BeafSalad
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Everything posted by BeafSalad
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I have the same problem as TK421d and I have noticed that I do not have a fuel tank catagory in the filter by function.
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I have many non part mods installed and at the moment just KW and interstellar installed. One thing I have noticed is that on first starting the game and loading a save at the space centre I have the the X science icon. In the VAB all the custom catagories are there from filter extensions but filter by function there is no fuel tank catagory and I have the terrible flicker. Now I exit to the main screen and reload the save and the X science icon is gone from the space centre, VAB and flight stock toolbar. In the VAB filter extensions is not working and no flicker.
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[1.10.1+] Contract Pack: Field Research [v1.2.2] [2020-09-20]
BeafSalad replied to nightingale's topic in KSP1 Mod Releases
There may be a problem with the KSC Science contract if it happens to pick the Dmagic Seismic Hammer as the hammer does not detect KSC biomes. I do find the breifing a little confusing as it may say some like collect seismic data. The problem being that apart from stock I also have Dmagic and suface experiments that have seismic experiments so I was uncertain which one it wanted. I had to look into the persistence file to find out.- 469 replies
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- contract configurator
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The Agent is Field Research Team so I assume it comes from the Field Research contract pack. The information in the breifing just says Experiment : Seismic Data so I wasn't sure which experiment I needed so I looked in the persistence file. CONTRACT { guid = d6c68f78-1d4e-482b-85a3-5e2becbd59be type = ConfiguredContract prestige = 0 seed = 522160876 state = Active agent = Field Research Team deadlineType = None expiryType = Floating ignoresWeight = True values = 536580,0,0,30000,0,0,2,0,7020224.22391187,6920943.16789333,0,0 subtype = FS_KSC title = Perform experiments around KSC description = There are lots of opportunities to do science around the Kerbal Space Center. Wernher needs us to run a few tests at different locations as a control test of our experiments. synopsis = Run the required tests around the Kerbal Space Center and recover the data. completedMessage = Everything is looking good with these experiments, time to get them into space! hash = 1338354939 targetBody = Kerbin PARAM { name = CollectScienceCustom id = CollectScience state = Incomplete disableOnStateChange = False values = 7302,0,0,0,0 ContractIdentifier = FieldResearch.FS_KSC title = notes = completedMessage = allowStateReset = False targetBody = Kerbin biome = LaunchPad situation = SrfLanded experiment = dmseismicHammer recoveryMethod = Ideal PARAM { name = ParameterDelegate`1 id = Location: KSC's Launch Pad state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = FieldResearch.FS_KSC title = Location: KSC's Launch Pad notes = completedMessage = } PARAM { name = ParameterDelegate`1 id = Situation: Landed state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = FieldResearch.FS_KSC title = Situation: Landed notes = completedMessage = } PARAM { name = ParameterDelegate`1 id = Experiment: Seismic Data state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = FieldResearch.FS_KSC title = Experiment: Seismic Data notes = completedMessage = PARAM { name = ParameterDelegate`1 id = dmseismicHammerSubject state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = FieldResearch.FS_KSC title = notes = completedMessage = } PARAM { name = ParameterDelegate`1 id = Recovery: Recover or transmit state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = FieldResearch.FS_KSC title = Recovery: Recover or transmit notes = completedMessage = } } } PARAM { name = CollectScienceCustom id = CollectScience state = Incomplete disableOnStateChange = False values = 7829,0,0,0,0 ContractIdentifier = FieldResearch.FS_KSC title = notes = completedMessage = allowStateReset = False targetBody = Kerbin biome = VAB situation = SrfLanded experiment = dmseismicHammer recoveryMethod = Ideal PARAM { name = ParameterDelegate`1 id = Location: KSC's VAB state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = FieldResearch.FS_KSC title = Location: KSC's VAB notes = completedMessage = } PARAM { name = ParameterDelegate`1 id = Situation: Landed state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = FieldResearch.FS_KSC title = Situation: Landed notes = completedMessage = } PARAM { name = ParameterDelegate`1 id = Experiment: Seismic Data state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = FieldResearch.FS_KSC title = Experiment: Seismic Data notes = completedMessage = PARAM { name = ParameterDelegate`1 id = dmseismicHammerSubject state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = FieldResearch.FS_KSC title = notes = completedMessage = } PARAM { name = ParameterDelegate`1 id = Recovery: Recover or transmit state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = FieldResearch.FS_KSC title = Recovery: Recover or transmit notes = completedMessage = } } }
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
BeafSalad replied to erendrake's topic in KSP1 Mod Releases
I have just recently changed my launch script to regulate the TWR of the ship. All seemed well until yesterday I launched a old rocket that has the thrust limiter on the engines set around to 50% so that the SLT is 1.4. I usually set the thrust to be regulated at 1.8 but immediately after launch the throttle is set right back to 50%. The thrust is being worked out like so : LOCAL G IS body:mu / ((ship:altitude + body:radius)^2). LOCAL MaxTWR IS ship:availablethrust / (G * ship:mass). I printed out the value of MaxTWR so I could check it value and found that it was reporting the full thrust of the engines even though the thrust limiter was set. After some investigation I found what the problem was. G was correct, ship:availablethrust was correct, ship:mass was correct but MaxTWR was not so I change the code to : LOCAL G IS body:mu / ((ship:altitude + body:radius)^2). local maxtwr is 0. set MaxTWR to ship:availablethrust / (G * ship:mass). And all is well. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
BeafSalad replied to erendrake's topic in KSP1 Mod Releases
I am aware of the release candidate and have tried it only to find a bug that cripples some of my scripts. I was asking if anyone has done a unofficial build of v0.20.1 for ksp 1.1.3. I know you guys are too busy with the v1.0.0 release. As far as I am aware the only thing broken in 1.1.3 is the time warp and I am sure I read somewhere that a recompile works. I have just been atempting it myself with msbuild as I do not want to mess around with Visual Studio but I am getting many errors and have been unsuccessful as yet. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
BeafSalad replied to erendrake's topic in KSP1 Mod Releases
Has anyone recompiled v0.20.1 for use in ksp 1.1.3 ? -
Has anyone not noticed that everytime you update this your custom presets stop working. In fact they get deleted but it just gets better because in your saved game persistance file it saves which preset you are using. If you are using a custom preset and after updating not even the default presets will show. To get it working you have it edit the entry in your persistance file as to which preset is being used. With the latest update even after doing that it would not save a custom preset because it could not find Krash-custom.cfg in the plugingdata folder. When I copied the file over it worked, well thats until the next update.
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[0.25] [x] Science! v4.0 (2014-10-24) [Old thread]
BeafSalad replied to Bodrick's topic in KSP1 Mod Releases
After making changes I am testing this in windows on a KSP install with just this addon and two others so that it is quick to load. On my test it worked just fine but then I tested it on my main career game which is linux64. It didn't work so I copied dll from the windows test install and it worked, I don't know why as the dll in the zip should be the same. I did redo the zip and I am sure I uploaded it, I just tested the zip from the mega link in the previous post and it was fine. The problem with this version is that if you have a lot of science addons and I do have a s**t load in my linux install it gets really slugish. I have been working on that over the last day to try and remedy that. Basically it is just a seperate list of experiments for just the active vessel and rather than all experiments being updated when science is collected it is just the few that you have on the active vessel. I have it working but the list not updating correctly when science is collected plus it would need to be tested in my linux install to make sure that there is some speed improvements. -
[0.25] [x] Science! v4.0 (2014-10-24) [Old thread]
BeafSalad replied to Bodrick's topic in KSP1 Mod Releases
Been working on this tonight and got all biomes working with current vessel. https://mega.co.nz/#!kM9zWJIB!dT8wJ4OpOZPVeNftdOiAIiTbBCV3skG0gch3OnZgDec Update: Sorry guys I just noticed now there is a problem with some KSC biomes. Will work on it tonight. Ok seems that it is working now. I tried to filter out some KSC biomes that show twice but it did not like that and didn't work so right now on the full list you will see duplicate entries for Launch Pad, Runway and KSC. The previous problem that I noticed with some experiments in various biomes of the Mun not being filtered for the current situation is now fixed. For example eva report while in space over Mun's Midlands would work but not for Twin Craters. I have not tested every biome but hopefully it will work. -
[0.25] [x] Science! v4.0 (2014-10-24) [Old thread]
BeafSalad replied to Bodrick's topic in KSP1 Mod Releases
The reason it is slow is because of the experiment update function updates every experiment and gets the science data of every vessel. That is fine if you are at the space centre and are just checking the list but when you are flying and filtering active vessel all you are interested in the ship you are flying. I have noticed a bug as well in the way it filters the experiment list of the active vessel. When I was orbiting the Mun it was showing my current situation and biome but the experiments were not showing for some biomes. I think it was eva report while flying low over Nortern Crater or something. To be honest I have not looked at it for a while as it was doing my head in but it sure is in need of optimisation. At the moment I am just playing the game and are using science library but I do prefer the UI on this one. -
The Linux Thread!
BeafSalad replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
Thought I would give this a go as I was reaching the memory limits in win32. Initially what a traumatic experience as I have really never used linux before. I decided on Kubuntu as it starts with a k. Day 1. Tying to figure out how to install on a external hard drive. Problem 1 would not even boot off usb stick. I got the boot menu but then a blank screen. Seems ubuntu does not like Nvidia cards. Finally got this one sorted with nomodeset. Day 2. Finally got it installed then spent hours trying to find out how to install the Nvidia drivers. Got that done rebooted and the text is so small you cannot read anything. That was another 3 hour exercise to sort out. Next was how the hell do I start ksp, I don't even know to run programs in linux. Well found this tread and voidi's installation script. Ksp still would not run, it seemed to just start and then stop. Turned out to just be a permission issue on the folder where ksp resides. After all that it seems to be running ok with a s**t load of addons the process taking just over 4gig. Question is now what to do with my windows ksp install? -
In reference to the problem I was having with the orbital dock and parts spawning hundreds of metres away and all messed up. I have been doing some testing tonight. I installed hyperedit so I could test a lot quicker, first I loaded a different save and launched a space dock. The problem was still present so I made a fresh game install installing each mod one by one then testing. I have a lot of addons so you can imagine this took a while. Well by the end I had no problem it was working fine so I copied save old career save to the new game folder and bam the problem is there. So obviously that only means one thing and that is my save is buggered which is a shame as I have spent a lot of time on it. I wonder if there is any way to save it.
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If that is the case which it is not then other parts would be fine but they are not and do the same thing and it does not explain why everything is spawned hundreds of metres away from the dock.
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So I have just spent the last 3 days getting a orbital shipyard operational, on my first build I decide on some extra fuel and rocket part storage which consists of two MKS inflatable storage modules with a docking port at either end. Ok so I get it built and are ready to undock it and find that it is over 800 meters away. I go and chase it down and find out that it is all messed up. Thinking on the lines of it could be the part I just built I change it so the root part is one of the docking ports but to no avail. To rule out the MKS Spacedock I sent up a WildBlueIndustries multi module spacedock but has just the same problem. Reminds me of a problem that I have seen but not experienced with science alert a while back. I don't have science alert installed but I did have science library. I deleted it so it is not that.
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[0.25] [x] Science! v4.0 (2014-10-24) [Old thread]
BeafSalad replied to Bodrick's topic in KSP1 Mod Releases
Not really sure how to comply with the license conditions so if anyone does not like this I can always remove immediately. Please not this is just a quick hack and may be buggy. Just copy over original dll. https://mega.co.nz/#!5Z0H1Jzb!aWpkQfRVLqWIvBYl6TJWn4XkcHMf-GpwP-4GIg-8vxM -
[0.25] [x] Science! v4.0 (2014-10-24) [Old thread]
BeafSalad replied to Bodrick's topic in KSP1 Mod Releases
I have it working. I have the correct ksp biomes showing and invalid biome - situations filtered out. The only problem is that the experiment update function seems really slow. I don't know if its because I have a lot of mods installed or something is wrong. -
I know someone may have mentioned it in past posts but I have just noticed it in 0.90 and that is uncontrollable wobble. Also it seems this may be a stock bug or that mechjeb screws with the new pilot abilities. First I tried using the pilot to point to prograd and the craft would just oscillate back and forth through the prograde vector. Using mechjeb it settled down and locked on the to prograde vector. The next thing I noticed is once entering the atmosphere I decoupled the engine and was left with only the command pod but again it was moving around kind of twitching in a uncontrollable fashoin. Turning off sas did not do anything but disabling the torque on the pob fixed it so that it pointed the way it sould going through the air. I have only noticed this in the new 0.90 version.
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[0.25] [x] Science! v4.0 (2014-10-24) [Old thread]
BeafSalad replied to Bodrick's topic in KSP1 Mod Releases
It seems that I have it working altough my implementation is a bit of a hack as I do not really know what I am doing as it is the first time I have done anything with KSP and I have not programmed in over ten years. Added a option in the setting to only show know biomes but that is not working at the moment. -
[0.25] [x] Science! v4.0 (2014-10-24) [Old thread]
BeafSalad replied to Bodrick's topic in KSP1 Mod Releases
I think the problem lies at : var biomes = bodies.ToDictionary(x => x, x => x.BiomeMap.Attributes.Select(y => y.name).ToArray()); In ExperimentFilter.cs as the exeption in the ksp debug log [Exeption] MissingFieldExeption: Field' .CelestialBody.BiomeMap' not found. I have no idea why it should not work. -
All my installs are manual. Are you actually saying that it is working for you and you are not having this problem. Will try upgrading tracking station as Ald says that worked.
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Still not working for me. As previous post ghosting follows your vector.