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ethernet
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Everything posted by ethernet
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[1.1.2] Station Science (v2.0: New models by SpeedyB)
ethernet replied to ethernet's topic in KSP1 Mod Releases
Yeah, I will be doing this soon. For those, part of the point is that you're supposed to return the Bioproducts to the surface. Removing the Science via EVA would defeat that. I'm not sure what you mean by "different contracts". You can currently get an unlimited number of contracts for a given experiment at a given location. Yeah, I know about this. My belief is that those contracts give excessive Science rewards. If I used those as a standard of Science per effort, you'd be done with the tech tree without leaving LKO. Unfortunately, the stock game is still very poorly balanced. Which is OK for an alpha, but it means I can't really meaningfully balance Station Science. Take a look at Interstellar. It has the continuous slow Science, and adds a bunch of stuff to the tree to work towards. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
ethernet replied to ethernet's topic in KSP1 Mod Releases
I've not been able to reproduce these problems. I accepted a contract, launched a new craft with the proper pod, and the first requirement checked off. Then I quicksaved/quickloaded, and the check box remained. Then I went the space center and back, and the check box was checked once again. If you can reproduce this consistently, please do the following: 1) Accept a contract, launch the craft. Then do a quicksave. Set this quicksave aside. 2) Either load the quicksave, or go to the space center and back 3) Make another quicksave with the box now unchecked. Quit KSP, and zip up the two quicksaves, and your KSP.log. This mod shouldn't change stock experiment behavior at all. Do you have any other mods installed? -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
ethernet replied to ethernet's topic in KSP1 Mod Releases
It is certainly possible with just stock game plus Station Science. Large stations/vessels wouldn't make you run out of memory to a significant degree. Large numbers of mods installed are what does it (due to the textures). It sounds like there's something wrong beyond just hitting the 32-bit memory cap. Can you try on 32-bit, with the "._" files removed? Go for a puller configuration (engines at the front, pointing back), and you won't need 2.5m docking docking ports. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
ethernet replied to ethernet's topic in KSP1 Mod Releases
I'd suggest using 32-bit KSP, and using the Active Texture Management mod if you're having problems with memory. As for how to use this mod in play, the first post of this thread has the details. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
ethernet replied to ethernet's topic in KSP1 Mod Releases
No idea. I've seen reports of this before, but I can't reproduce it on my system. I've given up trying to debug for 64-bit KSP. It's too just too unstable. Is this on the 64-bit version? Are you able to enter the Zoology Bay and Hitchhiker Storage parts? -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
ethernet replied to ethernet's topic in KSP1 Mod Releases
The repeatability I have with contracts makes sense from this perspective. Each contract represents a new experiment of the same type (so same part) that builds on the ones you've already completed and returned (so requires a newly launched pod). What the stock game's experiment repeatability does, where you do the same exact experiment, at the same time, in the same exact location, with exact duplicates of the experiment equipment, doesn't make sense. If there are scientific gains to be made from doing such trivial repetitions, why aren't those repetitions just part of "the experiment" to begin with? Why make the player slap on a bunch of duplicate parts, and click a bunch, to actually do the experiment properly? More importantly, in terms of gameplay, the stock game's repeatability adds nothing of value. Just some extra clicking. What I try to do with the contracts is encourage flying more missions to get more science, and even make SSTOs more useful, since they make repeat experiments downright profitable in Funds. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
ethernet replied to ethernet's topic in KSP1 Mod Releases
The point is the contracts you'll keep getting forever that give Science and Funds. The Zoology Bay's trickle science asymptotically caps at 300 (for LKO), and costs Kibbal that has mass. At a certain point, contracts will be much better for Science per up-mass. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
ethernet replied to ethernet's topic in KSP1 Mod Releases
It is not necessary to build another station. You can move it wherever you want for your new contracts. The "decaying number for repeats" mechanic, that the stock game uses, doesn't really make sense. All it involves is sending up more experiment pods at once, and clicking more. It doesn't meaningfully add gameplay. Whereas for the contracts, you have to send up a fresh pod for each one. That means flying actual additional missions. If you want more Station Science contracts, just reject the ones you don't want. New ones get populated immediately. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
ethernet replied to ethernet's topic in KSP1 Mod Releases
I suspect that the problem is that in order to actually use electricity, you need to have a battery. The stock command parts all have integrated batteries, but my parts don't, like the Hitchhiker container and Mobile Processing Lab. I guess I can add a small battery just to avoid this kind of confusion, since unlike those other parts, mine do act as command parts. Please send me your KSP.log (from the install directory) from just after it crashes, and a list of all mods you have installed. I would not be surprised if DebRefund is not compatible with this mod. It sounds like it isn't triggering the "ship recovered" hook I use, when it recovers the vessel. I'll take a look, but I can't guarantee compatibility with all mods. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
ethernet replied to ethernet's topic in KSP1 Mod Releases
Most pods can be cleaned out by the stock Mobile Processing Lab for reuse (the ones that require Bioproducts cannot). However, all contracts require a newly launched experiment pod after taking the contract, and require recovery of the pod on Kerbin. The idea is you build you permanent stations with the big heavy lab modules, then launch and dock the small experiment pods as needed, then land them back on Kerbin for recovery. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
ethernet replied to ferram4's topic in KSP1 Mod Releases
It will be tomorrow when the new mod rules go into effect, as all released versions of ModStatistics violate them (no in-game opt-in for personal info collection, no "forget my info" option available). Any available release of FAR that includes it could be in violation, even if it isn't the latest.- 14,073 replies
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[1.1.2] Station Science (v2.0: New models by SpeedyB)
ethernet replied to ethernet's topic in KSP1 Mod Releases
You're right, the Kibbal ought to be tweakable. I missed that and hadn't realized a specific flag was needed to make it work. As for the rest of the masses, it's meant to be a challenge. I think the current masses are about as low as they can be without becoming too easy. I agree it's not very useful. My hope has been that biomes get added to other planets to make it more useful. I considered taking it out, but I figured some might like it. I might add a contract that uses it, though. The reusability comes from contracts. They give about as much Science as that first execution. Ordinary reusability (without contracts) is pointless. It's just extra science from putting more pods on your craft. No new gameplay. You need KSP version 0.24.1 or later. 0.24 won't work. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
ethernet replied to ethernet's topic in KSP1 Mod Releases
Version 1.2 released, with the following changes: Dramatically increased Funds rewards (e.g., 300K for Plant Growth at Kerbin) for the first time you do a given experiment at a given location. Repeats give a bit more Funds than previously (e.g., 10K for Plant Growth at Kerbin). Slight increase in Science rewards from contracts. Reformatted requirements a bit to match the "hierarchy" style the stock ones use. Should be no change in functionality. You can now force lights to stay on or stay off from the right click menu, in addition to the current default behavior. Note: old contracts will continue to have the same payouts, and the wording/layout might look a little weird (they'll be missing the "top-level" objective), but they should continue to work as before. Newly generated ones, even on old saves, will have the new payouts and formatting. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
ethernet replied to ethernet's topic in KSP1 Mod Releases
Backwards compatible with old saves, that is. Not old versions of the game. You can try this old version, but I can't make any guarantees, and you'll get the old version of the contracts that'll spam your listing, and have short expiration times. KSP 0.24.1 broke this mod, and to fix this mod (in 1.0.1), I had to sever compatibility with older versions of KSP. edit: Just noticed you said 0.23, not 0.24, which doesn't have contracts. In that case, try this one which has no contract support at all, but has the complete models. If that doesn't work, try this one that doesn't have the new models, but definitely worked with 0.23. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
ethernet replied to ethernet's topic in KSP1 Mod Releases
You can use the Debug menu (alt-F12) to spawn contracts. Go to Contracts, then Add, then scroll down and look for StnSciContract, and try pressing the E button until the Plant Growth appears again. You can then reject any others you spawned if you want. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
ethernet replied to ethernet's topic in KSP1 Mod Releases
Should be the same, but with StnSciExperiment1 instead. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
ethernet replied to ethernet's topic in KSP1 Mod Releases
First, search for "UT =", and copy the number you find there. Then, search for "StnSciExperiment2", and find the StationExperiment module section. In there, you'll find "launched" and "completed" values. Paste in the number you copied for each of them. When you restart, and focus on your vessel, the first two objectives should automatically complete (provided the experiment is actually complete; if not, just complete it). -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
ethernet replied to ethernet's topic in KSP1 Mod Releases
You need to upgrade to v. 0.24.2 of KSP, which is the latest version. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
ethernet replied to ethernet's topic in KSP1 Mod Releases
My plan is to look for completed, awarded contracts. If none exist, big reward. If not, smaller reward. It's 1.25m, not 0.625m. But I'm not sure why the diameter matters that much. During launch, you can just use struts (in the same node as the Attach-O-Tron), assuming it's load-bearing, and once its in orbit, it doesn't matter at all. TAC resources makes more sense. Hadn't considered that interaction. I might make the limitation explicitly for fuel and oxidizer. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
ethernet replied to ethernet's topic in KSP1 Mod Releases
I haven't been able to reproduce this. Are you certain the Plant Growth pod you did the experiment with, and undocked, is the one you launched after taking the contract. If so, if you could try again, and quicksave before you do the separation, and send me that quicksave, that would help. Also please send me the KSP.log file as it is after the separation. I agree with your assessment. Thanks. I'll release a new version soon that will have dramatically higher payment for the first time you do a contract for a given experiment at a given location, then a lesser payment for repeats. Great video. That's exactly the kind of effort I'd want to reward significantly. What do you mean that adding modules in the future wouldn't have worked well? The whole reason I have the Attach-O-Tron is to try to make sure you can start building stations with it as soon as possible. I understand wanting to bring it back for recovery, though. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
ethernet replied to ethernet's topic in KSP1 Mod Releases
Thanks for putting so much effort into this report! First thing: are you running latest KSP (v. 0.24.2), and Station Science (v. 1.1)? If you aren't (either one is too old), you'd get exactly the behavior you're seeing. KSP v. 0.24.1 broke Station Science, and the change I needed to make broke compatibility with any earlier versions. If that's not the issue, please send me your KSP.log (after observing the problem), and your persistence.sfs file. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
ethernet replied to ethernet's topic in KSP1 Mod Releases
Haven't tested with other mods specifically, but I don't see why not. They generally do different things. However, in particular, I believe Station Science is a better approach to "trickle" science than Interstellar's Science Lab. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
ethernet replied to ethernet's topic in KSP1 Mod Releases
Saves are fully compatible across 64 and 32 bit. Just run the 32-bit version instead. If you're not using Steam (which downloads both versions), you'll just have to copy your save directory from the Saves directory of your KSP install to the new 32-bit install. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
ethernet replied to ethernet's topic in KSP1 Mod Releases
If you're running that few mods, just run 32-bit version. 64-bit KSP is buggy and unstable. I've given up on trying to debug reported 64-bit issues. The only upside to 64-bit is it lets you use more memory (primarily for textures). Unless you have a ton of part mods, that isn't going to be an issue. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
ethernet replied to ethernet's topic in KSP1 Mod Releases
You need to have experiment pods. If you don't have them, did you install to the correct directory? The StationScience directory needs to be as [KSP install]/GameData/StationScience To implement the "no-transfer" (which is more strict than just "no-crossfeed") I have to manually trace through the craft and see if there's a valid flow path between the two tanks that doesn't go through an Attach-O-Tron. Whatever mechanism KAS uses to attach fuel pipes is probably not something my code follows. I can look into it, but no guarantees. For now, TAC fuel balancer should let you bypass the Attach-o-Tron.