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ethernet

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Everything posted by ethernet

  1. I've gotten this suggestion before, but it doesn't make much sense to me. The point of the mod is to encourage building big stations out of big modules. Why would I want to make redundant an existing stock module suitable for building space stations? I do, however, plan to open up the Spectrometron to work on all science experiments. It requires a great deal of mass to get it going, and it still won't clean non-reusable experiments, so that would have much less conflict with the stock MPL.
  2. Please post the output_log.txt file from KSP_data. That's the log that's most useful. Not sure why KSP.log even exists. You have a ton of exceptions that appear to be from other mods, so I'm not surprised that things aren't working. The output_log.txt should give a better indication of what mods are at fault.
  3. The first time you get a contract for a given experiment at a given body, the rewards are much higher, under the assumption that you'll be constructing a new station to fulfill it. So those contracts are spawning to encourage you to build new stations. The contracts should spawn roughly in a sequence, but they're still randomized.
  4. Nothing should have changed. Do you have any errors in your log? They'll block manual pumping, but resources like those should still be consumed across the Attach-O-Tron. It's certainly not intentional. Can you provide me your persistent.sfs file? Did you rename the StationScience folder to "StationScience-1"? That would cause the experiment pods to fail loading, and would cause the errors you see (although I should add checks to prevent these errors, anyway).
  5. I don't think so. There are internal API changes from 0.25 to 0.90 that I had to adapt to in making v1.4. But you could always try.
  6. Sounds like you have a conflict with another mod. Certain mods mess with the experiment definitions badly, and screw them up for any mod alphabetically after Squad. If you post your KSP.log, I may be able to see which one is the likely culprit. I have the parameters only apply to the currently selected vessel, so that it's apparent whether the current vessel is correctly on track for completing the contract. In the Space Center, or elsewhere, they should be cleared. Is that inconsistent with your observations? Craft orientation is tangential to this mod. It should work as always, since the parts are command pods. They just don't have reaction wheels. Scientists already boost lab production. It just takes the highest level, as in the stock game. Engineers for the Cyclotron is a good idea. Currently, there's no way to boost them.
  7. Have you still not seen any? Have you tried rejecting a bunch to cycle through? Sure, I like where this one is going. If you're making new models, you might as well make them a little skinnier so they fit into the Mk3 cargo bay. It should only need to be a slight reduction, so for existing stations, the difference shouldn't be all that noticeable. I'll look into it.
  8. The first one. At least, if you want to complete a contract. Both will work if you just want the Science value. I'm thinking I'm going to disable removing results on EVA next update, though. It seems to just cause confusion.
  9. You mean the stock station contracts, added in 0.90? The research lab they ask for is the stock Mobile Processing Lab. I'm not sure if it's possible to make my Science Lab count, but I'll look into it. You must leave the results inside the pod, and return the pod to Kerbin to complete the contract. This is specified in the contract's text. Not sure I understand what you mean. A station would pass through many biomes and over many survey zones over the course of an experiment.
  10. The log you posted shows experiments being loaded from a ScienceDefs and ScienceDefs1 file. Where did that latter file come from?
  11. If you mean Crowd Sourced Science (don't see a "Community Science Devs" on Google), it's almost certainly that. It breaks other science mods, because it redefines the stock experiments instead of modifying them with ModuleManager. You could delete the ScienceDefs from Squad/Resources, and that will probably fix the problem.
  12. One thing I noticed is it seems to have trouble loading the retrogradeKuarqs.tga texture. You could try redownloading and reextracting the archive in case it got corrupted somehow. If that doesn't fix it, try deleting the StnSciExperiment6 folder from the Parts folder, and see if that fixes the issue.
  13. I need a persistance file, and the output_log.txt (from your KSP_Data directory) to be able to look into those problems. The pod for Kerbin was launched after you accepted the contract, right?
  14. Still under review. Should be available within the next half hour.
  15. Version 1.4 has been released. Features include: Support for KSP v0.90 (this version does not support KSP v0.25 or earlier) Cap to number of contracts StationScience will offer (up to 4 in Active or Offered state) Scientist Kerbals boost Eureka and Bioproduct production of the module they occupy. This bonus scales with level. Decreased masses, due to new restrictions on career mode Bug fix: recovery from Tracking Station will now complete contracts correctly
  16. Not in this mod. You could probably modify Karbonite to do it pretty easily, but I haven't looked into it.
  17. Are there any duplicate definitions? I.e., the same experiment defined twice? I'll be adding a limit for the release for when 0.90 comes out. But if you want to edit the DLL, you should be using the source code in the Source directory. Then you can make whatever changes you want, and recompile.
  18. Are you running the latest version? For a while now, it's been set up so that you should only get contracts for places you've been to already. If you reject the Station Science contracts, do other ones not show up that aren't Station Science?
  19. Please send me a persistent.sfs file where you have such zero-duration contracts available.
  20. You can't really say it's 40 times heavier than LF just because the unit mass is that much greater. There's no reason to believe a unit of Kibbal represents the same volume of a unit of LF. I simply picked a unit that represented the amount consumed in one hour of experimentation. The mass is intentional for the sake of game balance; to create a challenge. But if you don't like the stock mass settings, of course, feel free to make whatever modifications you like. The tweakables thing is an oversight, though. I'll fix that in the next release. The contracts require returning the experiment pods themselves. To be clear: these are the small ~0.1t, 1.25m parts, not the station research facility modules.
  21. Yes, you must deliver the pod itself, with the data inside, to complete the contract. Rereading it, I guess leaving the data inside isn't strictly specified in the contract description. Will add it in the next release. If you want, you can manually complete the contract using the debug menu (alt-F12). There's a contracts section that lets you complete active contracts.
  22. There is currently no way to alter contract rewards for Station Science specifically, without modifying the plugin. I may add this in the release for KSP v0.90 Are you running both the latest KSP (0.25), and the latest version of this mod (1.3.1)? There have been a number of incompatible version issues that would cause this problem. Do you see any errors in the log (alt-F2)? If so, please send me your output_log.txt from your KSP_Data folder.
  23. Just added a GameData folder, so if you redownload, you should have no problem installing. Meant to have one, but apparently mispackaged the zip on the last update.
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