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Wolfox

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Everything posted by Wolfox

  1. Is there any other solution than uninstalling of one of the mods?
  2. Done, looks like you found it! Unfortunatelly, the conflict seems to be between Tarsier Space Tech and TACLS, but only in career mode. Tarsier not only make kerbals not consume anything, it also bugged the toolbar. Tarsier is the latest version for 24.2 (4.5c), so it looks like i will have to delete it for TACLS to function in career mode (kinda sad, i like their telescopes and rover parts :-/ ) EDIT: I wonder what is causing the interferrence? I´m not a programmer so I dont fully understand how the code works, and even tho i know that in software practically everything can affect anything, i dont really see the reason why they collide.
  3. Sorry for not including it in original post. Here you go: https://www.dropbox.com/s/3of4vq7g7vc8uh1/output_log.txt?dl=0 Btw: OS: Win7 64-bit, but KSP running on 32-bit. Hope that helps. I´m gonna try it on clean install, will post result as soon as I´m done. EDIT: Everything runs smoothly on clean install (+toolbar and modulemanager, of course) on all three modes.
  4. Please help if you have any idea whats going on. I cant get TACLS work in career mode (KSP 24.2, heavily modded). The strange thing is, it works perfectly on other modes (sandbox and science), but in career, its icon doesnt even show up on toolbar (nor in unchecked icons for toolbar), parts are here, also "working" but kerbals do not consume anything. BUT electricity is being consumed. The only mods that are career-only (and thus be the only mods making the difference between working and not working) are these: Crowd-sourced Science Logs, Fine Print (moar and new contracts) and Stage Recovery. I am also using TAC self-destruct and Fuel Balancer along with MKS, but these are also present in other modes where LS works perfectly... If anyone heard of something similar happening, please let me know. I tried to google it, but without any reasonable results. Thanks in advance. PS: Thunder Aerospace rocks!
  5. You dont need weeks to measure temperature, also, this would almost completely burry the beauty of flybys, and all players would skip that with timewarp anyway. I completely agree with that. Smart people rather mount up lots of basic antennaes instead of few dishes, and take their time to transmit. I suggest to make them influence the data loss during the transmission. I understand that making it dependable on the distance might be problematic, but simple adding the data decay factor to these like "80% science value when using low tech, 90% science value when using middle tech and 100% science value when using high tech" should be pretty easy to make, and would do a great difference. No longer would tiny probes covered up in basic antennaes be exactly as effective as huge scientific vessels with hi-tech comm dishes. Its in fact an indication of idle transmitter, and if they will bump down the number of experiments down to one per piece of equipment, that wont be as annoying as it is now, when you have to transmit dozens of times. Lets keep this one like it is. My main problem when playing career is the unability to transfer any data from lander to return ship. No soil samples can make it home unless you dont let Kerbal inside the lander can (fly with him hanging on the ladder) or return with entire lander. This one really annoys me.
  6. I would like to summ up my thoughts about "making science", although most of these ideas already were mentioned above. Please note, that all of these are only not only my personal opinions, but factors that emerged during debates with fellow Kerbanautists. Still, i do not say its true for everyone. What IS fun: Collecting data logs from different areas, biomes, celestial bodies and orbital heights, transmitting them to KSC, figuring out new way how to do old thing using only researched parts. What is NOT fun: Killing my mouse with measurements (greatly reduceable by action groups, but still kinda annoying after few minutes of closing and opening material bay´s doors...), tiny bits of science points left even after dozens of measurements, no point in installing comm dishes (twice the energy consumption for faster upload speeds? No thanks.), Material Bay itself (incredibly fragile, no matter how smooth the landing on water is, it gets everytime destroyed, too big for probes, too small for regular science vessels), no reason why to bring back raw experiments instead of transmitting it. What WOULD be fun: To have a reason why to bring back raw measurements, samples and data instead of transmitting, to be able to collect the data in few steps (Like 3-5 measurements), transfering data between cabs, data loss with increasing distance from KSC, to be able doing the same experiments as with crew, but with greater science loss and hi-tech instruments down the tech tree (cameras, rock-picking robot arms). My suggestions how to improve both gameplay and realism at the same time: - Make science gathering more enjoyable process, less clicking, more measuring. Each measurement might take few seconds of processing by the instrument itsefl, then generating an ammount of Data. Measuring should not be done more than 3-5 times, thats the point when the fun start to transform into annoying requiement for gathering points. - Measurements performed by drones and Kerbals should have semi-shared point pools. Lets say there is a 100 points budged in the Mun high orbit for visual observation (crew report). By using probe with the camera, taking a measurement would yield about 50-75% of the maximum output (based on the quality of the camera, why dont have like 2-3 types unlocked procedurally in the tech tree?). This ammount would be further decreased, if the data is transmitted instead of storing the data and bringing them back to Kerbin. The rest of the points (25-50%) is dedicated to the crew observation. Another flight around the Mun, this time with crew, would extract remaining point, again decreased by transmission loss or brought back withou losses. OR fly around Mun with crew first time, gathering all the points. This mechanic would make sending probes reasonable (gathering partition of the points to get parts to enable player to send there crew), decrease the gameplay-destroying impact of "science combines" (sending probe to Duna/Eve yielding thousands of points) and reasoning making similar missions again other than installment of new measuring devices. The player himself can decide, either to advance steadily, but shurely by sending probes first, or risky and more difficult way of sending crew and returning data back, resulting in greater overall data yield. - The Data, measured in Mits, should be directly proportional to the science it will yield, opening the availability to transform stored Mits into regular resouce. This way, a whole new opportunities will become avaible: data transfer between parts (like fuel etc.), data storage parts, data loss while transfering onto long distances with low-tier antennas, selecting targets of the upload, allowing players to decrease the data loss by using dedicated satellites or stations as link between uploader and KSC. Also you could only send back databank full of data instead of bringing back entire vessel. - Increased importance of using high-tier transmitters: Procentual data loss based on the distance between sender - reciever. - Because of data loss, the advantage of bringing back the raw experiments becomes pretty much obvious: No data loss -> greater overall yield. Not necessary if you dont want to, but still rewarding for players doing it the hard way. - Probes comparable to crew missions, using cameras and robot arms to do crew stuff, but with lower yield, of course. We simply dont want to send Kerbals on on-way ticket just because there is no other way how to get samples, crew reports and eva reports. How about to rename these to "Sample survey", "Visual observation", "Field observation". Probes, in my opinion, should be the vanguards for manned missions, mapping the ground for later manned missions, gathering some, but not all the science possible in the area. - Make use of space stations. Use the Hitchhiker as Laboratory, increasing the data value of brought samples, crew and EVA observations based on the number of present Kerbals (and in future, their science skills summary). - In-game list of biomes present on the celestial body, with values of science points still to be done in those. Maybe ability to map the surface with scanner, revealing the biomes of the scanned areas? Also would be easily used for scanning for resouces for future mining stuff. And now few suggestion not directly related with 0.22 update: - Comets, from time to time travelling thru the system, opening only short window of opportunity for flyby or even landing and taking samples of very high scientific value. - Solar flares, deleting data stored in databanks of exposed vessels, disabling those´s robotic controll cores and harming crew. Player would have to save the crew by taking the ship into the shade of celestial body or escaping in module to safety. This should be turn-off-able in option or difficulty settings (Easy - no flares, medium - flares deleting data, hard - flares killing crew, disabling control computers.) - Player flags (logos printed on some of the large vessel parts. Maybe even name of the vessel appearing on the hull? - Floating baloons, preventing parts to sink or get damaged by rougher landing onto liquid surface. Toroidal rings and radial floaters would be great. - Rings around largest celestial bodies, making low orbit around them an adrenalline and challenging activity. - Asteroid belt between Dres and Jool would be expectable. Just put there toroidal ring on rails (Thus not melting our computers down when timewarp), decomposing to individual, procedurally generated asteroids only on close wiev. Asteroids would be great source of materials for future mining. Please excuse my english grammar, i was not using it in a long time and I wrote this in a hurry, so please keep an eye on the content, not the form, thank you.
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