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TK421

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Everything posted by TK421

  1. Can you give a few examples of the range of contracts or progression available?
  2. I just installed this mod via ckan (so yes the dependencies are installed too) and don't have the icon showing up on my toolbar. It doesn't show up in the toolbarcontroller interface either. Any ideas?
  3. I really don't get how this works. It was easy for setting up my Kerbin geosynchronous satellites as I just hit the sync button on each. Setting up a Mun network was different though. When I copied and pasted in an SMA value and hit the set button they went from being within a few tens of ms of each other, to having orbital periods 90s different.
  4. Does anyone know anything about this? I'm having the same issue. After successfully crashing Muna1 on Minmus, the game loads Muna2 at Woomerang, and the ship is completely fubar'd as was the case for F'lar.
  5. Hello Nightingale, I had noticed one of my kerbals portraits was disappearing and had assumed it was related to Portrait Stats, however Dmagic has suggested that this mod might be causing it directly as his doesn't touch Kerbal levels. I (somehow, despite only having level 0/1 kerbals) got a contract to rescue a level 5 scientist from LKO, and when I activated the science strategy granting him +2 effective levels, his portrait no longer shows up. I'm not really concerned about it, but just thought I'd point it out in case it is a problem of Strategia.
  6. Hmmm, you're probably right. It's been so long since I played without portait stats that I'd just assumed the stars/levels are part of the mod not the base game. Sorry.
  7. Hi Dmagic. I've discovered what I assume is a small incompatibility between portrait stats and the strategia mod. I (somehow, when I'd only just started) got a rescue contract for a level 5 scientist, which was all fine until I the activated scientist focus strategy which lets scientists work as if they're two levels higher than they are. After this my level 5 scientists portrait was no longer visible. Possibly related to this, all portaits would sometimes dissappear on that vessel (not sure about others) and would only come back after switching in and out of IVA.
  8. I had the same problem last year with an earlier version, (https://github.com/kethernet/StationScience/issues/3), and it's still doing the same thing now with the 1.3 release version. Back then I had to use part commander to access the spectrometron part menu without it duplicating everything. The only consistent thing that seems even slightly relevant is that both times I've had other science labs on the station (in addition to the station science lab). Back then it was a interstellar science lab, and this time it is a stock one. I've probably also had science reports in multiple parts, that's certainly the case this time, but I'm not sure about the first time.
  9. I've just tried to tested, and it appears that the answer is 'sort of'. Without any connection to the KSC and just a lander to orbiting station connection, my lander wasn't able to transfer science to the station at all. I'd expect to be able to transfer the data in this case, without it being received at R&D. With a direct connection to the KSC from the lander, I was able to transfer science to the orbiting station, with the science received at R&D, but then the station had a connection to the KSC via the lander. This is as I'd expect I guess, but kind of still weird. I still think marking the two mods as incompatible on CKAN is far more annoying than these little issues.
  10. I agree. Given that my initial problem with it was apparently being unable to process results in the lab but this is no longer an issue I like it as is too. It's certainly preferable than having RT and Science relay marked as incompatible on ckan. I'm fine with it as is now that I know what's going on.
  11. Hi DMagic, I've realised in my case it's probably an interaction with the strategia mod and the strategy I had active, local science, which provides bonus science for Kerbin experiments. Either way, it doesn't appear to be problematic anymore. I get the science transmitted, and can still process in the lab. Perhaps I've just not played in a while and was doing something wrong without realising...like having no scientists in the lab first? With regards to transfer all, I've got so many experiments and don't always have them all open. It'd be nice if there was an option to 'transfer all (including closed reports)' in addition to the current 'transfer all open'. I so love your mods
  12. Regarding Science Relay, I'm having an odd issue where sending science data to another vessel results in it being transmitted to the KSC as well as the vessel, gaining science points and not letting the science lab process the data. I do have remotetech installed (as well as lots of other mods). Has anyone had this happen before, or know what causes it?
  13. I'm not certain about total number of parts, but I tried adding and removing part-heavy mods and it seemed with more parts per category it was more likely to flicker. With about a max of 60 it was pretty stable. With 75 parts in one category it was only flickering a little, but by the time I had a max of 90 parts in one category it was disappearing a lot, and with more it was almost always gone. It does seem to me that it is part number related, not specific mods as I first noticed it after installing Interstellar, but then removing firespitter (which had lots of parts) instead and leaving interstellar installed, I didn't have any problems. It would be good if someone could use MM on an otherwise stock install to duplicate parts and confirm if it's a stock issue and whether it relates to a large number of total parts or parts/category.
  14. I love the sound of this mod. I'd been thinking about doing this myself. One mod I have (I think it's Interstellar) adds seismic impact science to the seismometer which requires crashing a craft into a celestial body. This would result in negative effects with your mod. I'm not really sure of a way around this as you clearly want most crashes to negatively impact funding. Would it perhaps be possible to not count craft that don't have any crew capacity, and perhaps no science instruments, or only science instruments that will return negligible science from that body?
  15. I think I'd already tried that but could do so again to make sure. Edit: It still doesn't work even wiping the ckan install, then using the direct kerbalstuff download which also includes "stockrework" configs (which themselves also show up properly). The weird bit is that it works fine selecting purchased parts, its just when inverted trying to show unpurchased that it doesn't work. Just in case it makes a difference: 000_FilterExtensions 000_FilterExtensions Configs 000_Toolbar 001ControlLock B9_Aerospace BetterBuoyancy BoulderCo Chatterer CommunityResourcePack CommunityTechTree ContractConfigurator ContractPacks ContractsWindow CrossFeedEnabler CrowdSourcedScience DatedQuickSaves DMagicOrbitalScience Dynamic Controls EnhancedThermalData EnvironmentalVisualEnhancements FerramAerospaceResearch FieldExperience GCMonitor HeatControl InterstellarFuelSwitch JSI KAS KerbalEngineer KerbalFlightIndicators KerbalJointReinforcement KerboKatz KIS kOS KSI KSPIHeatManagement MechJeb2 ModularFlightIntegrator ModularFuelTanks NavBallDockingAlignmentIndicator NavyFish NearFutureProps Nereid PartCommander PIDTune PortraitStats PreciseNode RadialEngineMountsPPI Ravien RemoteTech SASReset SASTuningFix SCANsat ScienceAlert SelectRoot2 SeriousBusiness Squad StageRecovery StationPartsExpansion StockClamshellFairings TacFuelBalancer TakeCommand TemperatureGaugeKiller TextureReplacer ThunderAerospace TriggerTech TweakScale UniversalStorage VerneTech WarpPlugin WasdEditorCamera WaterSounds WaypointManager [x] Science! I also have Module Manager 2.6.6
  16. Okay, I tried saving the config you supplied as a new file and it still doesn't work for me. I still get the error "...no valid parts and was not initialised" in the log. To confirm: I'm running ksp 1.0.4 I deleted the entire Filter Extensions and config folder from gamedata, then reinstalled the plugin and recommended default configs from CKAN I have the unpurchased parts config you provided as a new cfg file within 000_FilterExtensions Configs All the default new configs seem to work fine. I have a bunch of new categories such as B9, KSPI etc with their appropriate subcategories, as well as a bunch of subcategories within filter by function. Global hideunpurchased is on, though it doesn't seem to make a difference if it's off either. The config you supplied doesn't have an icon specified. I assume this won't be a problem and it'll display a default instead. Is there any possibility of a conflict with KIS? I do have that mod, and it adds it's own "EVA Items" subcategory to filterbyfunction, and it ignores the hideunpurchased setting. Edit: Removed KIS, and no change. Interestingly landing legs/struts don't appear under landing legs, but I guess the default configs simply don't support kerbokatz's balancing gear.
  17. I've updated to version 2.4.1 and I'm pleased to say it fixes the 'showUnpurchased' override. Unfortunately it seems that inverting the purchased check doesn't work... I.e. If I have: SUBCATEGORY { name = Unpurchased Parts icon = Experiment showUnpurchased = true FILTER { CHECK { type = custom value = purchased } } } it works fine, showing all purchased parts (and turning the global hide unpurchased off, still only shows purchased parts). However adding invert = true within the check (which following examples appears to be correct) the category isn't initialised. I.e. this doesn't work: SUBCATEGORY { name = Unpurchased Parts icon = Experiment showUnpurchased = true FILTER { CHECK { type = custom value = purchased invert = true } } }
  18. Hmm, well I tried that variation, then a bunch of others such as 'showunPurchased' and 'ShowUnPurchased' however nothing works... Do I really need to restart KSP between each config file change, or is there a way to have it rebuild the filter while the game is running?
  19. I just noticed that (your previous post on it has both variations), and tried adding it that tag to my new lifesupport category, however it still only shows the two purchased parts... Time to make sure that I actually extracted the new dll...
  20. I'm not sure if I'm just doing something wrong, but I can't get the new unpurchased check working. The subcategory just won't show up. Following an example from a few pages back I added a line to the FilterByFunction config, then created a new config file for my category. I.e. SUBCATEGORY{ name = Unpurchased Parts icon = Experiment showUnpurchased = true FILTER { CHECK { type = custom value = purchased invert = true } } } As a test I implemented the Life Support config, and that all worked fine, both hiding them from "utility", and adding the new category. It just doesn't work with my setup for unpurchased. I notice in the log: [Filter Extensions] Unpurchased Parts in category Filter by Function has no valid parts and was not initialised I thought I'd try capitalising purchased (value=Purchased) in case that was what it was supposed to be, and now at least the parts show up, but I guess the filter is just ignored and the default case is therefore to show everything... Usable, but not ideal.
  21. Okay, so feature request... have a category for unpurchased parts, or perhaps a button within the vab/sph to toggle show/hide unpurchased parts.
  22. Hi, I love the option to hide unpurchased parts, and until now that's all I've actually used this mod for. I just decided to add a category to include all unpurchased parts so I didn't have to go back to the R&D building to unlock parts, however reading the syntax in the opening post this doesn't seem to be possible. Is there a way to do this I've missed, or alternatively are you able to add a category containing unpurchased parts when the 'hide unpurchased parts' option is turned on?
  23. Hi Regex, I'm just installing PID tuner to my game and I see it doesn't let you specify different parameters for reaction wheels and rcs. This seems like it might be useful as with some of my craft I'd like to lower the values for RCS while leaving reaction wheel controls as is. I guess it comes down to the ships having underpowered reaction wheel control and overpowered rcs, but it would be nice if the issue could be fixed in flight by tweaking the PID control.
  24. I love the improvements you've made to the mod since the last time I used it, but I see the Slope map is still pretty much as unusable as previously. Why not display the slope as a coloured gradient, just as the altimetry map is, where say zero slope is blue, through green, yellow, red, purple etc to 90 degrees? Preferably with more colour variation in the lower slope ranges so it's easier to spot nice flat areas for landing.
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