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Tekaoh

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Everything posted by Tekaoh

  1. Weird, haha. I think I just accepted a similar contract on my own save, so I'll give it a go and see what happens.
  2. For your next reinstallation, I'm going to rerelease this mod to just work with newer KSP versions without any CKAN trickery.
  3. Science - Full Reward! (Continued) Get full science rewards from doing your science! Sometimes you just want your entire science reward without bringing seventeen materials bays along. Where do you even put them all? Let's just do the experiment completely the first time! This simple module manager patch teaches your Kerbals to perform their science more thoroughly and completely without having to double, triple, and quadruple-check their findings. Note: This mod only works with science gained after installation. If you have any science that isn't offering you your full reward, try resetting your experiment and running it again. Requires Module Manager. Now on CKAN! Github: Download or Browse Source (There isn't much to it.) Are you about to reply to point out that this mod is cheating? Don't worry, you don't have to download this if you don't want to! But if you're like me and your OCD requires you to get 100% completion on every science situation available but you don't want to grind every experiment many times to get there, then this mod is for you. Give it a try! Other OCD friendly mods that I like (and therefore recommend): Science - Full Transmit! [X] Science! Continued - Science Checklist Field Research Contract Pack License: MIT Here's the original thread. Thanks to @maculator, the original author of this mod! (I hope you don't mind me rereleasing this for newer KSP versions.)
  4. @Flupster I submitted a PR to remove the filter for Kerbin Splashed Down science in Highlands and Mountains. These were apparently filtered out because they were (presumed to be) impossible, but as @casper88 and @BlackHat mentioned on page 1, these are indeed possible and therefore probably don't need to be filtered out. As a side note, I wonder if we can look into compatibility with new DLC science like Mun stones and stuff. (I don't think I've even discovered all the new DLC science yet.)
  5. Yup, that's correct. Steam will still only update the KSP directory in the steamapps directory or whatever it's called. That setting doesn't change the KSP installation directory. It basically just causes Steam to use (as far as it knows) an arbitrary, user-defined command to launch the game which happens to launch the modded version, allowing it to track play time and do other silly things like Steam overlay and stuff. Things like Steam Cloud data won't work though because Steam doesn't actually know anything about another KSP directory. So for example, in Steam Library, right-click Kerbal Space Program, choose properties, and Set Launch Options... Mine is set to "C:\ksp171\KSP_x64.exe" %command% which causes Steam to launch KSP from my modded directory but still only update the default KSP installation.
  6. And you can even still accomplish that by editing steam's ksp launch command path and using steam to launch ksp from your modded directory.
  7. You're... Welcome? lol But in seriousness, thanks for using my mod! I'm glad someone likes the thing I made
  8. Bah! Missed my shot at 1st lol... Thanks for updating my favorite mod! Many kudos to you. Also, fyi, the NetKAN PR just merged so users should be able to get this on CKAN now.
  9. To anyone else checking in, @Flupster is continuing this Mod for current versions and is already available in CKAN.
  10. Would it be appropriate to point CKAN to @Flupster's version? It has been many months since this mod has been maintained otherwise. I don't mind making a pull request to NetKAN to make the update if that would be helpful, but I don't want to step on any toes or violate any community etiquette or anything.
  11. It basically eliminates the penalty from transmitting your science so that you get the same science from transmitting as you do from recovering. When used together with Science: Full Reward (linked above), you will always get 100% of the science available from any given experiment.
  12. My repository is released under the MIT license, as I've seen other mods do. https://github.com/Tekaoh/KSP-Science-Full-Transmit/blob/master/LICENSE Is that what you mean, or am I missing something else?
  13. Alright, fair enough. I'll check back in another couple of months. In the meantime, I'm just running flupster's version. To anyone looking for this mod on 1.5.1, give his a try. Works great.
  14. So let me know if I'm way off base here, but I just thought I'd field the question because I'm curious... Flupster patched this mod for 1.5.1 and made a pull request to thewebbooth about a month ago but nothing has happened with it. Flupster's version works great, so if it seems like thewebbooth might not be maintaining this mod right now, is there anything we can do to make Flupster's release available to the masses? Maybe point CKAN at his release for now until thewebbooth comes back to it? Or is there kind of nothing the community can do if someone stops maintaining their mod?
  15. Science - Full Transmit! Get full science rewards from transmitting your science! Sometimes you just want your entire science reward without returning all the way home from Eeloo. That's a long way! And we already have a radio on board! This simple module manager patch will teach your kerbals to communicate their findings more effectively with words and phrases rather than relying on more primitive ways of gaining understanding like sight, touch, and taste. Note: This mod only works with science gained after installation. If you have any science you want to transmit and it's not offering you your full reward, try resetting your experiment and running it again. Requires Module Manager. Now on CKAN! Github: Download or Browse Source (Spoiler: It's only 7 lines long.) Are you about to reply to point out that this mod is cheating? Don't worry, you don't have to download this if you don't want to! But if you're like me and your OCD requires you to get 100% completion on every science situation available but sometimes you just want to transmit your science home without having to fly all the way back, then this mod is for you. Give it a try! Other OCD friendly mods that I like (and therefore recommend): Science - Full Reward! (Continued) [X] Science! Continued - Science Checklist Field Research Contract Pack License: MIT
  16. Does anyone know if this works in 1.5.1? Or is there some new preferred mod for finding transfer windows?
  17. You're totally right, my mistake. Flupster's version won't be seen by CKAN. Is thewebbooth still maintaining this mod? In the meantime, I manually installed Flupster's update and it works great. Thanks!
  18. Looks like this mod is being updated for 1.5. https://github.com/Flupster/KSP-X-Science/releases/ The new release is just an hour old. Should be on ckan before long I would think...
  19. What's with the little plus icons in the top right corner of each part icon? I don't recall that being there before, and when I click on it, it does something confusing. I don't get it
  20. Tried out 1.4's personal parachutes. They're pretty good for steering. I made it somewhere I've never thought to go before.
  21. Parachutes are cool. I can steer and land with pretty good accuracy. The final frontier. Boldly going where no Kerbal has gone before...
  22. TL;DR: Splashed down in the desert (and other land biomes) Today I hunted down some of the elusive rare biome situations on Kerbin. I built a little hypersonic jet loaded up with science instruments, and off I went at Mach 4. (I had tried slower engines but my impatience pushed me to innovate a little) My landing strategy allowed me to be pretty precise, and Field Research contracts helped me find some of the spots I hadn't yet found on my own. I also got the landed on water science by sinking a lander can to the bottom of the ocean. (see post several pages ago.)
  23. Oh hey, that's a great tip! Thanks! The comment in that code says that those combinations are not possible in the stock system, but that doesn't seem to be true. At least not anymore, if it was true previously. Perhaps they should be unfiltered? I'll definitely just modify my own for now though, thanks.
  24. I noticed this just today as well and was just on my way here to post about it lol. Splashdown in mountains and highlands isn't included in x science at all. My assumption is that the developer assumed these don't exist because mountains and highlands are, by definition, high altitude biomes and wouldn't include water. But as saiko mentioned, these in fact do exist if you hunt for them (or download the field research contract pack that includes waypoints to find them). It would be really great if we could add these situations to the x science checklist! In the meantime, the field research contract pack is really good for reminding you of rare splashdown science runs that you don't have yet.
  25. That's probably good advice. I focused on rockets until I got a mission that came back with like 2000 science, so I unlocked a bunch of aviation nodes all at once. I probably should have just unlocked the first one and worked with that a while before overloading myself with too many parts lol. Back to the drawing board
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