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[1.4.x - 1.7.x] Nehemia Engineering Orbital Science Mods (NEOS - Micha's build) (0.8.1)


micha

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Edit: Removed this. It appears I didn't understand how the parts worked. <_<

Ignore me, I'm silly. ;p

(re-edit: The last part I posted still stands - thanks for doing this. I've only played with KEES, so it's neat to see the other mods.)

Edited by etmoonshade
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  • 2 weeks later...

I have this strange bug, that I cant place external stowage rack on literally anything. And if I launch some thing with that rack installed in editor - it will break off if ship gets some considerable acceleration, EVEN if it is shielded from air streams and strutted like dangerous crazy person :)

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I have this strange bug, that I cant place external stowage rack on literally anything. And if I launch some thing with that rack installed in editor - it will break off if ship gets some considerable acceleration, EVEN if it is shielded from air streams and strutted like dangerous crazy person :)

Are you holding down "H" (I think) while you try to attach it? That screwed me up for a while. >_>

Question for micha: Is it possible to tweak the xmitDataScalar (or equivalent token) on any of the modules other than KEES?

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  • 2 weeks later...

Thanks for keeping this going while N3m3mia is busy with real life Micha. It's a great mod and I'd hate to have lost it to upgrades.

Could you do those of us who trained on earlier versions a big favour? Post a big flashing note in the OP to RTF-KIS-M regarding PEC attachment.

It is... Frustrating... To have successfully launched a shiny new rocket into Loco with all your KEES needs stowed safely aboard only to discover that

On the bright side, the expendable ship let me test its reentry capabilities. The good news is that a ~5 degree reentry at ~2400 m/s that burnt through nearly 40% of the ablator in the 1.25 m heat shield never even raised the mildest of overheat warnings in the KEES payload bays. So long as you go on EVA and get the experiments off of the PECs they shouldn't have any difficulty surviving reentry.

The bad news is that if you try and deorbit a double batch of KEES experiments, as I'm used to doing to get the bulk of the science in one pass, the mass and terminal velocity of the craft are high enough that you lithobrake before reaching safe parachute opening velocities.

Oh well, you live you learn. Or in Jeb's case you respawn.

Thanx again.

-S

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  • 2 weeks later...

Hi, I downloaded the full science pack and installed it into game data, run the game but then I can't find any of the pieces, they are not in the tech tree or in the VAB, they simply don't exist.

I tried a couple of things but there is no change.

Can anyone help me?

I'm not new to the process of modding ksp but I seem unable to solve this alone :D

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I have this strange bug, that I cant place external stowage rack on literally anything. And if I launch some thing with that rack installed in editor - it will break off if ship gets some considerable acceleration, EVEN if it is shielded from air streams and strutted like dangerous crazy person :)
Place it AFTER launch!!! Press H to use KIS tool. Which must be in the hand of an engineer. Read the KIS documentation. You can find it as an in game item and even read it during a mission for reminders.
e.g. making some of the experiments and equipment stowable via KIS, thus cutting out the need to have specialised parts just for carrying them, or letting you carry the Kemini experiments in different command pods.
This how it works right now read the instructions in on KIS again. However space in pods is limited. There is nothing wrong with using different kerbals to do different KEES experiments by stowing stuff in existing personal cockpit KIS storage. they DO NOT all have to be engineers.
Thanks for keeping this going while N3m3mia is busy with real life Micha. It's a great mod and I'd hate to have lost it to upgrades.

Could you do those of us who trained on earlier versions a big favour? Post a big flashing note in the OP to RTF-KIS-M regarding PEC attachment.

It is... Frustrating... To have successfully launched a shiny new rocket into Loco with all your KEES needs stowed safely aboard only to discover that

On the bright side, the expendable ship let me test its reentry capabilities. The good news is that a ~5 degree reentry at ~2400 m/s that burnt through nearly 40% of the ablator in the 1.25 m heat shield never even raised the mildest of overheat warnings in the KEES payload bays. So long as you go on EVA and get the experiments off of the PECs they shouldn't have any difficulty surviving reentry.

The bad news is that if you try and deorbit a double batch of KEES experiments, as I'm used to doing to get the bulk of the science in one pass, the mass and terminal velocity of the craft are high enough that you lithobrake before reaching safe parachute opening velocities.

Oh well, you live you learn. Or in Jeb's case you respawn.

Thanx again.

-S

There is a couple of tactical choices to make when setting up missions. Engineers are only needed to attach the mounting plates. Anybody can move the experiments. So if you going to be in a situation where the re-entry in going to be at a harsh angle or involves long aerobraking. Plan ahead and leave out the KEES containers although they are quite tough . The cockpit stowage is safer but smaller.

Hi, I downloaded the full science pack and installed it into game data, run the game but then I can't find any of the pieces, they are not in the tech tree or in the VAB, they simply don't exist.

I tried a couple of things but there is no change.

Can anyone help me?

I'm not new to the process of modding ksp but I seem unable to solve this alone :D

Is some plugin necessary?

Sounds like you have not installed KIS yet. See here http://forum.kerbalspaceprogram.com/threads/113111-1-0-4-Kerbal-Inventory-System-(KIS)-1-2-2

First off this for KSP 1.0.4 only at the time of writing.

Edited by nobodyhasthis
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  • 2 weeks later...
Something is wrong with the 2 crewed modules.

I use only the NehemiahIncSciencePack_0.2_alpha_mw-4.zip pack. So no KLS, or Kemini, or KEES.
Make new craft in VAB. Use any of the 2 modules, no other parts needed. Launch. (make sure you got 2 kerbals inside, not just one)

Now if you EVA a kerbal, you will see the log get spammed with: [B][NE] init E Racks internal model null[/B]
If you go back and EVA the second kerbal, the spamm stops. If you put 1 kerbal back inside, the log starts again. If you put the second kerbal inside, so basically fill the crew slots, the log stops the spam once more.

Everytime the spam stops, it does with the messsage: [B][NE] init E Racks successfull[/B]

It doesnt matter where you are, or what parts you got.
I made another test in orbit, with a station full of stock and this mods parts.

If i EVA a kerbal from ANYWHERE, (even a command pod, or a crew cabin or anything), the log spam starts running, as long as that station has at least 1 of either [B]MSL-1000[/B] or [B]MEP-825[/B] hub docked with crew inside.

[B]The log spam stops if those hubs are EMPTY of crew, if those hubs are FULL with crew, if you dont have any EVA kerbal around KSP visible/physics range, OR if u STOP/PAUSE science generation on those 2 modules.[/B]

I hope i made sense :sticktongue: Edited by Thourion
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  • 1 month later...

Hi Micha,

Hope you don't mind me sending you a PM. I know you wrote the forum does not always update you. I just wanted to ask if it was save to use your update of the N3h3mia Orbital Science mods in 1.0.5. I know you complied them in 1.0.4 but they could still work as lot of mods are compatible. Although the thermal effects have been changed. Kerbal Inventory Sytem has kept up and works fine. Do you think it would be possible to for carry on using the last version?

Or will it really need an update first?

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  • 1 month later...
  • 2 weeks later...

Hi All,

Dreadfully sorry, I've also dropped out of the KSP universe for a bit and my development box was out of commission for quite a while (I finally fixed it last week).

I am planning to put some time aside to recompile this mod for 1.1 (assuming N3h3mia doesn't pipe up first) as soon as the pre-release drops on Steam (hopefully next week sometime).

Cheers,

 - Micha.

 

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  • 1 month later...

Sorry for the delay - the final parts of the Distant Worlds Expedition clashed with the start of the KSP 1.1 pre-release cycle. I had to wait for a couple of dependencies to get updated anyway.

 

Release 0.7a-mw5 for KSP1.1-pre is up.  Not had a chance to test it much, but the bits I did try seem to work.

Remember you will also need the pre-release versions of ModuleManager and KIS for the full functionality.

 

Please let me know of any issues and I'll try to get them sorted asap.

Edited by micha
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13 hours ago, MinimumSky5 said:

The Kemini experiments don't seem to work, they aren't appearing in the tech tree and i can't add them into the Mk1 pod.

Do you have ModuleManager installed?

Just did a clean install of KSP 1.1 beta on Windows, installed just the Kemini package, and ModuleManager 2.6.21.

Experiments appear in the tech-tree, and I can right-click on a the Mk1 Command Pod to add/remove experiments.

 

Spoiler

 

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