wile1411 282 Posted September 27, 2017 I update to the new version and found that the Bangometer is new missing it's texture. error in log file is: [LOG 00:16:18.138] Load(Model): Impact/Parts/Seismometer/seismometer [ERR 00:16:18.143] Texture 'Impact/Parts/Seismometer/texture or' not found! Share this post Link to post Share on other sites
gsamelon 28 Posted September 29, 2017 just completed a bangometer mission on minmus on a craft "permanently" stationed on minmus. I then collected the data and transferred to my vessel but when I recover, the mission does not complete. It does say that the data has been recorded, just not recovered, any suggestions? Share this post Link to post Share on other sites
garwel 418 Posted September 29, 2017 3 hours ago, gsamelon said: just completed a bangometer mission on minmus on a craft "permanently" stationed on minmus. I then collected the data and transferred to my vessel but when I recover, the mission does not complete. It does say that the data has been recorded, just not recovered, any suggestions? Why don't you transmit it by radio? It works for me. Share this post Link to post Share on other sites
tomf 394 Posted September 29, 2017 3 hours ago, gsamelon said: just completed a bangometer mission on minmus on a craft "permanently" stationed on minmus. I then collected the data and transferred to my vessel but when I recover, the mission does not complete. It does say that the data has been recorded, just not recovered, any suggestions? I haven't tested it recently, but it certainly used to work. I'll give it a try myself. Share this post Link to post Share on other sites
wile1411 282 Posted September 29, 2017 On 28/09/2017 at 12:44 AM, wile1411 said: I update to the new version and found that the Bangometer is new missing it's texture. error in log file is: [LOG 00:16:18.138] Load(Model): Impact/Parts/Seismometer/seismometer [ERR 00:16:18.143] Texture 'Impact/Parts/Seismometer/texture or' not found! Is noone else missing the texture after this update? Or should I be redownloading / reinstalling Share this post Link to post Share on other sites
tomf 394 Posted September 29, 2017 31 minutes ago, wile1411 said: Is noone else missing the texture after this update? Or should I be redownloading / reinstalling version 1.6.2.2 on github should fix that 2 Share this post Link to post Share on other sites
HebaruSan 3,340 Posted March 9, 2018 16 hours ago, tomf said: And updated for 1.4 Hi, I noticed there's no main folder in the latest download, so the user would have to create one, which might confuse some folks: $ unzip -l Impact-v1.6.3.0.zip Archive: Impact-v1.6.3.0.zip Length Date Time Name --------- ---------- ----- ---- 919 2017-10-18 06:47 biomedifficulty.cfg 8410 2018-03-07 22:17 english.cfg 687 2018-03-08 07:17 Impact.version 36352 2018-03-07 22:17 kerbal-impact.dll 1102 2017-10-18 06:47 LICENSE 37376 2017-10-18 06:47 MiniAVC.dll 74 2017-10-18 06:47 README.md 1183 2017-10-18 06:47 Parts/Seismometer/seismometer.cfg 56918 2017-10-18 06:47 Parts/Seismometer/seismometer.mu 924670 2017-10-18 06:47 Parts/Seismometer/texture or.png 924670 2017-10-18 06:47 Parts/Seismometer/texture-or.png 389183 2017-10-18 06:47 Parts/Spectrometer/Shader 3.png 911 2017-10-18 06:47 Parts/Spectrometer/spectrometer.cfg 486731 2017-10-18 06:47 Parts/Spectrometer/Spectrometer.mu 2561 2017-10-18 06:47 Resources/ScienceDefs.cfg --------- ------- 2871747 15 files Share this post Link to post Share on other sites
Corts 0 Posted March 11, 2018 I'm playing with RSS and saw there weren't any science defs for any RSS bodies. Are you planning on making some? And if not, how would I go about to throw some random ones in myself? Love the mod quite a lot Share this post Link to post Share on other sites
tomf 394 Posted March 11, 2018 6 hours ago, Corts said: I'm playing with RSS and saw there weren't any science defs for any RSS bodies. Are you planning on making some? And if not, how would I go about to throw some random ones in myself? Love the mod quite a lot You are going to need to edit two files. In impact/resources/ScienceDefs you should add new entries for the RSS atmosphere-less bodies copying the existing format. Then in Impact/english.cfg add your phrases with the appropriate keys. If your happy with the results send them over and I'll consider them for the next version. 1 Share this post Link to post Share on other sites
Gordon Dry 389 Posted March 11, 2018 (edited) The newest release on Github (1.6.3.1) is a zip inside a zip ... The only difference is the version file. Spoiler Reminds me of a friend back in the 1990's who also made that again and again ... I asked him for a 700 MB CD and after unfiddling the multiple zip in zip chaos I got 200 MB left. Edited March 11, 2018 by Gordon Dry Share this post Link to post Share on other sites
tomf 394 Posted March 11, 2018 29 minutes ago, Gordon Dry said: The newest release on Github (1.6.3.1) is a zip inside a zip ... The only difference is the version file. Reveal hidden contents Reminds me of a friend back in the 1990's who also made that again and again ... I asked him for a 700 MB CD and after unfiddling the multiple zip in zip chaos I got 200 MB left. It doesn't only contain the zip, it also contains the files for the mod in the correct directory which the previous one didn't. The zip shouldn't be in there though. Share this post Link to post Share on other sites
Lindy 14 Posted March 11, 2018 Love the mod! I wish there was a bit more autonomy to the impactor though for an Apollo style seismic experiment using an expended booster. Switching between the science package, and the booster while trying to get the CM in munar orbit can be a handful This would be a nice mission for the upcoming expansion pack 1 Share this post Link to post Share on other sites
TheOrqwithVagrant 15 Posted March 14, 2018 The flashometer isn't working in my current game. I *suspect* it might be due to sigma dimensions on a 6.4x scale (out of the many mods I run, the rescale seems most 'likely' to interfere with this). Is anyone else having trouble (or success) with the flashometer in an up-scaled system? FWIV, the bangometer works fine. Share this post Link to post Share on other sites
tomf 394 Posted March 15, 2018 11 hours ago, TheOrqwithVagrant said: The flashometer isn't working in my current game. I *suspect* it might be due to sigma dimensions on a 6.4x scale (out of the many mods I run, the rescale seems most 'likely' to interfere with this). Is anyone else having trouble (or success) with the flashometer in an up-scaled system? FWIV, the bangometer works fine. There are a couple of things that might stop you getting results. The first is the position of the flashometer. It needs to be located above the virtual horizon of the impactor i.e. it needs to be visible in the sky ignoring any mountains that get in the way. The flashometer also needs to be less than 500km away. The second thing I've seen is a very weird bug that seems to occur when multiple craft have the same name. I haven't reliably been able to reproduce it though. Share this post Link to post Share on other sites
TheOrqwithVagrant 15 Posted March 15, 2018 7 hours ago, tomf said: There are a couple of things that might stop you getting results. The first is the position of the flashometer. It needs to be located above the virtual horizon of the impactor i.e. it needs to be visible in the sky ignoring any mountains that get in the way. The flashometer also needs to be less than 500km away. The second thing I've seen is a very weird bug that seems to occur when multiple craft have the same name. I haven't reliably been able to reproduce it though. The virtual horizon calculation is what I was wondering if Sigma Dimensions might be screwing up - flashometer craft was definitely in view; I was looking backwards at it from the impactor all the way to impact. Distance was less than 50k. One thing pointing against this sigma/rescale is that I also can't get the flashometer to work on asteroids, where I usually just have the flashometer 'trailing' the impactor by slowing it down relative to the target once the impactor has been released. Again, distance was well under 500k, and the flashometer right behind the impact. The thing about multiple craft having the same name IS interesting - nothing shares the name of the impactors or probes, but I do have other craft with identical names in flight. I'll try fixing this to see if that makes a difference. Share this post Link to post Share on other sites
Gordon Dry 389 Posted March 23, 2018 How can I make the mod stop spamming the log with "Trying to generate an impact contract" in early career? Share this post Link to post Share on other sites
tomf 394 Posted March 23, 2018 3 minutes ago, Gordon Dry said: How can I make the mod stop spamming the log with "Trying to generate an impact contract" in early career? Um download the source, comment out that line and recompile it? Ok, new version coming. 1 Share this post Link to post Share on other sites
The Aziz 876 Posted April 25, 2018 I should have read how this mod works in the first place. I just crashed a probe with bangometer on it at 950m/s and waited for results. Share this post Link to post Share on other sites
ASCIInerd73 1 Posted May 31, 2018 Anyone else notice issues with installing via CKAN? I tried installing via CKAN and the parts wouldn't do anything (impacts wouldn't register), but then I installed manually and everything works. Share this post Link to post Share on other sites
linuxgurugamer 10,756 Posted July 3, 2018 @tomf I submitted a PR to fix a KeyNotFound exception, as well as an issue about it not working outside of standard KSP Share this post Link to post Share on other sites
Zander451 0 Posted July 13, 2018 Hi. I've got this installed through CKAN, but the Bangometer part doesn't register any data from crashes. I'm following your guide and I've tried several times. Am I missing something? Do I need anything other than the bangometer on the ship to record the data? Thanks! Share this post Link to post Share on other sites
overkill13 161 Posted July 13, 2018 5 hours ago, Zander451 said: Hi. I've got this installed through CKAN, but the Bangometer part doesn't register any data from crashes. I'm following your guide and I've tried several times. Am I missing something? Do I need anything other than the bangometer on the ship to record the data? Thanks! The bangometer is on a ship on the surface of the airless body? Not on the impactor crashing into the surface. You fly the impactor all the way into the crash? I'm not using a current version of KSP, but I found that switching to the bangometer probe and then back to the impactor, before crashing it into the surface, reduced or eliminated my impacts failing to register. Share this post Link to post Share on other sites
Zander451 0 Posted July 14, 2018 1 hour ago, overkill13 said: The bangometer is on a ship on the surface of the airless body? Not on the impactor crashing into the surface. You fly the impactor all the way into the crash? I'm not using a current version of KSP, but I found that switching to the bangometer probe and then back to the impactor, before crashing it into the surface, reduced or eliminated my impacts failing to register. Ah.... Somehow I missed that it needed an airless body. I was testing my rig on kerbin to make sure I had it working. Now I'll try it the right way! Thanks! Share this post Link to post Share on other sites
tomf 394 Posted August 5, 2018 On 7/3/2018 at 4:34 PM, linuxgurugamer said: @tomf I submitted a PR to fix a KeyNotFound exception, as well as an issue about it not working outside of standard KSP New release! I've finally got round to fixing the things found by linuxgurugamer 1 Share this post Link to post Share on other sites