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yuravian

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Everything posted by yuravian

  1. I like to play with a relatively low DSN multiplier (0.05 or lower) and I noticed today that the info mod seems to be multiplying the DSN multiplier a second time (see images below) (maybe the game has been changed so that it handles the DSN multiplication itself before handing the data off to the mod, and the mod does it again?)
  2. No, this is a fresh new game. Maybe I'm misremembering, but I don't think that was an issue before with the mod in question. Entirely possible this is a ScienceAlert problem and not a SCANSat issue! Edit: oh god, I just re-read what integration does... so sorry! this is working as intended.
  3. Hi, crossposting from ScienceAlert ReAlerted just in case the problem is with SCANSat instead of that mod - ScienceAlert ReAlerted seems to be having some trouble with 1.9 and SCANSat - when I select "show biome" *and* "SCANSAT integration" at the same time, I see "Data Not Found" in the top of the window, and no experiments show up in the mod. Turning off SCANSat integration resolves this issue and the mod detects experiments as usual. Unclear if SCANSat is failing to report current biome properly, or if the ScienceAlert mod is pulling that data incorrectly. SCANSat v. 18.14 ScienceAlert ReAlerted v. 1.9.8.6
  4. Hmm, I seem to be experiencing odd behavior when it comes to transmitting data. When I try to transmit science via antenna, I don't see the option at all in the right click menu, no matter which antenna I use. I can still transmit individual experiments and it *seems* like they follow RT rules for transmission (will test more to be sure), but that's a little annoying when transmitting a large number of items. If I disable RT I immediately get the standard science transmission options on right-click. Is this intended behavior? I didn't see anything in my module manager logs that suggests any of my other mods are applying anything to the antenna parts. When I look at my persistent.sfs I see that there is no TRANSMITTER information on any of the ModuleRTAntenna items on any of my ships. If it is intended, is there an alternative "transmit all" button I'm missing? Persistent.sfs: https://drive.google.com/open?id=1inOB9Dm5b09EDzvBLcRZS7a9vQlQwMGZ MM Log: https://drive.google.com/open?id=1nHy34aC33FKQTVR9g6KOw3eScOOwCtE0 E: forgot to mention, this is on a fresh install of KSP with a collection of other freshly installed KSP mods. But I don't see any other mods touching, the [HighGainAntenna5] object in that MM log. Remotetech is the only one. I posted the bug on Github as per previously mentioned. Will await follow-up there.
  5. [quote name='ss8913']I've tried it with the communotron 88 dish, the DTS comm array, and the omni antennas, with the same results on all three. perhaps there are some antennas that work, but these types that I'm mentioning worked before 1.0.5 :) as did all of the ones I tried, before...[/QUOTE] The only ones I've found that work are from other mods and plugins... that are most likely using the old KSP classic method instead of actually following RemoteTech rules.
  6. Looks like a reinstall fixed it. Not sure if it was a difference between 459 and 460, or if I just had a screwy install, but it's all gravy now. Thanks again for your work!
  7. odd, it seems to be following body radius for everything but the moon. maybe a reinstall is in order. Mine definitely burns nodes at t-0, however.
  8. Hi! thanks for working on MJ to update it for 1.0.2! One quick note -- the maneuver node planner in the latest dev build (the only one I've used, so I can't tell you when it may have started) seems not to properly 'straddle' maneuver nodes; that is to say, split up the use of dV to optimize the burn. Instead it burns at t-0 from the node, which can result in an inefficient burn, especially on long, low TWR burns. e: it also seems to treat planets/moons as points with regard to 'adjust closest approach', not taking the correct planetary radius into account. For example, the mun's equatorial radius is 100km, and to correctly calculate a 15km closest approach I had to type 115km as the closest approach. Doesn't seem to do this with other commands so far, such as 'adjust Pe', just the closest approach.
  9. Maybe I've missed it, but are there any empty bays, so I can make my ship all pretty and symmetrical? I suppose I could just put an empty monoprop/fuel can on, but it'd be nice to have a 1 or 2 unit tall empty bay to put modules in from other plugins.
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