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Immersive

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Everything posted by Immersive

  1. I can confirm that solar panels no longer function in KSP 1.4.4 when using this mod's 1.4.3 version.
  2. I use imgur to host my screenies, I also have an imgur community chrome extension to simplify pipeline.
  3. Made a combination part-hauler/tug/refueller, with a non-stacking drill on the nose, and a claw on the tail (using SpaceY interstage fairing). Discovered that I can plan orbital rendezvous using MechJeb's Hohmann transfer planner!!! After the tug rendezvoused, attached the rear-facing drill using construction ports. Then landed the miner on (Galileo's) Iota. (Mods pictured: USI, Kerbal Foundries2, Ven's Stock Revamp, Stockalike Mining Extension, MechJeb, SpaceY, Galileo's Planet Pack)
  4. Situation: New Science game. First Command Pod sitting on launch pad with a custom ModuleScienceContainer. This Event is active: [KSPEvent(active = true, guiActive = true, guiName = "Review Custom ScienceData")] public void ShowCustomDataEvent() { print("[SensibleScience] ModuleSensibleScienceContainer :: ShowCustomDataEvent"); var data = new ScienceData(30f, 1f, 0f, "surfaceSample@KerbinSrfLandedLaunchPad", "Random Data"); var page = new ExperimentResultDialogPage(part, data, data.baseTransmitValue, data.transmitBonus, false, "", true, new ScienceLabSearch(vessel, data), new Callback<ScienceData>(onDiscardData), new Callback<ScienceData>(onKeepData), new Callback<ScienceData>(onTransmitData), new Callback<ScienceData>(onSendToLab)); ExperimentsResultDialog.DisplayResult(page); } If I click on the event with no other interaction, I get an ExperimentsResultDialog with the specified 30 Mits but no science value. However, if I EVA my kerbal, grab a surface sample and dump/reset it, then re-board my pod and click on the event the ExperimentsResultDialog now shows the expected science (and FULL xmit value, as defined). Does KSP track activated experiments/situations? If so, what calls do I need to make to activate specific experiment or subject IDs?
  5. Personally, I'd add a failover system to CKAN that would allow for multiple source links per mod and when one doesn't work, try the next. I believe the metadata file already supports this but the software doesn't seem to. Actively pre-filtering specific domains actually requires a fair amount of micro-management on the part of the (CKAN's) developer.
  6. My understanding is that it's up to the mod authors to fix that... Depending on how busy they are IRL, I'd expect some mods to take up to a week (or more) to update.
  7. Haha, same. Decided this morning that I wanted to try Realism overhaul... =( I don't begrudge the KS guy from shutting the service down, but perhaps some better forewarning to mod authors during uploads would not have gone amiss?
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