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ShotgunNinja

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Everything posted by ShotgunNinja

  1. @Nereid Until now when firing OnScienceReceived I was assuming the first parameter is data size (in Mb). But now I double checked and stock is passing the science credits instead... ooops my bad. Will pass science credits as first parameter in next version.
  2. @William516 Ok I'll see what's going on. @basedBronson Yes write the following in a file with .cfg extension, and put it anywhere inside GameData folder: @PART[*]:HAS[@MODULE[Antenna]]:FINAL { @MODULE[Antenna] { @dist *= 10.0 // change the multiplier to fit your solar system } } In next version I will include it for the supported planet packs. @Shield88 To upload an image use the 'insert other media' button on the bottom right of the post editor. Chemical plants and crustal/atmospheric harvesters need to be configured in the VAB (right click on the part, then click on 'configure' button). @Nago If you enable Science in Kerbalism, I replace all stock science containers with my own system. So any mod that look for ModuleScienceContainer doesn't find any of them. That bein said, my module implement IScienceDataContainer. So mods that look for IScienceDataContainer instead will work.
  3. @pslytely psycho I through about your issue, maybe an exception is thrown when you stage. Reproduce the issue, close KSP and send me the file KSP.log (is in your KSP forlder). @William516 Question: are you using RealFuels? @Mynhardt Kitshoff High-gain antennas (the dishes) can only communicate back with Kerbin/Earth. Communications between vessels happen using Low-gain antennas (the whips). Also on the low-gains you need to esplicitly enable 'relay' in the part ui, to allow that antenna to receive data from other vessels (eg: on your relay vessel communotron).
  4. Very unlikely to be caused by this mod. In the past I did influence malfunction rates by radiation. However that was hard to plan around so it was dropped. Also in some private builds I did experiment with a mechanic for probes called 'safemode', that disabled them for some random time after enough radiation was accumulated by the probe (similar to how radiation work for kerbals). That turned out to be not fun enough, so that was dropped too. A lot of mods assume experiments DataScale to be 1.0. That was okay for some stock experiments (but not all of them), so the problem is in how Final Frontier and other such mods forget to consider DataScale when evaluating the science credits.
  5. Press 'B' in map-view or tracking-station to show a window where you can toggle the fields rendering. You can also press KEYPAD 0/1/2/3 to quickly toggle them.
  6. @The-Doctor Can you check if the problem exist when Kerbalism is not installed?
  7. Good idea. This is already implemented. Kerbalism remember what scanners were disabled in background by lack of EC, then restart these scanners when EC is available again. Sorry I saw the image, but what is the problem exactly? Can you clarify? I'm investigating this, thanks for the reports. Have you seen the wiki? In particular this page contains the specs for all modules and this one the specs for the rule framework. I am aware that the documentation is not great on some of the parameters, so feel free to ask questions about any of them.
  8. The vessel must be manned for the harvest button to appear, or it can be done on EVA. Ok send me the savegame/log when this happen again. 30 days in a tiny pressurized habitat are not pleasant, but 30 days inside a suit with a diapher are much worse. Anyway, you just need to bring enough nitrogen for 30 days to satisfy that contract. @astroadrian99 Can you check if MM 2.7.5 is installed? @karst45 Thank you, could be an issue with Configure module. I will try to replicate when I get some time.
  9. Thanks, you are right. The issue seem with the UNDO in editor, that apparently 'recreate' all the parts and reset all their module values. You can see the same behaviour with eg: pod lights. Turn light on, add another part, undo: you will see the light revert to off.
  10. You can leave bodies without a RadiationBody definition: these will just have no magnetopause or belts. That is okay, not every piece of rock has these. All the RadiationModel included (like 'metallic', 'irregular', 'earth', etc) are just generic examples. You can use these, or create some new RadiationModel. Then you can share the models with multiple bodies, or not. That is up to you. It's a tradeoff between fields variety and preprocessing time.
  11. @bpilgrim Can you send me the log when that happen again? @DMagic I can stop hiding the dialog again in next version (fixed related issues). Also recently changed the HardDrive module to implement IScienceDataContainer. Eventually I could extend that to a ModuleScienceContainer emulation, meanwhile ReturnData() can be used to store and DumpData() to remove files. The API doesn't include functions to deal with files right now, but I will add them ASAP. Those will be necessary if you want to transfer to unloaded vessels. Same with connection info, there is a function already but I could add additional ones. @SiCaRiO31 Press the 'B' key in map-view/tracking-station to open that window. @JadeOfMaar Crustal resources: Water, Ore. Atmospheric resources: CarbonDioxide,Oxygen,Nitrogen. I've used this, maybe it can give you some ideas. @SmarterThanMe Yep that was it. For the transmission problem: data transfer require some time, try to wait a few minutes and see if the file size is going down. Also check if your science credits are going up after some minutes.
  12. Update 1.1.7 - HardDrive module implement IScienceDataContainer - monitor auto-switch vessel - window get scroll bars if necessary - fix: prevent camera scroll is working again - fix: show monitor panels depending on features enabled
  13. That is intentional. Signal replace CommNet. Read the wiki. Processes can be turned on and off in the VAB. Scrubber and Pressure Control are running by default, but WaterRecycler and the others are not. I've based the radiation levels for stock bodies from reality, more or less. But with these planets not linked to reality however, you will have to decide what's most interesting to do. As guideline the home body should have the belts and the magnetopause, to make the user experience these from the start of the game. The rest is up to you. Seems the NearFuture.cfg patch lost the definitions in the refactor. I'll see what I can do. I am unable to reproduce this issue. Some features are detected automatically from the profile in use, such as Radiation. To turn it off, you need to use a profile that doesn't need the radiation modifier. The outer belt is the border of the structure you see. More precisely it is the boolean subtraction of a torus with another one. Levels below 0.02 rad/h are relatively safe. In general a safe level is one that gives you enough lifetime to do the mission.
  14. New version released: 1.1.6 - improved the ui - JX2Antenna support patch by YaarPodshipnik - ContractConfigurator support patch by Gotmachine Improved Monitor In the monitor, click on a vessel in the list will select it. The monitor will then show a panel about the vessel. Right-clicking anywhere in the monitor to de-select the vessel and go back to the list view. At the bottom, you can see there is a little menu. Click on the entries to switch panel. All previous windows have been converted to panels. It is possible to popout panels as windows by right-clicking on the menu icons. Like this: here the telemetry panel has been opened as a window.
  15. Version 1.1.5 has been released and the wiki is updated. Have fun!
  16. Thanks for the offer. I'm doing it after realizing ScienceRelay will find no science container on other vessels, because I'm removing all the stock ones. I plan to have my HardDrive module implement IScienceDataContainer in one of the next versions, to solve that. Also in last pre-release I was forced to change how the data is hijacked: now the stock dialog is hidden, never shown to the user. It was necessary to avoid the data being stuck in a limbo, if the dialog was closed by a game event. For instance the user open the science dialog then goes on EVA: the data was stuck in the science experiment. Or the user open the dialog, then recover the vessel: that will lead to both my data and the stock one existing at time of recovery. So I ended up hiding the stock dialog, as a temporary solution until I find a better one. @podbaydoor Try the last prerelease, there has been some related changes.
  17. @APlayer Science is disabled if ScienceRelay is detected. Does that apply in your situation?
  18. @jo_jo_binks I do replace the ModuleScienceLab with another module called Laboratory. There is some new facilities in KSP 1.2 that could be used to solve these kind of issues in an elegant way, in future. Meanwhile it could be fixed with some MM patch, perhaps. Something along these lines (untested): @CONTRACT_TYPE[*]:FINAL { @PARAMETER:HAS[#partModule[ModuleScienceLab]] { @partModule = Laboratory } }
  19. @Alvargon The Signal system in Kerbalism disable the 'stock antenna system', and has its own connection lines. If you want to maintain CommNet, simply set signal to false in Settings.cfg. @The-Doctor Shielding was changed to 1 unit per square meter of habitat surface. The crew can survive a few storms without any shielding. @stoani96 I can't replicate what you report. Tried with Kerbalism + KER, tweaked the fuel tanks, the component quality, changed configurable setups... mass is always reported correctly here.
  20. @Epiphanic Thanks, fixed for next version. You can grab the updated dll from the github meanwhile.
  21. @jlcarneiro Here's a summary of gameplay changes. Note that this assume you are using the default profile. kerbals now require water kerbals can die of co2 poisoning each pods can be configured with 2 of the following ECLSS setups: Scrubber Pressure Control Water Recycler Waste Processor the Scrubber now sequester co2 from the internal atmosphere, instead of acting as a recycler quality of life can be improved by providing a pressurized habitat (that in turn consume Nitrogen) you can enable/disable parts of the habitat in flight the inline supply containers can be configured to store: Food Water Waste and WasteWater the radial supply containers can be configured to store: Oxygen Nitrogen Hydrogen Ammonia CarbonDioxide the greenhouse: require water require a fertilizer (Ammonia) produce oxygen will not grow without a pressurized habitat will not grow if exposed to high radiation the stock ISRU 'ore->fuel' has been replaced by a set of chemical processes, that are choosen in the VAB: water electrolysis sabatier process haber process molten regolith electrolysis solid oxide electrolysis anthraquinone process hydrazine production the stock drill need to be configured to extract one specific resource among these: water ore there is now an atmospheric harvester, and can be configured to harvest one of these resources: carbon dioxide oxygen nitrogen the reliability system: components either malfunction, or have critical failures in both cases, they stop working malfunction can be repaired, critical failures can't failures on unmanned vessels have a chance to be repaired remotely component quality is decided by the user per-component, in the VAB, and has an extra cost and mass the communication system: is more focused on data transmission rate separe the functions of low-gain and high-gain antennas low-gains can communicate with DSN and with other vessels high-gains can only communicate with DSN the science system: replace the stock science container can transmit data over time using signal, CommNet or RT non-transmissible data are 'samples', that can be analyzed in a lab to produce transmissible data I'm sure I forgot something...
  22. Version: 1.1.5-pre8 Require: KSP 1.2.2, ModuleManager 2.7.5 Download: github Thanks to all the testers! Tomorrow I will finally release this thing, if no major issue turns out in the next 24h. Changelog (from 1.1.5-pre7): more solid method for data hijacking fix: Greenhouse was consuming Oxygen instead of producing it fix: wrong amount of science credits reported fix: science recovered/received was not recorded in the RnD UI fix: duplicate science entries on vessel recovery, on some occasions
  23. Found the issue with the science credits, sorry guys that was messed up from some innocent-looking changes done a couple of pre-releases back. I've also refactored how the data is hijacked, so the issue with duplicate entries when recovering the vessels can't happen anymore.
  24. @SavageAngel, @jbetten The 'double' entry in the vessel recovery dialog is generated when you run the experiment, and then hit the 'recover vessel' button without closing the experiment dialog. The rest of the issues I'm looking at them now. @Alvargon What is the perceived issue here? I'll explain how the antenna works and please clarify what is not working: Antenna need to be extended to work This can be disabled in settings In any case, antennas can be extended/retracted even without a connection
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