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Monthar

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Everything posted by Monthar

  1. Upon further testing with two labs on one station I learned the data banks of the second lab can be filled after the first lab is filled if the second lab is the only one current manned. If you have two labs on one station with four scientists, two manning each lab, all the data you process will go the the lab closest to the command module, or the first one placed in the VAB/docked if they are both the same distance from the command module. Let's call this the primary lab. In order to get data into the next lab you have to unman the primary lab. If you don't have another crew compartment these two scientist can move to, you'll just have to send them both on EVA. Then you can precess more data and have it fill the databanks of the second lab. You could have as many labs as you want on a station as long as you don't have any full labs manned when you want to process more data. Once you're done processing all the data you have, you can then man all the labs again and start doing the research in all of them that have data and are manned.
  2. @op Do you mean the first 2 tiers you can unlock, which is 6 techs total or are you counting the initial tech as a tier making it only 3 techs total?
  3. Don't bother putting 2 labs on the same ship. All the data you try to process will go to the lab closest to the command module. There is no way to get any data into the 2nd lab. Therefore if you want a space station with more lab capacity, make sure each lab module's section of the station can undock from the rest of the station. Then you can undock whichever lab doesn't have data, dock the lander to it, fill it's data banks, undock the lander and redock the lab to the main station. repeat for any other labs until they are all full. My plan for a multi-lab station, after learning the above, central core with a main engine, Lf-O fuel, monoprop, RCS, power generation, batteries and habitation. The core is for refueling operations. Lab modules with monoprop, RCS. Every section will have a probe core and docking ports, both regular and Jr. Landers with a Jr. The core will have also have a Claw for missions to build a station onto an Asteroid. Labs will dock to the core with the regular docking port and the lander can dock to the labs with the Jr docking port. The I can just undock the lab after the lander docks, fill it's data banks, redock the lab/lander combo to the core, refuel the lander. Then repeat with the other labs if I still have data to process.
  4. Rightclick on the SA icon to bring up the settings. Then go through all the experiments and change the alert type from Unresearched to Not Maxed. That will then have it give the alert for every experiment you can still get science from in the current biome.
  5. Please have these contracts specify which class the Kerbal is. If I already have 20 engineers, but only 5 scientists and 5 pilots, I don't want another engineer. If the contract told me it was another engineer, I could decline that contract.
  6. Here's a save with the biome mismatch bug. The ship is "Lander 2", which is currently landed on the Mun in the Northwest Crater. Science Alert says it's in Midlands. The mods I'm currently running are Toolbar, Active Texture Management, MechJeb, Contract Filter, Kerbal Alarm Clock, KAS/KIS, Kerbal Engineer, Kerbal Joint Reinforcement, Mission Controller EC, Docking Port Alignment Indicator, Science Alert, Serious Kerbal Business, Stage Recovery, Stock Bug Fixes and Temperature Gauge Killer. https://www.dropbox.com/s/8y677xel6mis4u6/Science%20Alert%20Biome%20Bug.sfs?dl=0
  7. The other mods I'm running are Toolbar, Active Texture Management, Contract Filter, Kerbal Alarm Clock, KAS/KIS, Kerbal Engineer, Kerbal Joint Reinforcement, Mission Controller EC, Docking Port Alignment Indicator, Science Alert, Serious Kerbal Business, Stage Recovery, Stock Bug Fixes and Temperature Gauge Killer. That text didn't show up until today. If it's not related to this bug that's fine. I wasn't sure since both this text and the bug with MJ started today. I was using MJ 2.5.1.0 when the bug started. I removed this install and reinstalled the 2.5.0.0-460 dev build. This solved the problem with execute next node on the ship that it stopped working on. I suspect the bug is something that changed between the 460 dev build and the current release build. The reason I went back to the 460 build is it was the most recent dev build I had downloaded prior to the latest release build. @ autumnalequinox I've never used the antenna range mod and this bug happened on a manned ship that was just carrying 5 tourists and rescuing 3 crew. It was a very basic manned rocket.
  8. I had the same thing happen with a new ship I launched today. However, ships I launched yesterday have their MJ working just fine. I didn't add or update any mods before the problem started. I tried removing mods, but that didn't fix the problem. I even removed and reinstalled MJ mod, but the problem persists. I don't know if this is related to the problem, but I also noticed some orbit and biome info text in the lower right corner of the screen, right were we get the quicksave notification text. This text appears no matter which ship I'm flying even if I don't have the MJ part installed on that ship. Here's a screenshot showing the weird text. https://www.dropbox.com/s/6agrnnmc1h9n4yo/KSP%20Wierd%20Text.jpg?dl=0
  9. I just saw this and my first thought was NASA should play KSP. Then I thought, the inflatable "aerobrakes" would be a cool addition to KSP. http://www.discovery.com/dscovrd/space/nasa-to-test-supersonic-spacecraft-next-week/?utm_source=facebook.com&utm_medium=social&utm_campaign=DiscoveryChannel
  10. I'll try to remember to make a save for you. Thanks for mentioning the EVA thing in the cfg file.
  11. I've been noticing some biome errors with SA. I was landed in Badlands on Kerbin and it thought I was in Highlands. On the Mun it thought I was in Midlands when I was in East Crater. There are other examples, I just don't recall them. Every time one of these errors crops up it keeps telling me I have experiments I can do even though I've already maxed them out for the biome I'm actually in, if I haven't maxed them in the one it thinks I'm in.
  12. All you have to do is land near the refinery and have a ground vehicle that can transport the fuel between the refinery and ship that needs fuel. The Kerbal Attachment System mod helps with this. With a fuel truck you don't even need to be close enough for KAS's fuel lines to reach.
  13. Has anyone figured out what drag coefficient to plug into http://alterbaron.github.io/ksp_aerocalc/to get it to be more accurate in 1.02?
  14. Since KIS is now required for KAS, why not just include both in the KAS zip? You can still keep a separate KIS only download for those that only want KIS.
  15. I'd like to see the radiant heat from the Atomic Rocket Motor reduced. I'd also like to see all parts cool down at a reasonable level. Some parts, such as various science experiments, seem to never cool off. Lastly I'd like to see some sort of radiator to help manage heat during flight.
  16. It looks like you responded while I was editing the last post. That's everything in the log. Oh, wait, I relaunched the game just to the main menu when I was creating the post to get the build number, so it probably overwrote the log from when the bug occurred.
  17. Here's my output log. https://www.dropbox.com/s/hsano5v4snirvd0/output_log.txt?dl=0 Here's a dxdiag I just did. https://www.dropbox.com/s/9nwsstlngz0ycb0/DxDiag%205-1-15.txt?dl=0 Edit: I just relaunched KSP, started a new career and the staging was working correctly. I then loaded the career where the bug happened and again staging worked correctly. So I wasn't able to repeat this bug after closing and relaunching KSP. Before I started this thread I tried multiple launches and kept having the bug. So I think maybe something didn't load properly when I launched KSP. I guess shutting down KSP and relaunching the game fixed it.
  18. I just started a new career with the v1.0.2.842 build. On my first launch I put the parachute in stage 0 and solid fuel engine in stage 1. When I tried to launch stage 0 went off first deploying the parachute, which indicated the staging system was working in reverse from what it was when I last played in v0.9. Thus, I tried swapping the staging to put the engine in stage 0 and parachute in stage 1. This worked for igniting the engine, but after launch the parachute moved itself to stage 0 with the engine and would not deploy with the staging button, because stage 0 had already been activated to ignite the engine.
  19. I just saw some great footage of the Earth, thanks to this link a friend shared on Facebook. http://www.wimp.com/spacecamera/
  20. Currently the stock RTG only produces as much power as the small flat solar panel, has a mass that's 3.2 times that of the shielded fold out solar panels, a Kerbuck cost greater than the large fold out solar panel and a crash tolerance lower than all the solar panels. Yes, it works all the time, but it still needs a buff for all the penalties is has. My suggestion Raise crash tolerance by 1 so it equals that of the solar panels. Reduce the Kerbuck cost to 1000 (shielded panels are 400 and the large is 3000). Raise its power generation to the same 2/sec than the shielded and unshielded solar panels produce. Reduce the mass from the current 80 kg to 50 kg (twice the mass of the shielded solar panels). This will keep solar panels as the better choice for cost and mass, while also making the RTGs more useful.
  21. I finally got a version of Snoopy's Doghouse to fly. I didn't get as much altitude (ran out of fuel), but did get a little more speed than the Red Baron. This one is more for how it looks than for breaking records. Ship name - Snoopy's Doghouse Speed 51.8 m/s Altitude 1890m (according to flight engineer) No batteries, just a probe controller and lander can for electric storage. Pre-launch Bill is sitting on top of Snoopy's Doghouse It flies! Rut Ro, no more fuel! I might try adding more fuel to this one at some point, but first I think I'll just make a much less complex glider to see if I can get a manned on into space.
  22. Since my first manned attempt was called The Red Baron, I've been working on Snoopy's Doghouse for the next attempt. I haven't managed to generate enough lift with it yet, but I'm getting close. Unfortunately the part count is already high enough the game runs very slowly.
  23. I think the op is probably taking about the way the maneuver node and flight path will bounce around. Such as when you have a few places on your ship that flex a lot (decoupler/docking port/inline batteries) that causes the whole ship to wobble in a manner similar to the way a snake or worm moves. In other words things that struts can solve or in the case of between docking ports after docking, mods like quantum struts or KAS can be used to add strut connections after docking.
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