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rasta013

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Posts posted by rasta013

  1. Sorry it took me to the weekend to get to it but I just got a chance to check it and I see zero problems or torque...

    Spoiler

    zjIHoAq.png

    WmtiodN.png

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    I can make my testing install even simpler than it is but as it stands there's very little to it anyway.  I recognize that @toric5 is having some kind of issue but the model is fine.  Ever since you remade it I haven't had any issues with torque on it.  BTW, this install does have Real Plume installed too so I've got no issue arising from that either. (DMagicScienceAnimate, SCANSat and DMOS are installed as well)

    Nothing I've done has been able to replicate this.  I even started this off by not deleting PartDatabase to make sure it was in a screwy state to begin with and I couldn't get it to torque out...

  2. 4 hours ago, Phil Kerman said:

    I guess this is the last part of the "world firsts" contracts

    I think this is where the problem is at.  If it's flagged as a World's First, it can't be denied and if there are any that are linked to it as a requirement for offering others there is no way past it.  Even if you debug your way past it they, for some reason I don't know, usually pop back up again after a while.  If you haven't got many of them left they come up again quicker.  This is a bit of a guess but I've seen this kind of behavior myself in World's First contracts and mods before.

  3. 10 hours ago, shdwlrd said:

    In regards to dropping MKS/USI-LS support, Are you dropping all support for it or will you keep basic support for it? What I mean by basic support is the chuckwagon, ponderosa, and casa, modules will still be able to hold the resources necessary for MKS/USI-LS.

     

    9 hours ago, Angel-125 said:

    Resources will still be around, but no tying into the distribution system, or trying to balance Equipment with MaterialKits, or using special converters. It is simply too much work for me to maintain for a mod that I don't use.

    Angel shouldn't be expected to keep up this support since we as a community can provide it for ourselves.  He's written the template system that makes it super simple to add whatever we feel like with simple config files.  I would much rather see him concentrating his effort on making WB better than trying to make sure someone else's mod works.

    I, for one, at least will be writing my own configs/templates (as needed) for USI-LS but MKS is meaningless to me when I'm using WB parts.  Angel's chain is more fun IMHO and uses EPL which I also use.  This is a perfect example of what I mean.  RoverDude is no longer going to offer support for the most widely used and longest running off-planet construction mod (EPL) and the community is expected to pick up the slack if we want it to continue working.  

    Why should we expect Angel to do anything differently?

  4. 18 hours ago, akron said:

    Do you happen to know how the module parts need to be configured? I have read through the forum a little and I just don't understand how to do it just yet. This is one of those things where I *may* be willing to try if I can get some help

    Unfortunately, that's a part I haven't been involved in and tbf, Shadowmage's configs can be daunting.  That said, I've never seen him unwilling to give guidance for configuration and setup of new wheels in that thread.  Apparently it's not supposed to be very difficult but I've just never done it.  If you want to dig into it though and really don't have the time this is another area I'll help you out since I'm already working with KSPWheel and at least understand it's functionality at a game level.

    EDIT: Besides, I've written dozens, probably hundreds, of configs for KSP in my time...how hard can it be? LMAO... :blush:

  5. 1 hour ago, drhay53 said:

    Thanks alot! Can you explain the bolded part a little more? I'm a little confused on the TERRAIN scanner because I started a geosurvey and then went to do other stuff.... I came back and I was out of researchkits but the percentage in the right click menu still said only 0.3% or something. Does the geosurvey just refine the estimate of the resource abundance?

    The TERRAIN scanner does 2 different things.  

    The first is a polar orbit general resource scan.  It is unspecific and general but gives you an idea of what resource concentrations exist below.  This is a 60s process and can fail.  If it fails, the TERRAIN scanner must be repaired by an Engineer and Rocket Parts.  Once repaired it can make another attempt at a scan.  The caveat is the polar orbit and being between 25 and 150km (smaller bodies may be different).

     

    The second thing it does is generate science by consuming Research Kits and EC.  This is the Geo-Survey and is a little bonus for the scope. Yes, it eats RKs like crazy so I'd carry a decent supply if you want to generate any significant science out of it.  It is slow but it will do it.  This survey activity cannot happen if the scope broke during the general resource scan I mentioned above.

     

    1 hour ago, drhay53 said:

    Also with SCANsat installed, do you get more information than intended in a scan by pathfinder? i.e. does scansat give you the 'correct' abundances when you do a resource scan anyway, instead of a ballpark figure that needs refined by landing?

     

    Unless something has changed that I'm unaware of, no it does not.  SCANsat will give you additional tools to be able to scan planets for additional information.  It has modules that can improve your scanning abilities and resources concentration details can be improved with some of the modules.  That said, the only scanners available to you from SCANsat at the same tech level as the TERRAIN scanner are the RADAR scanner for rough altitude scans and the Multispectral Biome scanner.  The resource scanners don't come until the next tier.  These three parts combined together on a single craft however will give you the best early look at any body you can get...provided the TERRAIN scanner doesn't break. :D

     

    1 hour ago, drhay53 said:

    Lastly, I think I have some WBT 'extras' installed from one of the releases; the MCM has something about an uplink to TERRAIN. Do you know what that is? Is that available on other parts and is that how I update the abundance from a landed craft?

     

    The MCM extras is something I'm still coming up to speed on myself.  Angel made dramatic changes to it since I last used that piece (didn't exist last time actually) so I'm not sure what it might have for linking to the TERRAIN scanner but now you've got my interest piqued and I'm going to go find out... 

  6. 4 hours ago, drhay53 said:

    So to summarize, when you decide to build a base on a new planetary body using pathfinder, what steps do you go through starting from scanning for resources? 

    I'll give you a run down of what I've done for a while and it's still working pretty good even though I'm about 8 months out of date on the new additions...

     

    1) Get a biome and height map scan done.  You can use KerbNet if you want but that will make it far more difficult so I prefer to use SCANsat along side this mod.  That height map scan, especially if you can get a SAR scan will be your best friend for finding a sweet spot.

     

    2) Once you've got at least the basic SCANsat RADAR scan done you can see some good areas so you can choose where you want to be.  Then, make some preliminary landings with basic craft to find a nice level area.  I typically will do this using a lander designed for scanning at the ground level using the WBT provided RADAR which gets bonuses for scanning when landed and carried on a craft that also is going to be deploying my TERRAIN scanner.  That will let me get a full body scan of resources and get me some preliminary details on landing sites.  I will usually drop the included lander AFTER the TERRAIN scanner has finished the majority of its work.  IF you've got the tech opened up all the way to SAR scanners from SCANsat then you will have complete scans of the whole body before you ever go there including resources, biomes, slopes and altitudes.  This is invaluable if you want the base to be 100% perfect from the start but Pathfinder isn't about that hence the reason I go at it like this...

     

    3) Once I have done these things I've got a basic idea of what terrain looks good, where the resources can be found and at least solid details on one or maybe two locations with the small lander I carried along.  Then I launch my initial lander that is going to include my basic base and if possible, a Buffalo to carry it all in case I don't like the area I'm in once I get there.  I use an automated lander and DO NOT send crew at this stage.  If the Buffalo is automated and what I see once I get there with it is not to my liking after all, I can change locations until I do.  EDIT: Just as a note, this can be done in multiple stages and often I send the Buffalo separate from some Conestogas on wheels but I make a real effort to just simply pack it all in the Buffalo.  That's the easiest way.

     

    4) After finding that place and parking the Buffalo I carry a crew and start doing the normal Pathfinder thing from here.  If you know the resource chain, once you've got a location scouted out for a base all you have to do is go there and set it up.  This is the easy part. 

     

    Hope this helps and I'll clarify or answer any questions I can.

  7. 13 hours ago, RaendyLeBeau said:

    Some time ago there was an astro-telescope-mod* (plugin) with which one could shoot photos of galaxies. (Science career)

    It was called Tarsier Space Technologies (it is still alive and well)...

    13 hours ago, MacLuky said:

    Perhaps one can access the background image in KSP and look at the milky way 

    ...and it does something kind of similar.  The galaxies in question aren't actually visible (of course) so it has a preset point on the sky to aim the scope for the required "photo".  Very much looking forward to what you come up with for IRAS.  I love adding space telescopes of all kinds to my games. :D

  8. 2 hours ago, akron said:

    I just didn't really want to write new scienceDefs.

    Tell you what...you get these modeled and configured and I'll write the science defs for any of these parts you create for whichever situations you want them for.  I updated a raft of BDB defs and probably will do some more on that front along the way because I want custom defs for the Galileo Planet Pack for many things so...

    You create and I'll creatively write :P ...

  9. Oh yeah I know exactly how the SCANsat bit works as far as the 30-90% reward range.  Depending on where you're at in the scan determines how much science you get at that point and still allowing you to complete more of the scan up to 90% until it's completed...that's actually not what I meant...

    Since you are creating new parts and people have a tendency to use either your parts, or the part from the original mod depending on the craft and the science is the same.  However, when you step into doing SCANsat parts, if someone doesn't use SCANsat then all they're getting out of your part is the extra KerbNet bit which is already so redundant anyway that making KerbNet special in your part is going to be difficult at best.

    Instead, what I was meaning to suggest is that in addition to the KerbNet access the part provides you could further make the part attractive for someone not running SCANsat by adding in a science experiment that gives a textual result and science equivalent to what SCANsat would reward.  This science experiment would be disabled as part of checking for someone having SCANsat so there isn't extra science being awarded to the player just for using SCANsat but would instead just represent the different method of obtaining it.

    For example...

    Spoiler

    If you duplicated the functionality of the SCAN Multispectral Sensor (biome scanner)...

    With SCANsat it would function exactly as the Multispectral Sensor does and no differently - this would include the KerbNet access that part provides as well as the SCANsat biome scaning.

    Without SCANsat it would give it's biome scanning ability with KerbNet instead but additionally reward one-time science for a Multispectral scan with any kind of description you want to provide.  This offsets for the fact that someone using SCANsat is rewarded with : The Biome Scan itself, science for that scan AND KerbNet access - that's all in the SCANsat part.

    This is really just a thought for a way to make these kinds of parts more attractive to players who don't use SCANsat since KerbNet is so easy to cover with even stock parts.

    EDIT: Alternatively, if this are going to be restricted parts for people exclusively running SCANsat forget I ever mentioned this...:D

  10. @akron

    For the parts you're adding where someone may not have SCANsat installed an MM config could be written that adds the SCANsat abilities but removes a baseline science experiment that is part of the default config.  Then, when someone is using that part as part of SCANsat if it's tied into the mapping system you can award science for completion of the scan.  I'd have to look at the details for how DMagic awards the science on scans like the RADAR or SAR but since they are both done via MODULE the MM compatibility config should handle it...

  11. For my 2 cents I love the idea of time limits on missions - make 'em hard!  One of my biggest issues with the current mission system is the time length given to complete these things.  I find it funny that I can take a contract to launch someone's satellite (supposedly it would be their's and built) but yet I can wait 2, 3 maybe even 4 or 5 years before I complete it.  Nah, keep the time limits and make the mission make sense as to why it needs to be done in the shortened time frame - makes that contract much more interesting to pull off.  Furthermore, if you can't complete it in the time allotted why accept the contract in the first place?

  12. 1 minute ago, Angel-125 said:

    There's another project waiting in the wings that will use them. :)

    I heard that...:ph34r:

    Congrats on the new release.  I love that it's come full circle for me on this.  DSEV has been in "generally" the same form since I came over to start using WildBlue, what, 2 years ago now almost.  So, for just for this occasion I've started a new GPP Career game and shall be grand touring in nothing but a craft driven by its Pierna de Pollo engine!

  13. On 2/19/2017 at 6:02 PM, FirroSeranel said:

    I noticed someone else had this problem about a month ago, and nobody was able to reproduce... I'm having it as well.

    I'm unable to stack attach anything to the Vulture cockpit. I can surface attach, but not stack. The node setup looks correct in the .cfg though, so I have no idea what's going on. The Thunderhawk works fine. Any ideas? I have... gobs and gobs and gobs of other mods, FYI. <.<

    KJR is the only one I can think of that should effect how parts attach to each other, though.

    Edit: On further experimentation, if I start with the Thunderhawk, attach a fuel tank, re-root to the tank, and delete the Thunderhawk, I can stack attach a Vulture on the front of the tank just fine. Very odd...

    I just ran into this problem for the first time today.  I've got two very heavily modded installs, both with MKIV, and in one install the Vulture works fine - no problem.  In the second, I cannot attach anything if I layout the Vulture as the initial root part.  I do not have to re-root to be able to get it attached though.  All I have to do is have any other part laid out and the Vulture will attach to it and then I can reroot to the Vulture and move on.  I see absolutely nothing in my logs to indicate any problem going on while this is occurring.

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