drhay53
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Everything posted by drhay53
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KerbalX.com - Craft & Mission Sharing
drhay53 replied to katateochi's topic in KSP1 The Spacecraft Exchange
Does the required tech filter work right? I'm seeing a 404 when I try to open it in a new tab, and nothing happens when I left click on it. -
I myself would love some kind of game mode that rewards you for doing science in a way that's very different from all of the current possibilities. I don't know what it would look like, but I totally agree with the OP; I think he nailed the issues I have between career and sandbox. In career you're fighting through the science to unlock parts, and in sandbox there's no need to do science. All science mode gets rid of is funds, so it doesn't really help. My preferred way to play would be something that rewards me for going around the solar system doing fun stuff. Usually I stop before I get there because at some point I realize I'm not having fun anymore, and I wait for the next major update and start all over. Don't get me wrong, I love KSP. I just wish there was something revolving around science that made the game more fun for me. edit: I should add that I also usually reach a point where my FPS is constantly 10 and then I also usually flame out on KSP for a while
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[KSP 1.3.1] KEI - Kerbin Environmental Institute(1.2.3) 2017-10-11
drhay53 replied to RealGecko's topic in KSP1 Mod Releases
@linuxgurugamer my 2 hour trip turned into a 9 hour trip, but it looks like the newest version fixed the issue. Thanks. -
[KSP 1.3.1] KEI - Kerbin Environmental Institute(1.2.3) 2017-10-11
drhay53 replied to RealGecko's topic in KSP1 Mod Releases
Will test today, but currently have a 2 hour rover trek across Kerbin to monitor -
[KSP 1.3.1] KEI - Kerbin Environmental Institute(1.2.3) 2017-10-11
drhay53 replied to RealGecko's topic in KSP1 Mod Releases
Well interesting @linuxgurugamer. I uninstalled your debug version and reinstalled the 'release' version from your github fork, and the experiments came back. So there seems to be something very weird going on. I don't really know how to debug it if the debug version works as intended but the release candidate doesn't. The cfg file has all of the WBI experiments listed, so I should have the right version. The version of the .dll I have installed now after reverting was last modified 3/26/17 at 5:21 PM, and was unzipped from KEI-Unofficial-2007-04-14.zip -
[KSP 1.3.1] KEI - Kerbin Environmental Institute(1.2.3) 2017-10-11
drhay53 replied to RealGecko's topic in KSP1 Mod Releases
This morning I had a hunch about something being cached or something like that, so I completely uninstalled KEI again, booted KSP, then installed your debug version and re-booted KSP, and that seems to have gotten rid of all of the experiments except for "WBIBiomeMultiExperiment", which is part of the Buffalo crew cabin and is probably meant to be available in the KSC mini-biomes (it is not the same as the 'WBIBiomeAnalysis' in @Angel-125's list). Angel can confirm or deny whether the buffalo biome experiment is meant to be available. So probably the issue was some kind of incomplete uninstall before installing your version that accepts the blacklisted experiments. Sorry for adding work for you in enabling the debugging. -
[KSP 1.3.1] KEI - Kerbin Environmental Institute(1.2.3) 2017-10-11
drhay53 replied to RealGecko's topic in KSP1 Mod Releases
@linuxgurugamer I installed your version and used the updated ExcludedExperiments cfg, but I'm still seeing some of the WBI experiments. I have my own MM config that changes their biomeMask and situationMask settings with a :FINAL tag, so most likely the reason I'm only seeing a few are because those settings get rid of ones that Angel only allows in ORBITING situations. It doesn't seem like KEI is currently blacklisting any of the ones where my situationMask allows them while landed (previously Angel's situationMask allows every experiment while landed, technically). I looked in output_log.txt and there are no strange KEI entries. I also double-checked that the list Angel posted includes the ones I'm still seeing, and it does. The ones I'm seeing are (still pretty early in community tech tree): WBIIceCreamResearch, WBIBiomeAnalysis, WBIGooStudy, WBILongTermCryogenicMiniStudy, WBITemperatureStudy, WBIThermalStudy, WBICoreSampleAnalysis Can you do a quick check for bugs on the blacklisting, and if nothing is obvious, let me know how I can help to debug further? Hopefully you can get your own thread soon -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
drhay53 replied to Angelo Kerman's topic in KSP1 Mod Releases
FWIW, here's the MM patch template for what I want to do, for experiment with id=expid : I won't post the full patch I'm going to use, as I can't guarantee it won't break something in someone's game, and I don't want to add more work onto Angel debugging my hack. -
I'm looking to change the biomeMask and situationMask on a set of experiments whose id's I know. From looking at various MM files in the community patches post, I think it would look something like this: Does this look about right? For the id, is there way to do wildcards if I know how to isolate the experiments in question? Like 'all experiments with id=000*' ?
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[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
drhay53 replied to Angelo Kerman's topic in KSP1 Mod Releases
So for testing purposes, I set all of the situationMasks to values as proposed in my previous post, and set all biomeMasks to 0. I sent a MOLE into orbit with no experiments, then sent up a Korona Supply Capsule with 2 experiments in it. The experiments were transferred to the MOLE Lab, were able to be completed successfully, and [x] Science worked properly in tracking them. So basically, for my needs, it seems the experiments work in the most common usage scenarios, [x]-Science is able to track them, and KEI will soon be fixed to ignore them. FWIW, my playstyle is basically to cross off every experiment on the [x] Science checklist. So I want the WBI experiments to be included, but I want them to fit in the ecosystem in a way that basically requires an orbital station and a ground based capable of producing lab time on every body. Sufficiently challenging, but not requiring i.e. flying low in [x] science for every experiment. I will find a different thread to ask someone for module manager advice so that in future updates I don't have to manually change all the .cfg files. -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
drhay53 replied to Angelo Kerman's topic in KSP1 Mod Releases
Yes I know, thank you (and linuxgurugamer). Thanks for the clarification. I had been doing all of my testing with the LDEF experiment-specific parts, not with the MOLE general open slots for experiments. So while changing the biomeMask and situationMask settings myself didn't seem to break anything on the LDEF modules, perhaps it does break things if the experiments are placed into a MOLE experiment slot. I still have a pretty specific way that I would prefer the experiments to work just for my own career playthrough, and so I will probably maintain a local version of the .cfg once the dust settles on our discussion (which I think it basically has). -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
drhay53 replied to Angelo Kerman's topic in KSP1 Mod Releases
All I'm doing is noting some quality of life issues with popular science mods. I've offered to do as much of the work as I can myself, and I've even dug into all of the .cfg files and other mods and threads myself to try to offer solutions. Other people may use KEI + MOLE thinking that it's intended that they can fell half of the community tech tree simply with MOLE experiments and the click of one button. I don't think that's intended, and all I'm doing is letting the authors involved know. If they don't want to fix it, then I will obviously set my own 'house rule' about KEI+MOLE ( but if you look at the KEI thread, it's basically already very close to being fixed). -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
drhay53 replied to Angelo Kerman's topic in KSP1 Mod Releases
What I mean is whether your experiments are really meant to be situationMask = 63, which means that you're explicitly telling KSP and other addons that the experiments are runnable in every situation, including ones that don't seem to make a lot of sense to me, like splashed, flying high, and flying low. i.e., situationMask = 63 and biomeMask = 7 means that all of your experiments are available in every biome while flying low. So technically you'd have to build a plane that can carry labTime and experiments and fly it through every Kerbin biome to complete those experiments. Maybe that's what you intend? edit: part of the reason I'm asking is that there are comments in your .cfg files after the situation masks saying "is this right?", so I'm trying to make sure we're all on the same page about exactly what your current settings are telling KSP and other mods, while also getting to the bottom of what you intended the settings to be. -
[KSP 1.3.1] KEI - Kerbin Environmental Institute(1.2.3) 2017-10-11
drhay53 replied to RealGecko's topic in KSP1 Mod Releases
Thanks guys, I was going to put it together for you but my son is out of daycare because of the Easter weekend and I've been busy today. -
[1.8.x] AutomatedScienceSampler - V1.3.5 - 18.10.2019
drhay53 replied to SpaceTiger's topic in KSP1 Mod Releases
Hi @SpaceTiger, I know you generally don't like to try to manage custom science mods if possible, but I've noted an issue between AutomatedScienceSampler and @Angel-125's MOLE mod, which adds lab-based experiments requiring a special resource called lab-time, which must be built up slowly in a special part. There are really 2 issues with AutomatedScienceSampler: 1) it ignores the need for LabTime, popping Angel's experiments whenever it senses it's allowed by situationMask and biomeMask. 2) I don't necessarily agree with Angel's biomeMask and situationMask settings on the experiments, and I'm not sure of the design intent yet, but AutomatedScienceSampler will pop the MOLE experiments in situations that I think most users will find weird. Is it possible that we can come up with a way for AutomatedScienceSampler to ignore certain ones of Angel's experiments? Unfortunately we wouldn't want to just avoid them all, probably only the ones requiring this special resource. If there were a config file or something for experiments to ignore, I could handle all of the work there. -
[KSP 1.3.1] KEI - Kerbin Environmental Institute(1.2.3) 2017-10-11
drhay53 replied to RealGecko's topic in KSP1 Mod Releases
Hi @RealGecko, I've noticed some issues with @Angel-125's MOLE system; Angel adds a bunch of new science experiments, and even after messing with the situationMasks and biomeMasks, I can't seem to get KEI to ignore them. I don't think they're really intended to be available in the KSC mini-biomes, and they add a really excessive amount of science when KEI pops them. How can we go about getting KEI to ignore these experiments? Thanks. -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
drhay53 replied to Angelo Kerman's topic in KSP1 Mod Releases
Ok. Can you at least confirm your design intent with respect to the situations in which they're supposed to be biome-specific? and whether situationMask = 63 is really intended as well? (i.e. should the experiments be available in flying low and flying high, which seems strange for a lab-type experiment?) In case anybody reading this shorter post notices, if there's a module manager template you can write for modifying the experiment biomeMask and situationMask values, that would helpful, and I'd do the rest. My issue is just the sheer amount of science that these experiments give when popped by KEI. When you upgrade buildings at KSC, many times experiments can be run yet again, and over time, the main source of science that you get turns out to be from KEI popping MOLE experiments. It's just way overkill. For instance I popped a new science game with KEI, MOLE, and community tech tree, and just by popping MOLE experiments at KSC alone, you can unlock every tech up to the 525 science tier. -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
drhay53 replied to Angelo Kerman's topic in KSP1 Mod Releases
@Angel-125 I have questions about your experiments, especially related to interaction with other science addons. The basic issue here is that I have three addons which are conflicting with your LDEF experiments, in ways which I'll explain: [x] Science - the checklist has most of the experiments available in weird situations. I am pretty certain this is due to the situationMask and biomeMask settings on the experiments. All of the biomeMasks in BasicExperiments.cfg are set to 3 or 7, which tells ksp and other addons that the experiments are available biome-specific in the situations SrfLanded (1) + SrfSplashed (2) = 3, or SrfLanded (1) + SrfSplashed (2) + FlyingLow (4) = 7. With situationMask at 63, ksp and other addons think the experiments are available in all situations. Automated Science Sampler - this addon runs experiments automatically when the situation and biome allow. Hence you can see the issue with the biomeMask and situationMask settings; automated science sampler will pop LDEF experiments at seemingly weird times (because it thinks it's meant to), also ignoring LabTime. Kerbal Environmental Institute - this is really what made me start investigating. This addon will run all science experiments for you in the KSC mini-biomes. I hate them so I run with this (I'm playing a 30% science career mode, btw, with community tech tree). However, since the situationMask and biomeMask for all of your experiments allow SrfLanded, that means that KEI thinks all of your experiments are available in the KSC mini-biomes. So KEI offers you the full science value of all of your experiments in every KSC mini-biome. Probably not a good interaction to leave in place, as this amounts to thousands of science KEI will pop. So, now what? I don't know exactly how your code works for LDEF, but I see that when clicking the button to run an experiment, if you're not ORBITING or LANDED or whatever, the menu gives you feedback. I am guessing that this is where you check (in real-time) whether the experiment can be run. I am guessing that the LANDED experiments may intentionally be allowed to be biome-specific? i.e. you could drive a buffalo with an LDEF on it all over a planet and run the experiments? I'm not sure if it's intended or not. If it is intended, then I would recommend changing at least the ORBITING only experiments to biomeMask = 0. This will reduce the number of experiments KEI will pop and the number of things showing up in [x] Science. Personally, and I don't know what you intended, but the way that I would prefer all of the experiments to behave is ORBITING = In Space Low (and/or In Space High), and LANDED = SrfLanded. So situationMask = 16 (or 32 or 48) for ORBITING, 17 for ORBITING+LANDED (or 33 or 49), and 1 for LANDED only. All biomeMasks would then be 0, indicating that you can only do the experiment in those general situations, not once in every Biome. This solves the [x] Science problem, which can now properly track where you've done the experiments, since your code handles the checking on ORBITING or LANDED. It also fixes the KEI problem, I think, though I haven't tested yet (edit: it does not seem to fix the KEI problem, and I'm not totally sure why. It does fix the [x] Science issue). With my proposed settings this would mean at every body you could run all of the LDEF experiments at something like an orbital station and a surface base, but that's it. That would just be my preference for how to use the experiments. The Automated Science Sampler problem I'm afraid we're stuck with, so it's just important to keep it turned off when flying on a vessel with LDEF experiments on board. It's easy enough to reset the experiment and run it after gaining the right amount of LabTime. Let me know if I've got anything wrong here. Also, I don't know how to write a ModuleManager patch to change the experiments, but if anyone can write me a prototype, I'd love to do that rather than manually changing the WBI files. -
Raptor's Craft Download Catalog - Tested & Proven
drhay53 replied to Raptor9's topic in KSP1 The Spacecraft Exchange
I'm curious how you use the large aircraft in career.... or do you really use them regularly? I'm talking the strato-soar and tri-soar type of planes. The reason I ask is that I've been using them with KerbinSide and KerbinSide GAP, and I find it nearly impossible to successfully land one of them at a kerbinside runway. I think it's really that wheels still are pretty terrible in KSP. If I want to really play a flight sim, I'll go back to DCS world or something, I guess. I just find it relaxing to sometimes take a kerbinside gap contract and go for a nice flight If you ever feel like designing a new plane, something that holds somewhere in the 20-30 passenger range would be a nice supplement to the designs you already have There's not alot of good ones on KerbalX and that might help with landing at KerbinSide as the plane will be a bit smaller. Anyway, no pressure, just some feedback. Your planes are basically the only ones in my SPH fleet, but for various reasons in my current save I've decided not to use kerbinside gap (or really, any non-science contracts at all). So just consider this some light feedback -
Raptor's Craft Download Catalog - Tested & Proven
drhay53 replied to Raptor9's topic in KSP1 The Spacecraft Exchange
On the two C7 passenger transports, I can't seem to get a kerbal up the ladder to the hatch. I've even tried moving the ladders around a bit in the editor. Any help? edit: I ended up pulling them out of the sides of the aircraft and tilting them upwards a bit more. They're pretty ugly but I finally was able to get a kerbal past the end and up to the hatch. -
Whats your revolutionary design hacks?
drhay53 replied to The CanineCraver's topic in KSP1 Discussion
pressurized Fuel Tanks Plus tanks. I think I've put them on in like 18-count symmetry mode before. Is this a hacks or cheats thread? Those things feel like cheating. -
I am having a problem, hopefully these instructions make it reproducible. - using a rover lander. store a craft inside it. - run a mission; realize craft in rover lander needs tweaking. - tweak the craft; save it with the same name. - edit contents of rover lander. Clear contents. Try to add craft. Nothing happens. No message, no craft, nothing. - in console: "Exception: ArgumentException: An element with the same key already exists in the dictionary" Other crafts load fine. Crafts that are too big produce an error message. It seems that something is not quite properly cleaned up when clearing the hangar contents? edit: also, right before the exception in the console is: [KSPUpgradePipeline]: CraftName (1.2.2) is up to date.
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Does the mission editor effectively replace contract configurator and contract packs? Will it be much easier for people to create and share something like contract packs? There's a steep entry cost into creating good contracts currently and I think people underestimate how much community content will be gained with an intuitive mission editor.
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