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MrMeeb

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Everything posted by MrMeeb

  1. Very excited to see these new changes. Would better snapping be possible? One of my gripes with doing precision surface construction was that snapping like the VAB's (down the centre of parts/at certain angles) was not an option, meaning I couldn't be sufficiently neat.
  2. The Experiment Airlock is specifically designed to be node attached to the hole in the back half of the full sized spacelab. Try holding down alt and bringing it towards it, remembering that the grey sections is supposed to be inside spacelab, with only the white portion being visible
  3. I've been told it is possibly something to do with the fact the texture is a png. When I get home next week I will convert it to .mbm, which will load reliably. It would be .dds, but the texture is the wrong size so mbm is the next best option. Thanks for bringing this up
  4. I removed it because I might want to have a closer look at balancing my aero stuff in the near future. @Pak has put a lot of effort into balancing his things, and I don't want to tarnish that with a poorly balanced shuttle when you add my stuff into the equation. Once I'm happy with that, I'll put one back in. Besides, it's not that hard to build a shuttle with CA and SPT anyway I have not had this problem reported, nor have I experienced it, and I am presuming that no one else has either. Can you try redownloading it from wherever you did (where was that, exactly?) and install it again. Make sure you're in 1.2 and have got a complete download. Is this on all the parts, including the cargo bays and cockpit, or just the spacelab parts?
  5. I will not be removing texture switching, especially not for someone else's mod. Yeah, sounds like 7 tonnes for the airlock was a mis-type. Oops I'll bring that down to one, and look at the Mk-1 structural tunnel piece for reference for the rest. Should've probably done that in the first place lol. Can you log a GitHub issue? (I think it's set up right for that) I don't quite understand this. Are you saying you think the Inline Airlock should have the ability to act as a docking port? If so, I modelled it based off the real inline airlock some shuttle missions used, such as the Spacelab mission to Mir, iirc. If you want to be able to dock to things, there is enough space in the CRG-150 for a full Spacelab config (including the airlock) and Pak's Airlock/Docking adapter That top port is for the RS-3 Experiment Airlock also in the science tab. It was originally part of Spacelab but I made it a septet are part to make the in-game science better and also to allow a modular system when I make more experiment airlock experiments. Hope that's clear!
  6. Double post, but for a good cause! Shuttle Payload Technologies v0.2 is out! Changelog: If you experience any problems, let me know! I'm especially interested in career balancing etc, because I don't use it so I've tried my best but have no experience there. Download! (craft breaking!)
  7. Quick check in to show what I'm currently working on with regards to Spacelab: What can be seen here is @Angel-125's extremely powerful science system, as part of WildBlueTools. This will give Spacelab the ability to be configured to fulfill different roles, including a MPL (much like the stock one) or, more excitingly as a lab that conducts its own experiments. For those of you not familiar with the M.O.L.E mod, you can select multiple experiments (4 in the case of Spacelab) from the list on the right to bring with you to space, where you will conduct them. However, it isn't as simple as clicking a button and getting instant data. Instead, the lab generates Lab Time (in order to suggest the Kerbals are actually working while they're up there), and each experiment requires a certain amount of Lab Time to be completed. Once that requisite is fulfilled, the experiment will be conducted, and then has to be sent home in order to gain science rewards. I see this as ideal for shuttle science, and it will allow the part to have purpose throughout a career, as more experiments are unlocked throughout the tech tree. This feature will also be paired with a selection of contracts, in which agencies will ask for certain experiments to be conducted. I've been hard at work figuring this system out (with support from Angel) and designing logos for the agencies, but progress is steady.
  8. D'oh! Sorry, I'm new to this that fixed it. Thank you
  9. Thanks for the update! I thought I'd give it a go for adding some extra functionality to my mod's science part, but I've been having some trouble with the animation segment; although the module can control the part's animation as it should, I'm finding that when selecting the part/clicking launch, the experiment deploys, but when I then right click, it gives me the option to deploy, and when clicking it, it repeats the animation again. I have verified that this isn't a mistake in my animation, as it seems to work fine in ModuleAnimateGeneric. The rest of the module seems to work, so I'm not sure if I got a setting wrong or something. Here is a video of it happening: And here is my cfg: MODULE { name = DMModuleScienceAnimateGeneric //Name of the module - don't change this -------------------------- //Animation Fields**** Similar to ModuleAnimateGeneric (default values shown) animationName = Deploy_Rack //Name of your animation - get the name from Unity scene animSpeed = 1 //Speed to play animation endEventGUIName = Retract //Title of retract animation event/action group showEndEvent = true //Do you want to show the retract event/action group - only displayed in-flight after deploy event triggered startEventGUIName = Deploy //Title of deploy animation event/action group showStartEvent = true //Do you want to show the deploy event/action group toggleEventGUIName = Toggle //Title of toggle animation event/action group - Plays deploy or retract animation based on current state - Is reversible while playing showToggleEvent = false //Do you want to show the toggle event/action group - not recommended to be used together with deploy/retract events, too many unnecessary buttons showEditorEvents = true //Do you want to be able to preview the animation in the VAB/SPH *****\\ -------------------------- //Science Experiment Fields**** The same as ModuleScienceExperiment (default values shown) collectActionName = Collect Data //Name of the EVA data collection event dataIsCollectable = true //Allow EVA Kerbals to collect science reports from the part experimentActionName = Collect Data //Name for action group and right-click data collection function experimentID = mm_exposuretest //Experiment name - from the "id = " field in your ScienceDefs.cfg for this experiment hideUIwhenUnavailable = false //Hide the right-click data collection buttons when experiment cannot be used interactionRange = 1.2 //Range for EVA interaction in meters rerunnable = true //Can the part be used more than once resettable = true //Does nothing??? resettableOnEVA = true //Allow EVA Kerbals to reset the part - removes any existing science reports resourceResetCost = 1 //Multiplier for the resource cost to reset the experiment with a science lab resourceToReset = ElectricCharge //Can't change???? resetActionName = Reset Experiment //Name for action group and right-click reset function reviewActionName = Review Data //Name for action group and right-click review data function transmitWarningText = The R&D teams wants to see this in person! //Warning text when transmitting data - only applicable for non-rerunnable parts - do not add anything here unless you want the warning to show useActionGroups = True //Are the VAB/SPH action groups available - does not affect the availability of right-click functions useStaging = False //Control experiment activation through staging (may not actually work) xmitDataScalar = 0 //Transmission data value, determines the percentage of the baseValue (from your ScienceDefs.cfg) recovered from a transmission usageReqMaskExternal = 8 //Bit Mask to define external usage conditions; 8 specifies that the EVA kerbal must be a scientist to deploy the experiment; 4 will allow any Kerbal to deploy from EVA; -1 means nothing can use the experiment externally *****\\ -------------------------- //Science Experiment - Animation Fields**** (fields are from my magnetometer setup) customFailMessage = Cannot conduct an exposure experiment here! //Default = Can't conduct experiment here //Message to be displayed when you attempt an experiment in an unsuitable situation - from the situationMask in your ScienceDefs.cfg file deployingMessage = Exposing instruments... //Default = empty string //Message to be displayed when you try to conduct experiment with the part undeployed experimentAnimation = true //Default = true //Do you want your experiment to be dependent on the animation playing/already being deployed - why else would you be using this plugin? experimentWaitForAnimation = true //Default = false //Do you want to wait for the animation to complete before you begin the experiment (or any other arbitrary amount of time) keepDeployedMode = 1 //Default = 0 //Determines when to play the retract animation //Value of 0 is the stock behavior (mostly) - Parts retract when the experiment is reset or the data is transmitted //Value of 1 - Retracts the part immediately after conducting the experiment - i.e. when the experiment results page appears - *probably better to set up a one way animation //Value of 2 - Part will not retract - only manual controls can retract the part waitForAnimationTime = -1 //Default = -1 (value set to the length of the animation) //Amount of time to wait after deploying the animation before the experiment begins - 0 will begin immediately, -1 waits for the animation to complete (this does take into account animSpeed specified above) oneWayAnimation = false //Default = false //Do you want the animation to only play in one direction - The animation should begin and end in the same position asteroidReports = true //Default = false //Do you want to be able to collect results while landed on and/or near an asteroid //Asteroid reports in the ScienceDefs.cfg file follow the format: "AsteroidSrfLandedClassA" or "AsteroidInSpaceLowClassA" for each asteroid class, A-E //Only SrfLanded and InSpaceLow experimental situations are allowed planetaryMask = 524287 //Default = 524287 //Bitmask defining which planets the experiment can be performed on/around, works everywhere by default planetFailMessage = Can't conduct experiment here //Default = Can't conduct experiment here //Message to be displayed if the experiment can't be performed on the current planet/moon storageFullMessage = Onboard data storage is full...transfer the data elsewhere first //Message to play when you can't collect any more data experimentsLimit = 1 //Default = 1 //Sets the limit for how many experiments can be collected and stored by an individual part externalDeploy = true //Default = false //Allow the experiment to be triggered by an EVA Kerbal; still requires power if applicable resetLevel = 0 //Default = 0 //Level of scientist required to reset a used experiment on EVA *****\\ }
  10. Saturn doesn't seem to be loading. Game crashes on start. Using ksp 0.25 I hope you can make it work I think it'd work to support FASA really well
  11. Oooh, a short Spacelab is an interesting idea. However, if you check out the renders you'll notice you can fit two pallets anyway! I'm thinking of reworking the Adapter part to allow the full setup to fit one pallet, seeing as I'm not happy with the Adapter part anyway I am aware of the Igloo, but there is woefully little documentation on Spacelab (that I can find) anyway, so I would have very little to go off. Something for the future maybe
  12. There won't be a prerelease for Spacelab due to it's reliance on plugins that haven't been updated to 1.2pre officially yet. Because of that, it won't be out straight on the 1.2 release either, as I'll have to wait on said plugins to be updated by their authors first. There won't be a prerelease for Skylab either, because I'm not doing it. I spent some time this weekend fiddling with rendering in Blender, and thought I may as well share some of what I did. Here are a couple of potential configurations you can use with Spacelab in the CRG-150, but I'm sure there are many more. There are still a few changes I'd like to try on the textures, but other than that it's pretty much done. Nearly there!
  13. I was trying to use modulescienceconverter on one of my new parts, and it would appear that it is not a simple copy/paste job from the Large Crewed Lab to my .cfg, as doing that was generating an unending stream of nullrefs: [EXC 18:22:08.147] NullReferenceException: Object reference not set to an instance of an object ModuleScienceConverter.UpdateDisplayStrings () ModuleScienceConverter.PreProcessing () BaseConverter.FixedUpdate () Does anyone with experience on using the module on their parts know of anything needed to be done to make it work?
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