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Pirsig

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Everything posted by Pirsig

  1. That's what I thought, but I figured I'd ask just in case. As for this specific case, I have tried directly adding xmitDataScalar to the EXPERIMENT_DEFINITION but it did not seem to use the value supplied there. If you don't define it anywhere there seems to be a background default value of .5.
  2. I've searched through the thread and Google has turned up only how to do this with a new plugin, but I'm wondering if anyone has figured out a way to modify the kerbalEVA part using MM configs? Specifically I'm trying to modify the xmitDataScalar property for surfaceSample, which in my understanding can only be done at the part level where ModuleScienceExperiment is added, not through EXPERIMENT_DEFINITION.
  3. It sounds like you most likely have not actually researched the parts. If you installed the add on and continued using an old save with tech nodes unlocked already, nothing in those nodes will be researched. You have to go to the research, click on the individual parts, and research them. Or get ResearchThemAll which will research all parts in nodes you've already researched each time you open the research window.
  4. On and off since I first started using this mod a month or so ago parts seem to have attach nodes just randomly change whenever they're saved/reloaded. It's happened with every version I've used, but it doesn't occur all the time and I can't seem to purposely reporduce it, it just happens, but sometimes doesn't. This can manifest as parts attaching in all sorts of different ways, halfway through, on the side, not appearing attached at all (the node is actually further than the physical model). In particular SRBs seem to do this more often than not making pretty much any subassembly including them useless. With the SRBs, the nozzle is always horizontal and somewhere in the air above and to the side of the SRB's location. Again, I can't seem to come up with conditions to reproduce this every time, it's just sometimes after launching and returning to VAB, loading a saved ship, etc. Obviously it seems like attach nodes are not always saving their location correctly, what could cause that or how to fix it I haven't the slightest, but I know at least one other person earlier in the thread has encountered something that sounded like the same problem and they couldn't nail down how to reproduce it every time either.
  5. I believe I have found the solution to this, I was also experiencing the same problem and it would seem it's related to MKS. Basically, MKS also has a LifeSupport.cfg in it that ends up taking precedence over the one in the actual TAC folder. I would assume that part is due just to load order. If you delete it it still uses that location for the new config, so you need to just replace the values in the LifeSupport.cfg in MKS' mod folder.
  6. I had this issue as well when first trying to us the mod and KSP interstellar is not part of my mod setup on this current install. After removing all installed mods except procedural parts it started working correctly, and when going back and installing the exact same mods over again to find the conflict, it never reoccured. This would have been with MM 1.5.7. Since I wasn't able to get it to reoccur after trying to figure out which mod was causing the conflict I unfortunately do not have a log for you, but hopefully that helps give some extra clue as to what might be going on.
  7. Thanks for the quick implementation on that NoCrewGoal, that'll be very useful. One other thought too since you seem to be in the middle of tearing things apart a bit, is there anyway to add an in goal science reward, just like the in goal monetary one?
  8. Awesome, I definitely appreciate it. On second thought about the Nor mission goal though, depending on the effort involved, it'd probably be more useful to allow != inside all Goal statements. I think that would solve any case where NorMissionGoal might be used, and improve functionality. That's just my thoughts, I very well might be missing use cases of Nor that that wouldn't cover.
  9. I played around with trying to nest the Sub/Nor/Or Mission goals with no joy, it just treats it all as the first statement type. Not surprised, and totally understandable. In this though, I've found that NorMissionGoal seems to need some reworking. The crewCount variable is treated as a regular requirement, even when under NorMissionGoal. I don't know if there's any way to change that at all, but I would think it should also be treated by NorMission as something that shouldn't be true. NorMissionGoal also seems to just show up in the mission screen as NorMission, which would probably be very confusing to any normal user who has not read the documentation. A different text for NorMissionGoal on the mission screen would also be quite useful. Finally, this isn't really a problem, but more of a feature request. Would it be possible to enforce crewCount = 0 in some way, instead of having 0 be the value for it not mattering. This way you can enforce an unmanned mission. Either using -1 as the new default ignore (which coincidentally seems to already work, i tried the value just in case to see if it would enforce no crew, i was able to complete objectives crewed or uncrewed) or using -1 as the new enforce 0, whichever would be easier. I completely understand if none of this is possible, just trying to find out if it is. Thanks for all your hard work taking over and maintaining this mod.
  10. Thanks for the reply, I'll try a few things and see how complicated it will allow. As for the mechjeb thing, might it be easier just to have the mechjeb mod weight changed? That's how I've solved it for myself personally, and if the part weighs in at .01 I believe it ends up costing 5k or 6k on normal mode. maybe this isn't the value you want, and that can be tweaked, but it doesn't add any extra complication to either mod to simply change the mass variable on mechjeb itself. Adding some sort of exception into MCE itself is kind of an unnecessary complication. You could also do a mod manager thing for it, but then you end up having to have mod manager too.
  11. Is it possible to nest the SubMissionGoal, NorMissionGoal, and OrMissionGoal statements and have them function like a nested if statement, or is MCE unable to recognize this?
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