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canisin

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Everything posted by canisin

  1. Hello! I have a quick question about this wonderful mod. I have setup a SEP on the Mun, with about 5 or 6 different experiments, brought the kerbals back and then waited for the experiments to complete. When they did, I switched to the central station via the tracking center and clicked transmit. It immediately transmitted all results without showing me any science result messages. Even though I often just click them off, I still like to read science results from time to time. What should I have done to be able to see the science results before transmission?
  2. Hello @Nertea, thanks for the brand new Launch Vehicles mod!! I have noticed the following small issues: - The fuel tanks NR-12800 and NR-25600 behave strangely when you try to surface attach them even though, it is ok when you try to surface attach other things to them. - NR-12800 also has its description missing.
  3. For anyone who is wondering, this beautiful mod still works on 1.3 as is.
  4. Hello @Galileo, what setting would you suggest for drawAtmoOnTopOfClouds with SVE 1.2.4.1 and scatterer 0.0320b? I see that you have kept the setting as true from the previous version, but there had been a post in this thread that advised otherwise. I mean this post: which you had also endorsed here: The prerelease 12.5b does not have this setting modified, leaving it with the default value of false. But you also have "Fixed scatterer atmosphere issues." in your change log That's all I got for my detective work
  5. ModuleJettions seems to constrol shrouds. Like engine shrouds and heat shield shrouds. It seems it may or may not have an in flight button for jettisoning said shroud, but I have never tinkered much with it. Here is a discussion about it. And here is its documentation page, but its attributes are not explained.
  6. As far as I can tell from reading the config file, it appears to me that jettisonning the heat shield is enabled by the decoupling module (ModuleDecouple) rather than the jetisson module (ModuleJettison), which is quite a bit funny . So I suppose, it should still be alright to remove the ModuleJettison. In this case, maybe you would also like to update the patch to remove the bottom node, keep the direct node, but only correct its size.
  7. Hey @Snark, I didn't quite understand the purpose of your heat shield patch. The heat shields have two bottom nodes. One that fits snugly and has no shroud, and a second lower one, which has an unreasonable gap and the shroud. Afaik, the former node was maybe added in a later version. This is what I mean. Come to think of it, I would suggest a patch that would simply remove the lower shrouded nodes, and while at it, remove the jettison module, too. I think I can contribute this later, when I have time to play again this week.
  8. Maybe you need to add something like 'enableStaging = true', but I am really not sure, just guessing.
  9. Hi, I am having the same issue with a similar setup. I was also suspicious of the new eva fuel type settings. Edit: I went digging into the code, and found the part that handles rescue ships. The conditions for detecting a rescue ship are as follows: contracts[currentContract].Title.Contains(crewList[currentCrew].name) && data.from.vessel.name.Contains(crewList[currentCrew].name.Split(null)[0]) This means that for a ship to be considered a rescue ship, it must contain a kerbal whose name appears in a contract's name, and for the ship's name to contain that kerbal's name. But the two conditions handle names differently. The first condition requires the kerbal's name to appear fully in the contract title, whereas the second condition requires only the first word of the name to appear in the ship's name. Right now, I am trying to rescue "Maegan Kerman". The name of the contract is "Rescue Maegan from orbit of Kerbin.", the name of the ship is "Maegan's Pod". So my guess is that the mod expects the contract to contain the kerbal's surname, but it seems that something has changed with the naming of rescue contracts. Luckily, the mod can be disabled immediately from the difficulty menu, so I can disable it temporarily while doing rescue contracts.
  10. It's definitely not something urgent. Don't worry about it
  11. Hello @Nertea, I have spotted a tiny typo in Near Future Propulsion, the title for the lithium tank lithium-25-3 is #LOC_NFPropulsion_lithium-25-2_title (LFT-A20 Lithium Tank), where it should have been A10.
  12. Well, you are the boss! Please let me know if I can be of any help.
  13. 1. I do because that is what I studied and what I am doing to make a living. But I guess that question was more in jest. 2. The proposed change will not affect what is displayed, it will only change the warp stopping behavior. Warp will only be stopped if any of the buttons in the Here and Now window is clickable.
  14. Thanks. I don't know how much more I'll get to contribute. I am a professional software developer myself. So if I get going with bigger changes I'll make sure to clone the repository and work locally on VS. But even on the web interface, I feel like gh would provide the ability combine multiple edits into a single commit, which would then become a single pr, etc. Btw, for anyone else who has been looking for a work around, I have checked out the cost calculation, and as far as I can tell, as long as you are not using customized kerbals, you can rebate yourself the cost for hiring kolonists proportional to their default costs. That is to say, if you are using default configs, the base cost of a kerbonaut is 50k, whereas the cost of a kolonist is only 1k. This base gets modified by a number of factors. All of these factors apply multiplicatively except for the costs of customizing a kerbal. But if you are not using the customization option, and hiring a kolonists costs you 150k, you can rebate yourself via the cheat menu knowing that kolonist should have costed you 3k! (150k/50k * 1k)
  15. Oh I am sorry. I should have known better but I have just recently begun using git in general, and this is the first time I have ever done anything on github. I just created an account so that I can add a comment to the relevant issue. I had intended to note the relevant file and change in a comment to the issue, but when I created an account, github allowed me to edit the file, and I kind of got excited! haha Anyways, I hope my contribution will be helpful!
  16. I have created a pull request for this! https://github.com/thewebbooth/KSP-X-Science/pull/16
  17. I think I have successfully created a pull request for the resolution of this issue.
  18. Hmm this conversation kind of got buried in the thread. Can anyone point me to the correct intended hiring costs for different classes with default MKS settings? Are the hiring costs supposed to be fixed or scaling? I understand that astronauts (pilots, engineers and scientists) are supposed to be more expensive than kolonists, but what about all the other classes like quartermasters and botanits? Does anyone have a workaround for the current situation? If not, I think I can just use the cheat menu to compensate. Thanks a lot in advance!
  19. What a great mod! I loved it! I hope @jandcando and @damonvv come back to continue updating it! Also, a suggestion, maybe you can drop the science multipliers from the pages (they are covered by [x] Science and/or DMagic's CelestialBodyScience mods) so that you need to maintain less changing information as I believe planetary sizes and orbits should be more stable information.
  20. Hello @Nertea, thanks for the update! I just noticed in the op that there seems to be a typo that states that Cryogenic Engines are designed to work well with Cryogenic Engines.
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