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callmewoof

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Everything posted by callmewoof

  1. Thanks! In that case, are these up to date? Or should I wait until your next update?
  2. This mod is wonderful. Why isn't this in the stock game? This thing is like a windshield on a car - should come on all models THANK YOU
  3. Thank you so much for a quick fix (results pending of course)! I've also been suffering from the mini-spike-lag as described previously, and in fact after reading the earlier posts was about to disable your mod (I really don't want to). You are freaking awesome. Thank you so, so much! If I experience better/worse/unexpected results I'll be sure to post. SERIOUSLY, your hard work is appreciated!!! Edit: Hmm, maybe I should fully delete and reinstall the mod to the new version? I just tried it out (overwriting the old one) and the 3-5sec spike lag has turned into a 1-2sec spike lag. Like, sitting on the launch pad with a rocket sub-90 parts, you can watch the met counter blink green-yellow-green-yellow every other second like clockwork. Going to try a fresh mod install.
  4. OK makes sense, but in this case the ship was designed and launched after I had accepted the contract so it should have worked. But oh well, thanks for looking into it. Love your mod!
  5. I had a problem like this with TIROS 7 and with TIROS/NOAA. The ship here was built after taking the contract, and it was the only one built or flown after taking the contract, so there shouldn't be anything like "I switched ships and confused the contract", but it failed to validate the three science parts. As you can see in the contract, I completed all of the requirements (even if it didn't count) so I just F12-completed the contract. I've had to do that a couple of times now. Not sure what's up, if it is me or mods I use, or something buggy with the contract mod. Thanks!
  6. Thank you all for explaining the range and satellites to me. I get it now! Omni is everywhere but can get cutoff by solid bodies (or horizons lol), point stuff out, point it in, etc. I re-read the guide and what you all wrote and it finally clicked. Thanks!
  7. Thanks for taking the time to look into this. Love your mod!
  8. I'm having trouble figuring out certain aspects of this mod. I love it and want to get it to work but the help available is really confusing, especially if I use the referenced Player's Guide. For example: [COLOR=#333333][FONT=Helvetica Neue]Reflectron DP-10 [/FONT][/COLOR]My in-game range description "0.00m/1.20Mm" The Player's Guide range: 500km In that same item page it says: Any line of sight to KSC Mission Control, if below 150 km altitude Ok... so... it has a range of 120km? 500km? But only 150km? Which is it? Another conflict of information: Comms DTS-M1 - Range 50,000km Reflectron KR-7 - Range 90,000km Mentioned multiple times on several guide pages: KSC Mission Control - Range 75,000km So is this legit? 75,000km for KSC? I could put a ring of Comms DTS-M1's at their maximum range, pointed at the planet, and another satellite on those same relays pointed to active vessel, and I'd be able to cover basically the entire kerbin system? I mean, i guess that's ok, but then how about this: Tutorial for setting up a medium-altitude relay network says "[COLOR=#333333][FONT=Helvetica Neue]The requirement that the satellites be connected by Communotron 16’s forces the altitude of the satellites to be at least 250 km (below which the satellites are below each others’ horizons) and at most 1160 km (above which the satellites are out of range of each other)".[/FONT][/COLOR] But wait! The parts page and the in-game description both give a number of 2500k. These are Omni, so why on earth would I need to be in a smaller range than 1160km of another omni? I should be able to practically go out to a ring of 24XXkm and relay through pure omni. And along those lines, I wouldn't need to give them satellites to point towards the Mun or Minmus, because remember it says that KSC has an omni of 75,000k. So I would just send a probe out to Minmus with a DTS-M1 (50,000km) pointed back at the planet (not counting rotation). I understand that maybe I'm just not getting it, or maybe the player's guide or tutorials are out of date in some places, but this is all very confusing. So as much as I'd love to say that reading the guide solves everything, it doesn't. Can someone explain? I'm at my wits end trying to make sense of the everything. Thanks in advance! (Please understand the tone of this message is "Please help me I love this mod but I suck", not "Grr this mod has mistakes or is bad!")
  9. I have this error and I use it, yeah. Conflict perhaps? I do know the unsent data is valid since it still shows full science value if I keep/send it even if I reset and relog the experiment.
  10. I have a glitch with this mod that happens on occasion, where no matter what you try to transmit it just won't do anything. It won't transmit, and it won't say "no comm device" or whatever, and its when you have a stable connection. It usually goes away after a visit to the space center, or if quit/restart the game. I'm not sure that's what he's experiencing though.
  11. Yeah. It gets rid if the faulty non working probe report. Then if you have any contacts asking for probe reports, just cancel them and from there on its all good.
  12. Yeah sorry to make 3 of the same posts, but I didn't know of a better way for everyone to see it. The funny thing is I originally asked here about the probe thing, and your answer lead me to discover those other things, which ironically, you were the only one who wasn't causing my problem (even though it showed up with your contract pack!). Rock on, loving your mod!
  13. This is a serious post, but please understand this first part is just for silliness; post real, not actually offended, please don't hurt me. Ok I finally figured it all out. Three guilty parties stand accused! Lord Aurelius, DuoDex, and Nightingale, you are accused of mod-mayhem! Lord Aurelius - Crime: Duplicitous Duplication! DuoDex - Crime: Partially Defined Experiments! Nightingale - Crime: Broad-spectrum Experiment Gathering! Issue: Field Research Contract Pack asks for "Probe Report" experiments. Problem: No such report exists. Reason: Lord Aurelius' Mod Stock Science Tweaks used to refer to them as Probe Reports but changed them to Telemetry Reports. 1. Installing Stock Science Tweaks does not solve the problem because you only get a Telemetry Report button which does not satisfy the contract. 2. If you have the SETI Community Tech Tree mod, it already incorporates Aurelius' SST mod, which gives you a duplicate Telemetry button; this one won't work either because SETI CTT's config file uses the updated Telemetry naming instead of Probe. 1. The Crowd Sourced Science mod has an incorrect config file GameData\CrowdSourcedScience\planets\000_default\StockScienceProbeTweaks.cfg This file only partially defines an experiment called Probe Report, but because it is not a fully defined experiment, there is no way to perform this action in the game. Nightingale's config files for the Field Research use: experiments = AllExperiments().ExcludeAll([ evaReport, crewReport ] This method was grabbing the broken Probe Report, mistaking it for a valid experiment for contracts. Solutions: End Users Like Me: Remove the above mentioned StockScienceProbeTweaks.cfg file from Crowd Sourced Science so it won't show up in contracts. If you already have a contract asking for a Probe Report, you need to cancel it since it can't be completed. Further contracts will then ask for Telemetry Reports instead. Lord Aurelius: Please get in touch with SETI CTT and see if you can find a way to avoid the button duplication if both mods are installed. Thanks! DuoDex: You are already aware of the issue, but perhaps you could add a note in your main post until it is fixed? Or maybe even a super-tiny patch hotfix that simply removes the offending file? Or release the next update Nightingale: Uh, nothing really. The way you grab all experiments is the right way to do things. You get a gold star! ​Thank you all for your hard work and awesome mods. I meant no disrespect in this post and I hope no one is offended. Your time and effort is greatly appreciated in making mods to make KSP more fun!
  14. This is a serious post, but please understand this first part is just for silliness; post real, not actually offended, please don't hurt me. Ok I finally figured it all out. Three guilty parties stand accused! Lord Aurelius, DuoDex, and Nightingale, you are accused of mod-mayhem! Lord Aurelius - Crime: Duplicitous Duplication! DuoDex - Crime: Partially Defined Experiments! Nightingale - Crime: Broad-spectrum Experiment Gathering! Issue: Field Research Contract Pack asks for "Probe Report" experiments. Problem: No such report exists. Reason: Lord Aurelius' Mod Stock Science Tweaks used to refer to them as Probe Reports but changed them to Telemetry Reports. 1. Installing Stock Science Tweaks does not solve the problem because you only get a Telemetry Report button which does not satisfy the contract. 2. If you have the SETI Community Tech Tree mod, it already incorporates Aurelius' SST mod, which gives you a duplicate Telemetry button; this one won't work either because SETI CTT's config file uses the updated Telemetry naming instead of Probe. 1. The Crowd Sourced Science mod has an incorrect config file GameData\CrowdSourcedScience\planets\000_default\StockScienceProbeTweaks.cfg This file only partially defines an experiment called Probe Report, but because it is not a fully defined experiment, there is no way to perform this action in the game. Nightingale's config files for the Field Research use: experiments = AllExperiments().ExcludeAll([ evaReport, crewReport ] This method was grabbing the broken Probe Report, mistaking it for a valid experiment for contracts. Solutions: End Users Like Me: Remove the above mentioned StockScienceProbeTweaks.cfg file from Crowd Sourced Science so it won't show up in contracts. If you already have a contract asking for a Probe Report, you need to cancel it since it can't be completed. Further contracts will then ask for Telemetry Reports instead. Lord Aurelius: Please get in touch with SETI CTT and see if you can find a way to avoid the button duplication if both mods are installed. Thanks! DuoDex: You are already aware of the issue, but perhaps you could add a note in your main post until it is fixed? Or maybe even a super-tiny patch hotfix that simply removes the offending file? Or release the next update Nightingale: Uh, nothing really. The way you grab all experiments is the right way to do things. You get a gold star! ​Thank you all for your hard work and awesome mods. I meant no disrespect in this post and I hope no one is offended. Your time and effort is greatly appreciated in making mods to make KSP more fun!
  15. This is a serious post, but please understand this first part is just for silliness; post real, not actually offended, please don't hurt me. Ok I finally figured it all out. Three guilty parties stand accused! Lord Aurelius, DuoDex, and Nightingale, you are accused of mod-mayhem! Lord Aurelius - Crime: Duplicitous Duplication! DuoDex - Crime: Partially Defined Experiments! Nightingale - Crime: Broad-spectrum Experiment Gathering! Issue: Field Research Contract Pack asks for "Probe Report" experiments. Problem: No such report exists. Reason: Lord Aurelius' Mod Stock Science Tweaks used to refer to them as Probe Reports but changed them to Telemetry Reports. 1. Installing Stock Science Tweaks does not solve the problem because you only get a Telemetry Report button which does not satisfy the contract. 2. If you have the SETI Community Tech Tree mod, it already incorporates Aurelius' SST mod, which gives you a duplicate Telemetry button; this one won't work either because SETI CTT's config file uses the updated Telemetry naming instead of Probe. 1. The Crowd Sourced Science mod has an incorrect config file GameData\CrowdSourcedScience\planets\000_default\StockScienceProbeTweaks.cfg This file only partially defines an experiment called Probe Report, but because it is not a fully defined experiment, there is no way to perform this action in the game. Nightingale's config files for the Field Research use: experiments = AllExperiments().ExcludeAll([ evaReport, crewReport ] This method was grabbing the broken Probe Report, mistaking it for a valid experiment for contracts. Solutions: End Users Like Me: Remove the above mentioned StockScienceProbeTweaks.cfg file from Crowd Sourced Science so it won't show up in contracts. If you already have a contract asking for a Probe Report, you need to cancel it since it can't be completed. Further contracts will then ask for Telemetry Reports instead. Lord Aurelius: Please get in touch with SETI CTT and see if you can find a way to avoid the button duplication if both mods are installed. Thanks! DuoDex: You are already aware of the issue, but perhaps you could add a note in your main post until it is fixed? Or maybe even a super-tiny patch hotfix that simply removes the offending file? Or release the next update Nightingale: Uh, nothing really. The way you grab all experiments is the right way to do things. You get a gold star! ​Thank you all for your hard work and awesome mods. I meant no disrespect in this post and I hope no one is offended. Your time and effort is greatly appreciated in making mods to make KSP more fun!
  16. Stupid question but can someone please give me a scenario why I would use this mod? I get what it does but not the benefits.
  17. I love this mod, huge thank you! But I have a question, many of the early contracts around KSC are asking me to do a "Probe Experiment". I can't figure out what this is asking for. I've tried crew/eva/telemetry(remotetech)/temperature/seismic/ionizer/materialbay/goo, all both manned and unmanned, trasmitted and kept. Nothing works! I've tried clicking on various things to find a "run test" or some such button, but nothing yet. Is a probe report part of a mod that I don't have? Or am I missing something (probably really obvious in plain sight lol)? Thanks for any help!
  18. I know that Karbonite isn't a fully supported mod for CTT, but it's from the same person(s) that make MKS/USI, which does seem to be part of the patches for CTT. Now, Karbonite and Karbonite Plus both have CTT integration, so they still work. Howevery, my issue is this: I can unlock Three Karbonite Engines for 90p (Heavy Rocketry). I can unlock a basic Karbonite scanner and a bunch of holding tanks AND two Karbonite-using generators for 90p (Fuel Systems). And lastly, I can unlock 3 more Karbonite engines (the electric-fusions) AND a better Karbonite scanner AND more tanks for 550p. Now here's where things get wacky. In order to unlock the very first drill that can collect Karbonite resources, I need advanced science. However, advanced science costs 550p research. So that means I need to upgrade the R&D twice, go down two trees, one of which is a science tree and the other which is command modules (45p Early > 90p Basic > 160p Command Modules > 300p Field Science which is one of two techs required to unlock advanced science), all in order to use things (and I mean a LOT of them! Like, 30 parts worth or more) that I unlocked allllll the way back at 90p tech level one without an upgraded R&D. I posted this in the Karbonite thread, but it seems that people in this thread seem to kind of merge these things(?). I'm not trying to complain, and maybe the Karbonite creator will change things. But I was wondering if anyone here maybe had an idea of how to balance things? In case he/she doesn't, or something like that. I hope this makes sense. Sorry if I'm asking for incorrect things. If not, my apologies. :-)
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