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[1.9.x] Better Science Labs Continued


linuxgurugamer

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10 minutes ago, linuxgurugamer said:

It's restock causing the problem.

Are you running the latest release of BSL? If not please download and install, it has a whitelist file which should fix the problem.

Jup, the latest is on. At least i think so. Got it from CKAN, but i cross-checked my whitelist file with the one on GitHub, even downloaded it and copied to the directory. Issue is still there

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23 minutes ago, Welldown said:

Jup, the latest is on. At least i think so. Got it from CKAN, but i cross-checked my whitelist file with the one on GitHub, even downloaded it and copied to the directory. Issue is still there

Ok, then a copy of your log file, please

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2 hours ago, linuxgurugamer said:

Ok, the problem was actually 1.7, the old Mk1-2 pod has been deprecated.

I just pushed an update, after installing, open the directory and run the batch file:

Windows_CopyTextures.bat

So i ran downloaded the update and ran the batch file. Sadly nothing has changed. Here's the new logs. dunno, i might just be a bit kerbal in the head, too

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No matter what I do, I can't quite seem to get the .sh script to actually work.  Here's a Perl version:

#!/usr/bin/env perl

use warnings;
use strict;
use feature 'say';
use File::Path qw(make_path);
use File::Copy;
use File::Find;
use Cwd;

say "\n\n".'This batch file will copy the missing textures from the inaccessable
Squad/zDeprecated directory for the SXTLT80 part, also known as
the LV-T80 "Robin" Liquid Fuel Engine

Press return to continue';
<STDIN>;

my $todir = 'Squad/Command/Mk1-2Pod/';

make_path($todir);

$todir = cwd()."/$todir";

find(
    sub {
        if (-f) {
            copy( $File::Find::name, $todir )
              or die "Copy Failed: $!";
        }
    },
    ( cwd().'/../Squad/zDeprecated/Parts/Command/Mk1-2Pod/' )
);

(I thought of about four ways to structure a PR for this - I wasn't sure which would be good.)

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3 minutes ago, DStaal said:

No matter what I do, I can't quite seem to get the .sh script to actually work.  Here's a Perl version:


#!/usr/bin/env perl

use warnings;
use strict;
use feature 'say';
use File::Path qw(make_path);
use File::Copy;
use File::Find;
use Cwd;

say "\n\n".'This batch file will copy the missing textures from the inaccessable
Squad/zDeprecated directory for the SXTLT80 part, also known as
the LV-T80 "Robin" Liquid Fuel Engine

Press return to continue';
<STDIN>;

my $todir = 'Squad/Command/Mk1-2Pod/';

make_path($todir);

$todir = cwd()."/$todir";

find(
    sub {
        if (-f) {
            copy( $File::Find::name, $todir )
              or die "Copy Failed: $!";
        }
    },
    ( cwd().'/../Squad/zDeprecated/Parts/Command/Mk1-2Pod/' )
);

(I thought of about four ways to structure a PR for this - I wasn't sure which would be good.)

Are you running linux or osx?

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2 minutes ago, linuxgurugamer said:

Are you running linux or osx?

 OS X.  The script should run either one though - it's all core Perl modules.  (In theory it should work on Windows - if they have Perl installed.)

If you want something more macOS-ish, I could probably do an AppleScript applet for it...

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53 minutes ago, DStaal said:

 OS X.  The script should run either one though - it's all core Perl modules.  (In theory it should work on Windows - if they have Perl installed.)

If you want something more macOS-ish, I could probably do an AppleScript applet for it...

I was wondering about the bash script.  Perl is fine, make a pr with the whole file, don't bother to touch the bash script

 

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PR Created.

The default shell for macOS (or at least, the one I get...) appears to be `zsh`, though bash 3.2.57 is installed.  (Latest macOS.)  I was trying to modify the script to get it working, using different quoting - and realized I could solve the issue easier in Perl, which would avoid all the escaping/quoting issues.  I did manage to get a version of the shell script to create the correct folders instead of 'Space' and 'Program', but was having issues from there.

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Hey guys,

A bit of a silly question but I couldn't find more information around and I don't think I have a clear idea on how the researchTime config works, but is there some kind of a table that would display specific researchTime numbers and how much that number is translated in in-game time?

I personally find 19 years for a little bit of research with the starting lab to be pretty long time, especially since I don't use any mods related to build time and so on, so my careers tend to be shorted.

I tried switching the number around but I ended up with research being completed in days, which isn't too "realistic" either. Trying to strike a balance between research taking forever and being done immediately.

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2 hours ago, winterchillz said:

Hey guys,

A bit of a silly question but I couldn't find more information around and I don't think I have a clear idea on how the researchTime config works, but is there some kind of a table that would display specific researchTime numbers and how much that number is translated in in-game time?

I personally find 19 years for a little bit of research with the starting lab to be pretty long time, especially since I don't use any mods related to build time and so on, so my careers tend to be shorted.

I tried switching the number around but I ended up with research being completed in days, which isn't too "realistic" either. Trying to strike a balance between research taking forever and being done immediately.

Ummm, KSP doesn't do that, you must be using a mod.

Please supply your mod list so we can help you identify it, at which point you will have to go to that mod's thread

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Thanks a lot, @linuxgurugamer!

I'll try to get a lab to somewhere I haven't been before so I can put some experiment in it and screenshot the exact time (it was quite long, that I'm sure!) as well as provide you with a list!

Edit: Okay, since my post wasn't approved anyway, might as well post here :)

Here's a screenshot from a fresh career, there's a surface sample in the lab, in the top left you can see it took an year to get 0.048 science researched.

https://i.imgur.com/bp3ybmY.jpg

Here's my mod list, sorry, I can't attach it for some reason - https://pastebin.com/UhLhPWng

 

I originally noticed the "issue" in 1.6 after sending a mobile lab to Minmus, the one you can see on the back of the rovers here - https://i.imgur.com/4fsmWQq.jpg

Even with 2 scientists in it (level 1 and 2 respectively), the progress was extremely slow (I had around ~10 years worth of USI LifeSupport supplies and it wasn't even halfway done by the time my kerbals went through it), that's when I resorted to editing the configs, but it went from rate of like 0.0025 to something crazy like 25.*.

I don't know if it'd be of any help, but those were the mods I had with 1.6 KSP - https://i.imgur.com/7UwJVTd.png

 

It is extremely like that I just fundamentally misunderstand the mod and how it work, so please, accept my apologies in advance if that is the case.

 

Edit 2: I was wondering how did I come up with the years in particular and I remember it displays how long it'd take when you're about to put it into the lab. Here's another example as well - https://i.imgur.com/WJsCbxR.jpg

Edited by winterchillz
Added information for troubleshooting.
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heres what i use for the labs. when i need to adjust things up or down i just change this mm patch and it changes all the labs. 

Spoiler

@PART[*]:HAS[@MODULE[ModuleScienceLab]]:FINAL
{
@MODULE[ModuleScienceLab]
    {
        @name = ModuleScienceLab
        @containerModuleIndex = 0
        @dataStorage = 750000
        @crewsRequired = 1
        @canResetConnectedModules = True
        @canResetNearbyModules = True
        @interactionRange = 8
        @SurfaceBonus = 1.1
        @ContextBonus = 1.25
        @homeworldMultiplier = 1.5
        @RESOURCE_PROCESS
        {
            @name = ElectricCharge
            @amount = 5
        }
    }
}
@PART[*]:HAS[@MODULE[ModuleScienceConverter]]:FINAL
{
    @MODULE [ModuleScienceConverter]
    {
        @name = ModuleScienceConverter
        @dataProcessingMultiplier = 2.5 // Multiplier to data processing rate and therefore science rate
        @scientistBonus = 2.5    //Bonus per scientist star - need at least one! So 0.25x - 2.5x 
        @researchTime = 2        //Larger = slower.  Exponential!
        @scienceMultiplier = 5    //How much science does data turn into?
        @scienceCap = 250000        //How much science can we store before having to transmit?        
        @powerRequirement = 5    //EC/Sec to research
        @ConverterName = #autoLOC_502055 //#autoLOC_502055 = Research
        @StartActionName = #autoLOC_502056 //#autoLOC_502056 = Start Research
        @StopActionName = #autoLOC_502057 //#autoLOC_502057 = Stop Research
    }
}

 

Edited by COL.R.Neville
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On 5/20/2019 at 11:56 AM, DStaal said:

PR Created.

The default shell for macOS (or at least, the one I get...) appears to be `zsh`, though bash 3.2.57 is installed.  (Latest macOS.)  I was trying to modify the script to get it working, using different quoting - and realized I could solve the issue easier in Perl, which would avoid all the escaping/quoting issues.  I did manage to get a version of the shell script to create the correct folders instead of 'Space' and 'Program', but was having issues from there.

Good to know, I'll be reviewing the perl script and including it soon.  I'll also remove the bash script to avoid confusion

 

On 5/19/2019 at 5:13 PM, Welldown said:

So i ran downloaded the update and ran the batch file. Sadly nothing has changed. Here's the new logs. dunno, i might just be a bit kerbal in the head, too

Please try this, replace the entire BSL directory, and run the script, let me know how it goes:

https://www.dropbox.com/s/4se1h7wntkztc76/BSL-beta.zip?dl=0

 

 

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im running restock and restock sorta nukes the large crew cabin and the hitchhiker based labs. I see where you were trying to whitelist the parts for that but its still coming out blank. so if you cant beat'em join'em. 

so i created this mm script to make the large crewed lab six place. the original script which was from some other mod just added in four seats for this you needed to remove all the modules and then recreate them. 

pretty sure you can throw these in a mm script that fires when restock is being used. I can do some MM stuff but I aint that great at it. Maybe this helps. 

Spoiler

@PART[Large_Crewed_Lab]
{
    @CrewCapacity = 6
    @description = No longer are you limited to research facilities only on Kerbin!  With the Mobile Processing Lab, you can conduct long-term experiments and ongoing research with the data you collect in the field.  Be sure to check back on your scientists from time to time, and transmit the results of their research home! This model is guaranteed to spontaneously combust less than previous models, and also has the equipment necessary to clean out and restore functionality to inoperable experiments. Note: It was recently discovered that the assembly instructions are double sided. That explains all the extra parts we had previously, this Lab can now seat six.
}
@INTERNAL[Mobile_Processing_Lab_Int]
{
    -MODULE,* { }
    MODULE
    {
        name = InternalSeat
        seatTransformName = Seat_Left
        portraitCameraName = Camera_Left
        allowCrewHelmet = false
        displayseatName = #autoLoc_6002193 //#autoLoc_6002193 = Left Seat
    }
    MODULE
    {
        name = InternalSeat
        seatTransformName = Seat_Right
        portraitCameraName = Camera_Right
        allowCrewHelmet = false
        displayseatName = #autoLoc_6002192 //#autoLoc_6002192 = Right Seat
    }
    MODULE
    {
        name = InternalSeat
        seatTransformName = Seat_UpLeft
        portraitCameraName = Camera_UpLeft
        allowCrewHelmet = false
    }
    MODULE
    {
        name = InternalSeat
        seatTransformName = Seat_UpRight
        portraitCameraName = Camera_UpRight
        allowCrewHelmet = false
    }
    MODULE
    {
        name = InternalSeat
        seatTransformName = Seat_BackLeft
        portraitCameraName = Camera_BackLeft
        allowCrewHelmet = false
    }
    MODULE
    {
        name = InternalSeat
        seatTransformName = Seat_BackRight
        portraitCameraName = Camera_BackRight
        allowCrewHelmet = false
    }
}

so that creates the IVA for this which is the BSLcrewCabinScience.cfg i added in the color changer stuff to fix the lights etc...

Spoiler

PART
{
// modified by Linuxgurugamer
// Brought in line with 1.0.2 hitchhiker & science lab

    name = BSLcrewCabinScience
    module = Part
    author = Cychotha/Linuxgurugamer

    MODEL
  {
    model = ReStock/Assets/Command/restock-lab-1
    position = 0.0, 0.0, 0.0
    scale = 1,1,1
    rotation = 0, 0, 0
  }
  MODEL
  {
    model = ReStock/Assets/Command/restock-crewed-endcap-1
    position = 0.0, -1.831, 0.0
    scale = 1,-1,1
    rotation = 0, 0, 0
  }
  MODEL
  {
    model = ReStock/Assets/Command/restock-crewed-endcap-1
    position = 0.0,1.825, 0.0
    scale = 1,1,1
    rotation = 0, 0, 0
  }
    rescaleFactor = 1

    node_stack_top = 0.0, 1.7869, 0.0, 0.0, 1.0, 0.0, 2
    node_stack_bottom = 0.0, -1.7869, 0.0, 0.0, -1.0, 0.0, 2
    attachRules = 1,1,1,1,0
    CrewCapacity = 6

    
    TechRequired = advExploration
    entryCost = 14000
    cost = 10000
    category = Science
    subcategory = 0
    title = Mobile Processing Lab MPL-CC-2
    manufacturer = Jebediah Kerman's Junkyard and Spaceship Parts Co.
    description = Initially designed when Bill accidentally sat on a scale model of the MPL-LG-2 Mobile Processing Lab, this model uses the latest in miniaturisation technology     (definitely NOT a nearby trash compactor) to fit an entire lab into a more user friendly form factor.
    
    
    mass = 3.0
    dragModelType = default
    maximum_drag = 0.2
    minimum_drag = 0.3
    angularDrag = 2
    crashTolerance = 6
    breakingForce = 200
    breakingTorque = 200
    maxTemp = 1000
    skinMaxTemp = 2000
    vesselType = Ship
    bulkheadProfiles = size2
    tags = experiment laboratory research science
    INTERNAL
    {
      name = Mobile_Processing_Lab_Int
    }

    MODULE
    {
        name = ModuleScienceContainer
        
        reviewActionName = Review Stored Data
        storeActionName = Store Experiments    
        collectActionName = Take Data
        
        evaOnlyStorage = True
        storageRange = 2
        
        allowRepeatedSubjects = True
    }
    MODULE
    {
        name = ModuleScienceExperiment
        experimentID = crewReport
        experimentActionName = Crew Report
        resetActionName = Discard Crew Report
        reviewActionName = Review Report
        useStaging = False
        useActionGroups = True
        hideUIwhenUnavailable = True
        rerunnable = True
        xmitDataScalar = 1.0
        usageReqMaskInternal = 5
        usageReqMaskExternal = -1
    }
    MODULE
    {
        name = ModuleScienceLab
        
        containerModuleIndex = 0    
        // dataTransmissionBoost = 1.5    
        dataStorage = 250
        crewsRequired = 1
        
        canResetConnectedModules = True
        canResetNearbyModules = True
        interactionRange = 5
        SurfaceBonus = 0.1
        ContextBonus = 0.25
        homeworldMultiplier = 0.1

        
        RESOURCE_PROCESS
        {
            name = ElectricCharge
            amount = 10
        }
    }
    MODULE
    {
        name = ModuleScienceConverter
        dataProcessingMultiplier = 0.5 // Multiplier to data processing rate and therefore science rate
        scientistBonus = 0.25   //Bonus per scientist star - need at least one! So 0.25x - 2.5x 
        researchTime = 8            //Larger = slower.  Exponential!
        scienceMultiplier = 4   //How much science does data turn into?
        scienceCap = 250            //How much science can we store before having to transmit?          
        powerRequirement = 2.5    //EC/Sec to research
        ConverterName = Research
        StartActionName = Start Research
        StopActionName = Stop Research
    }
    MODULE
    {
        name = ModuleKerbNetAccess
        MinimumFoV = 17
        MaximumFoV = 63
        AnomalyDetection = 0
        DISPLAY_MODES
        {
            Mode = Terrain
            Mode = Biome
        }
        REQUIRED_EFFECTS
        {
            Effect = ScienceSkill
        }
    }

    MODULE
    {
            name = ModuleExperienceManagement
            costPerKerbal = 0
    }

    MODULE
    {
          name = FlagDecal
          textureQuadName = flagTransform
    }
    MODULE
    {
        name = tweakscale
        type = stack_square
        defaultScale = 2.5
    }

MODULE
    {
        name = ModuleColorChanger
        shaderProperty = _EmissiveColor
        animRate = 0.8
        animState = false
        useRate = true
        toggleInEditor = true
        toggleInFlight = true
        toggleInFlight = true
        unfocusedRange = 5
        toggleName = #autoLOC_502011 //#autoLOC_502011 = Toggle Lights
        eventOnName = #autoLOC_502012 //#autoLOC_502012 = Lights On
        eventOffName = #autoLOC_502013 //#autoLOC_502013 = Lights Off
        toggleAction = True
        defaultActionGroup = Light
        redCurve
        {
            key = 0 0 0 3
            key = 1 1 0 0
        }
        greenCurve
        {
            key = 0 0 0 1
            key = 1 1 1 0
        }
        blueCurve
        {
            key = 0 0 0 0
            key = 1 0.7 1.5 0
        }
        alphaCurve
        {
            key = 0 1
        }
    }    

}
 

and this one is for the cc1 lab the one based off of the hitchiker can. BSLMPL-MK1-1-CC-1.cfg

Spoiler

PART
{

    name = BSL-MPL-MK-1-CC-1
    module = Part
    author = Linuxgurugamer

    MODEL
  {
    model = ReStock/Assets/Command/restock-hitchhiker-1
    position = 0.0, 0.0, 0.0
    scale = 1,1,1
    rotation = 0, 0, 0
  }
  MODEL
  {
    model = ReStock/Assets/Command/restock-crewed-endcap-1
    position = 0.0, -0.986899, 0.0
    scale = 1,-1,1
    rotation = 0, 0, 0
  }
  MODEL
  {
    model = ReStock/Assets/Command/restock-crewed-endcap-1
    position = 0.0,0.986899, 0.0
    scale = 1,1,1
    rotation = 0, 0, 0
  }
    

    
    node_stack_top = 0.0, 0.99, 0.0, 0.0, 1.0, 0.0
    node_stack_bottom = 0.0, -0.99, 0.0, 0.0, -1.0, 0.0
    attachRules = 1,1,1,1,0
    
    rescalefactor = 1.0

    CrewCapacity = 1
    
    //TechRequired = advExploration
    TechRequired = engineering101
    entryCost = 4000
    cost = 1500 
    category = Science
    subcategory = 0
    title = Mobile Processing Lab MPL-MK-1-CC-1
    manufacturer = Jebediah Kerman's Junkyard and Spaceship Parts Co.
    description = Initially designed when Bill accidentally sat on a scale model of the MPL-LG-2 Mobile Processing Lab, this model uses the latest in miniaturisation technology     (definitely NOT a nearby trash compactor) to fit an entire lab into a more user friendly form factor.
    
    
    mass = 1.5

    dragModelType = default
    maximum_drag = 0.2
    minimum_drag = 0.3
    angularDrag = 2
    crashTolerance = 6
    maxTemp = 1200 // = 2900
    breakingForce = 50
    breakingTorque = 50
    childStageOffset = 1
    bulkheadProfiles = size1, srf
    tags = experiment laboratory research science

    INTERNAL
    {
      name = crewCabinInternals
    }
    MODULE
    {
        name = ModuleScienceContainer
        
        reviewActionName = Review Stored Data
        storeActionName = Store Experiments    
        collectActionName = Take Data
        
        evaOnlyStorage = True
        storageRange = 2
        
        allowRepeatedSubjects = True
    }
    MODULE
    {
        name = ModuleScienceExperiment
        experimentID = crewReport
        experimentActionName = Crew Report
        resetActionName = Discard Crew Report
        reviewActionName = Review Report
        useStaging = False
        useActionGroups = True
        hideUIwhenUnavailable = True
        rerunnable = True
        xmitDataScalar = 1.0
        usageReqMaskInternal = 5
        usageReqMaskExternal = -1
    }
    MODULE
    {
        name = ModuleScienceLab
        
        containerModuleIndex = 0    
        // dataTransmissionBoost = 1.5    
        dataStorage = 100
        crewsRequired = 1
        
        canResetConnectedModules = True
        canResetNearbyModules = True
        interactionRange = 5
        SurfaceBonus = 0.1
        ContextBonus = 0.25
        homeworldMultiplier = 0.1

        
        RESOURCE_PROCESS
        {
            name = ElectricCharge
            amount = 10
        }
    }
    MODULE
    {
        name = ModuleScienceConverter
        dataProcessingMultiplier = 0.25 // Multiplier to data processing rate and therefore science rate
        scientistBonus = 0.25   //Bonus per scientist star - need at least one! So 0.25x - 2.5x 
        researchTime = 8            //Larger = slower.  Exponential!
        scienceMultiplier = 2   //How much science does data turn into?
        scienceCap = 125            //How much science can we store before having to transmit?          
        powerRequirement = 5    //EC/Sec to research
        ConverterName = Research
        StartActionName = Start Research
        StopActionName = Stop Research
    }
    MODULE
    {
        name = ModuleKerbNetAccess
        MinimumFoV = 17
        MaximumFoV = 63
        AnomalyDetection = 0
        DISPLAY_MODES
        {
            Mode = Terrain
            Mode = Biome
        }
        REQUIRED_EFFECTS
        {
            Effect = ScienceSkill
        }
    }

    MODULE
    {
            name = ModuleExperienceManagement
            costPerKerbal = 0
    }

    MODULE
    {
          name = FlagDecal
          textureQuadName = flagTransform
    }
    MODULE
    {
        name = ModuleAnimateGeneric
        allowManualControl = false
        animationName = Deploy
        //startEventGUIName = Deploy
        //endEventGUIName = Close
        //actionGUIName = Toggle Doors
    }
    MODULE
    {
        name = tweakscale
        type = stack_square
        defaultScale = 2.5
    }
    MODULE
    {
        name = ModuleColorChanger
        shaderProperty = _EmissiveColor
        animRate = 0.8
        animState = false
        useRate = true
        toggleInEditor = true
        toggleInFlight = true
        toggleInFlight = true
        unfocusedRange = 5
        toggleName = #autoLOC_502011 //#autoLOC_502011 = Toggle Lights
        eventOnName = #autoLOC_502012 //#autoLOC_502012 = Lights On
        eventOffName = #autoLOC_502013 //#autoLOC_502013 = Lights Off
        toggleAction = True
        defaultActionGroup = Light
        redCurve
        {
            key = 0 0 0 3
            key = 1 1 0 0
        }
        greenCurve
        {
            key = 0 0 0 1
            key = 1 1 1 0
        }
        blueCurve
        {
            key = 0 0 0 0
            key = 1 0.7 1.5 0
        }
        alphaCurve
        {
            key = 0 1
        }
    }

}
 

also noticed where the originals were using both the mesh and the model. i dont know about that for certain but ive only used one or the other. 

so i think i got everything that i changed or added in bold italics. 

 

Edited by COL.R.Neville
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@linuxgurugamer, sorry I should clarified I only used the USI LS example to give you an idea of the duration it took.

On this screenshot in particular you can see my current save game - https://i.imgur.com/WJsCbxR.jpg

The mods I have installed currently are: https://pastebin.com/UhLhPWng (no LS of any kind this playthrough)

Edited by winterchillz
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1 hour ago, winterchillz said:

@linuxgurugamer, sorry I should clarified I only used the USI LS example to give you an idea of the duration it took.

On this screenshot in particular you can see my current save game - https://i.imgur.com/WJsCbxR.jpg

The mods I have installed currently are: https://pastebin.com/UhLhPWng (no LS of any kind this playthrough)

That's the CKAN list, did you install any mods by hand?  

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1 hour ago, linuxgurugamer said:

That's the CKAN list, did you install any mods by hand?  

I think the only manual mod I've installed is the Mk2 stockalike parts, here's a screenshot of my game data folder - https://i.imgur.com/AtdPttG.png

Also, I'm truly sorry how hard it is to diagnose this, if you feel like it's not worth it, I'd understand.

As a separate note, if it'd be of any help, it looks like the MPL-LG-2 lab has a much higher process rate of 6.2812 with two 1 star scientists on board; Just got one on Minmus and the research is going much faster compared to the starting lab.

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  • 3 months later...

Ok ran into a weird one. I tried to clone rename and tweek a large lab pod to also work as a command  by reducing max crew by one.

Now in the vab I can go in and eddit the science pod parts like the crew and consumables  and load the correct ( reduced ) number of crew. But if I launch it I can now tranfer up to one more crew into it. Otherwise it works fine. Is that because it's a cloned and renamed part.

 

 

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10 minutes ago, [email protected] said:

Ok ran into a weird one. I tried to clone rename and tweek a large lab pod to also work as a command  by reducing max crew by one.

Now in the vab I can go in and eddit the science pod parts like the crew and consumables  and load the correct ( reduced ) number of crew. But if I launch it I can now tranfer up to one more crew into it. Otherwise it works fine. Is that because it's a cloned and renamed part.

Can you show us how you cloned it?

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Ok I think I fixed it, basicaly I re wrote it from scratch. 

My intention was to create a variant Hull that was more capable that could be left in orbit with a orbital station while reducing part count so you dont need a 1 man command pod + science lab.

i think I may just kit bash a new model that has both without deleting seats. I found loosing one scientist not worth it since I end up adding hab space anyway for an engineer.

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