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Gurki

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Everything posted by Gurki

  1. You can put an antenna on the vessel to transfer data to KSC as the experiment is running. The data space available isn't really an issue in overall. Running out of data space will just slow down your experiments for the time needed for your antenna to send them to KSC. Note that the science storage box doesn't provide HDD space, only sample slots. As far as I know, only pods and probe core give HDD space (imho a HDD part would be handy for only a few long running experiments) I agree that timing and data size of some experiments need tweaks to be more realistic Regarding upgrades, the stayputnick doesn't receive them and I'm not sure that the MK1 pod get them too. That's an intended behavior. But higher probe core and pods in the tech tree get them.
  2. Well ... They don't produce science like stock in the sense that you can't rerun finished experiments then feed the lab for extra science points if that what you have in mind.
  3. Experiments are split in two categories. Some produce only data (instruments reading like thermometer, geiger, pressure ...) that can be transferred via ComNet for science and others (Goo, ScienceJunior, ...) produce sample that need to return to Kerbin ground for catching them and get science. Or if it's too long/hard to bring them back on Kerbin, you can bring them to a Science Lab where they will be studied by a Scientist. These sample will then be converted to data and transferred via ComNet to Kerbin. So they still produce science, but the not in the stock way and not for everything.
  4. @subyng The ECLSS functionality is on almost every crewable part, search for "Configure Pod" in PAW menu to open dedicated ECLSS configuration panel. By default, part pop in VAB/SPH with "scrubber" a "humidity controller" until reconfigured, so you should also see "Scrubber: running" and "Humidity controller: running" The dedicated part is named "External ECLSS Module" and should be found in the new category "Life Support". Look for a flower in the bottom of the left panel in VAB/SPH.
  5. @The-Doctor Apparently, Kerbalism by itself only support the Hitchhiker (https://github.com/Kerbalism/Kerbalism/blob/a0df2935c57fe139b58e9e40314254df1b98719e/GameData/KerbalismConfig/System/Sickbay.cfg#L1-L33). That being said other mods can support it by themselves. Reposting my question as its now on the previous page
  6. Hello there ! I tried to do an mining contract on the Mun (Acquire 600 fresh Ore/Have 600 Ore onboard). The Ore is correctly harvested in background (even from space center). Actually, the "Have 600 Ore onboard" is fulfilled but not the "Acquire 600 fresh Ore". Does Kerbalism break these contracts ? Thanks
  7. LGG told me to put it here That also what I think but I didn't want to submit a "testing-versionning-stuff" mod to CKAN
  8. I think that I found an issue in the CKAN (NetKAN ?) indexer while figuring out why MechJebForAll download an old version for KSP 1.7+. For versions 1.3+ of the mod (since linuxgurugamer adoption) the AVC version file only set a KSP min version but it look like the indexer pull the max version from SpaceDock instead of adding something like 1.9.99 (that we can see in some mods). As version 1.2 (from creator) is flagged as compatible with any KSP version, it is then installed. Unrelated question but I didn't found in the doc how could I mark a mod as being compatible with any KSP version (I mean ksp_version = "any" in ckan file) via AVC file. I could set 1.9.99 as max version but who knows, we may have a KSP 2.0 one day maybe
  9. @zakna2g You certainly have the ReStock mod which found a way to exclude model and textures to be loaded by KSP to freeup VRAM. They made a system of blacklist/whitelist to allow or not such files to be loaded. @RoverDude The following PR will fix that https://github.com/BobPalmer/ExplorationPack/pull/154 Cheers
  10. Months later ... You're welcome Issue are not enabled on the repository so I post it here. I encountered an systematic issue with "Crew a Base or Station". I only have to switch to that station to validate the mission, even if there is no Kerbal in (which is the plot of the mission). It happen for any station anywhere. Didn't tried it with a base yet but I guess that the bug will be there too. Issue encountered with KSP 1.7.3, modded install and home-compiled (but not patched) ContractConfigurator using KSP 1.7.3 binaries. Cheers !
  11. That was more or less something that I did to remove duplicated module added by Kerbalism on kerbalEVA from my setup. Obviously KSP merge parts defined multiple time after MM. I was wondering if doing that merge in MM as some kind of pre-process, applying patches and returning to KSP something that has no duplicated definition is possible. It will avoid accidental duplicates for any parts, but I'm not sure if it worth the effort of implementing it ...
  12. Have you something in the pipe regarding patch that will apply twice when parts are define twice ? kerbalEVA is what I have in mind with Serenity DLC. I didn't see anything related into github issue
  13. @Rudolf Meier I didn't play with RO, I just noticed in CKAN that they release their own version, that's why I'm asking. But IR flag KJR RO as conflicting so it's fine. @ZodiusInfuser No offense intended ! I'm not an artist too But regarding texture release, DDS format is prefered. Also there is few optimisation that could be done regarding texture quality and memory consumption I think (it totally depends on how unity handle all that texture stuff though, and I didn't made extensive tests). But from what I found on the internet few month ago when I was chasing for VRAM (and considering that we are stuck with DX9), DXT1/BC1 compression format is prefered for non-transparent textures, DXT5/BC3 otherwise. Cheers !
  14. Wow, nice work since the last time I played KSP ! Part are still too shiny for me but ... personal taste I remember that there was some issue (struts/autostruts if I remember well) with old KJR release and apparently, you still release your own fork. What about RO's version ? Is your's needed if we want to have both KJR + IR ? Congrats !
  15. As someone that have to deal on weekly basis on software upgrade that tend to garbage most of their manually customized configuration each time ... I can't agree more on that. Clear separation of statics and configuration in a way that allow a dumb upgrade (delete folder then extract the new one) should always be the way to do as it make end user's life easier. In this idea, I prefer the "KSPDIR/PluginData/ModName" way. In that case, a cache folder should also be defined outside the GameData directory as few mods rely on file cache (MM, Kopernicus/PlanetPacks).
  16. Yep sir. I manage to land on the MainMenu by removing DistantObjectEnhancement. I don't know what is DOE distance threshold for body visibility but this led to OD loading all planetary textures Anyway, this work much better now Now, time to enjoy sun's inclination at 'The Answer' and burn every single unit of fuel I can bring
  17. I would love to give this mod a try but ... apparently, 16 GB of RAM is not enough to handle the full planet pack (along the other mods I use) . I got OOM error at game loading on TheWorldBeyond/TWB_EonSystem/Textures/PluginData/Everest_Height.png
  18. I just added a cfgfile to my setup to have the Nitrogen availability on the map (I have Kerbalism installed which doesn't provide compat with ScanSat). Creating a SCANSAT_SENSOR entry was enough to get it. But I'm curious about what will happen if I use the same SCANtype value somewhere else ? Like another mod which I may download later. Also, does it mean that we could only have a limited amount of tracked resources (64, minus some reserved values) ?
  19. That make sense I also noticed through testing that the theme selection work only for one ModulePartVariant when there is two on one part ... Which is not that good after all.
  20. Cool ! I don't know if my PR (fix missing colons) motivate you to release. If not, it was just in time
  21. I wonder if you already have considered to swap B9 to the stock ModulePartVariant for textures and mesh switching ? I just tested it on few of your parts and it work nicely. It would be useful with stock themes management as it allow us to apply a style on the entire vessel in one click.
  22. ok I'll give a try to Dmagic's Orbital Science then. Thanks !
  23. That's my first save with Kerbalism (2.0 with KSP 1.5.1) and I'm a confused how science work. Kerbalism split experiments into two categories: Raw data (crew reports, temperature, pressure ...) directly upload-able to KSC but I can't make any research in lab Sample data (Goo, surface sample and material bay) that I can return back to Kerbin for direct science point or researched in lab to be then uploaded to KSC From what I've tested (and I'm looking for confirmation): Only sample data can be researched in lab Researching a "Sample data" in lab only allow me to transfer it back to KSC through commnet like "Raw data" No more infinite science points by researching again and again the same experiment Did I forget anything ? If the above is true, I wonder how hard it will be to unlock end game parts with CTT ... Thanks
  24. Setup is (from top to bottom): MainSail HECS FLT400 fuel tank The "drift" is: angle value for pivotron raise over time alone without activating servos. The drift is mainly visible from the IR UI/Edit group panel (have a look in my previous post with screenshoot). If I use the rotate buttons, the servo won't respond (despite the color change and EC consumption). Another question, what's the compilation target ? x86 ? x64 ? My recompile was a specific x64 with all the KSP stuff in 64.
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