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SorensonPA

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Everything posted by SorensonPA

  1. Is there any way to have ScienceAlert check to see if you have a specific set of results stored on-board when it alerts you to a new experiment? I decided to kit out a probe with 24 gravity sensors to do a low+high orbital sweep of Minmus and get it all out of the way, but ScienceAlert keeps alerting me to stuff even when I store it away for transit back to Kerbin.
  2. Noticed another point of interest that might tie in with this mod, was farting around with planes and as usual twisted and crashed because of the weird wheel-balance physics and got a CTD ~3 seconds afterwards. Grabbed the main log and noticed a looooot of ScienceAlert activity right before the crash. Log starts from the first impact: [LOG 16:30:23.080] FSfighterWing collided into model_runway_new_v44_collider - relative velocity: 91.10656 - no impact momentum (no RB) [LOG 16:30:23.082] FSfighterWing Exploded!! - blast awesomeness: 0.1 [LOG 16:30:23.084] [FSfighterWing]: Deactivated [LOG 16:30:23.086] ScienceAlert, (info): ExperimentObserver (Analyse Magnetosphere): rebuilding... [LOG 16:30:23.087] ScienceAlert, (info): ExperimentObserver (Analyse Magnetosphere): rebuilding... [LOG 16:30:23.088] ScienceAlert, (info): ExperimentObserver (Atmosphere Analysis): rebuilding... [LOG 16:30:23.089] ScienceAlert, (info): ExperimentObserver (Atmospheric Pressure Scan): rebuilding... [LOG 16:30:23.089] ScienceAlert, (info): ExperimentObserver (Crew Report): rebuilding... [LOG 16:30:23.090] ScienceAlert, (info): ExperimentObserver (Gravity Scan): rebuilding... [LOG 16:30:23.091] ScienceAlert, (info): ExperimentObserver (High Resolution Altimetry Scan): rebuilding... [LOG 16:30:23.092] ScienceAlert, (info): ExperimentObserver (Impactor Experiment): rebuilding... [LOG 16:30:23.092] ScienceAlert, (info): ExperimentObserver (Low Resolution Altimetry Scan): rebuilding... [LOG 16:30:23.093] ScienceAlert, (info): ExperimentObserver (Materials Study): rebuilding... [LOG 16:30:23.094] ScienceAlert, (info): ExperimentObserver (Multispectral Analysis): rebuilding... [LOG 16:30:23.095] ScienceAlert, (info): ExperimentObserver (Mystery Gooâ„¢ Observation): rebuilding... [LOG 16:30:23.095] ScienceAlert, (info): ExperimentObserver (Sample): rebuilding... [LOG 16:30:23.096] ScienceAlert, (info): ExperimentObserver (Seismic Scan): rebuilding... [LOG 16:30:23.097] ScienceAlert, (info): ExperimentObserver (Surface Sample): rebuilding... [LOG 16:30:23.097] ScienceAlert, (info): ExperimentObserver (Temperature Scan): rebuilding... [LOG 16:30:23.105] [00:12:24]: FS1W Firespitter Wing collided into Runway. [LOG 16:30:23.121] 1 explosions created. [LOG 16:30:23.129] Tac.FuelBalanceController[FFF60F5E][1382.76]: Rebuilding resource lists. [LOG 16:30:23.196] B9.Aero.Wing.SW.Winglet.2-3x1-6m collided into model_runway_new_v44_collider - relative velocity: 88.91451 - no impact momentum (no RB) [LOG 16:30:23.197] B9.Aero.Wing.SW.Winglet.2-3x1-6m Exploded!! - blast awesomeness: 0.1 [LOG 16:30:23.197] [B9.Aero.Wing.SW.Winglet.2-3x1-6m]: Deactivated [LOG 16:30:23.198] ScienceAlert, (info): ExperimentObserver (Analyse Magnetosphere): rebuilding... [LOG 16:30:23.199] ScienceAlert, (info): ExperimentObserver (Analyse Magnetosphere): rebuilding... [LOG 16:30:23.200] ScienceAlert, (info): ExperimentObserver (Atmosphere Analysis): rebuilding... [LOG 16:30:23.201] ScienceAlert, (info): ExperimentObserver (Atmospheric Pressure Scan): rebuilding... [LOG 16:30:23.201] ScienceAlert, (info): ExperimentObserver (Crew Report): rebuilding... [LOG 16:30:23.202] ScienceAlert, (info): ExperimentObserver (Gravity Scan): rebuilding... [LOG 16:30:23.203] ScienceAlert, (info): ExperimentObserver (High Resolution Altimetry Scan): rebuilding... [LOG 16:30:23.204] ScienceAlert, (info): ExperimentObserver (Impactor Experiment): rebuilding... [LOG 16:30:23.204] ScienceAlert, (info): ExperimentObserver (Low Resolution Altimetry Scan): rebuilding... [LOG 16:30:23.205] ScienceAlert, (info): ExperimentObserver (Materials Study): rebuilding... [LOG 16:30:23.206] ScienceAlert, (info): ExperimentObserver (Multispectral Analysis): rebuilding... [LOG 16:30:23.207] ScienceAlert, (info): ExperimentObserver (Mystery Gooâ„¢ Observation): rebuilding... [LOG 16:30:23.208] ScienceAlert, (info): ExperimentObserver (Sample): rebuilding... [LOG 16:30:23.208] ScienceAlert, (info): ExperimentObserver (Seismic Scan): rebuilding... [LOG 16:30:23.209] ScienceAlert, (info): ExperimentObserver (Surface Sample): rebuilding... [LOG 16:30:23.210] ScienceAlert, (info): ExperimentObserver (Temperature Scan): rebuilding... [LOG 16:30:23.215] [00:12:24]: SW Winglet 2.3x1.6m collided into Runway. [LOG 16:30:23.229] 1 explosions created. [LOG 16:30:23.237] Tac.FuelBalanceController[FFF60F5E][1382.88]: Rebuilding resource lists. [LOG 16:30:23.242] UltraWarp off 70.7228632752085 [LOG 16:30:23.254] Tac.FuelBalanceController[FFF60F5E][1382.92]: Rebuilding resource lists. [LOG 16:30:23.496] KW1mtankL2 collided into model_runway_new_v44_collider - relative velocity: 88.97754 - no impact momentum (no RB) [LOG 16:30:23.497] KW1mtankL2 Exploded!! - blast awesomeness: 0.5 [ERR 16:30:23.499] ScienceAlert, StorageCache: Active vessel is not monitored vessel. [LOG 16:30:23.502] ScienceAlert, (info): ExperimentObserver (Analyse Magnetosphere): rebuilding... [LOG 16:30:23.503] ScienceAlert, (info): ExperimentObserver (Analyse Magnetosphere): rebuilding... [LOG 16:30:23.503] ScienceAlert, (info): ExperimentObserver (Atmosphere Analysis): rebuilding... [LOG 16:30:23.504] ScienceAlert, (info): ExperimentObserver (Atmospheric Pressure Scan): rebuilding... [LOG 16:30:23.505] ScienceAlert, (info): ExperimentObserver (Crew Report): rebuilding... [LOG 16:30:23.505] ScienceAlert, (info): ExperimentObserver (Gravity Scan): rebuilding... [LOG 16:30:23.506] ScienceAlert, (info): ExperimentObserver (High Resolution Altimetry Scan): rebuilding... [LOG 16:30:23.507] ScienceAlert, (info): ExperimentObserver (Impactor Experiment): rebuilding... [LOG 16:30:23.508] ScienceAlert, (info): ExperimentObserver (Low Resolution Altimetry Scan): rebuilding... [LOG 16:30:23.508] ScienceAlert, (info): ExperimentObserver (Materials Study): rebuilding... [LOG 16:30:23.509] ScienceAlert, (info): ExperimentObserver (Multispectral Analysis): rebuilding... [LOG 16:30:23.510] ScienceAlert, (info): ExperimentObserver (Mystery Gooâ„¢ Observation): rebuilding... [LOG 16:30:23.510] ScienceAlert, (info): ExperimentObserver (Sample): rebuilding... [LOG 16:30:23.511] ScienceAlert, (info): ExperimentObserver (Seismic Scan): rebuilding... [LOG 16:30:23.512] ScienceAlert, (info): ExperimentObserver (Surface Sample): rebuilding... [LOG 16:30:23.513] ScienceAlert, (info): ExperimentObserver (Temperature Scan): rebuilding... [LOG 16:30:23.519] ========ModuleFuelTanks.OnInitialize======= for B9.Cockpit.MK1.Control.SAS [ERR 16:30:23.520] ScienceAlert, StorageCache: Active vessel is not monitored vessel. [LOG 16:30:23.521] ========ModuleFuelTanks.OnSave called. Node is:======= [LOG 16:30:23.521] MODULE { name = ModuleFuelTanks isEnabled = True timestamp = 7069076.11632102 basemass = 0.28125 basemassPV = 0.000625 volume = 450 EVENTS { } ACTIONS { } } [LOG 16:30:23.523] ========ModuleFuelTanks.OnSave adding subNode:======== [LOG 16:30:23.523] TANK { name = LiquidFuel utilization = 1 mass = 0 temperature = 300 loss_rate = 0 fillable = True note = amount = 427.961081981634 maxAmount = 450 } [LOG 16:30:23.524] ========ModuleFuelTanks.OnSave adding subNode:======== [LOG 16:30:23.525] TANK { name = Oxidizer utilization = 1 mass = 0 temperature = 300 loss_rate = 0 fillable = True note = amount = 0 maxAmount = 0 } [LOG 16:30:23.526] ========ModuleFuelTanks.OnSave adding subNode:======== [LOG 16:30:23.527] TANK { name = MonoPropellant utilization = 1 mass = 0.000625 temperature = 300 loss_rate = 0 fillable = True note = amount = 0 maxAmount = 0 } [LOG 16:30:23.528] ========ModuleFuelTanks.OnSave adding subNode:======== [LOG 16:30:23.529] TANK { name = XenonGas utilization = 56 mass = 0.000625 temperature = 300 loss_rate = 0 fillable = True note = (pressurized) amount = 0 maxAmount = 0 } [LOG 16:30:23.530] ========ModuleFuelTanks.OnSave adding subNode:======== [LOG 16:30:23.530] TANK { name = Kethane utilization = 1 mass = 0 temperature = 300 loss_rate = 0 fillable = False note = amount = 0 maxAmount = 0 } [LOG 16:30:23.533] ScienceAlert, (info): ExperimentObserver (Analyse Magnetosphere): rebuilding... [LOG 16:30:23.533] ScienceAlert, (info): ExperimentObserver (Analyse Magnetosphere): rebuilding... [LOG 16:30:23.534] ScienceAlert, (info): ExperimentObserver (Atmosphere Analysis): rebuilding... [LOG 16:30:23.535] ScienceAlert, (info): ExperimentObserver (Atmospheric Pressure Scan): rebuilding... [LOG 16:30:23.536] ScienceAlert, (info): ExperimentObserver (Crew Report): rebuilding... [LOG 16:30:23.536] ScienceAlert, (info): ExperimentObserver (Gravity Scan): rebuilding... [LOG 16:30:23.537] ScienceAlert, (info): ExperimentObserver (High Resolution Altimetry Scan): rebuilding... [LOG 16:30:23.538] ScienceAlert, (info): ExperimentObserver (Impactor Experiment): rebuilding... [LOG 16:30:23.538] ScienceAlert, (info): ExperimentObserver (Low Resolution Altimetry Scan): rebuilding... [LOG 16:30:23.539] ScienceAlert, (info): ExperimentObserver (Materials Study): rebuilding... [LOG 16:30:23.540] ScienceAlert, (info): ExperimentObserver (Multispectral Analysis): rebuilding... [LOG 16:30:23.541] ScienceAlert, (info): ExperimentObserver (Mystery Gooâ„¢ Observation): rebuilding... [LOG 16:30:23.541] ScienceAlert, (info): ExperimentObserver (Sample): rebuilding... [LOG 16:30:23.542] ScienceAlert, (info): ExperimentObserver (Seismic Scan): rebuilding... [LOG 16:30:23.543] ScienceAlert, (info): ExperimentObserver (Surface Sample): rebuilding... [LOG 16:30:23.543] ScienceAlert, (info): ExperimentObserver (Temperature Scan): rebuilding... [LOG 16:30:23.548] ========ModuleFuelTanks.OnInitialize======= for FSfighterWing [ERR 16:30:23.549] ScienceAlert, StorageCache: Active vessel is not monitored vessel. [LOG 16:30:23.550] ========ModuleFuelTanks.OnSave called. Node is:======= [LOG 16:30:23.551] MODULE { name = ModuleFuelTanks isEnabled = True timestamp = 7069076.11632102 basemass = 0.009374999 basemassPV = 0.0003125 volume = 30 EVENTS { } ACTIONS { } } [LOG 16:30:23.552] ========ModuleFuelTanks.OnSave adding subNode:======== [LOG 16:30:23.552] TANK { name = LiquidFuel utilization = 1 mass = 0.0003125 temperature = 300 loss_rate = 0 fillable = True note = amount = 0 maxAmount = 0 } [LOG 16:30:23.553] ========ModuleFuelTanks.OnSave adding subNode:======== [LOG 16:30:23.554] TANK { name = Oxidizer utilization = 1 mass = 0.0003125 temperature = 300 loss_rate = 0 fillable = True note = amount = 0 maxAmount = 0 } [LOG 16:30:23.555] ========ModuleFuelTanks.OnSave adding subNode:======== [LOG 16:30:23.556] TANK { name = MonoPropellant utilization = 1 mass = 0.0005 temperature = 300 loss_rate = 0 fillable = True note = amount = 0 maxAmount = 0 } [LOG 16:30:23.557] ========ModuleFuelTanks.OnSave adding subNode:======== [LOG 16:30:23.557] TANK { name = XenonGas utilization = 56 mass = 0.0005 temperature = 300 loss_rate = 0 fillable = True note = (pressurized) amount = 0 maxAmount = 0 } [LOG 16:30:23.558] ScienceAlert, (info): ExperimentObserver (Analyse Magnetosphere): rebuilding... [LOG 16:30:23.559] ScienceAlert, (info): ExperimentObserver (Analyse Magnetosphere): rebuilding... [LOG 16:30:23.560] ScienceAlert, (info): ExperimentObserver (Atmosphere Analysis): rebuilding... [LOG 16:30:23.561] ScienceAlert, (info): ExperimentObserver (Atmospheric Pressure Scan): rebuilding... [LOG 16:30:23.561] ScienceAlert, (info): ExperimentObserver (Crew Report): rebuilding... [LOG 16:30:23.562] ScienceAlert, (info): ExperimentObserver (Gravity Scan): rebuilding... [LOG 16:30:23.563] ScienceAlert, (info): ExperimentObserver (High Resolution Altimetry Scan): rebuilding... [LOG 16:30:23.563] ScienceAlert, (info): ExperimentObserver (Impactor Experiment): rebuilding... [LOG 16:30:23.564] ScienceAlert, (info): ExperimentObserver (Low Resolution Altimetry Scan): rebuilding... [LOG 16:30:23.565] ScienceAlert, (info): ExperimentObserver (Materials Study): rebuilding... [LOG 16:30:23.566] ScienceAlert, (info): ExperimentObserver (Multispectral Analysis): rebuilding... [LOG 16:30:23.566] ScienceAlert, (info): ExperimentObserver (Mystery Gooâ„¢ Observation): rebuilding... [LOG 16:30:23.567] ScienceAlert, (info): ExperimentObserver (Sample): rebuilding... [LOG 16:30:23.568] ScienceAlert, (info): ExperimentObserver (Seismic Scan): rebuilding... [LOG 16:30:23.568] ScienceAlert, (info): ExperimentObserver (Surface Sample): rebuilding... [LOG 16:30:23.569] ScienceAlert, (info): ExperimentObserver (Temperature Scan): rebuilding... [ERR 16:30:23.574] ScienceAlert, StorageCache: Active vessel is not monitored vessel. [LOG 16:30:23.576] ScienceAlert, (info): ExperimentObserver (Analyse Magnetosphere): rebuilding... [LOG 16:30:23.577] ScienceAlert, (info): ExperimentObserver (Analyse Magnetosphere): rebuilding... [LOG 16:30:23.578] ScienceAlert, (info): ExperimentObserver (Atmosphere Analysis): rebuilding... [LOG 16:30:23.578] ScienceAlert, (info): ExperimentObserver (Atmospheric Pressure Scan): rebuilding... [LOG 16:30:23.579] ScienceAlert, (info): ExperimentObserver (Crew Report): rebuilding... [LOG 16:30:23.580] ScienceAlert, (info): ExperimentObserver (Gravity Scan): rebuilding... [LOG 16:30:23.581] ScienceAlert, (info): ExperimentObserver (High Resolution Altimetry Scan): rebuilding... [LOG 16:30:23.581] ScienceAlert, (info): ExperimentObserver (Impactor Experiment): rebuilding... [LOG 16:30:23.582] ScienceAlert, (info): ExperimentObserver (Low Resolution Altimetry Scan): rebuilding... [LOG 16:30:23.583] ScienceAlert, (info): ExperimentObserver (Materials Study): rebuilding... [LOG 16:30:23.584] ScienceAlert, (info): ExperimentObserver (Multispectral Analysis): rebuilding... [LOG 16:30:23.584] ScienceAlert, (info): ExperimentObserver (Mystery Gooâ„¢ Observation): rebuilding... [LOG 16:30:23.585] ScienceAlert, (info): ExperimentObserver (Sample): rebuilding... [LOG 16:30:23.586] ScienceAlert, (info): ExperimentObserver (Seismic Scan): rebuilding... [LOG 16:30:23.587] ScienceAlert, (info): ExperimentObserver (Surface Sample): rebuilding... [LOG 16:30:23.587] ScienceAlert, (info): ExperimentObserver (Temperature Scan): rebuilding... [ERR 16:30:23.590] ScienceAlert, StorageCache: Active vessel is not monitored vessel. [LOG 16:30:23.592] ScienceAlert, (info): ExperimentObserver (Analyse Magnetosphere): rebuilding... [LOG 16:30:23.593] ScienceAlert, (info): ExperimentObserver (Analyse Magnetosphere): rebuilding... [LOG 16:30:23.593] ScienceAlert, (info): ExperimentObserver (Atmosphere Analysis): rebuilding... [LOG 16:30:23.594] ScienceAlert, (info): ExperimentObserver (Atmospheric Pressure Scan): rebuilding... [LOG 16:30:23.595] ScienceAlert, (info): ExperimentObserver (Crew Report): rebuilding... [LOG 16:30:23.595] ScienceAlert, (info): ExperimentObserver (Gravity Scan): rebuilding... [LOG 16:30:23.596] ScienceAlert, (info): ExperimentObserver (High Resolution Altimetry Scan): rebuilding... [LOG 16:30:23.597] ScienceAlert, (info): ExperimentObserver (Impactor Experiment): rebuilding... [LOG 16:30:23.598] ScienceAlert, (info): ExperimentObserver (Low Resolution Altimetry Scan): rebuilding... [LOG 16:30:23.598] ScienceAlert, (info): ExperimentObserver (Materials Study): rebuilding... [LOG 16:30:23.599] ScienceAlert, (info): ExperimentObserver (Multispectral Analysis): rebuilding... [LOG 16:30:23.600] ScienceAlert, (info): ExperimentObserver (Mystery Gooâ„¢ Observation): rebuilding... [LOG 16:30:23.601] ScienceAlert, (info): ExperimentObserver (Sample): rebuilding... [LOG 16:30:23.602] ScienceAlert, (info): ExperimentObserver (Seismic Scan): rebuilding... [LOG 16:30:23.602] ScienceAlert, (info): ExperimentObserver (Surface Sample): rebuilding... [LOG 16:30:23.603] ScienceAlert, (info): ExperimentObserver (Temperature Scan): rebuilding... [LOG 16:30:23.605] [KW1mtankL2]: Deactivated [LOG 16:30:23.607] [KSP Interstellar] Handling Impactor [LOG 16:30:23.608] ScienceAlert, (info): ExperimentObserver (Analyse Magnetosphere): rebuilding... [LOG 16:30:23.609] ScienceAlert, (info): ExperimentObserver (Analyse Magnetosphere): rebuilding... [LOG 16:30:23.610] ScienceAlert, (info): ExperimentObserver (Atmosphere Analysis): rebuilding... [LOG 16:30:23.611] ScienceAlert, (info): ExperimentObserver (Atmospheric Pressure Scan): rebuilding... [LOG 16:30:23.612] ScienceAlert, (info): ExperimentObserver (Crew Report): rebuilding... [LOG 16:30:23.612] ScienceAlert, (info): ExperimentObserver (Gravity Scan): rebuilding... [LOG 16:30:23.613] ScienceAlert, (info): ExperimentObserver (High Resolution Altimetry Scan): rebuilding... [LOG 16:30:23.614] ScienceAlert, (info): ExperimentObserver (Impactor Experiment): rebuilding... [LOG 16:30:23.615] ScienceAlert, (info): ExperimentObserver (Low Resolution Altimetry Scan): rebuilding... [LOG 16:30:23.615] ScienceAlert, (info): ExperimentObserver (Materials Study): rebuilding... [LOG 16:30:23.616] ScienceAlert, (info): ExperimentObserver (Multispectral Analysis): rebuilding... [LOG 16:30:23.617] ScienceAlert, (info): ExperimentObserver (Mystery Gooâ„¢ Observation): rebuilding... [LOG 16:30:23.618] ScienceAlert, (info): ExperimentObserver (Sample): rebuilding... [LOG 16:30:23.618] ScienceAlert, (info): ExperimentObserver (Seismic Scan): rebuilding... [LOG 16:30:23.619] ScienceAlert, (info): ExperimentObserver (Surface Sample): rebuilding... [LOG 16:30:23.620] ScienceAlert, (info): ExperimentObserver (Temperature Scan): rebuilding... [LOG 16:30:23.634] [00:12:24]: KW Rocketry SA-2 LFT collided into Runway. [LOG 16:30:23.650] 1 explosions created. [LOG 16:30:23.659] Tac.FuelBalanceController[FFF60F5E][1383.18]: Rebuilding resource lists. [LOG 16:30:23.701] mumech.MJ2.AR202 collided into model_runway_new_v44_collider - relative velocity: 83.07398 - no impact momentum (no RB) [LOG 16:30:23.702] mumech.MJ2.AR202 Exploded!! - blast awesomeness: 0.5 [LOG 16:30:23.703] [mumech.MJ2.AR202]: Deactivated [ERR 16:30:23.704] ScienceAlert, StorageCache: Active vessel is not monitored vessel. [LOG 16:30:23.705] [00:12:24]: MechJeb 2 (AR202 case) collided into Runway. [LOG 16:30:23.710] 1 explosions created. [LOG 16:30:23.738] KWRadBattSmallL collided into model_runway_new_v44_collider - relative velocity: 88.83251 - no impact momentum (no RB) [LOG 16:30:23.739] KWRadBattSmallL Exploded!! - blast awesomeness: 0.5 [LOG 16:30:23.740] [KWRadBattSmallL]: Deactivated [ERR 16:30:23.740] ScienceAlert, StorageCache: Active vessel is not monitored vessel. [LOG 16:30:23.741] [00:12:24]: KW BX-L Battery Bank collided into Runway. [LOG 16:30:23.746] 1 explosions created. [LOG 16:30:23.801] B9.Cockpit.MK1.Control.SAS collided into model_runway_new_v44_collider - relative velocity: 87.33217 - no impact momentum (no RB) [LOG 16:30:23.802] B9.Cockpit.MK1.Control.SAS Exploded!! - blast awesomeness: 0.5 [LOG 16:30:23.803] ========ModuleFuelTanks.OnInitialize======= for KW1mtankL2 [ERR 16:30:23.804] ScienceAlert, StorageCache: Active vessel is not monitored vessel. [LOG 16:30:23.805] ========ModuleFuelTanks.OnSave called. Node is:======= [LOG 16:30:23.806] MODULE { name = ModuleFuelTanks isEnabled = True timestamp = 7069076.33632101 basemass = 0.28125 basemassPV = 0.000625 volume = 450 EVENTS { } ACTIONS { } } [LOG 16:30:23.807] ========ModuleFuelTanks.OnSave adding subNode:======== [LOG 16:30:23.807] TANK { name = LiquidFuel utilization = 1 mass = 0 temperature = 300 loss_rate = 0 fillable = True note = amount = 427.961081981634 maxAmount = 450 } [LOG 16:30:23.808] ========ModuleFuelTanks.OnSave adding subNode:======== [LOG 16:30:23.809] TANK { name = Oxidizer utilization = 1 mass = 0 temperature = 300 loss_rate = 0 fillable = True note = amount = 0 maxAmount = 0 } [LOG 16:30:23.810] ========ModuleFuelTanks.OnSave adding subNode:======== [LOG 16:30:23.811] TANK { name = MonoPropellant utilization = 1 mass = 0.000625 temperature = 300 loss_rate = 0 fillable = True note = amount = 0 maxAmount = 0 } [LOG 16:30:23.812] ========ModuleFuelTanks.OnSave adding subNode:======== [LOG 16:30:23.812] TANK { name = XenonGas utilization = 56 mass = 0.000625 temperature = 300 loss_rate = 0 fillable = True note = (pressurized) amount = 0 maxAmount = 0 } [LOG 16:30:23.813] ========ModuleFuelTanks.OnSave adding subNode:======== [LOG 16:30:23.814] TANK { name = Kethane utilization = 1 mass = 0 temperature = 300 loss_rate = 0 fillable = False note = amount = 0 maxAmount = 0 } [ERR 16:30:23.816] ScienceAlert, StorageCache: Active vessel is not monitored vessel. [ERR 16:30:23.817] ScienceAlert, StorageCache: Active vessel is not monitored vessel. [ERR 16:30:23.818] ScienceAlert, StorageCache: Active vessel is not monitored vessel. [LOG 16:30:23.819] [B9.Cockpit.MK1.Control.SAS]: Deactivated [ERR 16:30:23.819] ScienceAlert, StorageCache: Active vessel is not monitored vessel. [LOG 16:30:23.820] [00:12:24]: MK1 SAS Reaction Wheel collided into Runway. [LOG 16:30:23.821] KW1mtankL2 collided into model_runway_new_v44_collider - relative velocity: 87.6501 - no impact momentum (no RB) [LOG 16:30:23.822] [Explosion] Combined. [LOG 16:30:23.823] KW1mtankL2 Exploded!! - blast awesomeness: 0.5 [ERR 16:30:23.824] ScienceAlert, StorageCache: Active vessel is not monitored vessel. [ERR 16:30:23.825] ScienceAlert, StorageCache: Active vessel is not monitored vessel. [ERR 16:30:23.826] ScienceAlert, StorageCache: Active vessel is not monitored vessel. [ERR 16:30:23.827] ScienceAlert, StorageCache: Active vessel is not monitored vessel. [ERR 16:30:23.828] ScienceAlert, StorageCache: Active vessel is not monitored vessel. [ERR 16:30:23.829] ScienceAlert, StorageCache: Active vessel is not monitored vessel. [LOG 16:30:23.830] [KW1mtankL2]: Deactivated [ERR 16:30:23.831] ScienceAlert, StorageCache: Active vessel is not monitored vessel. [LOG 16:30:23.832] [00:12:24]: KW Rocketry SA-2 LFT collided into Runway. [LOG 16:30:23.845] 1 explosions created. This is with the latest version, 1.2. I'm gonna' remove it and see if that stops the CTDs I've been getting recently, but I'll leave this here so I don't forget about it or something. EDIT: Still CTDing so back in it goes. Next up, Chatterer.
  3. Something you might want to put in the OP is a warning that the "stop warp" function for science alerts seems to seriously screw up orbital calculations as compared to just the usual rounding errors from going in and out of it manually, and much more severely the higher the warp factor is at the time of interruption - in circular orbits I've had periapsis drop from 1/6 at about 100x to as much as 1/2 while doing 1000x. I know you said you didn't exactly want automatic experiment triggering as an option, but since the toolbar menu lets you conduct experiments even when in warp maybe an in-warp auto-perform would be a good route to take to avoid that kind of cataclysmic deorbiting situation.
  4. Though crude, the folder name scheme would nevertheless be effective and, more importantly, be a relatively simple process to impliment. Adding sorting tags to .cfgs would require not only the editing of the specific .cfgs in a fashion that goes beyond "F2, PREFIX-SIZE-SUFFIX-VALUE, Return" but the development of a system inside KSP to read those tags and shuffle them around according to user inputs, the testing of said system, bugfixing of said system and fine-tuning of said system. It's also, again, useful both in and outside KSP whereas .cfg tagging affects only in-game usage.
  5. So I'm extremily excited about the ARM pack being released and a lot of the stuff that comes with it looks fantastic...but as happy as I am, there's a niggling little thing about it that's connected by a thread to a very BIG thing that's peeved me and doubtless many others for quite a while now, and I think it's time to have a talk about it. So KSP's ordering priorities are dependent on the folder structure of \GameData - nothing inherently wrong or unusual with that, and from a metadata viewpoint it's actually useful by allowing stuff to be clustered by developer or function, and depending on the naming particulars of a group of folders it can make for some nice organization. Unfortunetily, Squad hasn't exactly siezed upon this ability. So you have all these part folders with a mishmash of patterns and paradigms and the results are a bit chaotic, albeit in a managed fashion. You've got the starter engine hanging out right next to the (formerly) last conventional engine to be unlocked, you've got a bunch of midrange engines scattered here and there, you've got tanks that go from middle to small to GINORMOUS. And now with the release of the ARM you've got a similar thing with another Squad-developed parts pack, except that because it's all in \NASAmission\ it's gonna' be scrunched all the way at the very top and front of the list. Parts don't give a darn at all what the name of the folder they reside in is called, whether it's liquidEngine1 or ENG-1250-LFO-0215 or thisEndFacingDown1. So let's exploit that and do some spring cleaning both players and devs can appreciate. A) Integrate the \NASAmission stuff into the main \Squad\ folder and file structure. Yes, I know it's a big deal and everything, but having it separated like that only causes discord and especially so if you have mods between the two folders further mixing things up. Change part folder names to better reflect and sort their contents with a system of the main prefixes, suffixes and values that define the part. Contents of \Engine, for example? You could go ENG-(size in cm)-(fuel type, eg LiquidFuelOxidizer or LiquidFuelAirIntake or ElectricCharge or ElectricChargeXenon)-(thrust). \FuelTank? Use FUE-(size in cm)-(fuel type)-(total volume). \Utility? You could get a bit more elaborate, like UTI-COM-1 for the basic antenna or UTI-DOC-1 for the Clamp-o-Tron JR or UTI-LEG-1 for the small landing leg. On and on throughout the folders until everything's nice and orderly in a fashion that people react to intuitively. You wouldn't even have to do changes to the internal part names in the .cfg files as most people aren't concerned with the internals, just the frontend. Between switching back and forth to get correct data and actually renaming the folders, the process could be done in about two hours, possibly even during a lunch break. And given part folders are self-contained and Squad part .cfgs never do cross-\Parts referencing there's very little risk of anything actually being broken. Just to see how well it works, I went and rigged \Engine and \FuelTank with such a scheme, and from a fileside standpoint it's a major improvement: Look at how informative and orderly those are! Well, except for the MK2-3 adapters, forgot those were actually fuel tanks. But from this I can tell exactly which part is which instead of remembering abstract folder name associations and it's all in a nice progressive order that's both functional and visually-pleasing. Though maybe it'd be worth changing \Engine to \Propulsion\ so they appear AFTER fuel tanks, which is even more logical. Look at it! Look at it! Look at it! Look at how orderly and intuitive it is! I've got the small stuff early on and the heavy hitters later! I've got things sorted by fuel type and whether they're in-line or radial! I now have a much better idea in my head as to where stuff is and can zip right to it instead of scanning through and picking it out amongst an unorderly crowd! And it works! It didn't break a dang thing from what I've seen! Human beings have a need for order in their lives, their media and entertainment included. So please, usher in some much-needed order in the \Parts\ folder by spritzing up the sub-folder names. Not only will such have a nice cleaning and sorting effect in the base game, it'll make mod development from stock derivation easier and might inspire other modders to apply a similar system to their work, making those much easier to navigate as well.
  6. Out of curiosity, does this do anything to the way KSP handles experiment storage? I decided to start a new career game with this and some other stuff and I've noticed I can no longer stockpile experiments (crew report when landed, in flight, upper atmosphere, in space near Kerbin, etc) and can only have the one unless I transmit. This is kinda' a big turn-off, especially since my SOP is to establish a polar orbit and do complete biome surveys to get it out of the way before doing individual landings. EDIT: No, I'm just being an idiot and blurring memories. Sorry.
  7. Oh wow, that is frickin' useful, especially given the short window of opprotunity to conduct certain biome-based experiments (damn you, Munar Canyons!). Any way to do auto-execution, picking a random free component that matches with the experiment type and having it sock away the data for return or transmission later? Maybe even combine that with a cross-reference with the science database to see how much science you've gotten out of a specific experiment, automatically ignoring those with a certain threshhold of retrieved science (like 99% or something, since the whole diminishing returns thing makes it impossible to actually 100% an experiment anyway).
  8. Trial and error, mostly, though it should also be noted that at the point you seem to be at the parts unlocked aren't going to be useful for flight in and of themselves but rather for long-term utility (a 62.5m fission reactor is absolutly wonderful for super long-term probes where an RTG won't cut it and solar is dodgy). Upgraded fission reactors are useful for slow-speed atmospheric turbojets, however, and once you upgrade fusion reactors the 1.25 does an even better job at that front and you can reliably use the 2.5 with a vista engine for travel to just about anywhere. Thermal rocket nozzles are kinda' weird in recent releases, though: back in the .7 days fissions gave comperable performance to LV-Ns, but Fractal apparently took the nerf bat to them something fierce or added some not-immedietly-apparent condition that gives the appearance of such (someone mentioned something about them doing absolutly horribly in atmospheres, so maybe you need to slingshot the suckers up to 35k or a stable orbit before they become viable). As it is I just used contemporary parts while doing research in Kerbin's SOI up until I hit upgraded fusion, at which point you can use the vista to go pretty much everywhere with 1.0 gravity or less.
  9. Something I noticed while farting around in the data files for my own ends: the 3.75 tokamak has mass roughly in line with its scale compared to the 2.5, but its power output is over twice what one would think it to be given volume cubing. Is that some interesting little particular about that specific reactor design or perhaps an oversight from when you were setting up the files given every other size upgrade is an 8x cubing?
  10. Sorry, pal, but I'd advise anybody who sees this to stay as far away as possible. Something in this starts screwing with parts after a while (fuel lines don't properly function, random explosions sending parts on system escape trajectories, etc) even if you reload and undo any changes, and the only thing that fixed it was a complete reload of the entire GameData folder. Never had anything like this before, so it's no mere coincidence it started with this.
  11. Well, this is a pleasant thing to wake up to. Especially stock upscaled fusion reactors. Thanks a bunch!
  12. It's in the Mechjeb part file, though you'll have to use something like Notepad++ to view and save it properly. Just replace the shorthand tech name with an earlier one or just set 'em all to "start" to get it from the bat.
  13. ...which, depending on how hurried/absentminded/whatever you are when putting a ship together, you may completily forget to do and thus resulting in a dead ship on the launch pad due to a lack of electriccharge to give the reactor the necessary kick in the pants to start reactin'. Because the default starting value in the .cfg files in 0 and is the value which new parts are set to no matter how many times you've tweaked them before. Ergo the request to set the default to 1000 so you don't have to keep resetting it with every new idea you test.
  14. One little thing for the next update? Could you set generators to start off with full Electriccharge instead of being completily empty and having to rely on extra batteries/RTGs/launch clamps to start reactors proper? Been doing a lot of prototyping lately and I've forgotten how many times I've set up a design only to forget extra batteries or manually setting the generator charge and have the dang thing crap out on the pad and force a VAB revert to fix it. Lots and lots of Mun and Minmus landings, I imagine. Now that Minmus also has biomes, its science point content has increased like nine-fold (lesser flats, flats, great flats, greater flats, slopes, lowlands, midlands, highlands, poles). Once you get all the science goodies, each biome is probably worth 750-1,000 Science a pop between high, low and surface experiments. Heck, the experienced folks always say you should really go for Minmus first and now there's another reason why.
  15. Though currently unimplimented, we know that parts will eventually have a monetary cost for development and that will be unlocked on a per-part basis instead of collectively as the current model. This brings up a bit of an interesting possability: if parts can have a monetary cost, what about costs from other resources, like Science? And if we can give them Science costs, why not split split the total cost of unlocking them between the general principles of the technology and the individual parts themselves? Let's be frank and honest: given different design philosophies for building and flying rockets, there're eventually parts that people simply don't wind up using and as such they just sit in the catalogue As an example, I never bother with radially-mounted engines (poor TWR) and pretty much everything in Precision Engineering (I make rockets for MEN, not ANTS) and likewise with most of the structural doo-dads like most girders and whatnot. Why should I pay precious, limited Science to unlock them, then? Being able to pay 50% of the current Science cost to unlock it as a pre-req, then apply that Science towards something else or pick-and-choose the bits I'll actually use at additional Science costs will help what I've gotten thus far go even further. And if realism's your big thing, then this idea fits in better as well - you don't suddenly know how to make an internal combustion engine by learning what sort of stuff's flammable and to what degree, you have to conceptualize, experiment, prototype and refine that sucker. Another, albeit somewhat minor, issue is the way that certain parts that're identical in pretty much all respects are split between different techs. As an example, you start out with FL-T100 and FL-T200 LOF tanks, but have to unlock T400 and T800 tanks through research - but since you can stack the base tanks together as high as you want, and any combo of smaller tanks with the same capacity as larger tanks also have the same mass, the same impact and force tolerances, ultimetily you have to ask "what's the point"? Same deal with 2.5m fuel tanks. In the same vein, some stack bi-, tri- and quad-couplers are spread all over the place while others in a different series are unlocked in the same place. The grounding principles are the same, so why split them up? As it is, by the time you unlock some of them they've become obsolete due to things you unlocked earlier and, as said before, just sit in the catalogue getting in the way.
  16. Density, I think. Xenon has a density of .0001 per unit vs. .005 for LFO, so even the biggest containers from the spherical/toridial tanks mod will hold an absolute pittance. Though I did notice too that Xenon has an extremily small energy cost for its use (15.67 Mj vs 2536 for Argon) so that might be the big factor as well. I'm gonna' edit out that decimal and see how she goes. EDIT: Oh wow, I thought the science lab was necessary for antimatter production. Thank goodness those side adapters from the S/TT mods are the right size for gatherers, gonna' put like six of the damn things on my next AM farmer.
  17. Can someone please tell me what ship-based factors modify antimatter gathering speed? I've got a ship with one scoop and one science lab but it's only producing ~2.78e-4/s which doesn't seem to vary no matter the antimatter flux and I can't tell if it's my design or something in the background that's hosed up.
  18. I was thinking about this earlier as well, specifically in how the lost efficiency spills over into multiple problems like waste heat buildup and inability to fully utilize certain engines to their utmost. Being able to claw back that lost 40% would go a hell of a long way. Heck, not just in generators, but all sorts of stuff - plasma thrusters only get 72% efficiency according to the context menu, and taken against the 60% generator efficiency that means you're only getting 43.2% of theoretical maximum thrust out of the whole deal Rather than build even more fixed component tiers upgraded to with certain technologies, would it be possible to do a system of scaled improvement that inch towards a theoretical maximum efficiency? Establish a set of point pools tied to specific component types (thermal generators, fusion/antimatter reactors, plasma/thermal/fusion thrusters, heat radiators, etc) that you can sink 1,000 Science into via part context menus and each investment bumps you along an improvement curve towards aforementioned maximum. That'd be a good way to extend R&D pursuits and keep players motivated to do more research and build bigger science complexes. Taking the efficiency jump between generator tiers as a barebones example from them being triggered by a 1,000 Science drop, it'd take 6,000 to hit ~99% generator efficiency, 13,000 to hit ~99.99% - not particularly unreasonable given we're sidestepping the laws of physics at 10,000. EDIT: Can confirm the problem with multiple reactors in the gen<reactor<gen<reactor configuration and that a reactor<gen<gen<reactor configuration works.
  19. I'm really diggin' this mod, but one thing I've noticed as I start thinking about setting up infrastructure for the antimatter endgame is that there isn't anything for RCS, thus limiting you to monoprop manually launched from Kerbin. Would downscaled plasma thrusters work for that? Hydrogen and Argon is scoopable and a probe-scale thruster would give about 14.6 Kn thrust at 1,116.27 Mj (handy for heavier vessels) while something scaled down to an RCS block would give 1.8 at 139.53.
  20. Tell me we can radially mount stuff on that sucker, the inability to mount legs and radial fuel tanks for thermal rockets is my one beef with reactor designs.
  21. Err, sorry. More specifically, I was talking about nuclear reactors which were are currently at their upgraded outputs while radiators are base. Though luckily I was sitting on 1K science so I guess experimental electronics are where they're headed.
  22. Do radiator upgrades kick in at the same time as reactor upgrades, or are those supposed to come later? Got the improved power output, but now I can't dissipate it before the whole thing shuts down and it pretty much makes reactors useless due to the weight.
  23. Alternatively, science as a means of letting you clone and upgrade stock parts according to your preferences would be pretty nice. Learn stuff, use what you learned to make your stuff better, use your better stuff to learn even better stuff. Just as useful in sandbox as career.
  24. The new science system has considerably changed the way in which one plays KSP, but for all of the impact of said change it is, nevertheless, ultimetily limited: given enough time, one will eventually conduct enough research to unlock the entire parts catalogue, and from there the science system effectively ceases to exist. This is a considerable shame considering the much-needed structuring and prodding it gives players and the potential of such a system. How, then, to keep the player incentivized to continue conducting experiments? If the purpose of science is to unlock better parts, then, the answer is to let the player to go one step further: create better parts by utilizing and improving upon their predacessors. To enable such a system, one first needs a metric of the accumulated scientific knowledge in each of the core part fields of command, propulsion, control, structure, aerodynamics, utility and science: the Science Rating. Each individual technology in the tech tree pulls parts from one or more of these fields, and every technology developed increases the Science Rating of these fields by the science point cost of the technology. Thus, the further one goes along the tech tree, the more developed their knowledge of each core part field as reflected by the increased Science Rating. At the absolute end of the research tree would be a series of new technologies devoted to the research and development of new parts. Once unlocked, these technologies enable the player to do two things: invest science points into a given field's Science Rating and develop new parts. Part development allows you to copy the basic perameters of an existing part and then modify them in accordance with your part's Science Rating: cost, mass, thrust, resource output, isp, capacity, fuel components and ratios, impact tolerance, max temperature and many factors. Each perameter has an effective cost in Science Rating and each perameter can be improved or sacrificed to offset the Part Rating in a desired way. Not all factors can be changed, however: the part model, scale, functionality and drag remain locked, and model and scale have their own impact on the part's rating, larger parts being generally easier to work with compared to performance-identical miniature counterparts. As long as the Part Rating is equal to or less than the part field's Science Rating, the part can be detailed, confirmed, stored in the savegame and then used. As an example, let's take the Mainsail: thrust is perfectly fine, but isp is somewhat somewhat disappointing. We could bring it to 320/400 without changing any other factors, but that would increase the Part Rating and might push it over the propulsion Science Rating. At the point where you get Mainsales, you've also got access to solar panels and large-scale batteries, so sacrificing the electricity generation doesn't hurt much and balances out the isp change a bit. It's also on the heavy side, so we could reduce its mass to 3 and then bump up the unit cost to 3,000. If we really want to mess around and flaunt our mastery of propulsion, we could introduce ElectricalCharge as a fuel component and turn it into a petrol-fueled z-pinch drive or crank up vacuum isp and cut down thrust and atmosphere isp to make a 2.5m NERVA. And after we use the new not-a-Mainsail to gather more science, we can clone it, improve it and repeat the process again! There's only one caveat to this system, however: the development of new parts is theoretically infinite, but the gathering of science is very much finite. Once all the experiments have been done in all the qualifying experiment zones, what then? There are a few ways to get around this impasse: * Allow for passive over-time science income by deploying probes, ships and stations around bodies and in space and drone rovers and manned bases on bodies * Earn science and cash by conducting generated missions to do certain things (launch a probe out of the system on a certain vector, do a fly-by of a specific body below a certain altitude, land a probe or kerbal on a specific body, plant a flag at a specific location, land and return from a specific body) * Buy it outright with extra cash The science system gives some much-appreciated structuring and prodding to motivate players to explore and unlock everything they can, but an open-ended part development system will extend that structuring and prodding into nigh-infinity. Learn to develop, develop to learn, each step greater than the last.
  25. So the new science development system is very interesting, to say the least: it acts as a good way to motivate players to go out and do things they wouldn't otherwise, is a nice pullback on players used to launching monstrosities to make them think about how best to use a given set of available parts and is a fine quasi-tutorial to slowly break new players into KSP rocketry by slowly unlocking different tiers of parts as they work through basic activities towards those more advanced. Like any system being prototyped, however, while there are solid basic concepts behind the system, in execution certain particulars prove not to be as effective as they seem on paper. Science as a function over time vs. as an instant action In its current form, science is accumulated by performing experiments with a particular tool in a particular set of condition: as mentioned before, this is a solid basic concept. What becomes problematic, however, is the particulars of the methodology used - first that, in this case, experiments are performed as specific and instant actions and, secondly, that in order to maximize one's scientific accumulation, one must repeat experiments over and over until the diminishing returns completily prevents any scientific accumulation. This creates, in effect, a system where the best way to perform experiments is simply to spam them, either by attaching several experiment systems to a single craft, activate them all in the desired zone and then return to Kerbin, or to perform said experiment, transmit the data, and repeat such until all of the particular experiment's science has been accumulated. In essence, experiments and science are farmed, not conducted. Rather than as an instant one-off action, a better method of conducting experiments would be to require players to initiate them in a given condition and then maintain said condition over time while recording the results until all viable information has been gleamed from the experiment. Much in the current way that antennas transmit data, experiments are conducted and updated over specific intervals which vary between science systems (and could thus invite the development of system varients with specific characteristics in mind, like conducting research more slowly but also being more energy-efficient or being quicker but also larger and heavier. As an example, suppose you can gain a total of 30 science from using the goo canister in flight in Kerbin's lower atmosphere: you activate the canister while in flight and the experiment begins, and as long as you remain within Kerbin's lower atmosphere with the canister activated the experiment will continue, and every 6 seconds or so you gain one science point. Staying within the specific conditions for a full 3 minutes will net you the full 30 points in the report at the end; leave said conditions, or the canister loses power prematurely, and the experiment will end early and give you so many science points based on how long you maintained experiment conditions. You can then do another round of that experiment after delivering the resulting and the research will pick up where it left off until you finally get the full 30 points from that experiment type, after which you're told doing the experiment is pointless. This shifts the natre of research from merely gathering science to actually performing experiments, as players will have to make a conscious effort to keep the experiment as viable as possible. While in some situations this can seem rather trivial, such as orbital research, other types are much more finicky and thus require more player attention and care, such as specific biome flyover surveys. Condition-dependent vs. resource-dependent experiments, or transmitting vs. delivering Of debate within the current science framework is the merits of hand-delivering the results of experiments back to Kerbin versus just transmitting the data - more specifically, that delivery becomes obsolete once solar cells and other free-energy generators become available for use. Indeed, in the current system of diminishing returns in which experiments are conducted it's far more useful to transmit, since one need not worry then about ensuring that the research system has a way of being recovered. Therefore, one needs to find a balance in which these two methods can operate, the best means of which would be to look at the nature of each experiment, specifically in whether they are centered around reporting results under specific conditions or if they are centered around studying specific resources. Certain types of conditions are difficult, if not impossible, to replicate in a lab: specific gravities with specific temperatures with specific atmospheric compositions and conditions, just to name a few. It thus becomes necessary to conduct experiments based on those conditions remotely in those genuine conditions and to report the findings from such remote locations - indeed, it would be impossible to do anthing but, as the specimins used as the catalyst of the experiment loses whatever effect the conditions had upon them. In those condition-dependent experiments, then, transmitting is just as viable a means of conveying the results, and in some situations is the only way - one cannot feasably hope to send a probe with sensors into the depths of space and then have it return. In other experiments, however, the subject in question is inert and remains relatively unaffected wherever it's studied, be it at the very site of its procurement or in a modern laboratory on a completily different planet. In these conditions, the scientific knowledge to be gleamed from such is limited only by the sheer variety of tests that can be conducted upon the sample, and an interplanetary apacecraft cannot hope to have anywhere near the capability to perform such tests owing to weight and space and other factors. One can perform a few tests on site and send the relevent information back to command, and said test data will gleam a little information on the resource's nature, but ultimetily the resource can only be fully understood by returning it to Kerbin and its capable researchers and facilities: here, transmitting the data only provides a sliver of the resource's full scientific data, while returning it to Kerbin would unlock it all. Each method of recovering data thus has its own realm of usefulness: transmission in the case of pure data regarding experiments that cannot be replicated on Kerbin, direct recovery in cases where the subject is inert, such as soil samples.
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