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methodermis

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Posts posted by methodermis

  1. Hi, love the mod and thanks for maintaining and continuing it!

    When I get all the parts up and complete an experiment I got 50 science, yay! I sent up another experiment, completed it, and I get 0 science! Was very excited to see this mod is "designed to be integrated into a permanent space station" but this seems completely untrue by function.

    Is this correct behavior? Seems like the entire station will be full of completely useless parts once each experiment type is run. I guess a roving science train could have good benefit but all the parts are rendered useless and inert unless they can move.

    Is there a way to reset the science manually or via future mod version to rerun experiments from the same biome/station? I think this is possible in engine, but maybe someday could implement diminshing returns.

  2. Using KSP 1.1.0.1203 and Hyperedit Beta3.

    Trying I noticed when using the orbit editor to throw a ship into space, the vessel will consider itself still landed. The view wobbles and all sorts of stuff is broken.

    As a workaround, I have to 'hack gravity', nudge the ship off the landing pad until kerbal engineer tells me the vessel situation goes from 'landed' to a flying state, then i can use the orbit editor freely.

    Seems like the vessel doesn't realize it's in flight after an orbit change and gets stuck in some broken state.

  3. On 1/24/2016 at 4:18 PM, Roberius said:

    Upon transferring a kerbal with a drill out of the scout module into an inflated hab, and then eva'ing through the hab, the drill vanishes and is not visible in any of the bases inventories.

    I'm having KIS inventory vanish when boarding the workshop and hab module from EVA. Getting in and out of a stock pod doesn't eat the inventory, but getting into a deployed inflatable module eats the KIS items.

     

    On 1/24/2016 at 6:40 PM, RoverDude said:

    If it's an ag module and you do not have the context menu to transfer crew, just swap vessels and come back (it forces a menu refresh).  This is a stock behavior I need to override.

    Also can't transfer anyone to ag module, even after switching vessels.

    Anyway thanks for sharing all your hard work, you're amazing!

  4. Hey Yeon, love your work. Looking forward to the scaled up J.

    Any luck with cargo bays shaking to death? Stock bays don't do this when parts are clipped into them, but the J and K bays do.

    The ship snaps calm when the bay ends its animation, so you can toggle it open and closed quickly upon launch. But in the case below it caused RUD faster than I could press anything.

  5. On the subject of atmospheric entry.. I'd position two stacks of these bottom to bottom, stick a circular heat shield on one side and wrap the whole thing in a fairing. This seems like the way NASA would do it. Unfold/position/dock/expand the modules once landed. How about an attachment node on the bottom and a light decoupler piece that can attach two modules together to a heatshield?

    Just spitballing, pretty sure landing these on duna would be easy without any ablatives.

  6. I won't be able to test and publish this until tonight, but I have a build of v2.12 with the angle snap fix on Github for anyone who wants to try it before then:

    https://github.com/MachXXV/EditorExtensions/raw/master/Releases/EditorExtensions_v2.12.zip

    Works! Thanks a ton!

    It now seems to be doing manually what the manual workaround was: click the symmetry count button after cycling editorextensions symmetry count.

  7. Heya, looking forward to surface attachment passage.

    Anyway, I whipped up some patches for a few mods that needed it.

    I'm not sure if this is the best way to patch things, as this is my first patch. It would be nice to simply patch anything with CrewCapacity > 0.


    @PART[B9_Cockpit_D25]:HAS[!MODULE[ModuleConnectedLivingSpace]]
    {
    MODULE
    {
    name = ModuleConnectedLivingSpace
    passable = true
    }
    }


    @PART[HL_Aero_Cockpit]:HAS[!MODULE[ModuleConnectedLivingSpace]]
    {
    MODULE
    {
    name = ModuleConnectedLivingSpace
    passable = true
    }
    }


    @PART[B9_Cockpit_M27]:HAS[!MODULE[ModuleConnectedLivingSpace]]
    {
    MODULE
    {
    name = ModuleConnectedLivingSpace
    passable = true
    }
    }


    @PART[B9_Cockpit_MK2]:HAS[!MODULE[ModuleConnectedLivingSpace]]
    {
    MODULE
    {
    name = ModuleConnectedLivingSpace
    passable = true
    }
    }


    @PART[B9_Cockpit_S2]:HAS[!MODULE[ModuleConnectedLivingSpace]]
    {
    MODULE
    {
    name = ModuleConnectedLivingSpace
    passable = true
    }
    }


    @PART[B9_Cockpit_MK2_Body_Crew_2m]:HAS[!MODULE[ModuleConnectedLivingSpace]]
    {
    MODULE
    {
    name = ModuleConnectedLivingSpace
    passable = true
    }
    }


    @PART[B9_Cockpit_MK5]:HAS[!MODULE[ModuleConnectedLivingSpace]]
    {
    MODULE
    {
    name = ModuleConnectedLivingSpace
    passable = true
    }
    }


    @PART[B9_Cockpit_S2_Body_Crew]:HAS[!MODULE[ModuleConnectedLivingSpace]]
    {
    MODULE
    {
    name = ModuleConnectedLivingSpace
    passable = true
    }
    }


    @PART[B9_Cockpit_S2_Body_Crew_6m]:HAS[!MODULE[ModuleConnectedLivingSpace]]
    {
    MODULE
    {
    name = ModuleConnectedLivingSpace
    passable = true
    }
    }


    @PART[B9_Cockpit_S3]:HAS[!MODULE[ModuleConnectedLivingSpace]]
    {
    MODULE
    {
    name = ModuleConnectedLivingSpace
    passable = true
    }
    }


    @PART[]:HAS[!MODULE[ModuleConnectedLivingSpace]]
    {
    MODULE
    {
    name = ModuleConnectedLivingSpace
    passable = true
    }
    }


    @PART[]:HAS[!MODULE[ModuleConnectedLivingSpace]]
    {
    MODULE
    {
    name = ModuleConnectedLivingSpace
    passable = true
    }
    }


    @PART[crewCabinScience]:HAS[!MODULE[ModuleConnectedLivingSpace]]
    {
    MODULE
    {
    name = ModuleConnectedLivingSpace
    passable = true
    }
    }


    @PART[Mark1-2SciencePod]:HAS[!MODULE[ModuleConnectedLivingSpace]]
    {
    MODULE
    {
    name = ModuleConnectedLivingSpace
    passable = true
    }
    }


    @PART[mk2ScienceLanderCabin]:HAS[!MODULE[ModuleConnectedLivingSpace]]
    {
    MODULE
    {
    name = ModuleConnectedLivingSpace
    passable = true
    }
    }


    @PART[mk2ScienceCrewCabin]:HAS[!MODULE[ModuleConnectedLivingSpace]]
    {
    MODULE
    {
    name = ModuleConnectedLivingSpace
    passable = true
    }
    }


    @PART[OnionNewScience]:HAS[!MODULE[ModuleConnectedLivingSpace]]
    {
    MODULE
    {
    name = ModuleConnectedLivingSpace
    passable = true
    }
    }


    @PART[FSscienceCrewFuselage]:HAS[!MODULE[ModuleConnectedLivingSpace]]
    {
    MODULE
    {
    name = ModuleConnectedLivingSpace
    passable = true
    }
    }


    @PART[FSCrewFuselage]:HAS[!MODULE[ModuleConnectedLivingSpace]]
    {
    MODULE
    {
    name = ModuleConnectedLivingSpace
    passable = true
    }
    }


    @PART[StnSciLab]:HAS[!MODULE[ModuleConnectedLivingSpace]]
    {
    MODULE
    {
    name = ModuleConnectedLivingSpace
    passable = true
    }
    }


    @PART[StnSciZoo]:HAS[!MODULE[ModuleConnectedLivingSpace]]
    {
    MODULE
    {
    name = ModuleConnectedLivingSpace
    passable = true
    }
    }

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