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vardicd

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Everything posted by vardicd

  1. Done, I'm not sure if x science is currently being actively updated more than just simple dll updates to keep it current, but I posted to Z-key aerospace and Warezcrawler, who seems to be doing some of the updating, and we'll see if we get a response there, and of course, linuxgurugamer has already reached out to you [see above] I'll let you know if I hear anything from the x science people, but hopefully you'll hear from them directly. Let me know if there's anything else I can help you with.
  2. @Z-Key Aerospace and @Warezcrawler I'm not sure whose actively maintaining this mod at the moment, and reading back a few pages I see warezcrawler seems to have released a few dll updates, so I wasn't sure who to ping, so forgive me. I'm reaching out to you on behalf of Angel-125 in regards to his mod: Has added 2 experiments that xscience is recognizing and giving science points when it shouldn't, and he was wanting to see if xscience could be modified to exclude these experiments so credit isn't being given for conducting these experiments The experiments in question are: GravioliumStudy and wbiSaucerResearchExperiment. He tried patching things on his end so that xscience wouldn't see the experiments, but was not successful. Again, sorry if I've pinged the wrong individuals, and thank you for your time.
  3. @linuxgurugamer I'm reaching out to you on behalf of Angel-125. His mod: Has added 2 experiments that KEI is recognizing and giving science points when it shouldn't, and he was wanting to see if KEI could be modified to exclude these experiments so credit isn't being given for conducting these experiments around the KSC. The experiments in question are: GravioliumStudy and wbiSaucerResearchExperiment. He tried patching things on his end so that KEI wouldn't see the experiments, but was not successful. I know you're busy maintaining a great many mods, and who knows whatever else, so if you don't have time to do this, I'll understand, just bringing this to you for Angel-125. Thank you for your time.
  4. Have you spoken to the creators/maintainers of those mods? if not I'd be happy to send them a message about it, for you. Just don't want to double spam them if you've already reached out to them.
  5. Okay, after testing this, it is working as you intended. If I have the k2 anywhere other than near a crashed UFO, I can build lab time, and can click the start experiment button and it consumes all my stored lab time, but gives no science or results. That is with and without the xscience and KEI mods installed. Both of those mods can force it to give you science where it shouldn't if you use their interfaces for it, but as long as you only use the interface for the part, it functions, or fails to function as intended.
  6. @DMagic Is there a way to clear out the planetary scans we've done, so that each planet is an unknown/unscanned entity again so we can redo the scans, but without getting science points for doing them again? The reason I ask, I've already done resource scans for Kerbin, Mun, and Minmus, but when I did my initial scans I had Angel-125's Mod constellation installed and they offered several choices of resource types and I didn't realize it. After I changed the settings in the mod to use the actual set of resources in the game to use the ones I want, and have now added RoverDude's Karbonite mod, the scan sat resource maps and planetary overlay are still showing the older set of resources that I'm not using, and aren't actually present anymore because mod settings have changed. I've tried just rescanning but it doesn't change the resource map that already exists. I could just delete the mod and reinstall a blank copy, I'd imagine, but I'm afraid that would give me all the science for re-scanning the bodies again, that I've already collected. I know it's not much science, and i'll go that route if it's the only way, It just feels cheaty to me. Thanks for any help.
  7. That's what I thought, but even without KEI and X-science I seem to still get the option to run it, landed anywhere. I'll completely remove those 2 mods and check again later tonight after I get off work to be sure, and let you know if the option still exists.
  8. @Angel-125 I did have one question about the k2 supercomputer experiment, that I'm unclear on, and forgive me if it was clarified somewhere and I missed it. Is it supposed to be runnable anywhere, and ONLY give you the possibility of unlocking saucer tech if used next to a crashed saucer, or is it ONLY supposed to be runnable at a crashed saucer? Quote: "The only caveat is the Kray Kray supercomputer. It's as expensive as an SSME, but there's a small chance that you'll achieve a breakthrough and unlock parts in one of the alien tech tree nodes- but only if you're running its experiment next to a crashed flying saucer. The K2 is conveniently the size of the Buckboard 1000... "
  9. Okay, @Angel-125 so far, not so good, downloaded the new update, deleted the old version from my pc and installed the new version. booted game, and: Still seeing reverse engineering reports for both xscience, and KEI. Restarted after clearing the MM cache, just because. still seeing the experiments. tried starting a new career, because maybe a saved game issue: Brand new career, with the k2 modded to be available at start level tech, still see reverse engineering experiment in KEI and xscience. Sadly new version does not seem to have fixed these issues, at least on my end. I even went back and deleted the mod and re-installed a second time to be sure I hadn't just installed the older version again by accident. still no joy seeing the experiments in both a game in progress and a new career.
  10. I will download the new version and test later tonight on both the xscience and KEI fronts to let you know if I discover any continuing issues with those.
  11. @Angel-125 On the subject of mods that cheat your K2 computer experiment, I discovered the KEI mod gives free science for it as well. If you're planning to talk with Z-Key Aerospace or whoever is maintaining xscience these days about hiding the k2 experiment, you'll probably want to get in touch with RealGecko, or the current maintainer of KEI to see if something can be arranged to hide the experiment from that mod as well.
  12. I haven't seen this problem, but I did notice at some point last night all the interactive screens in the saucer, which had been working fine, stopped being interactive, and I could no longer control things in the IVA. not a big deal for me, since I don't usually fly that way, but it was a thing.
  13. I'm pretty sure it does, if I recall correctly there was another science mod I used that I had a similar issue with, and after reporting it to the mod author, he got in touch with the xscience makers and they were able to come to some arrangement about changing the mod. I know KEI also had issues for a while with doing illegal/not allowed science around the KSC that had to be adjusted too.
  14. @Angel-125 So I finally figured out the k-2 experiment, got it to work and generated results, and once I realized how it works, at least partially, I also realized that the mod: Allows you to see the hidden science report, and do it without the whole computer process, thereby generating science points. It doesn't seem to give you the ability to unlock the more advanced science parts, but I'm not sure how using xscience will affect the actual unlocking function of your mod I don't know if there's anything you'd be able to do about it, other than maybe put a warning in the opening page about it, or if this is something you'd have to take to the maker of xscience and ask if they could update the mod to ignore your computer's science report: Just thought you'd want to know.
  15. The Voyager IV Blimp heads to the arctic to deliver a new science complement to my K-52 research base: Carrying a little something to help the researchers get around and collect samples: Hopefully we'll get some engineering breakthroughs soon to get the fancy tech for these saucers.
  16. I made a thing, somewhat less traditionally propelled than other flying saucers, but since the new jet engine sounds in KSP make my ears hurt, I can't use them to fly, so until I unlock the gravity engine, it's propellers only for my non-orbital saucers. Loving the mod. @Angel-125
  17. @Angel-125 Just noticed with the K2 super computer, it seems like it needs labtime to function, but in my current campaign, I'm only using your Heisenberg airship mod and now Kerbal Flying Saucers mod, and I'm not currently seeing a way to generate lab time. [which to be fair, I may need to get farther into the tech tree for parts, not sure. so far the only lab I have is the gondo lab, which doesn't seem to generate lab time, at least not yet] Is this mod dependent on your other mods to generate lab time?
  18. Have already crashed a saucer into the ground with crazy mode. it exploded pretty spectacularly.
  19. That's something I hadn't considered. Didn't think about sticking more generators on there.
  20. Is it intended that the production of gravity waves can't keep up with consumption during crazy mode flight if the throttle is up more than just one tick or 2, or am I just missing something? Not sure if this is a feature intended to limit the "throttle" of crazy mode, or if I'm just missing something.
  21. OMG! YES! Time to create a fleet of Bouncers. [does anyone get that reference? ]
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