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micha

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Everything posted by micha

  1. Thanks. I should, of course, have had a look into the config files myself before asking. But following that pattern I can override snack capacity for specific parts and add them to other (uncrewed) parts. My specific example is the Corvus pod - I think it's too small to hold much of anything apart from the Kerbals, so want to move carrying capacity to the nose cone part instead. EDIT: Here's my config file ("Corvus_Snacks.cfg") if anyone is interested.
  2. @WazThank you for maintaining this mod! Love the improved look it gives to the game. Just wondering though - any way to dial the cloud shadows back? Look absolutely lovely from flight/orbit, but on the ground they are way too much. Practically turn day into night, and they dim everything (including lights).
  3. No worries - I've sent you a pull request. Also, is there a way to override the number of snacks for a Command-Pod seat? Thinking of rebalancing a couple of 2-Kerbal pods, in particular the Corvus capsule is very small so I want to reduce the resources it can contain. That'll balance it against the K2 pod a bit more.
  4. Yeah I can confirm that the 1.4 release is broken - all parts are in the "Payload" folder whereas the config files still refer to a "FuelTank" folder. Simple enough to fix. Just make a FuelTank folder, and move all the *.mu and *.dds files into it. Or edit the config files. EDIT: I'm guessing the file-move was done on purpose, so I've gone ahead and edited the config files instead. Updated config files can be downloaded from here until @Angel-125 creates a patch release.
  5. Hi, I always play with a custom difficulty setup. Anybody know if there is any way to make that the default when starting a new game? I guess a workaround is to start a new game, archive it, then just extract and rename it instead of using the "New Game" dialog. Cheers, - Micha.
  6. Of course it is - and I've even been following it. Nevermind me
  7. Love this mod! Any chance of adding it to Github (or similar) though?
  8. Thanks to @N3h3mia for creating it. I'm just keeping the squeaky wheels oiled..
  9. NEW RELEASE The release for KSP1.2 is out. Enjoy folks. Get it from here.
  10. Have you got ModuleManager installed? It's required for Kemini. **NEW RELEASE** KSP1.2 release is out. Enjoy folks.
  11. Works For Me (KSP build 1584, KIS build 1.3.0.0) EDIT: It might help to supply your KSP.log file... just saying "it don't work" doesn't give the developer much information to go on.
  12. While we can't modify and redistribute this mod due to licensing, we -can- collate patches for it. I've just hacked the config files to stop the pod sinking (still need to raise it out of the water a bit more), but there's tons of other minor issues (missing tags, parts in the wrong categories, aero seems somewhat wonky, etc etc). Would be good to have an "official" unofficial patch for this mod. Personally I've tended to use the K2 pod, but recently had cause to use this to test something and it's pretty neat. Shame it's apparently been abandoned.
  13. If you'd been around a bit longer, you'd realise @DMagic is a mod author, and not another gamer intent on cheating his way out of the early career game.. there's also a clue in the last sentence of his post. The point is that by utilising other people's saves, he will have "real-world" test examples to help debug his latest venture. If he's building the test cases himself, it won't be a thorough test of his work. Developers can't help but build test-cases to suit their development work as they have an innate knowledge of their work. So while they are well-placed to test edge-cases and standard usage scenarios, they won't test the esoteric uses which the real world will throw at their work.
  14. No, that's the Assembly name as well for the current release (it was fine in earlier releases). This is the code I'm using: assembly.GetName().Name;
  15. Thanks a lot! But... ModuleManager now internally reports its name as "ModuleManager.2.7.0" ie: Mod DLLs found: Stock assembly: Assembly-CSharp v1.0.0.0 ModuleManager.2.7.0 v2.7.0.0 KAS v0.6.0.0 / v0.6.0-pre for KSP 1.2-pre This broke my DependancyChecker (fixed now), but in general, would you mind just reporting the name of the module without appended version number in future releases?
  16. @toadicusThanks so much for your mod - I've thoroughly enjoyed it and did not consider my KSP install complete without it. I haven't played KSP for a while (RL concerns, and Elite Dangerous..) but will at least be giving 1.2 a shot for a bit just to try out all the new stuff. Looks like AR is pretty much stock now so not sure whether this mod has much of a future now, but just wanted to let you know that you brought great enjoyment to us in earlier KSP releases!
  17. I've been given @N3h3mia's blessings to officially support his excellent collection of Science Mods for KSP 1.x as he is currently unable to find the time to continue these. Please raise bug reports for this build to myself and not to N3h3mia. [ ] Official Thread (out-of-date)- overview and tutorial videos Micha's Development Thread- continued revision history, source code, bug reports, feature requests, help and support, ... NOTICE: This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin. Download links Updated to 0.9.1 on 2020.06.10 NOTE: If upgrading from earlier than 0.7.1, there is a slightly changed file format. It will update automatically from an earlier version, but you won't be able to revert. Please take a backup of your saves before installing. GitHub SpaceDock CurseForge On CKAN as "Nehemiah Engineering Orbital Science" Changes from 0.9.0 (Full Changelog) Significantly nerfed science payout for all experiments.Fix experiments automatically starting if there are insufficient crew in the Lab. (No longer creates a KAC alarm unless the experiment is actually running). Fix experiments not pausing when crew leaves the Lab. Fix "Finalize" not showing the experiment abbreviation. Kemini: Fix being unable to Move and Finalize an experiment if the Lab does not also have storage as is the case with the HGR SoyJuice pods. Kemini: Fix multiple experiments accruing Lab Time from all Labs. Known Issues Reporting new issues If running with mods, try to reproduce the issue without any mods. Please supply steps on how to reproduce the issue. Attach your log file (KSP.log, found in the KSP game directory) and optionally a save-game which can be used to reproduce the issue. Ideally raise the bug report on the GitHub tracker. Mod Incompatibilitiers Kerbalism: Reports of NEOS (specifically, KEES), contracts unable to be completed when Kerbalism is installed. Fixed by Kerbalism team - use Kerbalism 3.0 or later. General The "interior overlay" is not displayed properly for parts which have an IVA. Overview This set of mods consists of 3 main components: Kemini Research Program (KRP) - early-game orbital science experiments for the Mk1 command pod. requires ModuleManager compatible with a range of third-party command pods. Kerbal Environment Effects Study (KEES) - mid-game orbital science experiments for your first orbital stations. requires KIS recommends K2 / Corvus or similar 2-Kerbal pods Orbital Station Science (OSS) (Was: OMS/KLS) - end-game experiments for large long-duration stations, requiring heavy lifters and significant station infrastructure. The basic premise is that experiments are run in "Labs". Labs, Lab Equipment, and Experiments are launched separately. Equipment must be installed into the correct lab, and Experiments can only be run on certain Equipment. KRP and KEES are simpler variants with some/all of the equipment/labs pre-integrated. Once an Experiment has been installed, it can be "Run", which will take some time. The idea is not to time-warp to completion, but to run the experiments in the background while performing other missions. When done, an Experiment can be "Finalized" and must then be returned to Kerbin. Quick Tutorials NB: From v0.7 onwards, this set of mods also has in-game KSPedia entries showing basic usage. Kemini Research Program Kerbal Environmental Effects Study Orbital Station Science
  18. Completely missed this, so sorry. Just added a MM config file for the Corvus, if you're still interested. Although the Corvus pod needs a bit of TLC in general (some misspelled stuff in the configs) and it should get a ModuleDataTransmitter for KSP 1.2.
  19. Now that KIS has a pre-release, I've also made a pre-release for KSP1.2. It still requires ModuleManager for Kemini (unless you manually hack the command-pod config files) and unfortunately there's still no pre-release for that available officially. Links in the top post, please submit feedback and bugs here or on my GitHub.
  20. "Not always" - can you try to narrow down when it won't? Ideally a save-file with which I can reproduce (no mods other than KEES & KIS please). I just tried a KEES POSA1 mission in a new save and it worked as expected. Accept mission, launch vessel, attach PC and experiment (using KIS, and an Engineer with a Tool), run experiment (finalizing it ticks the "run experiment" part of the contract), recover experiment (detach using KIS and store in Seat or a container), deorbit and recover vessel ("Return and recover" is ticked after closing the recovery dialogs).
  21. You can't. You have to compile it yourself until the authors make a release.
  22. Hi Wildroot, what's the problem? I haven't finished testing the 1.2 build, but as far as I was aware, everything was pretty much working in the KSP 1.1 builds. If not, can you please raise a bug issue on GitHub (preferred), or explain the problem in detail here?
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