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Posts posted by Gristle
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@Angel-125The Mk2 Docking port appears twice in the tech tree. First appearance is in the Advanced Construction node. This Mk2 DP has 2 variants. The 2nd occurrence is in the Specialized Construction node. This version doesn't state it has any variants. Is having the port appear twice in the tech tree intentional?
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Thanks for all your work on this @Angel-125
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Looks like there is a dependency on Toadicus Tools.....
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[LOG 20:25:20.587] Load(Assembly): VOID/MiniAVC
[LOG 20:25:20.587] AssemblyLoader: Loading assembly at C:\Games\Kerbal Space Program\GameData\VOID\MiniAVC.dll
[LOG 20:25:20.590] Load(Assembly): VOID/Plugins/VesselSimulator
[LOG 20:25:20.590] AssemblyLoader: Loading assembly at C:\Games\Kerbal Space Program\GameData\VOID\Plugins\VesselSimulator.dll
[LOG 20:25:21.016] Load(Assembly): VOID/Plugins/VOID
[LOG 20:25:21.016] AssemblyLoader: Loading assembly at C:\Games\Kerbal Space Program\GameData\VOID\Plugins\VOID.dll
[LOG 20:25:21.675] AssemblyLoader: KSPAssemblyDependency 'ToadicusTools' V0.0.0
[LOG 20:25:21.675] AssemblyLoader: KSPAssemblyDependency 'VesselSimulator' V0.0.0
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[WRN 20:25:24.162] AssemblyLoader: Assembly 'VOID' has not met dependency 'ToadicusTools' V0.0.0
[WRN 20:25:24.162] AssemblyLoader: Assembly 'VOID' is missing 1 dependencies -
I'm having a weird issue with the RPND-A Service Compartment. The doors aren't there but are kinda. Anyone having this issue?
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7 hours ago, dr_evil said:
You will need lab time for that one, so a MOLE might come in handy. Lab time is produced by a running MOLE set on MOLE operation mode and at least one scientist around. I guess the speed of lab time production depends on the ammount of scientists as well as the number of their stars but I´m pretty new to this awesome mod too so don´t quote me on that.You might also want to check what other requirements you need to meet for a specific experiment. Sometimes you need to be in orbit or you can just perform it landed. Sometimes you need special ressources such as plants. You can find that information on the experiment info box in the VAB.
I have a question myself: Are there any prequisites for welding ports together other than it has to be done by an engineer? I tested some welding in my sandbox game and the results were, well funny. I ended up with my station´s parts floating around all over the place .
I'm fairly certain the welding stuff are functions of KIS. You have to be careful that you are selecting the correct part, which can be challenging from the Kerbal EVA position.
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In this configuration can take 4 Kerbalnauts to LKO with about 500dV to spare. Crew cabin cab can be swapped out for a 1.25m cargo bay for ummm cargo.
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The WBM-400 fuel tank has a 0.00L capacity for KIS inventory.
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On 4/16/2017 at 0:38 PM, manghoti said:
Ah sorry. I mean the ability to perform a space adaption study mid flight out of a coach module and get science out of it.
That doesn't seem intentional.
edit: ah, you asked what nodes I have unlocked. everything up to including the 3rd tier, plus space exploration.
Pretty sure this is the same behavior I saw that @Angel-125 said he couldn't reproduce.
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20 minutes ago, drhay53 said:
What I mean is whether your experiments are really meant to be situationMask = 63, which means that you're explicitly telling KSP and other addons that the experiments are runnable in every situation, including ones that don't seem to make a lot of sense to me, like splashed, flying high, and flying low.
i.e., situationMask = 63 and biomeMask = 7 means that all of your experiments are available in every biome while flying low. So technically you'd have to build a plane that can carry labTime and experiments and fly it through every Kerbin biome to complete those experiments. Maybe that's what you intend?
edit: part of the reason I'm asking is that there are comments in your .cfg files after the situation masks saying "is this right?", so I'm trying to make sure we're all on the same page about exactly what your current settings are telling KSP and other mods, while also getting to the bottom of what you intended the settings to be.
Another solution is that if you think this is OP don't perform the experiments. Why should Angel-125 be responsible for preventing you from doing something in a Mod he doesn't control?
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1 hour ago, Angel-125 said:
Unfortunately thus far I haven't been able to reproduce this issue. It could be the result of making changes to fix the redundancy in science containers.
What is the difference between "Backseat Crew" and "Science" configuration of the Appaloosa?
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25 minutes ago, Angel-125 said:
Thanks. Did you run the experiments yourself, or did they spontaneously decided that they were done?
I did not initiate the experiments. Right clicked on the Appaloosa to turn on cabin lights and noticed the "Get Results" items.
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1 minute ago, Angel-125 said:
You're supposed to run the experiments in a lab. If the Appaloosa is completing them instantly then there's a bug somewhere.
Let me know if there is any way I can assist in tracking down the bug.
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I'm a little bit confused by the science experiments. The KSPedia seems to indicate that the Backseat is meant to be a container for moving experiments and that they need to be conducted in a MOLE lab. Am I supposed to be able to run the experiment with only the Appaloosa in orbit? I'm getting results, nearly instantly, with just an Appaloosa.
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12 minutes ago, Angel-125 said:
Yup, that would do it. The problem might be that the Science config is unlocked before it should be..
OR
Have a few experiments unlock earlier.
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32 minutes ago, Angel-125 said:
Are you in Career mode at all? Have you tried Sandbox?
Career mode - only have first 3 tiers of science unlocked + Adv. Flight in tier 4.
Sandbox mode it works as expected. So it appears to be related to career mode. Are there certain nodes that need to be researched to unlock the experiments?
Found this in most of the .cfg files in ..\WildBlueIndustries\Mole\LDEF\Experiments
TechRequired = spaceExploration
Space Exploration is a Tier 4 unlock that I don't have yet.
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19 minutes ago, Angel-125 said:
It sounds like there's a problem with your install. I just tried the Appaloosa's science config and had no issues loading up experiments. Do you get any errors in the log when you try to add experiments?
What log are you referring to?
No errors that I can see in the KSP_x64_Data\output_log.txt file.
Just deleted gamedata\WildBlueIndustries folder and copied back over WilBlueIndustries and CommunityResourcePack folders from just downloaded Mole_151 from GitHub and am having same results. This is a lightly modded game: MOLE, EVE, IndicatorLights, KAS, KIS, NAvBallDockingIndicator, Snacks, SXT, VOID, KAC and Alt Resource Panel.
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It's not just the Appaloosa, Korona capsule is showing same thing. empty experiment list.
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3 minutes ago, Angel-125 said:
Can you show me a screenshot of the Appaloosa and its configuration?
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Trying to configure backseat with experiments. Manifest window is blank. Do I have to do anything special for the experiments to become available?
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@Angel-125 - Do you have any slides or documents showing how you envisioned these parts working together?
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17 minutes ago, Geschosskopf said:
...I keep having this vague ambition to get into modding myself, but things like this keep deterring me Still, I really should at least learn more about the process so I can be of more help by looking at things in more detail. However, I don't even know where to start looking on learning the trade.
My other favorite modder, Beale, has prepared a step by step tutorial on part modding located here:
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Saw this in the 1.1 change log and wondered if it might be the same issue being discussed here.
* Fix Unity bug that prevents us from ignoring collisions between wheel colliders and parts on the same vessel by disabling wheels that are within a certain range of other parts on a vessel. Where this sphere is and how large it is are configurable in the settings file. ... * Re-exported all wheels with proper collision layers that ignore their own housing colliders, and other wheels.
[WIP] LanderTek - New Modular Lander Parts from Axial Aerospace
in KSP1 Mod Development
Posted
@zer0KerbalAny news on your mods?