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Bombaatu

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Everything posted by Bombaatu

  1. Ok, but I don't use Kerbalism. (Thought about it back when it first came out, but am now using Snacks)
  2. So, this looks really interesting but it doesn't support the Pathfinder mod I saw earlier that it was being planned; is there an ETA for that?
  3. FYI, It's spelled "Beauty" - you're missing the 'a'. Unless it was intentional; in which case, never mind...
  4. (insert sad music here) Hello. I'm Bombaatu & I suffer from Constant Career Restart Syndrome (CCRS). I get to a certain point in a career game & for <reason>, I abandon it and start another. I keep telling myself "Not this time... this time, I'm gonna keep playing this one!"; and yet... I never do. The reasons vary, but usually have to do with the mix of mods I am using. I try to start minimally, but then the "Oh, but I need this one!" bug hits me. And then "But I should have had this from the beginning! Now I've missed out on <thing>!" And the cycle starts anew... Are there other CCRS sufferers out there? For those who have healed themselves of this terrible affliction, what course of treatment do you recommend?
  5. I know about the ASET versions, but they are "high tech". The IVA I linked to is an older, "analog"-style, using Apollo-era instruments. While I love the high tech MFDs, the older style send to fit better with the early game spacecraft.
  6. There a strange thing that happens with the "Land a probe at a specific location" & "Crash a probe at a specific location" contracts. The "Land a probe"'s target is always called "Impact Target", whereas the "Crash a probe" location is a named location. Shouldn't that be the other way around? It's very confusing at times.
  7. There appears to be an issue with a Pathfinder science definition that is preventing KEI from functioning after Advanced Construction is unlocked. Here is the error from the log:
  8. What does the "Sky Watch" feature of the DenEye telescope do?
  9. Are there any tutorials around on making/modifying IVAs? I've love to take a crack at making an IVA for the Brumby & Backseat in this style:
  10. Seconded - a Mk1 Pod IVA in the same style would be *awesome* EDIT: not to mention the Mk2 Landing Can... Just sayin'
  11. I'd love it if the IVA used the new "old-school Apollo-era" ASET props, like was done for the Mk 1 Lander Can...
  12. I just loaded the new version of this & tried it out. Looks great! However, I did run into an issue. I tried to recover the craft using the recovery radio in the IVA. The system threw all kinds of NREs and I could not enter any buildings. When I stopped & reloaded the game, the recovered craft was back on the launchpad. The craft in question was just the Mk 1-2 Command Pod w/ 3 Kerbals, using this IVA.
  13. I see what I did - I didn't click the "participate" radio button. Running into a different issue where the Ponderosa's right-click menu is unresponsive, but I think that's just a glitch - going to restart & see if that resolves it.
  14. This did the trick: @ PATH_HABITATION[GeoLab]:FOR[Pathfinder]:NEEDS[SEPScience]. Of note: my original testing was in Sandbox mode, but then I noticed SEP options weren't available in the setup. To test, I started a new Career game with tons of starting money & science to unlock the necessary nodes. With the above change in place, scientists can now calibrate experiments. In the right-click for the Ponderosa, you must first click the 'Activate' button, then you can 'Run All Experiments'. One thing I did notice when setting up - I needed a physical connection between the craft with Equipment & the Saddle. I had configured the Coach Logistic Module's distribution to share Equipment, but the Ponderosa still stated it required 600 Equipment to inflate. When I checked Distribution for the Ponderosa, Equipment was not on the list - is this by design or an oversight? Here is the full config for the SEP patch - I saved it as MM_SEP.cfg in /GameData/WildBlueIndustries/Pathfinder/ModuleManagerPatches:
  15. I'm not so sure. I know that when you set up an SEP station, several experiments can be hooked up to a power distribution node, which is then connected to an SEP Central Station; the gist is, it doesn't have to be a direct connection between the experiment and the central station. I would think the Ponderosa being attached to the Saddle would convey the 'signal', assuming the central station module loads the in first place. I suspect the module isn't loading in the template at all, but I'm unsure how to test this.
  16. Ok - the port on the saddle will connect to an SEP power conduit. However, the experiment did not recognize that it was connected to an SEP Central Station when I had a scientist try to calibrate it. Nor did the "Run All Experiments" button show in the right-click dialog for the Ponderosa. Maybe @CobaltWolf has some insights... ?
  17. Well, I've taken a first crack at it but it doesn't seem to be doing anything. I don't know if I misspelled something. I got the value of the NEEDS block from the SEP part in KPBS; the module definitions were lifted out of the SEP central station config file. The only edit I made to the module was setting animated to False & removing the animation name. When I launch a part configured as a GeoLab, I do not see the 'Begin All Experiments' button in the right-click menu, nor anywhere in the Manage Operations dialog. This may be because there is currently no way to attach experiments, though.
  18. Yes - the part is called "SEP-S06 Passive Seismic Experiment". Here's the module definition for the experiment:
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