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drhay53

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Everything posted by drhay53

  1. @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
  2. 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.
  3. Ok, it looks like I was close, but this is the format I was looking for after messing around a bit:
  4. 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*' ?
  5. 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.
  6. 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).
  7. 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).
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. @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.
  14. 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
  15. 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.
  16. 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.
  17. Even with cheats I don't think you can set things to the same orbit with a specific phase difference, can you? In hyperedit you can do a rendezvous with a lag time, I wonder if that still works if the time is like 1/3 of an orbital period?
  18. 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.
  19. 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.
  20. Will buy purely to reimburse for the over 1300 hours of craziness and enjoyment I've gotten from KSP so far.
  21. One thing I've found is that heavy parts that are far away from the center of mass of the whole craft is bad. I.e. don't put a processing lab as the last module far away from the center of mass of the station.
  22. I've used that tug to death myself in station building, it's a great little craft.
  23. Typically what happens with me is I will crash relatively quickly after starting the game, and then after that it will last quite a while. Anyway, I don't have either of those mods installed, and I still crash and don't exit gracefully
  24. My long-term KSP experience is that there are times where whatever combination of mods you have installed makes the game unstable with no obvious cause. My current installation with ~100 mods crashes somewhat frequently and literally never closes properly. If I try to exit the game, I get the "stopped working" dialog box; the game never closes gracefully. Usually the only way this stops is either with game and mod updates it randomly goes away, or when I start a new career with a different mod list it sometimes stops. I have a high-end gaming system btw. Some people never see problems, and try to tell the people who DO have problems that it's their system. Even with heavily modded installs. Some people can't even get a stock game to stop crashing in the VAB/SPH. Wish I had concrete advice but really, this is a long-time issue with KSP.
  25. Ok thanks, yes I get 537 craft. String matching will get you every time
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