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SaSquatch

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Posts posted by SaSquatch

  1. 5 hours ago, IronCretin said:

    I cant get the CBMs (that's what the big ports are called, right?) to dock properly. I can bring them together, and the magnetic force activates, but they don't connect. I have checked, and yes, I'm pretty sure they're facing the right way (with the convex side out). Perhaps it's because I attached the port with KIS?

    The changelog for the  0.1.7.5 update mentioned something about fixing docking port snap angles. I'm assuming this was in relation to the APAS docking port and not the CBMs since my installs CBMs weren't docking either (worked fine on the 1.1 but not after a fresh install on 1.1.2... or whatever the current is.).

     

    Honestly, I just deleted the additional lines in the CBM config that weren't in the APAS config... snapOffset, snapRotaton, or captureMinRollDot. I'm not up to date on the purposes of those modules but it did get my CBMs docking again.... or just wait for the next update. I just got antsy since it appeared the bug was mentioned in the last update but still persisted. 

     

    My apologies if config modifications is off limits on the thread. But honestly it put a hold on my game with a station built primarily with CBMs on the main modules. 

  2. Happens both on a modded and unmodded installs.

    Repo steps are a bit more specific then I thought....

    1. Accept 1st science and Launch new craft (not sure if this is needed)

    2. Build basic craft with Jeb(I am saving the craft... not sure if needed)

    3. Launch craft

    4. Recover

    --Jeb is on vacation now--

    5. Accept remaining 2 contracts (orbit and escape atmosphere)

    6. Load previous craft in VAB (I have removed the engine but don't think that's needed)

    7. Launch flight but do not launch craft.

    8. exit kerbal from pod and drop to ground (I have grabbed a EVA reprot but don't know if needed)

    9. Recover flight from Kerbal

    10. Recover craft from Launch Pad (clicking the icon)

    11. goTo Astronaut facility

    --Jeb is gone

  3. Getting some bug but I haven't tracked it down. Modded install.

    1. NewGame some or all kerbals start in vacation (couple times it was 2-4 with 7 days... couple of times it was 2 kerbals but 1200days)

    2. Kerbals on vacation disapearing (no longer on any of the rosters... active,lost, etc)

    I've had these happen more then once but like I said, I haven't narrowed it down yet.

    Edit

    Ran Beta2 on a clean install of Kerbal and I'm getting kerbals dissapearing.

    Career Mode

    Fly Jeb on basic starting flight Finish and return to space center

    Jeb is on vacation

    Run another flight with a different kerbal (I select a different kerbal from the one autofilled)

    Fly the flight... (not sure if it matters) I jump the guy out onto the launch pad and end flight from the Kerbal

    Jeb has disappeared from the roster. (all three)

    Vacation days are also persisting on different New Games and stacking (Jeb has 16 days vacation on a new game after being flown on two other saved games)

  4. Any thought to KAC integration or "contract" notifications (the notification tab that bugs you about completed contracts and failed contracts... i forgot what it's called)... Figure set alarms for when kerbals return from vacation or have those notifications pop up for when they return. Would help from "constantly" checking the astronaut facility.

  5. So I had this idea for a little while now but my job has me pretty busy and I can't spend the time to actually develop it now. So I figured I would post it here for discussion and later, either myself or someone else might do something interesting with this idea... So anyways

    Kerbal Science Experiments: Failure is an Option

    Mod to increase the use of science instruments beyond their initial science returns. Also create a use case for repeated orbital visits and the construction of science stations (orbital stations and land bases).

    Design Goals

    1. Enhance use cases for KSP Science Instruments

    2. Enhance use cases for KSP Science Lab

    3. Increase use cases for KSP Scientists

    4. Increase number of Orbital Activities (Lets not forget about Kerbin just because we're hanging out at Jool)

    5. Increase use Case for Orbital Stations and Bases

    note: This should make things difficult because otherwise, you're just pushing buttons.

    68ORu90.png

    Design

    Summary: Generally speaking, In order to make an activity that matters in a way that involves Kerbal Scientists (their Stupidity Stat and Experience Level) I figured a modification of the Transmit/Collect Data function currently in the game but with a chance of failure dependent on the skills of the kerbal scientist. This seems to me, like the best way to increase value of these assets while not putting too much focus on resource management. In addition, have failed (some) experiments require cleaning to increase the use cases for the Science Lab in it's current role.

    So, KSE can use the contract system as the main engine. These contracts require specific parts (various instruments) in order to complete the experiment. Running the Package itself requires a Kerbal Scientist to be present. They must perform a "Run Experiment" on the package. Essentially a "Run Test" function but with a chance for failure. This FailRate is dependent on the Complexity/level of the experiment contract, along with the number of Scientists and their XP Level and Stupidity stat value. Some failed experiments must be cleaned before they may be run again. Larger more complicated experiments, will require more parts to be present. Stations and bases can therefore act as a repository of these parts already in orbit.

    note: Must have a limiting factor to prevent the player from stacking multiple Experiment packages on the same ship. Maybe add negative modifier to the failRate with multiple identical experiment packages?

    note2: generate unique part names for experiment packages to avoid players leaving experiments in orbit to farm contracts (can't use "new craft" contract rule since docking with stations will negate this). Perhaps have Successful Experiments become permanently locked while fail attempts may still be cleaned?

    Experiment Package - Small Radially attachable part. "Experimental Part" that is not on the tech tree. Only available in the editor when the contract is accepted. Part should indicate Success % and current modifiers along with total number of scientists present (part dependencies can be done via the contract system). Also indicate if the experiment is EVA only and if it Locks (requires cleaning). Most of these stats should be able to be shown via the Right-Click menu. If unique part identifiers is beyond the scope, there could be multiple Experiment Package Parts available so that Contracts can simply draw from this "pool" when being generated.

    NFtPGIi.png

    Contract Types

    note: Tier can apply to complexity/requirement of the contract while Level can apply to contract location (Kerbin Orbit, Mun Surface, Duna orbit, etc.)

    note2: some missions may include Time-In-Orbit (like the Magnetic field study missions from Fine Print mod).This may help to prevent excessive farming of contracts and encourage keeping stations manned.

    FailRate increases with tier level. Eventually all but requiring a lab to be present (could indicate on the contract the experiment "difficulty" as easy, medium, or hard).

    Asteroids - Could be a required Part for some contracts thus requiring docking with one.

    Probes - Probe experiments could have limited # of uses instead of require cleaning. With different probe core tech levels having different effects on FailRate while receiving no modifiers from Kerbal Scientists. (number of charges on experiments might be nice to have for Scientist based experiments as well. Makes Labs useful still but not a requirement... unless it actually is a part requirment.)

    Tier 1 experiments don't inherently become obsolete. Lower cost contracts at this level can be assigned to Kerbin Orbit/groundside while more expensive versions could include the Mun or other bodies. Likewise can Tier 1E EVA experiments be apply to Kerbin orbit or on Duna. Other tiers likewise can be lowercost for the closer they are to kerbin while also applying for farther away locales.

    Kerbal Scientists - Failrate is modified based on the average(of sorts) of Level and Stupidity of all scientists currently on the ship/station. Along with a bonus for multiple scientists.

    Failed Experiments - To help the player manage under-performing science teams. A failure message from an Experiment could indicate the unfortunate kerbal and flavor text for how they messed up the experiment.

    Failure Math - I'm still messing around with some different variations on the FailRate calculations so that high level kerbals and large science teams are powerful but not abusable (I foresee risk of Science Buses... or Field Trips of Level 0-1 Kerbals in a Mk 3 crewtank flying around doing peoples homework). Currently something, conceptually at least, like...

    1. If total Stupidity Stat is too low, Team is "Overworked" and a negative modifier is applied. Trying to keep players from only putting the smartest scientists in orbit while ignoring all the others.

    2. A Larger science team may not actually improve the failRate but instead speed up the time it takes to Run the Experiment. In this way, Total Stupidity effects the RunTime of the experiment while Average Stupidity effects the FailRate. So our "subpar" scientists can still be helpful in orbit.

    Still messing around with different ideas in my head.

    Lead Scientist - some missions may require a "Lead Scientist" of a minimum XP level. Handle like a required part on a contract.

    This simply puts a finer emphasis on the player to level up their scientists. While also making these "Elite" Kerbals a bit of a hot commodity.

    3krqunU.png

    Science Teams

    I like to think of a Kerbals Experience Level as "Street Smarts" while thier Stupidity Stat is their "Book Smarts."

    UkbRoHI.png

    Mission Profiles

    The Science lab is big... Really big. So even with the stock parts, it makes sense to try to reuse some of this stuff for future contracts. KSE then become a ecosystem of Parts and Scientists along with their locations in the Kerbol system.

  6. The Long Antenna used for the Communotron 32 model has changed names.

    The reference is for "Squad/Parts/Utility/LongAntenna/model" which has changed in .25 to "Squad/Parts/Utility/commsDish16/model"

    I've had some other things but I'm not on a fresh install right now (dishes seemed to have disappeared from inventory of .242 save but not from a fresh game).

  7. SaSquatch, what mods are you using?

    Cosmetics: Better Atmospheres V5 (the skybox is from the astronomer pack... I think), Distant Object Enhancement, Texture Replacer, Chatterer and the KSO Phase4 pack.

    Others would include FAR, DRE, Interstellar, Tac, RemoteTech, and others that don't really pop up in the video.... oh yea, 64bit with no texture management

  8. ditto, this mod is failing in my carrer mode too, :( sad just found this and would love to get it to work.
    This doesnt work in the new career mode (with budgets added). Or at least i cant get it to work.

    Do you use RealChutes?

    KerbQuake doesn't work if there are RealChutes on the craft. If you're using stock parachutes (without the RealChute config) it's fine. If your ship doesn't have ANY parachutes it's fine.

    I've tested this on both clean installs and my mod heavy build. Anyone else care to test it?

    To be specific, I was using RealChutes v1.2.1

  9. I had that lag issue as well. I thought ScanSat was the cause since it was my most recently added mod but when I deleted it and loaded the game, the issue remained. It may be TAC's new build causing it? Yet, after I rebuilt my rocket, it went away. So who knows. Was really weird.

    However, I cannot get the new version of TAC to work properly. It says it's installed. But something isn't working correctly. It'll pop up at the beginning and tell me that it's installed and ask if I want to use it (through the radio buttons) and I'll close it out. But it comes back every time I'm on the KSC screen and I have to close it out again. What's more, only food is recognized as a resource with no bars for water or oxygen. There are bars for the waste product, but they don't move nor does the food meter (even after being gone for several days with no added life support modules). This is a very perplexing and finicky mod. Followed the install instructions (deleting the old install, didn't use it when I switched over to 0.24, etc.) but still borked.

    That's a bug with US containers... mentioned earlier in the thread.

    On the flights I did, the lag Did stay around on vessels that were still loaded (still at the launchpad). But reloaded the craft from the VAB had no lag.

    At least on my current setup.

  10. x64 here, using the same version of TAC LS, and i'm not seeing the lag problem you are referring to.

    I had lag on launch with Tac and the new scansat build. The brand new one. I reverted back to the old one and the lag was gone on a fresh ship. I have a bunch of mods installed but I tried it out with only those two versions of scansat

  11. With all this waiting for .24 (and on my birthday no less... 15th) I sorted through almost 1500 images from my screenshots folder from my old .18 KSP build. This was the update that brought docking... that's right.. DOCKING. Before that we had to get to Duna and everywhere else on single ships. I never really got that good with that, so I decided to build a ship in orbit when .18 came out.

    And this is how it went.

    note: I really do like my Laythe Lander solution

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  12. Tell ya what, a lot of the IRL Shuttle pilots were actually afraid of an RTLS abort. Even one called it an "unnatural act of physics," and another said it was just busywork for the astronauts to do while they waited to die. Probably because it was a lot of stress for the astronauts, and it wasn't tested in real life, only on paper.

    I like this quote from John Young about how STS 1 was going to be a RTLS test... "Let's not practice Russian roulette, because you may have a loaded gun there."

  13. Actually, from what I understand, they would try to drain it at least most of the way down prior to pitch over, otherwise the tank is too heavy and can hit the orbiter when jettisoned. Even so, they need to perform a special high-g maneuver when they do ditch it in order to get safely clear.

    Somewhere there's a video someone made in Orbiter where they demonstrated the abort procedure.

    Video

  14. I have a tendensy of not deleting my installs of Kerbal, perfering intead to construct a new build. This is what I found in my old ksp .142 game folder. Unfortunately I couldn't find anything from .13 when I first got into the game (thank you Giantbomb).

    Part mods include KW, NovaPunch, old Fustek (i think), mechjeb, and some other things I'm probably forgetting.

    So join me on this trip down memory lane, in a time before patched conics and maneuver nodes.

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