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New Horizons

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Everything posted by New Horizons

  1. I am working on an integration of Vanguards EVA Parachutes & Ejection Seats. This mod contribute two parts to the techtree, both of them are getting placed correctly in ETT Tree according zu their part files. But they are not part of this ETT Tree file delivered by ETT. (1) Why do parts from the other cfg files delivered by ETT appear in "EngTechTree.cfg" and "ETT_HL Airships.cfg"? (2) Would it be enough to alter "TechRequired =" in my part files, that I want to change or write my own spacific files that only affects "TechRequired =" of my desired parts?
  2. Hi hoojiwana, did you used RLA Continued for their integration into engineering based techtree?

     

    Greetings and have I nice transit to 2017!

  3. The first post promises Field Experience as the first here? But I cannot find it in here. Is this still existent?
  4. How can subpacks be activated? I want to play only American Missions. There are those files in folder "Settings - TBC", but removing the x from file ending of "American Missions.cfgx" has no effect.
  5. That is an interesting theory. Thus mission planning and power layout has to be prepared better - a pretty good test of EC tracking in the VAB. @ShotgunNinja: Could we see support for ScanSat in Automation? It would be usefull to shut off their scanners during shadow transits.
  6. I have a small issue with ScanSat. I have a satellite in a polar orbit around Kerbin. This satellite does not have enough battery capacity to scan with "SCAN Multispetral Sensor" permanently, but it refreshes in sun light. After starting that sensor it works fine in flight mode and adds peace by peace of the map together, but when I fast forward in Tracking Station that sensor stops working instantly. This dos not happen on a fresh install with ScanSat allone.Is this a known issue?
  7. I moked around with Umbra Space Industries Sounding Rockets from RoverDude. Here is my attempt of a compatibility patch for Kerbalism. First tests result in a expected bahaviour. Not finished: Tweaking of biomemask. Maybe one of you has a better understanding of this, than I have. Compatibiltiy for Umbra Space Industries Sounding Rockets // ============================================================================ // Experiments data is either transmissible completely or not at all // ============================================================================ @PART[*]:HAS[@MODULE[*ModuleScience*]]:NEEDS[FeatureScience]:FOR[Kerbalism] { @MODULE[*ModuleScience*]:HAS[#experimentID[SRExperiment01]] { @xmitDataScalar = 1 } //Meteorological Experiments @MODULE[*ModuleScience*]:HAS[#experimentID[SRExperiment02]] { @xmitDataScalar = 1 } //Aeronomical Experiments @MODULE[*ModuleScience*]:HAS[#experimentID[SRExperiment03]] { @xmitDataScalar = 0 } //Materials Experiments @MODULE[*ModuleScience*]:HAS[#experimentID[SRExperiment04]] { @xmitDataScalar = 0 } //Engineering Experiments } // ============================================================================ // Change situation/biome masks and descriptions for some experiments // ============================================================================ // Meteorological Experiments only possible above ground (in flight low/high and low space) @EXPERIMENT_DEFINITION[*]:HAS[#id[SRExperiment01]]:NEEDS[FeatureScience]:FOR[Kerbalism] { @situationMask = 28 //@biomeMask = 3 } @PART[SR_Payload_03] { @description = Perform a basic meteorological experiment in atmosphere and lower space. } //consider: numbers form experiments do not match numbers in part names. // Aeronomy Experiments only possible in flight @EXPERIMENT_DEFINITION[*]:HAS[#id[SRExperiment02]]:NEEDS[FeatureScience]:FOR[Kerbalism] { @situationMask = 12 //@biomeMask = 3 } @PART[SR_Payload_04] { @description = Perform a basic aeronomy experiment in flight within an atmosphere. } // Materials Experiments possible everywhere - encourages to land ballistic missiles @EXPERIMENT_DEFINITION[*]:HAS[#id[SRExperiment03]]:NEEDS[FeatureScience]:FOR[Kerbalism] { @situationMask = 63 //@biomeMask = 3 } @PART[SR_Payload_01] { @description = Perform a basic materials experiment virtually everywhere in flight or landed/splashed down. } // Engineerings Experiments possible everywhere - encourages to land ballistic missiles @EXPERIMENT_DEFINITION[*]:HAS[#id[SRExperiment04]]:NEEDS[FeatureScience]:FOR[Kerbalism] { @situationMask = 63 //@biomeMask = 3 } @PART[SR_Payload_02] { @description = Perform a basic engineering experiment virtually everywhere in flight or landed/splashed down. } // ============================================================================ // Tweak science values for experiments // ============================================================================ @EXPERIMENT_DEFINITION[*]:HAS[#id[SRExperiment01]]:NEEDS[FeatureScience]:FOR[Kerbalism] { @baseValue = 4 } @EXPERIMENT_DEFINITION[*]:HAS[#id[SRExperiment01]]:NEEDS[FeatureScience]:FOR[Kerbalism] { @baseValue = 4 } //SRExperiment03 and SRExperiment04 - baseValue remain at 6 (default) // ============================================================================ // Tweak experiments data scales (make transmission not too difficult on early sounding rockets) // ============================================================================ @EXPERIMENT_DEFINITION[*]:HAS[#id[SRExperiment01]]:NEEDS[FeatureScience]:FOR[Kerbalism] { @dataScale = 20 } //gives 100 mb @EXPERIMENT_DEFINITION[*]:HAS[#id[SRExperiment02]]:NEEDS[FeatureScience]:FOR[Kerbalism] { @dataScale = 20 } @EXPERIMENT_DEFINITION[*]:HAS[#id[SRExperiment03]]:NEEDS[FeatureScience]:FOR[Kerbalism] { @dataScale = 25 } //gives 180 mb @EXPERIMENT_DEFINITION[*]:HAS[#id[SRExperiment04]]:NEEDS[FeatureScience]:FOR[Kerbalism] { @dataScale = 25 }
  8. I have a suggestion: When you research new nodes (e. g. Engineering 101) new functionalities become available, in this case pressure control for pods. The corresponding message appears for a very short time, maybe too short. 1) Why not integrating this into a global log file, which can be opened in game 2) Or better: Introduce a dummy part, which does not show in the VAB but in techtree. So you can make better decisions in researching the next step. Potential for improvement: "File Manager" does not switch to your Kerbal, when you do an EVA .
  9. Confirmed now. How do you deal with interrruption of timewarp at each biome change?
  10. Now having a working Kerbalism and enjoying it. The new science system takes some time getting used to it, but appears impressive. What I am really missing is some kind of a feedback for (1) whether an experiment already has been done before and (2) how much science points are promissed by an experiment. I wish to see a small info like: "expected science points: xxx". Now you only can get this information, when you mouse over the data number in mb within that "file manager" window, which gives you a somehow missleading "xxx Credits". Already done experiments per situation should be greyed out and result in 0 mb data - or can this data used anyhow? There is given 0 credit for that, what you only find out while hovering the mouse over "xxx mb". A brief test with [x] Science showed incompatibility isssues so far.
  11. I installed MM and Kerbalism 1.1.7 on KSP 1.2.2 but after starting a new career I don't get connection to the DSN. Data transmission seems to be off, too. There is no other mod installed. What am I overlooking here?
  12. With RSS I get an interesting Log Spam [LOG 13:38:27.925] Strategia: Setting up Kerbal Experience [LOG 13:38:27.929] CurrencyOperationRandomized.OnLoadFromConfig [LOG 13:38:27.932] CurrencyOperationRandomized.OnLoadFromConfig [LOG 13:38:27.933] CurrencyOperationRandomized.OnLoadFromConfig [LOG 13:38:27.940] Strategia: Setting up Media Star Experience [WRN 13:38:27.949] HighlightingSystem : Edge Highlighting requires AA to work! [LOG 13:38:27.950] [MessageSystem] Reposition 0.02 98105 [LOG 13:38:28.182] Candidate List: 0 [ERR 13:38:28.182] Couldn't find appropriate planet/experiment!
  13. When playing with mods sometimes parts get lost, when you delete or update mods. Is there a way to find out, which parts are missing?
  14. Completing the Mercury one does not make sense, it is unrealistic and rewards are not in line with each other. Mars for example only gives 25.000 bugs reward. I do not demand that all these numbers should be fine for a very different RSS and RP-0 money system, but for now rewards seem to be nonsense. Much better are probe boosts in RSS, which make exploring Moon and the rocky planets fantastic.
  15. I expected something like this. A very nice mod so far - but not usefull for the outer planets in RSS. For progressing from first Moon landings to Venus and Mars it was perfect.
  16. Does it make sense, that you have to land probes on different biomes of gas giants?
  17. I have a question about initial rotation of tidally locked bodys. My Moon faces the wrong side to the Earth. Maybe this has to do with Sigma Dimensions. The config of Moon contains this: initialRotation = 25 And I am SD with these settings SigmaDimensions { Resize = 0.57//0.0942 Rescale = 0.57//0.0942 Atmosphere = 0.70//0.80 dayLengthMultiplier = 0.50//0.2500641150892636 } Does someone has an idea for a suitable initialRotation?
  18. Hi ShotgunNinja, did you consider including the radiation belts (especially their visualization in map view) in a career progression? I suggest that you only can have this helpfull visualization only after scanning space around a planet after scanning it with the Geiger Counter, maybe - a completet contract can verbalize this requirement.
  19. Hi ShotgunNinja, do you know this tool MemGraph? It could be interesting how your relay system behaves in comparison to Scansat ..
  20. My save is from KSP 1.1.2 and I have to admit playing a highly modded game of RSS (scaled down to 0.57 with the help of Sigma Dimensions), RO and RP-0 (in parts) with Real Fuels Stock Size - plus many mods are using up 7-9 GB from 16 GB total on Win7. As a next step I want to know where KSP stores its log files - to learn more about my mixture. Then I will will move to a new Save-File, which I want to edit, so that I can keep my progress in game (already finished unmanned exploration of Venus and Mars and beeing on the verge of Apollo-Programm [using "Contract Pack: Historic Missions" - maybe loaded to many missions in Contract Configurator]). Switching to a clean save without all that finished early tech missions, carefully deleting obsolete RP-0 missions and deleting one or the other mod should give me a smooth start into the Apollo era. :-) By the way: How can I see, that MOD+END does something - I am missing some kind of a feedback, same for MOD+DIVIDE.
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