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Cychotha

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Everything posted by Cychotha

  1. I really like this mod, and have been using it for some time now. i really appreciate the rapid iterations that you have been doing to make KSPI space planes a reality. That said, with the latest couple of releases I get 246 MM errors on loading, and then game loading freezes before finishing the loading process. I have KSPI installed but not RF. Thanks again for your efforts, and I hope to be flying some nuclear spaceplanes again soon!
  2. For me, after the update, the fuel tanks now have fuel in them, but the amount does not change... so if it has 800 units of ammonia, it will also have 800 units of LQDhydrogen. So filling a short bay with interstellar tanks will give me approximately 6 times the fuel as a long mk2 tank.
  3. np. Thank you for trying out my mod
  4. This is by design. The author of the onion model has reserved rights on his models and textures, so I cannot distribute them. In order to use this optional part, you need to download and install the HGR mod. Once the required mod is in place, the directory structure will exist and the part will appear. the same goes for the Firespitter part as well, though that part seems broken in .25 and I am waiting for FS to be updated to .25 to fix it.
  5. The parts.old folder just contains old, deprecated parts from earlier versions of BSL. It is only for use if you still have ships in flight that have parts from earlier versions of BSL, otherwise only copy the contents of the Gamedata folder to your KSP Gamedata directory. Thanks for letting me know, should be fixed now
  6. Oops, you are right, my bad, will fix it immediately. Thanks for letting me know
  7. Awesome undercoveryankee. Your post led me to a quick google search which brought up this thread that explains what you were talking about in a little further detail. following the instructions there completely fixed the problem I was having with FSanimategeneric. Thanks again
  8. If I tried to combine it in the same part as FSanimategeneric or with ModuleScienceExperiment/crewReport I would get the same problem as warp11 described, right clicking on the part in VAB/SPH would break right clicking.
  9. From my work on Better Science Labs, I have experienced that the stock Science Lab module does not play nice with other modules. Fractal is a much better coder than me, so maybe he can figure it out though
  10. Awesome I hope you enjoy it as much as I have in my live game!
  11. I have followed the terms of the CC license to the letter. 1. my work is licensed under MIT. 2. bac9's models and textures are distributed under his creative commons license.(i.e. the exact same license) 3. I couldn't license his work even if I wanted to, because according to CC, I would have to make a transformative change. Specifically I would have to remix, transform or build upon his models or textures, which I have not done. If you have any other questions, please read the license you so helpfully linked. I hope this clears it up.
  12. Some good points, as I said it can be tricky to use real world examples when talking about game balance. Let me give it another try, this time using a real science project to be more applicable... The human genome project involved thousands of scientists from dozens of labs, cost 3 billion dollars, and took over a decade to sequence 4 individuals. Today you can have your genome sequenced for a couple thousand bucks in a couple of weeks on a machine that fits in a closet. My main point is that things have to be balanced in the game somehow, I can't change the stock KSP science module so I don't break compatibility with other great mods like FinePrint, so the options I have left are build costs and tech upgrades. If anyone has any great, constructive ideas on getting better game balance without sacrificing any compatibility, I am happy to listen, but I am not going to make any changes that could cause any compatibility problems with any other mods.
  13. You can The two optional Labs have dependencies, but the mod itself which includes the 2m, 2m short, mk1-2, and mk2 Labs will work just fine if "dropped" into a vanilla game.
  14. A quick note on balance, since there has been some criticism of my balance choices. I know it's always shaky using the real world to talk about balance within a game, but here are my thoughts on it. An Alienware 18 notebook provides an awesome gaming experience and costs $5300, while a $1500 homebuilt PC tower also offers an awesome gaming experience. Both can play the newest games in the highest resolutions with the most mods. So the only real differences are that the Alienware is 75% smaller, 75% lighter, uses half the electricity, and uses more advanced technology (in my mind equivalent to a higher tech unlock) to fit all that performance into a smaller, lighter package. Plus it's almost 4 times the cost. This is similar to though more extreme than the balancing choices in BSL. I also realize that in KSP .24 funds aren't really a bottleneck, like they are in the real world. However, my reading of the dev blogs and other sources about .25, .26, and beyond, is that funds are likely to become a bottleneck in the future. That is why I chose higher unlocks and construction costs as my balancing factors. Plus, in mid to late game, electricity becomes an essentially free resource, with only the effects of increasing part counts and making ships uglier, the 2 main things I made this mod to help avoid, so increased resource use wouldn't really be within the scope of this mod, as I see it.
  15. Thank you all for your interest in my mod Squad and the KSP modding community have created some amazing art assets, both models and textures. All this mod does is allow the use of those assets in a new and, I think, interesting way within the game. Much like FAR/NEAR doesn't add all new cockpits and wings and engines, but instead allows you to use the ones you already have in new and interesting ways, I feel that BSL performs a similar function, albeit with science instead of aerodynamics. Orionkermin with HGR and Snjo with Firespitter have provided the community with some fantastic models and textures, and have decided to reserve rights on them. I love these mods and want everyone to download them, which is why they are only accessed through in game mechanics if you have already downloaded them through the author's approved channels, and why they are not included in the BSL download. bac9 and the B9 team graciously decided to allow their models and textures to be used by the KSP community by licensing them under an open creative commons license, which explicitly gives permission for their use if you provide proper attribution, which I have done. Additionally, I do not claim any copyright on the b9 model or textures, I have made no changes to them, so I am somewhat confident that BSL does not qualify under the sharealike aspect of the Creative Commons license. On the question of making my own models, I feel that if I wanted a science lab that looked completely out of place on an HGR rocket or a firespitter airplane or a b9 spaceplane or even a stock KSP ship (have you seen how ugly the stock lab is?), I could just stick the stock lab on it somewhere. The best person to make a model that matches the style of an HGR rocket is Orionkermin, not me, and he already has! He should get full credit for his work, and the best way to do that is for people who want his art to download his mod, not just mine. On that note: ​Better Science Labs has no mod dependencies. All four of the base Labs work without any other mods installed. All of the tech level upgrades and construction types (1-2m, 2m, and spaceplane) are covered. The "Onion" Lab and the mk1-2 Lab are functionally identical, the only differences are cosmetic. Only if you want the two optional parts do you need to download any other mods. TL/DR: I have copied no-one's models or textures without express permission, and feel that BSL can help people have fun in KSP even without it's own models.
  16. Tired of designing that beautiful and functional spaceplane only to find that adding a science lab turns it into a beached Whale? Better Science Labs is here to help! BSL features up to six new labs fully integrated into the tech tree and balanced against the Stock Lab with tech tree placement and build costs. Labs include functioning IVA and together offer far greater design flexibility than the stock lab could ever hope for. Whether your mission is a simple Munar Landing or a Grand Tour of the Kerbol system Better Science Labs will help you make it a success - For Science! Features: mk2 Spaceplane Fuselage, mk1-2, 2m, and 2m short Lab configurations included in base download, with 2 additional lab configurations that require HGR and Firespitter mods installed to function. S.N.A.C.K. science experiment available in all labs. This is a very "Kerbalised" version of the NASA "Microgravity effects on human physiology" experiments. S.N.A.C.K. offers over 2 dozen new and unique science results, but you have to return to Kerbin to collect the science. S.N.A.C.K. retrieval probe core. This allows the return of S.N.A.C.K.ing "results" to Kerbin if you are leaving your science research vessel in space. It is also capable of snack resupply missions if you have KAS installed. Lab Features and Screenshots: Optional Lab Features and Screenshots: Download: Curse Requirements: 2m, 2m short, mk1-2, and mk2 Labs only require the base game and BSL to function. mk2 Fuselage Lab model and textures: http://forum.kerbalspaceprogram.com/threads/92630-0-24-2-B9-Aerospace-Release-5 CC by bac9 et.al. 1m Fuselage Lab requires the Firespitter mod (not just the plugin) to function. Found here: http://forum.kerbalspaceprogram.com/threads/24551-Firespitter-propeller-plane-and-helicopter-parts-v6-3-4 1m "Onion" Lab requires the Home Grown Rocket parts (HGR) mod to function. Found here: http://forum.kerbalspaceprogram.com/threads/60974-24-HGR-Command-Pods-and-1-875m-parts%28v1-0-July-20%29 Installation: Installs just like any other mod, copy the BSL mod folder to your gamedata directory; however, if you don't have one of the mods required for the specialized labs, I recommend deleting the associated subfolder in the BSL mod directory for cleanliness. SP+ reliant parts have been deprecated, if you have vessels in flight that use that model, please copy the SPP folder from the parts.old folder to the main BSL folder. License: MIT* *Some parts may have their own license Changelog: 25.0.1.1 Fixed Snack Retrieval Probe for KSP.25 25.0.1 New mk2 Fuselage Science Lab (working Lights and IVA, matches the new KSP.25 mk2 part profile) updated modulemanager to v.25.1 Deprecated b9 mk2 Fuselage due to incompatibility with KSP.25 (still available in parts.old folder) Due to new version of mk2 parts and new KSP.25 part directory structure, this version is incompatible with KSP.24.2, and will break ships from BSL.24.2.3.1. For the same reasons, BSL.24.2.3.1 is incompatible with KSP.25. 24.2.3.1 Corrected directory structure problem introduced in 24.2.3 (Sorry about that - if you downloaded 24.2.3, you can just create a folder inside Gamedata called [better Science Labs] and copy the parts, spaces and resources folders into it, you don't have to download it again) 24.2.3 Update to mk2 Fuselage Lab, now has working cabin lights and flag Added S.N.A.C.K. science experiment Added S.N.A.C.K. retrieval probe core 24.2.2.1 License clarifications 24.2.2 New mk2 part, model from b9 Aerospace http://forum.kerbalspaceprogram.com/threads/92630-0-24-2-B9-Aerospace-Release-5 CC by bac9 et.al. Old mk2 part deprecated due to lack of IVA and SPP mod dependency. If appropriate SPP part gets into KSP .25 I will probably add it back in. update to MM v. 2.3.5 24.2.1 initial release
  17. Yeah, I think that was taken care of by allowing overwrites when installing interstellar lite, since I am using the ScaleExponents.cfg file from interstellar lite instead of tweakscale. After doing a line by line comparison of the two cfg files, the only differences I noticed between the two files are the changes you mention in the OP. Thanks again for all your hard work.
  18. Thanks, that seemed to work :-) I must have messed up somewhere when following the instructions on integrating with the full version of tweakscale in the OP. If anyone else runs into the same mass scaling problems after updating to .12.2, the procedure I used to get it to work was: 1. Delete all Tweakscale and Interstellar Lite folders from Gamedata. 2. Install Tweakscale. 3. Install Interstellar Lite, allowing overwrites. 4. Delete Warp_Tweakscale.cfg from the tweakscale folder.
  19. Thanks again for all your hard work on keeping KSPI alive, Wave I noticed that once I updated to KSPI Lite .12.2 from .12.1 that the mass of my reactors no longer scales with size (I did a little looking around and noticed that other KSPI part's mass also did not rescale with size) Anyone know what I might have done wrong in my update?
  20. Just wanted to throw out a quick thanks to WaveFunctionP for letting me get some .24 KSPI action going even though the update dropped when Fractal_UK wasn't available. And of course to Fractal for creating a mod that I consider a "must have!"
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