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Here the full mod list: Ignore the crossed out folders, as they contain just some of my own Configs for e.g. KerbalKonstructs and they change some parts of mods... but nothing science related.
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I can offer a whole mod list if this helps (screenshot of the folder)... or otherwise try to compress the whole gamedatafolder into three or more archives, if this helps...
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No I don't have any mods, that do stuff to my Kerbals or the labs. The only science relevant stuff, that I have, is Nerteas Near and Far Future and station parts mod, that come with new labs, but they use stock science mechanics. Most of my mods are part mods, visuals, BDA+, etc. Nothing else... the only thing, that does a lot of fixes (maybe science stuff too) is KSP Community Fixes by Gotmachine. My Ksp Install uses the normal 6h-day. No Realscalesolarsystem or somthing like that. Normal Kerbin. I tried timewarping in KSC-View but no science transfer happened. So i was not in the flight scene. And yes, the lab has currently 3 Kerbals in it. Without the mod installed science is created and can be harvested manually as vanilla ksp has implemented it
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Okay... for me the Mod doesn't work. The science counter at KSC does not increase at all. When i switch to the science ship with the lab, all processed science data is set to zero and is counting up. The transmission seems not to happen. The menue buttons at the lab and in the settings are there, so the mod is correctly installed. I use a vessel with the big cronus centrifuge by nertea (with a bit increased processed science data storage (5000). In timewarp at KSC there also no messages popping up, saying that Science was received from the vessel as your screenshots show. Automatic transmission was activated at the vessel, and also the pulling of data from experiment storage was enabled, as you described. Here my debugging data: https://www.filemail.com/d/nlemadkwexkcxnr
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[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
Rakete replied to Gotmachine's topic in KSP1 Mod Releases
@linuxgurugamer Thank you... It fixed it for me. A short question on the blacklist: Why this: ? Iirc I have this engine. Why is it blacklisted? --> blacklistPart = cryoengine-iguanodon-1 -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
Rakete replied to Gotmachine's topic in KSP1 Mod Releases
Will check this and give a report as soon as tested. -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
Rakete replied to Gotmachine's topic in KSP1 Mod Releases
Thank you so much - i wouldn't have suspected this... Your help is invaluable! Thx!!! I have the mod currently not installed, because I just kept the config it creates (it does not do need to run everytime... I just kept its results). So i could edit the config (as a temporary fix) by myself. How can I identify those groundmodules and delete the parts of the KSPPartvolumes created config-file? And yes I enabled include stock parts in order to make them printable in the magnificent Sandcastle-Mod -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
Rakete replied to Gotmachine's topic in KSP1 Mod Releases
Update: Freshly downloaded install: Seems not to happen. Can you give me a tip, which of my mods might cause the issue? -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
Rakete replied to Gotmachine's topic in KSP1 Mod Releases
Here the modulemanager cache. I would be happy, if you could pinpoint me to the source of the issue: https://www.filemail.com/d/sfjyfvfiyarfbut I am trying to do a test run with a fresh download of KSP without any mod. Will report later. -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
Rakete replied to Gotmachine's topic in KSP1 Mod Releases
I tried this with a stock parts. The test vessel was afterwards 4 tons heavier according to KerbalEngineer. I did also some tests with a real lander,... the dV declined drasticly after putting back the ground science into the lander - so not only an display issue. My modlist is very long but mostly only part mods, that doesn't affect the physics (Basicly just Kopernicus, partmods, OPM, visual mods, partmods, BDA+, Near and FarFuture, etc.) In fact it made a vessel so much heavier, that i could it barely make it able to leave Eeloo again. Fortunately I had a quicksave before putting the groundscience back in the vessel. Whats going on internally i can't say... I have no debugger to observe internal variables. You downloaded my testcraft? Okay, maybe try this: - place kerbal in external seat with jetpack and parachute. Leave the seat, put jetpack and parachute into the equipment container, pull communotron from container to the kerbal inventory. Place the dish on the ground. Pick the dish back into the kerbal inventory (observe the huge displayed mass), put the dish back into the equipment container (its mass goes drasticly up, when observed via Kerbal engineer), try to put the communotron back into the kerbal inventory (you can't). Happens with the KSPCF - Inventory fix on or off... also happens with stock ksp for me. Win 10 x64 on a Intel i7 9700K system -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
Rakete replied to Gotmachine's topic in KSP1 Mod Releases
I have found a strange bug: If use a ground science storage (Breaking Ground DLC) and place eg. a Communotron HG-48 (0,035t), I can place it down... But after placing down the dish, the occupied kg in the kerbal's inventory does not go down to zero again (naked kerbal without parachute or jetpack), even when having placed the communotron down... After picking it up, the kerbal has 4 tons (!!!) in his inventory... I can place the communotron back in the vessel's ground science storage but can not pull it back into the Kerbal's inventory afterwards do to extreme mass. Somehow it generates ghost mass and makes vessels heavier after putting items back into their storage after usage. Even the vessel mass goes up 4 tons. I have the KSPCF 1.36.0 installed and the inventory fix active.... How to reproduce: Take a breaking ground experiment storage, put e.g. a communtron in it, and add an external seat with a kerbal. Place communotron down on ground and put it back into storage. Observe the intentory masses and the vessel mass (e.g. by Kerbal engineer). No Modded parts involved needed. Craftfile-Testsetup here: https://www.filemail.com/d/ixjhjwgsushraoq Happens also with all my mods uninstalled. -
[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.11] [31st Aug 2024]
Rakete replied to Poodmund's topic in KSP1 Mod Releases
And there is no way to load the new Eeloo in OPM instead, right? -
[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.11] [31st Aug 2024]
Rakete replied to Poodmund's topic in KSP1 Mod Releases
Small question... I have OPM installed and just came across Eeloo near Sarnus. I might remember, that in Stock KSP Eeloo had an updated texture. (Am I wrong?) But as i came across Eeloo in OPM it didn't look good like a very old texture. Is there a way to get Eeloo way more sharp an crisp? -
This usecase is relevant if two sciencelab-equipped rendez-vous and dock with each other... otherwise i wouldn't build multi-lab-vessels on purpose. But it might be a edge usecase that might be advisable to be dealt with, to avoid crashes etc.
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How does the mod behave of there are more than one lab on the vessel? Is every lab treated individually? And does the transmission happen at once? In flight it takes in stock mechanism almost forever to transmit data especially when you use larger modded labs with greater input and output storages.
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