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madsailor

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Everything posted by madsailor

  1. FWIW Last I checked treeloader has been broken since 0.24, and has been superseded by Techmanager, which itself is now likely obsolete with the new tech tree system in 1.0. May be time to remove it from the CKAN repo.
  2. CSS, like many mods, relies on sarbian's module manager. He is currently working feverishly at an update for 1.0 (thanks sarbian!), and once it is complete DuoDex/Olympic1/harryyoung/myself can evaluate what changes need to be made to CSS (including atmosphereAnalysis repurposing). Also, once CSS is up and running we'll need to update it on CKAN for the new 1.0 version. So....hold tight for an updated release....unless of course you'd like to do the updating yourself; it is CROWD SOURCED Science, after all Edit: Looks like the old atmospheric nosecone is the new Atmospheric Fluid Spectro-Variometer, so all those reports should work fine since the under-the-hood experimentID is unchanged. Also looked at the cfg's for the new resource scanners, and they don't generate science, so it looks like all should 'just work' for 1.0.
  3. Great work, both on this and on stock 1.0. I look forward to piecing all the USI bits together for an integrated constellation of awesomeness. Thanks for all your work RoverDude!
  4. I kerbalized a few real-world space agencies a while back, and you are welcome to add them to your pack if you want to. I'm sure I still have the source files kicking around as well, so I can put those up somewhere if you are interested.
  5. Experiments like materials science are only biome specific in limited situations (in this case surface landed), but we set up the file structure with all situations in each biome to promote diversity of non-biome-specific reports. Perhaps it is time to revisit this decision. If you log an issue at https://github.com/DuoDex/CrowdSourcedScience/issues we'll take a look at it.
  6. I am having the same issue as kalrand and lordyod. From lordyods original issue post, screenies of his craft can be found here. I added a screen of my vessel here. Basically the same deal: full spherical hydrogen tank directly connected to the GNR-3750 hydrogen engine not powering the engine. Edit: The tank was the root part on my craft. Thought I'd try switching the root to the battery and rebuilding: no change. So I tried with the jumbo spherical tank and voila, it works. Then switched the tank back to the std. spherical and still working fine. Maybe a root part thing, maybe being attached directly to a tweak-scaled part thing (the AdvSAS), dunno. But it appears reproducible since I'm the third person with this issue.
  7. DMagic, I was lurking around and noticed you went well beyond licence requirements and added me in credits. Just wanted to say thanks for that, and thanks for a great mod. Glad I could contribute a tiny bit back. Oh, and FWIW CrowdSourcedScience now supports your Orbital Sciences mod as well (or will as of next release), so you may have some more reports headed your way if/when there is a complete set added.
  8. What are the rings on your ship? I don't recognize them from KSPI or RoverDudes standalone Alcubierre drive.
  9. @helaeon and @Serino, the two Alcubierre models sound much like the debate between n-body vs patched conics models, with what you are working on being the more realistic 'n-body-like'. If you can create a version that is more 'realistic' than even KSP goes with its non n-body physics, more power to you. Thanks for your dedication to making the experience greater for everyone. Side note: the n-body vs conics debate has NOTHING TO DO WITH THIS MOD DIRECTLY (I think), since start to stop of the drive is outside physics. - - - Updated - - - FWIW they are out there: Outer Planets Mod and Working Multiple Star Systems Gotta love the KSP modding community!
  10. I just tried reproducing your issue, and the reports worked fine for me with the latest CSS. It sounds like you may have issues with some not-quite-removed or otherwise conflicting mods. In any case CSS only modifies the report text, not the experiment itself, so it shouldn't create an issue like this. - - - Updated - - - Yep, I do have hidden files set to shown. I tried loading KSP both with and without the .git folder, and MM applied the same number of patches, so at least it (probably) isn't parsing the folder, but it's still an extra 1.9mb that people don't need to have in their Gamedata directory. When it comes release time it's possible to take /planets and the license from the repo, zip it up locally, and add it to the release.
  11. Sounds good. Speaking of updates, I noticed that this release included the .git folder in the zip, which people don't need in their Gamedata directory. Maybe there is some Git-fu that can be done to remove this from the next release zip.
  12. Sorry guys, I was actually outside today, away from my computer...what a thought! @Olympic1 and harryyoung: I agree with what has been said here. I think that in particular it makes a lot of sense to treat CSS as a sort of clearinghouse of science reports. We collect and collate, and if we reach complete reporting for a given mod then we can contact upstream about adding our reports to their next release. Whether they do or not, CSS has still added to the community. With an eye towards this it seems to make sense to add support for currently maintained mods that support biomes, but don't have a full set of reports yet. Obviously starting with the most popular, and moving to others as time/inclination allows. So, that's my two cents worth. I really just wanted to start a dialog and get a feel for what we all see CSS moving toward in the future. After what I read here it looks far more promising to me now than when I posted on that pull request. An update of where I'm at: I've added content for every experiment/situation/biome combination on Kerbin outside of KSC. Seeing as there are a total of 360 line items of content for KSC it may take me a bit, though atmosphereAnalysis and evaReport are complete (1/5th of the way there!) Also I have *mostly* finished work for adding support for RoverDudes Sounding Rockets experiments. There are 4 experiments that support all planets and biomes, and there is a single report for each experiment at the moment. If we are interested in supporting it I can roll it up fairly quickly and send a pull.
  13. I noticed that sounding rocket experiments are still functional on planets/moons beyond Kerbin. Is this intended behavior? It seems like that takes this mod from beginning-game to at least mid and possibly end-game with all the extra science that can be mined. All in a way that seems at odds with the original use of the part/experiment.
  14. Done and done. The Fan Works forum thread is Here. Also I have started adding content for Kerbin so that every biome/instrument/situation combination has at least one unique report. I'll send a pull request when complete.
  15. Calling all literary aficionados and fan-fic writers: there is an opportunity to add your own stories of Kerbal-kind with science reports! We have all read the science reports and wondered what the experience was REALLY like for the Kerbal sending it home. The wonder of standing on the surface of Laythe looking up at Jool and all of its moons. The curiosity of whether the Mystery Goo has frozen as you touch down on Eeloo. The excitement of telling the Kerbals back at KSC what the atmosphere is like on Duna. There are 10 scientific instruments that can be used in-game on each of the 17 planetary bodies. And now with .90 and biomes you can be flying over the grasslands of Kerbin checking the thermometer, or perched on one of the ridges of Dres checking for seismic anomalies. The opportunities are vast, but the amount of content is daunting. This is where you come in! Help us give Kerbal-kind a personality. This is the ultimate opportunity for fan-fic...you can see your creation played out in a thousand little stories IN THE GAME! Right now most of the planets/moons outside of Kerbins SOI have little content, so they are a blank slate to let your creativity loose on. And even inside Kerbins SOI you are very likely to see one of your own reports in-game. How is this possible? Through a mod called Crowd Sourced Science which adds user created content to science reporting. Contributing is as easy as going to the Github Repository, clicking on the 'New issue' button, and filling in a new issue with the science report text, and where you want to include it. Ex: Issue title: Awesome science report about Mystery Goo on Eeloo Issue text: Please add "As the fine ice crystals kicked up by your landing on the surface slowly gather on the the top of the container, you gingerly tap at the Goo with your finger, expecting it to shatter at any moment" to planets/eeloo/glaciers/mysteryGoo.cfg. If you wish to add more than one or two reports you can fork the repo, make your changes, and send a pull request. Details on how to do that can be found Here. Note: If you don't already have a Github account you will need to create one to add issues. Don't worry, no spam and it's free (really, I mean it). Now for the (not so) down side. Crowd Sourced Science releases are licensed under a CC-BY-NC-SA License. Any contributions you make will become part of CSS, so by contributing you agree to license your contribution as CCO. This is to prevent any copyright...issues. Thanks, and have fun creating the Kerbal experience!
  16. DuoDex, I thought if it was easier for people to contribute, they may be more likely to do so. I figured that the issue tracker on Github might be a way to do this, so I added an 'issue' to my fork of the CSS repo on my github page. Take a look when you have a chance: https://github.com/madsailor/CrowdSourcedScience/issues/1 . Also, I was considering putting up a post in the Fan Works section of the forums to point some more creative people here to add content. Hopefully Squad can help us out with the issue above so that all this potential new content actually gets used. Thoughts?
  17. I forked the repo and was having a look through the newly organized structure (nice job harryyoung) and a thought occurred to me. Since the entire surface of each planetary body is now one biome or another as of 0.90, then the 'default' folder isn't a fallback for biomes. It is a fallback for parts added by other mods. If this is right doesn't that make the individual .cfg files in these folders unnecessary since mods won't be adding stock science instruments?
  18. FWIW the part is listed in the VAB and the right click context menu as 'Albucierre' rather than 'Alcubierre' Drive. Surely an easy fix. Thanks for the great work RoverDude!
  19. I have been having this problem with the addition of launched, completed and recovered experiments failing to complete the contract. KSP 0.24.2 and the latest Station Science from the link at the beginning of this thread. I have zipped up a series of quicksaves along with ksp log at: https://www.dropbox.com/s/lyggkdeu8hm0ed0/SS%20Career%20Saves.zip?dl=0 The Procedure: 1)Accept contract and launch experiment, contract status 'launched' checked; quicksave 1 2)Change focus to another craft in orbit, contract status 'launched' unchecked; quicksave 2 3)Change focus back to station/experiment, contract status 'launched' re-checked; quicksave 3 4)Complete and finalize experiment, contract status 'launched' and 'complete' checked; quicksave 4 5)Land experiment back at KSC, contract status 'launched' and 'complete' checked 'recover' unchecked; quicksave 5 6)Switch to tracking station and recover vessel, contract still active and all objectives unchecked; quicksave 6 Hopefully the play-by-play quicksaves can help you sort out the issue. Thanks for a great mod....it's nice to have useful space stations.
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