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SaSquatch

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Everything posted by SaSquatch

  1. benjee10 I've been running this and DIRECT in my game and both have been absolutely exceptional. Thank you for your work. And to be clear, I am 100% onboard with strict docking alignment. I was never a big fan of the strong mag force. Just made things too easy. However, the CBM was absolutely not working for me.
  2. 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.
  3. Ok, so I narrowed it down.... If you launch a vessel from the CrewSelection menu in the VAB... kerbals on vacation dissapear. To get them back... just trigger a crew selection screen (either the direct click on the launch pad or the vab selection screen)
  4. 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
  5. 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)
  6. 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.
  7. 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. 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. 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. Science Teams I like to think of a Kerbals Experience Level as "Street Smarts" while thier Stupidity Stat is their "Book Smarts." 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.
  8. 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).
  9. 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
  10. I've been messing around with KerbTrack today(as well as installing phase 4... I've been away) and I've got to say... HellDiver, you made some great models. I've just been looking at everything in the KSO again and having a great time. And tossed this thing together. 64bit with no texture management
  11. I just tried this thing out with TrackIR... and I'm a very happy camper. Great job. Just made this thing.
  12. Sir Haxington hasn't been online for awhile... or at least his kerbal profile and Github profile doesn't show activity since may. If I have some time I may take a peak at the source and see if I can at least figure out what's going on. I don't really have the time but I do really like this mod.... Unless the author reappears..... NOW. Did it work?
  13. 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
  14. Works in a clean install but my mod-heavy build throws exceptions... and occasionally works. Seeing if I can narrow it down.
  15. I bought the game in Jan of 2012 (.13) after I had read about it over at Giantbomb.com. KSP took over my month. I saw every episode of voyager and enterprise while playing it... hey, it was on netflix.
  16. 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.
  17. 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
  18. Default craft was messed up for me but swapping out the engines worked just fine. Oh yea... all without Active Texture Management or the squad fix but WITH the firespitter temp dll. I've been having a crash with ATM installed so I've avoided it thusfar.
  19. 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
  20. You can also go into Downloads in chrome and click "restore" on that download, or something to that effect.
  21. 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."
  22. A sad loss during the .16 update when we got EVAs and IVAs.
  23. 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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