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ethernet

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Everything posted by ethernet

  1. You can collect some of the experiments. Only the ones that don't require Bioproducts (since you're supposed to bring the Bioproducts back for study). However, to complete contracts, you must bring back the experiment pod. This is noted in the contract text. If you stop gaining Kuarqs, you're probably actually hitting the point where your production rate is slower than the decay rate (since decay is based on half-life, the decay rate-per-second increases the more Kuarqs you have). In particular, the highest level Kuarq experiment (Eccentric Kuarqs) requires two Cyclotrons. This is detailed in the thread OP. If your power generation is lacking (can't keep your Cyclotron going continuously), you might have difficulty with Retrograde Kuarqs as well.
  2. I'm not sure what you mean. Are you saying that you're able to start experiments (right click a pod, Start Experiment), and see the 0/50 Eureka "tank", but nothing accumulates into it? What does the status of your Science Lab say (right click it)? Is it manned?
  3. What happens when you right click a pod? Any errors in the log?
  4. Do you have experiment pods attached? I can't tell for sure from your screenshot. If they're not in your part list, make sure the StationScience folder is directly under the GameData directory. Once you have them docked, you need to right click one to start an experiment. Can you send me your quicksave?
  5. Sounds like you have the StationScience folder on the wrong place. It must be immediately under GameData. Not sure on the contracts issue yet. Will look into it.
  6. You don't need to land the whole thing. Just the pods. As described in the OP of this thread, and the part descriptions of each pod, you're supposed to bring the experiment pods up, do them, then undock them and bring them back to Kerbin.
  7. If you didn't click Finalize Results, I'm confused how you could have clicked to keep the results instead of transmitting. That results dialog should only show up when you right click a completed experiment, and click Finalize Results.
  8. I assume you recovered the vessel? Doesn't sound like you did anything wrong. Do you have a quicksave from before recovery?
  9. Roleplay, reasons, sure, but that's not useful for balance. In terms of gameplay, time is meaningless. Simply flying for a long time just doesn't sound like a fun thing to do. Why encourage it with Science rewards? The point of the current mod is to encourage launching heaving parts and docking them together, which are challenging things to do, and thus, hopefully fun. And again, why put something like this in a space station mod? I'm not fond of feature creep for mods. Do one thing, and try to do it well, is my philosophy. Are you running the latest KSP, and version of this mod? To you have a manned Science Lab?
  10. You might want to unlock the 2.5m rocket parts first. It's certainly possible to launch all of this mod's parts without them, but it's easier once you have mainsails (and pretty trivial once if you unlock the 3.75m SLS parts). The deadline on the contract should be long enough to let you unlock a bit more before attempting it again. Seems to me 2.5m is the minimum for a part to really be a "space station" part. 1.25m parts don't read as station parts to me. Eureka generation is only meaningful in terms of you either have it or you don't. Rate is meaningless because time is meaningless. So adding it to other parts would just mean that the Science Lab is pointless. I don't see a good reason to do that. Of course, you can do that for your own install, and even post the ModuleManager script if you want. As for in-atmo experiments, there's already tons of science you can do in an atmosphere. I don't see a good reason to add more in a space station mod. You could use KAS fuel pipes, or something like TAC fuel balancer. But I wonder why you would feel you have to replace the first part of your station? As long as you don't have to transfer fuel to it (and why would you?), what's the problem? The main intended way (that will always work) is to undock and land. To do contracts, you need to do this. Some experiments allow you to take out the results on EVA, but I would avoid doing this. It won't complete contracts, and it won't work with some of them (the ones that require Bioproducts). You can use normal docking ports. The only purpose of the Attach-O-Tron is to be early in the tech tree. The normal docking ports are strictly better, once you unlock them.
  11. The mark is intended to go away if you switch to a different ship, but just so it indicates whether or not your currently active ship is on track to complete the contract. It should come back if you switch back to the ship. If you can duplicate this again, please make a quicksave while the box is checked, then make another quicksave when you've returned to the ship, and the box is no longer checked. Then please send me both quicksaves.
  12. It certainly did, thank you. New version is up with this fix.
  13. Please send me your KSP.log. The point is you shouldn't hard attach the small experiment pods to the station, because they're meant to be returned to Kerbin. They should be undockable in some way. There's no functionality change there at all, just a note in the part description.
  14. Released version 1.3. Changes include: Fix for KSP 0.25 Will now recognize "launches" that use methods other than staging, for contract requirements. Added note to experiment pod descriptions to not attach them directly to the station.
  15. Yes, 0.25 breaks this mod. I'll be uploading a new version soon (hopefully tonight).
  16. A sufficient quantity of Kerbals needs to be in the particular lab for it to work. The lab should have an Insufficient Crew message in its right-click menu if that's the case.
  17. Thing is, with that much text, people will just ignore it. I might add a note to the experiment pods that they're not intended to be attached directly to stations, though. I mention it early in the OP of this thread, but I don't think I do in-game, and it seems to be a common misconception. Regarding the "launch via staging" vs "launch via action groups" thing, that's not intended. I'll be fixing that for the next release (shortly after KSP 0.25 launches).
  18. I thought the contract text would be clear on this, but if you can think of how to make it more clear, please let me know.
  19. Are you using KSP v. 0.24.2, and StationScience v. 1.2? If so, please send me your KSP.log. It looks like something isn't working. It has to be the experiment pod itself (the small ones, not the big station modules). You're intended to attach the pods to craft that launch up, dock, undock, and return.
  20. Yes, if Crowd Sourced Science Logs is in there (which it wouldn't be visible from that listing), that's likely the culprit. Make sure the "original" ScienceDefs.cfg file is either deleted, or renamed to something without a .cfg extension (adding ".old" to the end should work). If that's not the problem, Jaxx, please send me your KSP.log. That should list all the experiment def files that are getting loaded.
  21. Please send me your persistence file and KSP.log from after seeing this happen. The experiment defs aren't getting loaded. This is likely due to a conflict with another mod. Do you have other mods installed? If so, what are they?
  22. Hmm, odd. Am looking into it. Thanks for the save file. The "launch a new pod" is to enforce that each contract is a round-trip "mission", emulating the kind of missions we do to the ISS, and you can't just stick a bunch on the station ahead of time, and deorbit them as needed. I will look into the feasibility of counting in-situ production as "new launched".
  23. No idea why the first one isn't getting checked. Please send me a quicksave from after launching that new experiment pod. No. The contract specifies to bring the pod itself back to Kerbin, with the results. This also excludes the EVA recovery of the results you did. No, that is standard. Any part (including in the stock game) that would be rendered inoperable by transmission, is also made inoperable if you pull from it in EVA. Like those parts, the experiment pods can be restored by a Mobile Processing Lab, but there's not really much reason to do that. The expectation is you'll bring the pods up as needed, then bring them back down.
  24. I'm fairly positive of the problem: I always recover from the landed vessel itself, so that's the only way I thought to test. Recovery from the space center would fail, because the first two are only checked if your current vessel meets the requirements (to make it clear that you've got the right pod on the vessel you're flying). Try loading quicksave 5, use the recover button on the altimeter, and it should work. I'll look into fixing the recovery from space center. But you can repeat the small experiments unlimited times. Just look for the corresponding contracts. You can reject contracts you don't want for an instant replacement. Also, bear in mind that even without Station Science, it's entirely possible to unlock the entire tech tree without ever leaving Kerbin SOI. Mun and Minmus biomes are more than enough.
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