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Vaga

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Posts posted by Vaga

  1. On ‎9‎/‎20‎/‎2016 at 11:41 PM, CobaltWolf said:

    ... but the parts having issues, I *know* have their attach nodes lines up with the colliders.

    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.

  2. 10 hours ago, Angel-125 said:

    I plan to revamp the trailer hitch, so I'll look into it. I'm investigating ways to make surface docking easier. One solution is @DMagic's Flexible Docking Ports 2.0. I'd love to include that as part of the Buffalo mod, but regardless, I need to figure out how to make a proper model for the flexible port. Another solution is to maybe manually dock vessels together once they enter an invisible area.

    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.

  3. On ‎8‎/‎29‎/‎2016 at 11:48 PM, Bombaatu said:

    Dunno if this is a bug or a "feature" (aka a bug with seniority), but if the Surface Experiment Package is set up on a Rover (say, the Buffalo flatbed) and connected by an Engineer, and a Scientist is on board the vehicle, then the surface experiments can be run without the Scientist going on EVA. 

    Side note: these experiments can be run if attached to a rover.... :D

    ueU3z7y.png

    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.

  4. On ‎3‎/‎7‎/‎2016 at 4:22 PM, AlbertKermin said:

    @CobaltWolf Give yourself enough credit. The new art is like 99% of the awesome in this mod :) .

    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.

    ?id=644636981Solar Panel Facing wrong way

    Solar Panel facing correct way getting no sun.

     

  5. 9 minutes ago, CobaltWolf said:

    Ok then. I guess my confusion is that IIRC the low gain antenna on the central station WAS used to transmit back to Earth. I think the big dish was a high gain antenna that could transfer more data.

    I think having the dish be capable of directly transmitting back (either to Kerbin or a comm satellite if you're on a far body) would be good, and let the central station relay stuff.

    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.  :))

     

  6. 8 minutes ago, CobaltWolf said:

    What? 2.5Mm is that Communotron 16 in RemoteTech I think.

    Sorry about the delay re:GitHub release guys. I know that Spacedock is a thing now but I'd like to move primary hosting to GitHub, especially since this is a collaborative project and that will make it easier to keep track of things.

    @politas how exactly would I have to format this for it to get indexed properly? Like, is it just a zip/GameData/SurfaceExperimentPackage with the .version file in there?

    @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.

  7. On ‎2‎/‎16‎/‎2016 at 4:12 PM, Nemeko said:
    On ‎2‎/‎16‎/‎2016 at 3:59 PM, Nemeko said:

    A suggestion that I would like to see, would be an antenna to transmit data over long distances and limit the omni in the core a few kilometers, that way you could use the lander as a repeater, or put the large antenna and collect data when you leave the place

    Something like this:

    And the rover, rovers are always welcome :D

    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.

  8. 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.  :)


     

  9. 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
    	}
    }

     

  10. On ‎1‎/‎28‎/‎2016 at 11:24 AM, Kershu5 said:

    I just unzipped the mod into my gamedata folder, as I do with all my mods, Angel.  Uhh I'm afraid I don't have any logs, though, I tend to clean those out with regularity, and I'll be back on the road moving very soon..  It does only seem to be the Penderosa though, using the other bits I don't have any problems.  Aside from my rig being fussy about large part-count stuff, of course.

    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.

  11. On ‎1‎/‎17‎/‎2016 at 2:12 PM, Supermarine said:

    Hello!

    I simply cannot get my telescope to work :(

    It's probably something very, very obvious, but I've watched old tutorials in YouTube, searched all 3 threads and Reddit and most information is imprecise, old or inexistent...

    How exactly do these parts work? I mounted the Wide-Angle green part into the FungEye, added a HECS, some RCS, batteries and panels, even a little ladder expecting some future repairs, and up it goes to orbit. Then, I right-click on it, select "control from here" and attempt to "toggle GUI" and nothing, absolutely nothing happens and I've tried 4 times, relaunching the thing. Yes, I have the very latest version found here. I l also have the latest DOE.

    By clicking on everything I discovered that "release" does just that: jettisons the green Wide-Angle thing from the bay (which can be "opened" via menu). I select a target for the craft, and even manually point the lenses to the Mun. When I pointed at the sun a message told me I had ruined the optics, but nothing apart from that. I click, click and click on the "toggle GUI" button and the only thing it does is remove the target and then display "No Target" on the screen.

    Help me please :(

    Edit: I'm forcing OpenGL, running on Windows 7 64-bit with no problems and no crashes whatsoever. Using standard Steam launcher.

    Are you using the Remote Tech mod?  If you have remote tech you might need the patch dll file from Remote Tech FX.

     

     

  12. 3 hours ago, Angel-125 said:

    Thank you for investigating this further. :) It sounds like Terrain doesn't work too well with Remote Tech. I think that with stock antennas coming with 1.1, I'll hold off making further changes to the Terrain until the new version of the game is released. Meantime, the simplest solution is to remove the antenna module from the Terrain when using RemoteTech.

    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.

  13. 1 hour ago, Angel-125 said:

    Thank you for investigating this further. :) It sounds like Terrain doesn't work too well with Remote Tech. I think that with stock antennas coming with 1.1, I'll hold off making further changes to the Terrain until the new version of the game is released. Meantime, the simplest solution is to remove the antenna module from the Terrain when using RemoteTech.

    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.

  14. On ‎1‎/‎26‎/‎2016 at 10:42 PM, Angel-125 said:

    Ok, I need more info to help. Do you have the logs? You cannot inflate the module in the VAB/SPH, only out in the field. The fact that you can't see the option out in the field suggests there's a problem somewhere with the install. How did you install the mod?

     

    It sounds like the Remote Tech config for the Terrain is off. I don't know anything about RT, so it'll take a bit to sort out.

     

    Yay, glad you figured out the problem. :)

    I have an update in the works. You can play with a pre-release config by downloading from here. I should have the official release in the next couple of days.

    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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