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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
My thinking was you'd send up multiple experiments over time, on multiple contracts as they come up again, to eventually recoup the cost of the initial investment. I.e., a reason to make trips up and down to/from the station. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
ethernet replied to ethernet's topic in KSP1 Mod Releases
Are you playing the newest version (v1.1)? A deadline that low shouldn't happen in the newest version. You might see some improvement in payouts as well. If you upgrade, you'll have to refuse the old contracts first, before the ones from the new version start showing up. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
ethernet replied to ethernet's topic in KSP1 Mod Releases
Do you have the Station Science folder location as [KSP install directory]/GameData/StationScience ? If the folder isn't installed in the right place, the experiment pods won't load, and if you don't have the experiment pods, the Science Lab and Cyclotron won't do anything. The Cyclotron might just be giving the wrong reason why it can't do anything. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
ethernet replied to ethernet's topic in KSP1 Mod Releases
Thanks for the log. This stands out as possibly causing your problem: [WRN 14:46:53.128] [Part]: PartModule ModuleAeroReentry at StnSciExperiment5, index 1: index exceeds module count as defined in cfg. StnSciExperiment5 is the name of the creature comforts experiment pod. Looks like it's a conflict with Deadly Reentry (which has a ModuleAeroReentry). Can you try again without Deadly Reentry? -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
ethernet replied to ethernet's topic in KSP1 Mod Releases
After it gets stuck, please send me your KSP.log file from your KSP install directory, and a list of any other mods you are using. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
ethernet replied to ethernet's topic in KSP1 Mod Releases
Cool! Hadn't thought of the Cyclotron and Spectrometron as containing passable habitable space, but that's up to you. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
ethernet replied to ethernet's topic in KSP1 Mod Releases
Try using http://dropbox.com or http://pastebin.com/ and PM a link to your upload. Also, please send me your KSP.log file. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
ethernet replied to ethernet's topic in KSP1 Mod Releases
You're using the latest KSP (0.24.2) and latest version of this mod (v1.1), right? A version mismatch can cause this exact problem. If that's not it, maybe the asteroid is causing problems. I never thought to test with an asteroid station. If you're still having problems, can you send me your persistence file? -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
ethernet replied to ethernet's topic in KSP1 Mod Releases
I've uploaded a new version to address the concerns raised about the contracts. They should be less frequent now, and will no longer target not-yet-reached celestial bodies, or require not-yet-unlocked experiment parts. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
ethernet replied to ethernet's topic in KSP1 Mod Releases
Thanks for the PM. When I tried your save, I was able to decline the Station Science contracts repeatedly, until there were none left in the list, and "test part" experiments took their place. It took about a half dozen declines. Are you not seeing this same behavior? It's because your reputation is so high. And their not "Exceptional" for nothing! Try declining the Station contracts, and you should see others take their place. I will look into reducing their preponderance, though. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
ethernet replied to ethernet's topic in KSP1 Mod Releases
It may be, if you can tell me what they are. If it's one that totally replaces the stock ScienceDefs (like the community alternative experiment messages pack), you can rename the stock GameData/Squad/Resources/ScienceDefs.cfg to something that doesn't end in ".cfg" to prevent it from being loaded. Otherwise, I'd have to know more details. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
ethernet replied to ethernet's topic in KSP1 Mod Releases
Could you PM me your persistence file? Do you have other mods installed? This happens if another loads ScienceDefs that clash with the stock ones. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
ethernet replied to ethernet's topic in KSP1 Mod Releases
It's four more tech nodes. 74 days should be plenty. A lot of that Science you can get by starting on the station, and doing the experiments themselves (and even more by taking more contracts for lower tier experiments). "All you need" in this case would be the entire tech tree of Station Science parts, plus solar panels. That's short circuiting a lot of gameplay that would otherwise go into unlocking those parts. Also, you're not obliged to take every contract presented to you. I get that you confused it with a testing contract, though. I'll look into making it more clear in-game that experimental parts are not part of these contracts. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
ethernet replied to ethernet's topic in KSP1 Mod Releases
I'm not convinced this is a problem. The contract duration should give plenty of time to unlock it. Why shouldn't unlocking tech be part of completing contracts? -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
ethernet replied to ethernet's topic in KSP1 Mod Releases
Just uploaded version 1.0.1, to fix for 0.24.1. A method signature changed. The new version is under review by Curse as of now, but should be available soon. -
I'd go a little further and also eliminate repeat experiments within a given biome. It's simply busywork to do an experiment multiple times at the same location; it has no gameplay value. But then use the same diminishing returns code that currently applies to same-biome repeats, and make it apply to different-biome experiments. Set the total amount available per experiment, so you'd get something on the order of x3 the base Science after doing, say, 5 repeats at different biomes.
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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
Version 1.0 is out. It adds contracts support. I have not been able to address any of the reported crash problems. I haven't been able to reproduce them. If you experience instability, please save your KSP.log and send it to me. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
ethernet replied to ethernet's topic in KSP1 Mod Releases
Stripes to the outside. You can see the correct orientation in the first screenshot in the OP. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
ethernet replied to ethernet's topic in KSP1 Mod Releases
My thinking is the hatches on the Stock parts don't really make sense. If you cover them up with docking ports, or other parts, then they don't matter. You can imagine whatever connectors there need to be, same as with fuel tanks with engines on the bottom. If you leave them exposed, then they're non-functional hatches, and look weird. Good idea. Added them. Thanks for the insight. Will look into this. For now. Once Contract support is in, you'll get advances like any others. Priobably not enough to finance a station 100% in advance, but it's not like Funds are all that scarce to begin with. -
[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 either problem. If it happens again, please PM me your KSP.log (from the install directory), and a list of your other mods you have installed. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
ethernet replied to ethernet's topic in KSP1 Mod Releases
First report of this. Are you running other mods? 32- or 64-bit KSP? -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
ethernet replied to ethernet's topic in KSP1 Mod Releases
With regard to what you're saying, nothing's really changed. It's just that instead of sticking four or five duplicates of an experiment pod on a craft to get the full Science from that experiment, you only need to use one. The "reusability" the previous versions had was essentially meaningless; a matter of more clicking, not more flying. Once Contract support is in, you'll probably want to build more stations in various places, instead of just building one and moving it around. You'll get contracts to take specific pods to specific places, and if you happen to already have a station there, that contract will be much easier. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
ethernet replied to ethernet's topic in KSP1 Mod Releases
Version 0.9 is now available. This version includes: Added complete set of models. Any further changes to these models will be backwards compatible. Rebalanced cost, mass, and Science output. Masses are generally a bit lower, but Science is dramatically lower, and experiments no longer give Science if repeated in the same location. This is anticipation of the next update which will add contracts support, that will include additional Science rewards. The old parts are deprecated, and are not automatically updated to the new models. If you require them to play an old save, see the README.txt for instructions. Delete the old StationScience folder if you're updating from an older version. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
ethernet replied to ethernet's topic in KSP1 Mod Releases
Good news! Got my Steam key, so I should be good to release sometime tonight. Yeah, definitely. That's been my plan. Won't be in this release, but hopefully soon. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
ethernet replied to ethernet's topic in KSP1 Mod Releases
That's working as intended. It's one of the several reasons why it's inferior to the stock docking ports, to justify its lower tech placement. Unfortunately, when I tried to transfer my copy of KSP to Steam, it failed, leaving me unable to download from either the website or Steam. Until I can play the update, I'm not going to be able to test and rebalance the part funds costs, which I'd imagine don't fit well currently. I didn't put much thought into the current costs. I do have all the models done now, so as soon as I can actually play the new update, and make sure everything works and is balanced, I'll be releasing the new update. I would suggest not using Station Science on a new save for the time being. The new models won't be retroactive to existing saves.