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smjjames

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Everything posted by smjjames

  1. Yeah, I tried it myself, the scanners don't work and won't give analyze data science either. Though the spectral imager (shell shaped instrument) will still give you science for low and high orbit imaging. I've also tried scanning for resources, but they're pretty much uniform on Jool, maybe more uniform than karbonite on Kerbin. Don't forget to pack stuff to grab the science from Jools atmosphere while you aerobrake, unless it's not a return mission. As for the origional question and the pinballing, I actually try to use the pinballing to my advantage and just swing around gravitationally. Haven't had any issues with entering or leaving Jool either. When entering, you're going so fast that an encounter with any of the moons (mainly Laythe and Tylo. Pol and Vall are tiny and Pol has a highly angled orbit) is very slim.
  2. Um, it doesn't seem to be working because theres a bunch of exceptions in my output log and this plugin didn't notify about them in any way. To show what I mean, heres the output log of the session I just ended a bit ago: http://sta.sh/0wbbrhm54a3 I put the folder into the gamedata folder, so, I know it's installed correctly, but it's not doing what I think (from what I read and the screenshot) it's supposed to do. Edit: Oh, the download that I grabbed was through the build server link on the OP. Edit2: I don't know if this would affect it (and I really doubt it), but I'm using the force opengl trick through steam to reduce memory usage. Just mentioning in case it would affect it somehow.
  3. Anways, what about making that FARtest box remember it's position or something? I also really didn't need the attitude from tetryds Edit: If tetryds wasn't actually having an attitude, then apologies for the misunderstanding.
  4. You lost me at the 'lost Oberth effect'.
  5. A little question though, do I need to put the vernetech folder into gamedata or can I just go put the field scientist pack folder thats within that, into the gamedata? Going to put the vernetech root folder in this time. I'm just wondering because most modders usually have either the mod name as the first folder or have a gamedata and the files in that.
  6. really? I wasn't aware that KSP has its own screenshot key.
  7. Hm, *checks wiki*. For the Mun, the min for 50x is 10km and for 100x is 25km. For minmus, it's 6km and 12km respectively. A 'low orbit' of 15 and 10km would put them between those two minimums, haven't looked at the other 'low orbits'.
  8. Well, the one earlier was the release version I believe. Also, when installing stuff that have common files like the community resource pack, how do I know which files I keep or overwrite from the pack? Obviously if the file is newer, keep that, but it's not always so obvious. I run into that problem mainly with USI mods.
  9. Well, I downloaded it yesterday from the link in the first post, so, wouldn't that be the latest? Although I may not actually have done that after I decided to do a fresh reinstall of KSP and installed the mods, and I MAY have used an older file. Will check on that when I get back home later.
  10. Actually, isn't that about the boundary between what's considered high orbit and low orbit for science? Then again, the Mun and Minmus have it down to 15 and 10km respectively, but you don't need to go that low for it to be considered low orbit.
  11. Also, may want to look into the fact that you can get the nuke engines in CTT BEFORE you even get the tanks. While it's true that Karbonite has the distiller to make LH2, there's no other tank besides the ones that come with FTT that are capable of storing LH2. I tried to see if the multipurpose tank from Allistas hangar mod could do it, but nope. i don't know if that changed because I used an earlier github version before I decided to do a reinstall of KSP and I grabbed the most recent github version. The one where you put the honey badger parts into heavy or heavier rocketry.
  12. I have no idea why the basic jet engine wasn't nerfed as well. Fuel consumption maybe? I havent played around with aircraft.
  13. I read earlier that the reason for the nerf is because the stock jets were boosted so that they'd work in the soupisphere, so, they end up being overpowered for FAR.
  14. Like know there's a link someone gave to the fixed dll, but I can't look for it right now. It may be back several pages in either this thread or the forum thread for it.
  15. What mods do you have? Or rather, what mod is that part from? Theres also that weird box around the part.
  16. There are plenty of prop and reskinning mods, but no idea about animations.
  17. Hey Zorbaq, I've been getting an exception from this which I thought was harmless, but it's apparently worrying Alista (of the hangar mod) more than the bunch of exceptions from B9, while I haven't had any problems I don't think. Maybe you could look into this? VT_FSPackPlugin v1.2 starting up! (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) File 'C:/Program Files (x86)/Steam/steamapps/common/Kerbal Space Program/KSP_Data/..//GameData/VerneTech/FieldScientistPack/VT_FSPack_Settings.cfg' does not exist (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) IsolatedStorageException: Could not find a part of the path "C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\VerneTech\FieldScientistPack\VT_FSPack_Settings.cfg". at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean anonymous, FileOptions options) [0x00000] in <filename unknown>:0 at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share) [0x00000] in <filename unknown>:0 at System.IO.File.Open (System.String path, FileMode mode) [0x00000] in <filename unknown>:0 at ConfigNode.Save (System.String fileFullName, System.String header) [0x00000] in <filename unknown>:0 at ConfigNode.Save (System.String fileFullName) [0x00000] in <filename unknown>:0 at VT_FSPack.Settings.Save () [0x00000] in <filename unknown>:0 at VT_FSPack.Settings.Load () [0x00000] in <filename unknown>:0 at VT_FSPack.VT_FSPackPlugin.Start () [0x00000] in <filename unknown>:0 (Filename: Line: -1) I've used the part myself and it works, so, I don't know what the error is.
  18. Someone else has mentioned the exception from B9 in the thread for it, and I guess I'll go and ask about the field scientist one, though it just says it's an isolated exception. That part wasn't even on the craft and I haven't had any issues relating to it. Edit: Regarding the field scientist one, that's gotten fixed.
  19. I'm using the latest CSS github version (the one from two days ago), and some of the experiments (high orbit materials study for example) keep referring to the badlands even if I'm not actually over the badlands. What's up with those? I get those 'bad, horrible, nasty badlands' jokes, but they don't make sense or at least break the immersion if you aren't over the badlands.
  20. Okay cool. Maybe also look at the tweakscale mod? If anybody else has run into that problem, it's going to be in there because it's the same procedural thing.
  21. What about that krakenified craft issue (only happened with that specific craft) that I mentioned?
  22. Can't you guys at least make it remember it's position so that I can shove it off the bottom of the screen? I'm sure it's also annoying to those testing it.
  23. No, I mean this little box called FARtest. Probably should have posted up a pic anyway, sorry:
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