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Everything posted by Steamcurl

  1. @garwel Thanks so much for your work on this mod, it's always been on my recommendation list! I found a small bug with KerbalHealth_1.6.5.zip downloaded from https://github.com/GarwelGarwel/KerbalHealth/releases/tag/v1.6.5 Line 224 in KHMKS.cfg has an extra '{' in the section for the Salamander Pod, causing KSP to stop applying patches beyond this line. This results in the parts listed below the salamander, including all the Tundra series parts, not getting their recouperation bonuses. I found this when trying to figure out why my orbital station using Tundra parts had correct living space assignments but recouperation bonus was always 0%, despite having a Tundra 250 habitat and a Tundra 250 Medbay. Because the living space gets applied to any crewed parts via a calculation, it was still working correctly, thus making it look like KerbalHealth was loading properly, but it wasn't. Hope this helps anyone having trouble with long range ships and stations! from KHMKS.cfg: @PART[SalamanderPod]:NEEDS[MKS] { MODULE { name = ModuleKerbalHealth space = 1.5 complexity = 1 } { <------------stops further patches, remove to get working RESOURCE { name = RadiationShielding amount = 0 maxAmount = 2 } }
  2. I think part of the disconnect is that we need to go back to the question of "Why do we do science in space IRL?" The mechanic to get points to unlock the science tree is extremely abstract, as others have noted, but some existing modes do a great job of tying in science and exploration to directly furthering mission goals. For example, SCANSat altimetry provides night-landing assistance via the minimap feature allowing you to see the ground height you are heading for (before getting surprised by teh short-range radar alt in the cockpit!). The resource scanner likewise gives important data on ore concentration to allow you to plan the landing site for your ISRU to be effective. This direct link between a module's abilities, the exploration task required for it to function (scan height and elliptic path for height/biome mapping, polar orbit for stock ore scan), and the benefits to mission planning and future missions is far more rewarding than the abstract science point system. I'd like to see a way to make the same link for some of the other instruments, because part of the problem is that we start out *already knowing* about the whole solar system and the properties of the planets. Imagine if you could have things like: -No planets beyond Duna revealed until a space telescope is orbited. -No altimetry info unless pressure sensor or radar alt sensor carried on craft. Planet has to be altitude-mapped to threshold percentage before craft can have that info without carrying sensors. -No trajectory prediction in an new SOI without a Gravioli accelerometer Each of these steps could be rewarded on first instance with science points BUT more importantly, they directly contribute to the ability of the player to succeed at that mission and future missions. Similarly for other parts development, I'd love to see them tied to specific accomplishments, such as: -Materials study in X different space environments -> unlocks Y part node -Accumulated X days on crewed mission -> unlocks Y crew module -Mystery goo in X different biomes -> unlocks Y crew/exploration/lifesupport-related tech node -Sat comm constellation with X sats connected -> dish tech node Is it still grindy? Potentially, but it's at least outcomes are more closely tied to actions. Changing the # required is an easy way to adjust the difficulty/grind factor. I'm not sure if it'd be possible to break the tech tree down such that a node can be unlocked, but have part Y from that node is restricted till a mission goal is met, but that is something that could keep the objective a bit more intuitively inline with existing tech nodes (e.g. unlocking Space Exploration gets the ladders and wheels, but the hitchhiker crew modules require a mission goal - actually this might be able to be tied into how contracts check for part unlocks, if unlocking the node can then generate a mission contract that sets a 'first' milestone to enable that part?) These can all still generate generic science points to fill in areas of the tech tree that might not have a mission goal/experiment that makes sense, but having mission objectives tied more closely to both unlocking the tech AND developing future mission abilities gives us a great reason to keep hauling science kit out to the deep black.
  3. Hi all, I encountered the same problem with as Climberfx in getting a command station to work. The station would show a red dot to indicate it was a command node when it was the active vessel, however, when switching to a remote probe, the station would NOT show the red dot and required a relay to Kerbin mission control in order to show a green command link to the probe. I made a quick test craft using the RC-L01 probe core as the root part and enough crew, and sure enough, it remained a red dot command node even when not the active vessel. In order to further prove the theory, as well as save my sanity, since the giant command station I'd originally created was already orbiting Minnus and refueling for a Jool exploration, I did the following: I re-loaded my command station in the VAB, reset the root part to the RC-L01 probe core (using the 'SelectRoot' add-on), then put it on the launch pad with no crew. I then edited the persistence.sfs file to place the crew from the original ship into the new root-core version, and likewise copied the original ship orbit details over to the new ship. I then deleted the old ship's VESSEL record. When I started up the game, the new root-core version of the command station was right where the original station was, with the original crew - but was now showing the red dot for command node both when it was the active vessel as well as when viewed from a different vessel, or even the space tracking station screen. It was able to command a remote probe over a direct dish-to-dish link (no other links active to ensure control was from the command station) and the signal delay parameter matched the expected short distance. (Minnus->Kerbin Mission control is about .15 seconds, to the orbiting command station it now shows 0.000671s)
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