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eatU4myT

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Everything posted by eatU4myT

  1. Does anyone with experience of modding contracts know - how hard would it be for a blanket patch to increase the science yeild of all contracts? I'm experimenting with an idea for contracts being the only source of science, the idea being that it's your job to collect the data, and the contractor's job to analyse it for scientific advancement. The net outcome (in theory!) would be that you only get rewarded for running experiments that someone else wants you to run, not for the experiments that happen to be small/light/transmittable enough for your convenience! Thanks
  2. So, I've never used either of these, but have been thinking of getting KIS so that I can try out Universal Storage's replace-the-wedge-with-something-useful-to-the-next-mission mechanic. And, of course, I'll then end up wanting to see what else KIS can do... So, the question is, do I need to have KAS as well? Will I be limiting what I can get out of KIS if I don't have KAS? As I understand it, KAS is for connecting vessels together into one. But can't you do that already with docking ports? And if you forgot to put a docking port on, can't you fix that with KIS? What am I missing?! Thanks
  3. Yep, that's what I have done. I've mostly kept the science parts, and the Gemini parts (I always feel this is missing in stock, you've got a sort of Mercury analogue and a sort of Apollo analogue) Its off topic for the thread title, but since it's my thread anyway, can I ask: 1) What am I missing with the engine plates, to get them to put a shroud over the whole cluster of engines I've attached? 2) It's only really an early game thing, but is the Telstar antenna a bit too good to be true? A light, cheap, small relay that gets you all the way to Minmus? 3) What are the actual steps to get an interstage fairing to work? I can never seem to get the top to fix on to anything. Thanks in advance!
  4. Perfect, thanks. I love the BDB stuff, but haven't got a good enough system to be able to run with all the parts I'd like, so I haven't installed it this time round. Will have to try to cherry pick some bits though!
  5. Which mods add a Geiger counter? Its one I used to use in 1.6, but now I've come back I can't find it. I thought it was Probes Plus! but it doesn't seem to be. Does BDB have one? Google suggests FASA has one, but I've never used it so that's not the one I'm thinking of.
  6. What do you see when you look at the R-EO-1? What you are describing for the Multispec sounds as though the scanning for that might have been entirely completed - you won't see a % progress as you don't have the contract for the Biome scan, and unless you have changed map type in the ScanSat GUI you might still be looking at an empty elevation map instead of a completed biome map? Perhaps the R-EO-1 still needs a "Start Scan"?
  7. It took me a while after first installing the mod to realise that you have to select the part and "start scan" in order for anything to happen. Just a thought! (you don't have to admit to being a klutz like me...)
  8. Hi, I'm returning to KSP since Breaking Ground, and am trying to use a small patch I've used successfully in the past, @EXPERIMENT_DEFINITION:Final { @baseValue *= 0.667 } The idea is to take all science experiments, and require you to run them about 3 times more than you would in stock to get full science reward from them. However, MM appears to be setting baseValue to = 0.667, rather than multiplying by a factor of 0.667. Has there been any change to MM that I should be aware of for how this patch should be written? Thanks EDIT: Never mind, this appears to have been caused by a conflict with a tech tree mod I was trying out. Patch is working as expected now that is removed.
  9. Thanks! I may have missed something very obvious, I've basically no experience how mods interact with contracts.
  10. Hi all, I posted somethign a little while ago in the SCANSat thread, but it was suggested I try here instead. I'm using the ProbesPlus! alternative parts for the SCANSat scanners, and have noticed that purchasing these from R&D does not unlock the relevant SCANSat contracts (you have to purchase the original SCANSat scanner of the relevant quality to unlock each contract). How do you guys all get round this? I've been cheating myself the funds to unlock the SCANSat version of the scanner, and then using the ProbesPlus! version on my craft. I'm able to complete the contracts just fine with the alternative part, I just can't obtain the contract in the first place without "wasting" funds unlocking both versions of the scanner. Thanks
  11. I don't know enough about modding to know whether this question is best posted here, or in the ProbesPlus! thread, so I'll ask it here for now! Firstly, I love SCANSat, thanks for all your hard work! After a bit of a break from KSP I'm starting a new 1.6.1 career and collecting together the mods I can't seem to live without (OPM, SVE, Scatterer, Distant Objects, Snacks! etc...) SCANSat is on the essentials list, and I'm trying ProbesPlus! as well for the first time, as it looks as though there are some lovely part models in there. I've noticed there are some alternative models for SCANSat parts, and I've paid the Entry Purchase fee for their version of the low-res scanner to build it into my next satellite. However, I noticed that this hasn't met the condition in the Contracts screen that the "SCAN RADAR Altimetry Sensor" must be unlocked. Its a very minor thing (I can cheat myself the funds to pay the Entry Purchase fee for the original SCANSat part, and then go ahead an use the ProbesPlus! part), but I wondered if there was a way of amending this contract so that unlocking the equivalent part from ProbesPlus! would meet the contract condition? Thanks in advance for any responses.
  12. Hehe! Yes, I don't actually know any code, beyond basic general concepts. I have to learn the precise rules every time I want to fiddle around with something... But, this is going to be exactly what I need for this purpose so thanks very much!
  13. Does that mean you can do something along the lines of @PART[techRequired = basicRocketry]? Naively, I had assumed you could only target by name! Thanks
  14. This is very useful, thanks. Do you know, would a cfg like that which modifies all parts also modify Kerbals? Are they a "part"? Sounds like what I was really hoping to do won't be possible then, shame. I'll probably just modify a few early probe cores to 300, a few mid-range ones to 400 and so on, and leave it at that Thanks
  15. Doesn't sound as though anyone else has either! Oh well. I'm hoping to have the maximum pressure for parts upgrade bit by bit, so that you can dive probes progressively deeper into Eve/Jool before they pop. I was hoping I could tie it to VAB upgrades, but I'll probably just tie it to the Construction/Materials tech line. Thanks
  16. Is anyone able to advise, can the part upgrades mechanic be used to reference a building upgrade, rather than a technology tree node? If so, an example .cfg would be much appreciated! Thanks
  17. Yeah, Eve's surface atmospheric pressue is only about 5 x Kerbin's, whereas Venus's is about 90 x Earth's, which would certainly do the Styrofoam no favours! As I don't have the knowhow to mod my solar system, I'm planning to just mod part pressure to the point where parts would fail on Eve's surface, to give a very simple hand wavey approximation of real life. As I don't plan to go underwater, the parts won't be subject to any higher pressures than this anywhere else, expect diving into a gas giant, so it doesn't really matter if I say they get crushed at 5 atmospheres instead of 90!
  18. You may have already tried this, but as far as I know the solution for this is to EVA your Kerbal, "Collect Data" from the crew module, and then "Store Data" to put it back again. Then, when you get back into the module, you can create a new crew report without overwriting the first. Editing to add: You can still only collect and store one Crew Report per Biome this way in any one crew module, but that is the same as other types of science e.g. EVA reports.
  19. That's useful, thanks - I presume that that is in degrees K, or C, or whatever units KSP uses for everything else? Do you know if it is possible to change it? Thanks
  20. Thanks for this. Is that 4000 a direct measure of kPa? As far as I know, the highest pressure you can get to in the stock Kerbol system (again, without any submarine shenanigans) is on the surface of Eve (~500kPa) or Jool (~1500kPa). Did Squad just deliberately set the part pressure way high because they didn't want it to become part of the game? If I was to set a part pressure of, say, 400kPa, am I right in saying that my probe would function as normal most of the way down through Eve's atmosphere, and then pop at some point a couple of thousand meters above the surface? There is no pressure buildup bar in the same way as there is for heat, is there? Anyone have any info regarding max pressure and max heat for Kerbals? Would it be possible to make it so that these increased as the Astronaut Complex was upgraded? Would provide another incentive to upgrade it beyond the first upgrade that allows you to EVA off-world. Thanks
  21. Is there a mod out there at all that makes part pressure relevant to space travel, rather than just to building submarines? Can I make it so that early tech probes arriving at Eve get squished, and I have to research better materials/parts in order to survive on the surface? I'm thinking something like Venera 4 -> Venera 9 -> Venera 13 On a related note, does anyone know if there is a figure for max heat and max part pressure for a Kerbal? Thanks Note: I think I'm right in saying that RSS does this, or maybe RSS + RO? I'm not excited about moving over to RSS though, so would be interested to know if its possible to just change this in the normal KSP solar system.
  22. That's part of the problem though, not the solution. For me, I don't want to be able to fly Kerbals to Minmus before I can launch a probe to Eve! I get that it's different for everyone though. I saw something about an "unmanned before manned" tech tree mod, anyone had good/bad experiences of that? Thanks
  23. Thanks, and thanks for the links, very helpful. I suppose my only remaining grumble then is that the antennas appear too late in the tech tree (or everything else appears to soon!) With tier 0,1,2,3 unlocked you can reasonably expect to take Kerbals to the Mun, but you have to wait until tier 5 (solar panels) and tier 6 (RA-2 level antenna) to have much of a shot at sending a probe to Eve. Its kind of anachronistic, no? Thanks
  24. Anyone able to advise on the realistic DSN power question? Thanks
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