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Vaga

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Everything posted by Vaga

  1. You could try this. It might not need a fix I am going to test it now myself.
  2. You know Angle125 making the pathfinder mod figured out that KAS does not like more than 1 dedicated port attached (The lines connecting all the experiments.) to an item and has removed extra attachment points from his items. Seems like you might need a new system designed for the parts to attach or have the system only take one experiment at a time. Perhaps you could plug the CPU into some kind of base that each experiment can plug into with a green node attachment.
  3. Why not just make a hitch like a real trailer? Think of a semi truck with a V shape attachment and a ball the locks into it. Then add something like landing legs to the front of the trailer to lift it above the hitch.
  4. I think this is because of the patch I helped make for use with remote tech mod. I expect this will be corrected with 1.2 release of KSP.
  5. First of all just wanted to say I love this mod. The interactive experiments are fun. However on a side note a do have an odd bug report for you. I made the experiment connected to the surface the active vessel and was surprised to find the solar panels surface is backwards. The outer portion is not getting sun its the inside getting the sun and because of the angle not working properly. Here is a pic as you can see the solar panel facing away from the sun is getting the sun. Solar Panel Facing wrong way Solar Panel facing correct way getting no sun.
  6. I can't believe no one has made a mod for this one yet given the fact that it is NASA related. This is the Super Guppy used to transport rocket parts.
  7. You could still change the antenna to work like a dish however you would not have a visible dish on the part. However you could use KIS and KAS with the dish, probe core, batteries and a Truss. Then think of it as having to build your own transmitter. (Just don't forget solar panels and a small Omni antenna like I just did in the post. )
  8. However if you think about how the core part operates It should have a minimum of the Communotron 16 and that was why I kept the original Omni antenna with the longer range.
  9. Yes that would be if someone wanted to transmit to the lander or rover then have an uplink to a satellite that then transmits it back to kerbin.
  10. @PART[SEP_CentralStation]:NEEDS[RemoteTech] { %MODULE[ModuleSPUPassive] { } @MODULE[ModuleAnimateGeneric] { %allowManualControl = false } %MODULE[ModuleRTAntennaPassive] { %Mode0OmniRange = 0 %Mode1OmniRange = 5000 %MaxQ = 6000 %EnergyCost = 0.13 %DeployFxModules = 0 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 2 %PacketResourceCost = 15.0 } } MODULE { name = ModuleScienceContainer dataIsCollectable = true dataIsStorable = false storageRange = 2 } } That should work as a small probe core with the 5000m Passive Omni antenna from Remote Tech. (Remote Tech is needed for this CFG but you could do something similar in antenna Range depending on what is being used.) Also with this change the antenna should always be on and you don't turn it on or off.
  11. I mean, in stock if you haven't the antenna you can not transmit science It would no be hard to add a small Omni antenna to the probe core with the CFG file then just limit the distance or disable the other antenna. You don't need to change the default use because it is needed for the stock game. If you simply change the value of the Omni to something like 3000-5000 then you should be good. 3000 is the default for probe cores and 5000 is the small Omni in Remote Tech. Then just change the antenna to Passive.
  12. I got tired of seeing experiments listed in the "[X] Science!" mod that could not be done and made a change to the file that filters experiments to remove them. For anyone wanting a copy here is what I use for my gamedata/[x] science!/science.cfg ScienceChecklist { CelestialBodyFilters { dmbiodrillscan = NeedsAtmosphere HMI = NeedsStar, NeedsInSpaceLow STEREO = NeedsStar, NeedsInSpaceLow SEP_StationTest = NeedsSurface, AvoidOcean SEP_SolarwindSpectrum = AvoidAtmosphere, NeedsSurface, AvoidOcean SEP_WeatherScan = NeedsAtmosphere, NeedsSurface, AvoidOcean SEP_CCIDscan = AvoidAtmosphere, NeedsSurface, AvoidOcean SEP_PSE = NeedsSurface, AvoidOcean SEP_Retroreflector = NeedsSurface, AvoidOcean SEP_InteriorHeatScan = NeedsSurface, AvoidOcean } } I think I got all the experiments into the file now except the golf club because it should work on any biome.
  13. Only problems I have seen is the plugs don't line up properly with the main station and the golf club likes to explode if you don't put it away and equip it manually.
  14. Here is my remote tech CFG file I use for the mod if anyone needs it. The range on the antenna might need to be adjusted but it is working. @PART[SEP_CentralStation]:NEEDS[RemoteTech] { %MODULE[ModuleSPU] { } @MODULE[ModuleAnimateGeneric] { %allowManualControl = false } %MODULE[ModuleRTAntenna] { %Mode0OmniRange = 0 %Mode1OmniRange = 2500000 %MaxQ = 6000 %EnergyCost = 0.13 %DeployFxModules = 0 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 2 %PacketResourceCost = 15.0 } } MODULE { name = ModuleScienceContainer dataIsCollectable = true dataIsStorable = false storageRange = 2 } }
  15. I just noticed I am getting the same error. I know it was working a few patches ago but had started a new career mode. Now the only thing that will inflate is the old faithful water cooling tower. I tried going back to version o.96 and 0.95 and still getting the same error. I thought everything was working in 0.96. The only thing that I can think of different is the 1.0.5 update of KSP or some kind of mod conflict. After More testing it is only in the VAB & SPH that I can't inflate anything other than the Old Faithful water cooling tower. When I build a base everything works properly. The only thing that seems to be broken is the animation in the VAB and SPH.
  16. ok I think I found a usable CFG setting. It might not be the correct way to do it however it is working and functional. Here is a copy of my CFG file. //Antenna Range Module Manager patch by badsector. Thanks badsector! :) @PART[WBI_Gaslight]:FOR[Pathfinder]:NEEDS[!AntennaRange,RemoteTech] { !MODULE[ModuleDataTransmitter] {} @MODULE[ModuleAnimateGeneric] { %allowManualControl = false } %MODULE[ModuleRTAntenna] { %Mode0OmniRange = 0 %Mode1OmniRange = 2500000 %MaxQ = 6000 %EnergyCost = 0.13 %DeployFxModules = 0 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 2 %PacketResourceCost = 15.0 } } %MODULE[ModuleSPUPassive] {} } @PART[WBI_Terrain]:FOR[Pathfinder]:NEEDS[!AntennaRange,RemoteTech] { !MODULE[ModuleDataTransmitter] {} @MODULE[ModuleAnimateGeneric] { %allowManualControl = false } %MODULE[ModuleRTAntennaPassive] { %Mode0OmniRange = 0 %Mode1OmniRange = 2500000 %MaxQ = 6000 %EnergyCost = 0.13 %DeployFxModules = 0 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 2 %PacketResourceCost = 15.0 } } %MODULE[ModuleSPUPassive] {} Here is a link to a picture of it working with remote tech 1.6.9 and the recompiled DLL from Remote Tech FX DLL fix for M700 & Science Lab The PIC of the TERRAIN working with Remote Tech. There is still no fix to see the data from the tracking station until remote tech gets a real update. You can access it from the Terrain satellite in orbit only.
  17. Yes removing the antenna or changing it to a probe core with limited passive antenna. It should default to a better external antenna if one is able to connect with remote tech as long as the probe core has limited range. @PART[WBI_Terrain]:FOR[Pathfinder]:NEEDS[!AntennaRange,RemoteTech] { !MODULE[ModuleDataTransmitter] {} @MODULE[ModuleAnimateGeneric] { %allowManualControl = false } %MODULE[ModuleRTAntennaPassive] // Changed it to work like the passive antenna on a probe core so it don't break. { %Mode0OmniRange = 0 %Mode1OmniRange = 2500000 // <--- You could limit the range here to something like 3000m (%OmniRange = 3000) I would just use one of the default probe cores as a template. %MaxQ = 6000 %EnergyCost = 0.13 %DeployFxModules = 0 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 2 %PacketResourceCost = 15.0 } } %MODULE[ModuleSPUPassive] {} // Not sure the Passive is needed on this part. Should have been on the other part. You could use the CFG file in remote tech for the SQUAD antennas something like the launch clamps. I'm not good with changes to remote tech myself. Perhaps just setting the antenna to passive is enough to make it functional with the settings it has. I didn't try to put it in orbit. I did fly it up to around 30km without a problem just adding %MODULE[ModuleRTAntennaPassive]. The original code does work with other mods however those antenna also have the ability to be extended or retracted keeping them from breaking. Since your antenna is active the entire time it breaks the part once the antenna breaks.
  18. The problem does not seem to be an issue with your remote tech cfg file. I have been looking at this problem myself. There is a bug right now in remote tech that has to do with data being transmitted from the science lab and the M700. There is a DLL fix that has been put onto the remote tech forum however it still seems broken. I also have the issue of kerbals on EVA vanishing become KIA because of stage recovery mod. The original developer of remote tech has is not able to update the mod or is missing right now so people might want to hold off on using remote tech. The dll fix will get the M700 to work however you will not be able to view resources from the tracking station (Its still bugged.) You can still see the resources directly from the satellite with the M700. Since your code is based on the M700 I would assume it has the same issue if remote tech is installed. Also the reason the other person is loosing control of the craft is the built in Omni antenna is breaking under high dynamic pressure. I was able to keep control for longer keeping the rocket slow however there is no way for it to reach orbit. The TERRAIN seems to override the probe core so when the antenna breaks you can use "[" or "]" to swap to the active probe core however the craft still has no control because of the broken antenna. I tried putting the probe core before the terrain scanner and the remote tech antenna onto the probe core. With the TERRAIN on top I was able to control the craft after the terrain broke at around 100m/s by swapping control to the probe core. The problem is the built in Omni antenna on the TERRAIN breaking under dynamic pressure also breaks the entire TERRAIN part. The TERRAIN also seems to be breaking the part list when reverting to VAB. I did try to modify the MM CFG file and turned the antenna into a passive antenna like a probe core and that kept the TERRAIN from breaking under dynamic pressure however the part list still became bugged on revert to VAB.
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