factor for me will be the moddability (and how it can be modded) - I've heard they are working on ways to make modding easier. I'm a coder, so I hope it will remain an option to write actual code for mods.

    Then I'll see if my HW can run it acceptably.

    And then I'll decide whether or not to buy it.

    TL;DR: I won't be in any rush..

  8. 2 hours ago, razark said:

    "Target" is pronounced with a hard G.

    Not if you're a bit posh Down Under.  Then you pronounce it as "Tarjay"..  




    (NB: Target is a budget clothing store in Australia, if you don't know.)

  9. Release v1.0 is out.

    Unfortunately no longer compatible with earlier versions of KSP since I added rotation to the universal docking ports, and also made all of the smaller ports able to be cargo.

    If there is a desperate need/want to have a version compatible with KSP1.11.x I can do so..

  10. On 7/3/2021 at 7:32 AM, Dominiquini said:

    But I have no idea what I have done!

    Lol, me neither.. let me take a look.



    From the Wiki:

    • 0
    Unknown - presumed to relate to animation for the module when activated

    So I'm guessing it's not required per se (since the mod still works fine) but in 1.12 they might have added an additional check. Since this experiment has an animation associated with it, I guess this needs to be set to 1 now to stop log spam.

    Thanks for the report :)


    Ok, I think I figured it out, and it's something I accidentally broke when I updated for KSP 1.11.

    FXModules is the index of the animation module (starting at 0). Which was the case until I added the ModuleCargoPart in front of the modules list. Now the animation module is the second module (so index 1).

    I think the "correct" fix will be to move the cargo definition to the end instead.


  11. On 7/3/2021 at 8:08 PM, mattssheep4 said:

    With 1.12 and KAC being implemented as stock, I don't expect it to be too difficult to convert to using the stock system since it's basically the same code, so looking forward to that update :) I know  you're busy so no pressure!

    One big issue is that KAC has an existing Science Alarm.

    The Stock Alarm Clock does not. It does have a custom-alarm-plugin system which is great and would allow for it, but I want to collaborate with other science-mod authors so that we have a single science-alarm type, not half a dozen.

    And yes, it's on my growing list of TODO's for this mod ;)  Unfortunately due to the size and complexity I haven't really touched it in a while. And the fact that it still seems to work just fine..

  12. To all modders:  Can we please coordinate on some common alarm types which the stock alarm clock does not yet have?

    From my perspective that is primarily science alarms which are in KAC but not SAC.  It would be very user unfriendly if every science mod adds its own science alarm. For example, DMagic Science Alarm, Nehemiah Science Alarm, etc.  Ideally SAC would add all the alarm types (whether or not they are actually active without mod support) which KAC already has as a basis along with offering the plugin system.

  13. 4 minutes ago, pquade said:

    Maybe.  I also think that's not much different than multiple part reskinning mods or life support mods though and gets self-selected for correction by users.  For instance, there are multiple life support mods from SNACKS! to MKS.  It's cool that players can pick the one suitable for their specific style of play, but using more than one would not be a great experience.

    The difference being that most users only use a single life-support mod at a time.

    But users interested in more science experiments often install multiple at the same time, like Station Science, DMAgic Orbital Science, Nehemiah Engineering Orbital Science, to name a few.  All of these offer long-running experiments, and, unless they coordinate, would all supply their own science alarm for the stock alarm clock.


    That said, I agree that the "proper" feature set on release should be on-par with the existing mod which thee player base has come to agree sets the standard.  In this case, KAC.

    It's even more baffling since the developer that wrote KAC also implemented the stock alarm clock..  I can see why they added a plugin mechanism for new alarm types, but they should have had all the alarm types that KAC has as a starting point.  I also prefer bits of the stock UI over KAC, but overall the KAC UI was better.

    Anyway, let's see if there'll be any improvements in 1.12.2...  I really hope @TriggerAu is following this discussion :)

  14. For me, the stock alarm clock is missing too many features/alarm types.. so for now, I still have KAC installed, which makes the stock one kinda pointless (for me).

    Another thing is the modability of it (awesome, based on my brief look at the dev docs) but also leads to an issue.. if I, for example, create a new alarm for my long-running science experiments, and another modder does the same, etc etc, soon you have dozens of different science alarms all plugged into the stock alarm clock.  Unless the modding community comes together and standardises a bunch of additional alarm types, it'll be a right royal mess.  KAC sidestepped this by adding additional alarm types which all mods could then use.  Of course, as a mod, it could do that. As stock, it can't since it won't be updated all the time.

  15. Had this issue as well. Uninstalled mods until it worked (I uninstalled a bunch of suspect ones which had been mentioned here, including X Science!), then reinstalled the mods one by one.  Ended up working fine when I eventually had all my mods reinstalled.

    So might have just been something got corrupted which a reinstall fixed..

    PS. Logfiles showed NOTHING - the logfile was just stuck on the last valid entry (CodeAssetLoader: Compiling all code assets) with no relevant errors anywhere.

  16. 14 minutes ago, kjagodka said:

    elbuglione on SteamCommunity page found the temporary solution.
    In KSP installation folder in file settings.cfg in AXIS_MOUSEWHEEL in PRIMARY change scale from 1 to -1.

    It works for me.

    Alternatively, set "inv = True"... (which also doesn't muck up the in-game preferences UI).

    But while this fixes the in-game scroll wheel actions, it is still reversed for scrolling any lists in the UI windows. Ultimately it requires a fix by Squad. And they are aware of the issue and there's two bugs on the bug tracker:

  17. On 8/25/2019 at 8:18 AM, mikegarrison said:

    It's mainly for role play. I hope you are aware that in real life, Apollo actually ran this experiment by deliberately crashing the later Saturn 3rd stages into the moon to provide signal for instruments left from previous missions.

    True, although the Apollo experiments ALSO collected seismic data over time.

    IMHO this would have been better to collect science slowly over time, like the other experiments, but give some bonus science (possibly only via missions?) if you deliberately crash something. Kinda like the Impact! mod..

  18. Quite significant is the inverted scroll wheel bug  on Linux. Much worse than audio or graphical glitches as it makes playing quite frustrating.

    Bug #28028 and #28040

    It can be partially worked around by inverting the scroll wheel axis in preferences, but then all the Unity lists scroll invertedly. Basically the way the game interprets the scroll wheel is inverted compared to the way Unity does.

    People say it's an issue with Unity rather than the game; if true, I really fear that we may be stuck with it since the game has now settled on a LTS of Unity; unlikely to get another update. It would be a real shame if the final version of KSP is semi-unplayable on Linux.


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