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32 ExcellentAbout ludsoe
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When I can reproduce the same errors you get, Ill be able to fix it. Does it happen with other science devices from the mod? Last I checked the Radiation sensor shouldn't work like that. Could be a mod conflict, If it is Ill have to rename my experiment for compatibility. Mind telling me what you are doing to cause this? I booted up KSP 32-bit and was able to load a craft and use the SkyLab. Ill have a update dedicated to fixing the mod up for 0.24.2 posted after I finish testing all the stuff. Well seems adding the configurable data size was a good idea. Ill update the cameras that come
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Well I took a look, but im not sure really where to look in the log. But i did notice a error being repeated. Could be related. HandleD3DDeviceLost HandleD3DDeviceLost: still lost Skipped frame because GfxDevice is in invalid state (device lost)
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Do you have any other mods that change how the camera works? Did this happen after activating the take RL picture option? I don't do anything with the camera until you take a actual picture, with the hull-camera's.
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I have a 0.24.0 Release, but I forgot to update the forum post. Guess i got caught up playing around with 0.24.0. As far I know it works in 64 Bit. Id still like some feed back on the new Experiment Gui for the SkyLab though, I feel there's lots of room for improvement. V2.20 Change Log: Updated for 0.24.0. Added L-Tech Industries agent. Re-balanced the costs of the resources/parts. Moved around the parts in the Tech tree.
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I'm doing a beta, for v219 of L-Tech. As with all Betas I want your feed back, and any bugs you find. http://www.curse.com/ksp-mods/kerbal/221787-l-tech-scientific-industries#t1:other-downloads **ToolBar isn't required, but its recommended. v219 Beta ChangeLog: *Added ToolBar Support. Replaced the poor configuration I had before for the HullCam Module. *The SkyLab now has a selection Gui for the experiment you want instead of a action for each one. *Smaller Parts are KAS activated, and one of the containers is now also a KAS container. *The cameras now have modules for RasterPropMoniter. *Adde
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In the HullCamera module for the SciCam add in "picdatval = 3.5" Tweak the number around a little until you get the results you want. Also make sure that you arnt taking pictures of nothing, As a picture of say the space center(or a anomaly) should raise the transmission size.
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Update News: V2.15 **Im Back Baby! *Changed the Sky-Lab to require snacks to generate insight. *Re-balanced Sky-Lab science returns, and resource weights. *Updated the Action buttons on the Sky-Lab to automatically hide experiments you lack the resources for. *Added variables in the camera's cfg's that allow you to change the amount of science/data you obtain from taking a picture. *Added Tweak-scale Support to the Air-Brake and Storage's. *Separated all the resources into their own resource containers. *30% more chance of bugs! Comment Reply Time!: Ill look into these, Thanks for the suggest
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I finally got some time away from everything else in my life so I decided to visit KSP again, and found out my mod had no download. Well I solved that problem by posting it on curseforge. (Link may not work for a bit while moderators approve it. Hopefully that will be soon.) http://www.curse.com/ksp-mods/kerbal/221787-l-tech-scientific-industries On another note, Before i was consumed by real life. I was working on a update for LTech, Ill pick up where I left off and hopefully get it finished/tested.
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Where did you exactly take this picture? Was it orbiting the sun? Ksp must have some insane science scaling. I expected pictures of further objects to be valuable, but emptiness shouldn't give you 500 science. As for taking time to relish you're pictures Ill look into setting a timer for how long the exposure lasts.
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The pictures saved to your hard drive. Check in the "modfolder/plugins/plugindata/ltscience" for the picture.
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You actually get more science the farther away its from kerbin, following the standard KSP science logic. I might change it so you can pour more resources into the experiment and get more science out. Ill just have to figure out a fun way to balance it.
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Yeah that last update was a bit out of character, Normally I would test a little more but I assumed everything was working as it should. Due to the way the KSP science system works Kerbin gives much smaller amounts of science then say taking a picture of other planets. If sending the camera to other planets is too much trouble, I suggest pointing it at some Interesting objects. Such as Easter eggs and Mun arch's.
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V2.01 **The Hotfix Update! *Fixes a problem with the skylabs experiments not being runnable. Remember when I said a didn't test that much? I only did quick testing like "Did it Load?", "Is it unlock-able at the right tech tree node?" but i forgot to test the modules in the parts. So the when i got the new Skylab model it was using a .cfg from a older version and didn't have the new experiment module I made for it. Should be fixed now for you guys.
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Started playing other games like StarBound so a lot of my free time has been sucked away from working on this mod. So I decided to release the latest changes, for you guys to play with. I Also Redesigned the First post to look nicer. I didn't do much testing with this one, so if you guys encounter any issues or bugs post them so I can quickly fix them. *If possible. Update News: *When Updating from a older version. Completly Delete the L-Tech Folder from your KSP Save and remove any Parts in your saves for best compatibility. V2.0 -Redid The forum post. -Included more Models. -Added Experime
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I've encountered this bug also. I Narrowed it down to resource storage modules in the .cfg Most likely a oversight on squads end.