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johnnstokes99

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  1. Well the teacher is 3 stars, having flags from Mun+Minmus and a sun orbit. The student is a mere 1 star, recruited at that level straight from the astronaut complex. If you look at the second image I posted (which was taken after using the akademy) you'll see that no experience at all has been granted to the student. In fact they only have experience for the flyby, which is strange given they are currently landed on the Mun. If even 50% experience had been granted I would expect to see that the student would now be level 2. That is not the case.
  2. I'm having some trouble understanding how the Akademy (Academy) is supposed to work. I have it landed on a Mun base (picture: https://i.imgur.com/p7RQAws.png ) with a level 3 teacher. I have a student on the same base (picture: https://i.imgur.com/UTaj2mV.png ) who I wished to train. Activating the akademy once produced an on-screen message "Recorded Phildock Kerman's experience". Hrm. No change in exp that I could see. I switched active vessel and switched back. I tried loading the KSC and then back to my base... I tried activating a pioneer module. I tried re-activating the akademy. Nothing actually effects any change in the experience or level of the students. Furthermore, any attempt since then to activate the akademy no longer produces a message about "Recorded [Kerbal's] experience". So it seems to think it's done something, but as far as I can tell it hasn't. I re-read the part's description, and checked out the part's code at https://github.com/UmbraSpaceIndustries/MKS/blob/master/Source/KolonyTools/KolonyTools/SpaceAcademy.cs Nothing I can see that's the problem, although I grant my understanding of the code is limited. I do see that the teacher needs to be "higher level" than the student. I'm not sure if that means initially or after training (e.g. a level 3 teacher can only train to level 2) Am I missing a step? How is this part supposed to work?
  3. Okay so I had a big long post ready to go, but uh... I figured it out. (A long story that essentially boils down to "Don't manually install mods or bad things happen") Here's a better question: Why does MKS still list ground construction as a dependency in CKAN? Ground construction is bundled with the github download, being a dependency and all. It's also labeled as a dependency on CKAN... which is fine, because normally it would automatically grab it. Except that ground construction on CKAN is only listed as being compatible with 1.4.5, although we know otherwise. Of course, MKS itself says it's compatible with 1.6.9, so why would you think to check otherwise? This leads to the counter-intuitive situation where you cannot ask CKAN to install MKS unless you specifically dig through its dependencies, notice that ground construction asks for 1.4.5, and then manually tell CKAN that 1.4.5 mods are okay (just for this one). I guess this is technically just a CKAN UI problem, but I don't see why the ground construction dependency can't just be shoved into the CKAN repository to bypass this problem. Assuming that the mod author of ground construction isn't already working on resolving it, of course.
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