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Oort

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Everything posted by Oort

  1. Sorry for posting in wrong location. Looks like its sorted now. Thanks! As an update, I did find that once I finalized the experiment I could analyze it in the spectrometron. Once that was done the Research lab had the option to 'Clean experiment', which I believe just means to reset the experiment much like a scientist can reset a goo canister. But returning the ship with the experiment part, with or without cleaning, still failed to complete the mission and the requirement of "complete in orbit around Kerbin" still wasn't fulfilled either way.
  2. I've just started using the Station Science mod and my first contract, 'Preform experiment : Prograde Kaurq's in orbit around Kerbin', isn't being completed. I have a station in orbit with a cyclotron, TH-NKR Research Lab (as well as a Mobile Lab), a Spectrometron as well as a zoology bay, ample energy storage and solar panels. When I dock my Prograde Kaurq ship it fills up with the Kaurq's and then begins processing them into Eurekas. At no time does the Contract mark "complete in orbit around Kerbin" even when the experiment ship has completely filled with Eurekas. If I undock with full Eurakas I get a message that the experiment hasn't been finalized and production of Eurekas halts until I redock. If I finalize the experiment I'm given the choice to keep experiment or send it to the lab for further processing. I've done both and then landed/recovered the ship back at KSC but still no "complete in orbit" marked or credit for the experiment when it is recovered. I've even tried to run the experiment, undock when it is ready to be finalized, and landed it to no avail. So I figure I'm missing some step or process and was hoping someone could fill me in or point me to a source offering more explanation on how to do the experiments.
  3. Thank you so much for an excellent solve! This problem was driving me nuts!
  4. Not a problem! I'm just glad it wasn't me doing something silly which is what 90% of the problems I run into end up being, lol. Thanks for a great mod and am looking forward to your newest update!
  5. I ran into the disappearing VAB menu bug as well. Drove me nuts these past few days trying to pin point what was causing it as I'm running heavily modded (just got a new computer and wanted to see what it could handle). When I put in the .dll that is first suggested the bug goes away and I get the VAB menu icons back. But if I download and install the new V1.3 update then I lose the VAB menus again. I only didn't try the V1.4 because its a test version and I didn't want to risk running into something else wonky. Here is the log file with the menu missing (using the V1.3 download) No VAB Menu Buttons Here is the log file with the specific .dll overwriting the V1.3 .dll Has VAB menu buttons There is a very large difference in the two file sizes that i find strange. The only thing that I can think of that might have caused that is that when I did the first one I went into the alt-f12 menu and checked the dump log file box, but I immediately unchecked it. I didn't do that with the second one. I'm a bit new to this kind of stuff so apologize if I didn't do this right. Oh, I'd taken out nearly all the 100+ mods I'd been using as well. The only mods in the GameData folder during these log generations are 000_Filter Extensions 000_Filter Extensions Config 000_Toolbar 000_USITools Quick Mods (for exit and start) UpgradesUIExtensions V1.3
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