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AlbertKermin

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Everything posted by AlbertKermin

  1. In 1.0.x, the weapons seem to work fine. However, arming then disarming the guns seems to make them turn their base ninety degrees relative to how they were previously installed, typically with disastrous consequences.
  2. This mod looks very interesting! If I may ask, what software are you using to generate the terrain? I tried making a planet a while ago, using just hand-drawn textures in GIMP, and it looked terrible.
  3. I don't know how many times I have tried to launch a very small probe (along the lines of the Hyugens) only to be stopped by the lack of reaction wheels in the extremely small probe cores, and those I launched without proper reaction wheels tended to re-enter parachute-first. I, for one, would make extensive use of a small radial reaction wheel!
  4. I can't wait for this mod to be updated! Seriously, this is like the first mod I install for any of my career-mode games. My (admittedly bad) suggestions for the rocket names are as follows: And that was where my creativity ran out and the headache started.
  5. Ok, I was just testing this mod, and I had some- interesting occurrences, particularly in regards to Kopernicus planets (I have OPM installed on this save). After figuring out how to discover new planets, I immediately began research. First, my Kerbs discovered Minimus. Then, they discovered Tecto in it's orbit of Sarnus. Not that unreasonable, as it's the biggest moon, and it wouldn't have been inposible to find both before Jool. Then, they found Tal, in it's orbit of Wal, without finding Urlum first! Then they found Polta, and Urlum as a result. Then they found Ovok. Then they found a world I created to mess around with Kopernicus textures. Then, they found, finally, Eve, and Duna. Feeling creative, I hyper-edited a probe into Sarnus orbit and set up an encounter with Eeloo. However, most astrophysicists of Kerbin still seem convinced that Eeloo is a class-C object. It's a great idea and a wonderful mod, but I think some of the which-planet-is-found-first logic could be improved upon.
  6. From what Elon Musk just tweeted, it looks like the second-stage LOX tank had an over- pressure event with a "counter-intuitive cause". So much for my speculation. (Though, to be fair, if it was one of my KSP missions, that would have been the cause) Sounds to me like the rocket accidentally vented too much LOX, lowering the pressure and causing the remaining LOX to evaporate too rapidly for the vents to keep up with. Upper stage blows in half, and 9 Merlin engines drive the Dragon right down through the remaining stack, disintegrating everything.
  7. My speculation is that the heavy docking adapter in the un-pressurized trunk shifted the center of mass more than predicted, and forced one of the engines to gimbal too far for too long, and something that wasn't supposed to get warm (or was supposed to have better heat shielding) warmed up.
  8. I must say, your phrasing is probably more appropriate than Dunrana's. Explosions have been the bane of this mod from day one! However, you can get around the bug by simply not ground attaching. I know, it's a - less than admirable way of solving the bug:blush:. But all my testing says that simply running the experiments, un-equipping them, and returning to Kerbin with them in your inventory will successfully return the science, leaving the explosions quite bewildered as to where their next unfortunate victim went. Well, at least until I can figure out what's causing the explosions this time.
  9. I wanted to drop a hint about the next experiment I'm working on for MSEP- I think it's both realistic and very Kebal-like experiment, correct?
  10. There is an alternate procedure, which consists of- Land on planet Equp experiment and run it Unequp experiment Return to Kerbin. Enjoy extra Science!
  11. Well, after much drama (which had nothing to do with this mod, but stole my time), goofing off, headaches (which prompted me to go goof off), and more than one exclamation of "Why am I even trying to make this mod? I don't know enough!", I have a working, non-exploding version of MSEP which I am satisfied with enough to release. Also, I discovered that it severely limits explosions if one un-equips the experiment before placing it on the ground. I think this is a strange sort of KIS bug.
  12. Yep! I've been a little distracted with building myself a new computer (AMD A-10, 1-terabyte hard drive, 120-gig SSD) , but I have been getting some work done on this mod, and I hopefully will be uploading the 1.0.2 version within the week.
  13. Here is the version I've been developing currently. https://www.dropbox.com/s/x9cwnxjeq6zygxi/MSEP%20v3.1.zip?dl=0 Also, I finally got my Dropbox working!
  14. I've been trying to update my Munar Surface Experiment pack for the latest version of KIS, and I've been having rather a lot of trouble. Namely, when I equip a science part, run the science experiment, and place it on the ground to remove the science, I cannot (though the "Run Science Experiment" button still shows up, for some reason). As of right now, the only working procedure for recovering the science seems to be to run the experiment, then save it and review the report, then return to the capsule and it will, somehow, mysteriously appear in the stored science, in spite of it not showing up in the Kerb's science reports while EVA. I was wondering if anyone had any suggestions as to what is going on, and how to get the process to be less confusing.
  15. Thanks! I had missed that post. With KSP 1.0 and KIS 1.1 being released, I have the opportunity to make some big changes to MSEP, and I 'd like to get everyone's thoughts on the following ideas: Converting MSEP to a KIS-only mod. Adding a Pilot-only-usable camera experiment. Tiny amount of science, but very early in the tech tree. Splitting some of the experiments up between Scientists and Engineers - Scientists would get the Solar Wind Spectrometer and Ion Detector, Engineers would get the Retro-reflector and Heat Probe. Spreading the parts out around the tech tree, instead of clustered together in one node. Not sure on some of these ideas, as they could break career-mode saves. What does everyone else think?
  16. Ok, I encountered something- interesting while updating my Munar Surfaces Experiment Pack to use KIS. Is this a bug, or is this supposed to work like that? If so, there a way to disable it?
  17. I just downloaded the KIS 1.1 update. Hopefully, an KIS-standalone version of MSEP should be done by Saturday.
  18. As I understand it, his solution won't be available until KIS 1.1 comes out, which is after the release of KSP 1.0.
  19. Sorry for being away from this mod for so long. Real life kind of - got interesting. And 3000 downloads! :):):):):) Anyway, I have got some testing done with the KIS/DmagicScienceModule set-up, and I encountered a pretty extreme bug. Namely, taking science from a KIS deployed part will cause it to follow the Kerbal in question around like a lost puppy, then disappear the instant the Kerbal returns to their capsule. That's an interesting idea! I'm looking into it. Hopefully, I'll get it set up so it's just a minor science experiment without VDS, or acts as a camera with VDS installed.
  20. I'm trying to, but I ran into some terrible bugs. Namely, if a part, dropped using KIS, has an experiment run using Dmagic's science module, it decides to follow the Kerb that took the readings around like a lost puppy. Not sure what is causing this behavior, and I haven't had time to investigate it as of yet.
  21. The wobble appears to be significantly reduced! (I think the amount remaining is just due to my bad flying.)
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