Welldown Posted May 19, 2019 Share Posted May 19, 2019 10 minutes ago, linuxgurugamer said: It's restock causing the problem. Are you running the latest release of BSL? If not please download and install, it has a whitelist file which should fix the problem. Jup, the latest is on. At least i think so. Got it from CKAN, but i cross-checked my whitelist file with the one on GitHub, even downloaded it and copied to the directory. Issue is still there Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 19, 2019 Author Share Posted May 19, 2019 23 minutes ago, Welldown said: Jup, the latest is on. At least i think so. Got it from CKAN, but i cross-checked my whitelist file with the one on GitHub, even downloaded it and copied to the directory. Issue is still there Ok, then a copy of your log file, please Quote Link to comment Share on other sites More sharing options...
Welldown Posted May 19, 2019 Share Posted May 19, 2019 4 minutes ago, linuxgurugamer said: Ok, then a copy of your log file, please Here you go. should be the correct thing Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 19, 2019 Author Share Posted May 19, 2019 (edited) Ok, the problem was actually 1.7, the old Mk1-2 pod has been deprecated. Please read the OP for the updated install instructions New release, 0.1.11 Updated for 1.7 Edited May 19, 2019 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Welldown Posted May 19, 2019 Share Posted May 19, 2019 2 hours ago, linuxgurugamer said: Ok, the problem was actually 1.7, the old Mk1-2 pod has been deprecated. I just pushed an update, after installing, open the directory and run the batch file: Windows_CopyTextures.bat So i ran downloaded the update and ran the batch file. Sadly nothing has changed. Here's the new logs. dunno, i might just be a bit kerbal in the head, too Quote Link to comment Share on other sites More sharing options...
DStaal Posted May 19, 2019 Share Posted May 19, 2019 No matter what I do, I can't quite seem to get the .sh script to actually work. Here's a Perl version: #!/usr/bin/env perl use warnings; use strict; use feature 'say'; use File::Path qw(make_path); use File::Copy; use File::Find; use Cwd; say "\n\n".'This batch file will copy the missing textures from the inaccessable Squad/zDeprecated directory for the SXTLT80 part, also known as the LV-T80 "Robin" Liquid Fuel Engine Press return to continue'; <STDIN>; my $todir = 'Squad/Command/Mk1-2Pod/'; make_path($todir); $todir = cwd()."/$todir"; find( sub { if (-f) { copy( $File::Find::name, $todir ) or die "Copy Failed: $!"; } }, ( cwd().'/../Squad/zDeprecated/Parts/Command/Mk1-2Pod/' ) ); (I thought of about four ways to structure a PR for this - I wasn't sure which would be good.) Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 19, 2019 Author Share Posted May 19, 2019 3 minutes ago, DStaal said: No matter what I do, I can't quite seem to get the .sh script to actually work. Here's a Perl version: #!/usr/bin/env perl use warnings; use strict; use feature 'say'; use File::Path qw(make_path); use File::Copy; use File::Find; use Cwd; say "\n\n".'This batch file will copy the missing textures from the inaccessable Squad/zDeprecated directory for the SXTLT80 part, also known as the LV-T80 "Robin" Liquid Fuel Engine Press return to continue'; <STDIN>; my $todir = 'Squad/Command/Mk1-2Pod/'; make_path($todir); $todir = cwd()."/$todir"; find( sub { if (-f) { copy( $File::Find::name, $todir ) or die "Copy Failed: $!"; } }, ( cwd().'/../Squad/zDeprecated/Parts/Command/Mk1-2Pod/' ) ); (I thought of about four ways to structure a PR for this - I wasn't sure which would be good.) Are you running linux or osx? Quote Link to comment Share on other sites More sharing options...
DStaal Posted May 19, 2019 Share Posted May 19, 2019 2 minutes ago, linuxgurugamer said: Are you running linux or osx? OS X. The script should run either one though - it's all core Perl modules. (In theory it should work on Windows - if they have Perl installed.) If you want something more macOS-ish, I could probably do an AppleScript applet for it... Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 19, 2019 Author Share Posted May 19, 2019 53 minutes ago, DStaal said: OS X. The script should run either one though - it's all core Perl modules. (In theory it should work on Windows - if they have Perl installed.) If you want something more macOS-ish, I could probably do an AppleScript applet for it... I was wondering about the bash script. Perl is fine, make a pr with the whole file, don't bother to touch the bash script Quote Link to comment Share on other sites More sharing options...
DStaal Posted May 20, 2019 Share Posted May 20, 2019 PR Created. The default shell for macOS (or at least, the one I get...) appears to be `zsh`, though bash 3.2.57 is installed. (Latest macOS.) I was trying to modify the script to get it working, using different quoting - and realized I could solve the issue easier in Perl, which would avoid all the escaping/quoting issues. I did manage to get a version of the shell script to create the correct folders instead of 'Space' and 'Program', but was having issues from there. Quote Link to comment Share on other sites More sharing options...
winterchillz Posted May 20, 2019 Share Posted May 20, 2019 Hey guys, A bit of a silly question but I couldn't find more information around and I don't think I have a clear idea on how the researchTime config works, but is there some kind of a table that would display specific researchTime numbers and how much that number is translated in in-game time? I personally find 19 years for a little bit of research with the starting lab to be pretty long time, especially since I don't use any mods related to build time and so on, so my careers tend to be shorted. I tried switching the number around but I ended up with research being completed in days, which isn't too "realistic" either. Trying to strike a balance between research taking forever and being done immediately. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 20, 2019 Author Share Posted May 20, 2019 2 hours ago, winterchillz said: Hey guys, A bit of a silly question but I couldn't find more information around and I don't think I have a clear idea on how the researchTime config works, but is there some kind of a table that would display specific researchTime numbers and how much that number is translated in in-game time? I personally find 19 years for a little bit of research with the starting lab to be pretty long time, especially since I don't use any mods related to build time and so on, so my careers tend to be shorted. I tried switching the number around but I ended up with research being completed in days, which isn't too "realistic" either. Trying to strike a balance between research taking forever and being done immediately. Ummm, KSP doesn't do that, you must be using a mod. Please supply your mod list so we can help you identify it, at which point you will have to go to that mod's thread Quote Link to comment Share on other sites More sharing options...
winterchillz Posted May 20, 2019 Share Posted May 20, 2019 (edited) Thanks a lot, @linuxgurugamer! I'll try to get a lab to somewhere I haven't been before so I can put some experiment in it and screenshot the exact time (it was quite long, that I'm sure!) as well as provide you with a list! Edit: Okay, since my post wasn't approved anyway, might as well post here Here's a screenshot from a fresh career, there's a surface sample in the lab, in the top left you can see it took an year to get 0.048 science researched. https://i.imgur.com/bp3ybmY.jpg Here's my mod list, sorry, I can't attach it for some reason - https://pastebin.com/UhLhPWng I originally noticed the "issue" in 1.6 after sending a mobile lab to Minmus, the one you can see on the back of the rovers here - https://i.imgur.com/4fsmWQq.jpg Even with 2 scientists in it (level 1 and 2 respectively), the progress was extremely slow (I had around ~10 years worth of USI LifeSupport supplies and it wasn't even halfway done by the time my kerbals went through it), that's when I resorted to editing the configs, but it went from rate of like 0.0025 to something crazy like 25.*. I don't know if it'd be of any help, but those were the mods I had with 1.6 KSP - https://i.imgur.com/7UwJVTd.png It is extremely like that I just fundamentally misunderstand the mod and how it work, so please, accept my apologies in advance if that is the case. Edit 2: I was wondering how did I come up with the years in particular and I remember it displays how long it'd take when you're about to put it into the lab. Here's another example as well - https://i.imgur.com/WJsCbxR.jpg Edited May 20, 2019 by winterchillz Added information for troubleshooting. Quote Link to comment Share on other sites More sharing options...
COL.R.Neville Posted May 21, 2019 Share Posted May 21, 2019 (edited) heres what i use for the labs. when i need to adjust things up or down i just change this mm patch and it changes all the labs. Spoiler @PART[*]:HAS[@MODULE[ModuleScienceLab]]:FINAL { @MODULE[ModuleScienceLab] { @name = ModuleScienceLab @containerModuleIndex = 0 @dataStorage = 750000 @crewsRequired = 1 @canResetConnectedModules = True @canResetNearbyModules = True @interactionRange = 8 @SurfaceBonus = 1.1 @ContextBonus = 1.25 @homeworldMultiplier = 1.5 @RESOURCE_PROCESS { @name = ElectricCharge @amount = 5 } } } @PART[*]:HAS[@MODULE[ModuleScienceConverter]]:FINAL { @MODULE [ModuleScienceConverter] { @name = ModuleScienceConverter @dataProcessingMultiplier = 2.5 // Multiplier to data processing rate and therefore science rate @scientistBonus = 2.5 //Bonus per scientist star - need at least one! So 0.25x - 2.5x @researchTime = 2 //Larger = slower. Exponential! @scienceMultiplier = 5 //How much science does data turn into? @scienceCap = 250000 //How much science can we store before having to transmit? @powerRequirement = 5 //EC/Sec to research @ConverterName = #autoLOC_502055 //#autoLOC_502055 = Research @StartActionName = #autoLOC_502056 //#autoLOC_502056 = Start Research @StopActionName = #autoLOC_502057 //#autoLOC_502057 = Stop Research } } Edited May 21, 2019 by COL.R.Neville Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 22, 2019 Author Share Posted May 22, 2019 @winterchillz I dont' run USI Life Support, if the issue you have is with that, please ask for help in the USI forum. Also see @COL.R.Neville's post above, it might be helpful Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 22, 2019 Author Share Posted May 22, 2019 On 5/20/2019 at 11:56 AM, DStaal said: PR Created. The default shell for macOS (or at least, the one I get...) appears to be `zsh`, though bash 3.2.57 is installed. (Latest macOS.) I was trying to modify the script to get it working, using different quoting - and realized I could solve the issue easier in Perl, which would avoid all the escaping/quoting issues. I did manage to get a version of the shell script to create the correct folders instead of 'Space' and 'Program', but was having issues from there. Good to know, I'll be reviewing the perl script and including it soon. I'll also remove the bash script to avoid confusion On 5/19/2019 at 5:13 PM, Welldown said: So i ran downloaded the update and ran the batch file. Sadly nothing has changed. Here's the new logs. dunno, i might just be a bit kerbal in the head, too Please try this, replace the entire BSL directory, and run the script, let me know how it goes: https://www.dropbox.com/s/4se1h7wntkztc76/BSL-beta.zip?dl=0 Quote Link to comment Share on other sites More sharing options...
COL.R.Neville Posted May 22, 2019 Share Posted May 22, 2019 (edited) im running restock and restock sorta nukes the large crew cabin and the hitchhiker based labs. I see where you were trying to whitelist the parts for that but its still coming out blank. so if you cant beat'em join'em. so i created this mm script to make the large crewed lab six place. the original script which was from some other mod just added in four seats for this you needed to remove all the modules and then recreate them. pretty sure you can throw these in a mm script that fires when restock is being used. I can do some MM stuff but I aint that great at it. Maybe this helps. Spoiler @PART[Large_Crewed_Lab] { @CrewCapacity = 6 @description = No longer are you limited to research facilities only on Kerbin! With the Mobile Processing Lab, you can conduct long-term experiments and ongoing research with the data you collect in the field. Be sure to check back on your scientists from time to time, and transmit the results of their research home! This model is guaranteed to spontaneously combust less than previous models, and also has the equipment necessary to clean out and restore functionality to inoperable experiments. Note: It was recently discovered that the assembly instructions are double sided. That explains all the extra parts we had previously, this Lab can now seat six. } @INTERNAL[Mobile_Processing_Lab_Int] { -MODULE,* { } MODULE { name = InternalSeat seatTransformName = Seat_Left portraitCameraName = Camera_Left allowCrewHelmet = false displayseatName = #autoLoc_6002193 //#autoLoc_6002193 = Left Seat } MODULE { name = InternalSeat seatTransformName = Seat_Right portraitCameraName = Camera_Right allowCrewHelmet = false displayseatName = #autoLoc_6002192 //#autoLoc_6002192 = Right Seat } MODULE { name = InternalSeat seatTransformName = Seat_UpLeft portraitCameraName = Camera_UpLeft allowCrewHelmet = false } MODULE { name = InternalSeat seatTransformName = Seat_UpRight portraitCameraName = Camera_UpRight allowCrewHelmet = false } MODULE { name = InternalSeat seatTransformName = Seat_BackLeft portraitCameraName = Camera_BackLeft allowCrewHelmet = false } MODULE { name = InternalSeat seatTransformName = Seat_BackRight portraitCameraName = Camera_BackRight allowCrewHelmet = false } } so that creates the IVA for this which is the BSLcrewCabinScience.cfg i added in the color changer stuff to fix the lights etc... Spoiler PART { // modified by Linuxgurugamer // Brought in line with 1.0.2 hitchhiker & science lab name = BSLcrewCabinScience module = Part author = Cychotha/Linuxgurugamer MODEL { model = ReStock/Assets/Command/restock-lab-1 position = 0.0, 0.0, 0.0 scale = 1,1,1 rotation = 0, 0, 0 } MODEL { model = ReStock/Assets/Command/restock-crewed-endcap-1 position = 0.0, -1.831, 0.0 scale = 1,-1,1 rotation = 0, 0, 0 } MODEL { model = ReStock/Assets/Command/restock-crewed-endcap-1 position = 0.0,1.825, 0.0 scale = 1,1,1 rotation = 0, 0, 0 } rescaleFactor = 1 node_stack_top = 0.0, 1.7869, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -1.7869, 0.0, 0.0, -1.0, 0.0, 2 attachRules = 1,1,1,1,0 CrewCapacity = 6 TechRequired = advExploration entryCost = 14000 cost = 10000 category = Science subcategory = 0 title = Mobile Processing Lab MPL-CC-2 manufacturer = Jebediah Kerman's Junkyard and Spaceship Parts Co. description = Initially designed when Bill accidentally sat on a scale model of the MPL-LG-2 Mobile Processing Lab, this model uses the latest in miniaturisation technology (definitely NOT a nearby trash compactor) to fit an entire lab into a more user friendly form factor. mass = 3.0 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 200 breakingTorque = 200 maxTemp = 1000 skinMaxTemp = 2000 vesselType = Ship bulkheadProfiles = size2 tags = experiment laboratory research science INTERNAL { name = Mobile_Processing_Lab_Int } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments collectActionName = Take Data evaOnlyStorage = True storageRange = 2 allowRepeatedSubjects = True } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 usageReqMaskInternal = 5 usageReqMaskExternal = -1 } MODULE { name = ModuleScienceLab containerModuleIndex = 0 // dataTransmissionBoost = 1.5 dataStorage = 250 crewsRequired = 1 canResetConnectedModules = True canResetNearbyModules = True interactionRange = 5 SurfaceBonus = 0.1 ContextBonus = 0.25 homeworldMultiplier = 0.1 RESOURCE_PROCESS { name = ElectricCharge amount = 10 } } MODULE { name = ModuleScienceConverter dataProcessingMultiplier = 0.5 // Multiplier to data processing rate and therefore science rate scientistBonus = 0.25 //Bonus per scientist star - need at least one! So 0.25x - 2.5x researchTime = 8 //Larger = slower. Exponential! scienceMultiplier = 4 //How much science does data turn into? scienceCap = 250 //How much science can we store before having to transmit? powerRequirement = 2.5 //EC/Sec to research ConverterName = Research StartActionName = Start Research StopActionName = Stop Research } MODULE { name = ModuleKerbNetAccess MinimumFoV = 17 MaximumFoV = 63 AnomalyDetection = 0 DISPLAY_MODES { Mode = Terrain Mode = Biome } REQUIRED_EFFECTS { Effect = ScienceSkill } } MODULE { name = ModuleExperienceManagement costPerKerbal = 0 } MODULE { name = FlagDecal textureQuadName = flagTransform } MODULE { name = tweakscale type = stack_square defaultScale = 2.5 } MODULE { name = ModuleColorChanger shaderProperty = _EmissiveColor animRate = 0.8 animState = false useRate = true toggleInEditor = true toggleInFlight = true toggleInFlight = true unfocusedRange = 5 toggleName = #autoLOC_502011 //#autoLOC_502011 = Toggle Lights eventOnName = #autoLOC_502012 //#autoLOC_502012 = Lights On eventOffName = #autoLOC_502013 //#autoLOC_502013 = Lights Off toggleAction = True defaultActionGroup = Light redCurve { key = 0 0 0 3 key = 1 1 0 0 } greenCurve { key = 0 0 0 1 key = 1 1 1 0 } blueCurve { key = 0 0 0 0 key = 1 0.7 1.5 0 } alphaCurve { key = 0 1 } } } and this one is for the cc1 lab the one based off of the hitchiker can. BSLMPL-MK1-1-CC-1.cfg Spoiler PART { name = BSL-MPL-MK-1-CC-1 module = Part author = Linuxgurugamer MODEL { model = ReStock/Assets/Command/restock-hitchhiker-1 position = 0.0, 0.0, 0.0 scale = 1,1,1 rotation = 0, 0, 0 } MODEL { model = ReStock/Assets/Command/restock-crewed-endcap-1 position = 0.0, -0.986899, 0.0 scale = 1,-1,1 rotation = 0, 0, 0 } MODEL { model = ReStock/Assets/Command/restock-crewed-endcap-1 position = 0.0,0.986899, 0.0 scale = 1,1,1 rotation = 0, 0, 0 } node_stack_top = 0.0, 0.99, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -0.99, 0.0, 0.0, -1.0, 0.0 attachRules = 1,1,1,1,0 rescalefactor = 1.0 CrewCapacity = 1 //TechRequired = advExploration TechRequired = engineering101 entryCost = 4000 cost = 1500 category = Science subcategory = 0 title = Mobile Processing Lab MPL-MK-1-CC-1 manufacturer = Jebediah Kerman's Junkyard and Spaceship Parts Co. description = Initially designed when Bill accidentally sat on a scale model of the MPL-LG-2 Mobile Processing Lab, this model uses the latest in miniaturisation technology (definitely NOT a nearby trash compactor) to fit an entire lab into a more user friendly form factor. mass = 1.5 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 maxTemp = 1200 // = 2900 breakingForce = 50 breakingTorque = 50 childStageOffset = 1 bulkheadProfiles = size1, srf tags = experiment laboratory research science INTERNAL { name = crewCabinInternals } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments collectActionName = Take Data evaOnlyStorage = True storageRange = 2 allowRepeatedSubjects = True } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 usageReqMaskInternal = 5 usageReqMaskExternal = -1 } MODULE { name = ModuleScienceLab containerModuleIndex = 0 // dataTransmissionBoost = 1.5 dataStorage = 100 crewsRequired = 1 canResetConnectedModules = True canResetNearbyModules = True interactionRange = 5 SurfaceBonus = 0.1 ContextBonus = 0.25 homeworldMultiplier = 0.1 RESOURCE_PROCESS { name = ElectricCharge amount = 10 } } MODULE { name = ModuleScienceConverter dataProcessingMultiplier = 0.25 // Multiplier to data processing rate and therefore science rate scientistBonus = 0.25 //Bonus per scientist star - need at least one! So 0.25x - 2.5x researchTime = 8 //Larger = slower. Exponential! scienceMultiplier = 2 //How much science does data turn into? scienceCap = 125 //How much science can we store before having to transmit? powerRequirement = 5 //EC/Sec to research ConverterName = Research StartActionName = Start Research StopActionName = Stop Research } MODULE { name = ModuleKerbNetAccess MinimumFoV = 17 MaximumFoV = 63 AnomalyDetection = 0 DISPLAY_MODES { Mode = Terrain Mode = Biome } REQUIRED_EFFECTS { Effect = ScienceSkill } } MODULE { name = ModuleExperienceManagement costPerKerbal = 0 } MODULE { name = FlagDecal textureQuadName = flagTransform } MODULE { name = ModuleAnimateGeneric allowManualControl = false animationName = Deploy //startEventGUIName = Deploy //endEventGUIName = Close //actionGUIName = Toggle Doors } MODULE { name = tweakscale type = stack_square defaultScale = 2.5 } MODULE { name = ModuleColorChanger shaderProperty = _EmissiveColor animRate = 0.8 animState = false useRate = true toggleInEditor = true toggleInFlight = true toggleInFlight = true unfocusedRange = 5 toggleName = #autoLOC_502011 //#autoLOC_502011 = Toggle Lights eventOnName = #autoLOC_502012 //#autoLOC_502012 = Lights On eventOffName = #autoLOC_502013 //#autoLOC_502013 = Lights Off toggleAction = True defaultActionGroup = Light redCurve { key = 0 0 0 3 key = 1 1 0 0 } greenCurve { key = 0 0 0 1 key = 1 1 1 0 } blueCurve { key = 0 0 0 0 key = 1 0.7 1.5 0 } alphaCurve { key = 0 1 } } } also noticed where the originals were using both the mesh and the model. i dont know about that for certain but ive only used one or the other. so i think i got everything that i changed or added in bold italics. Edited May 22, 2019 by COL.R.Neville Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 22, 2019 Author Share Posted May 22, 2019 Well, whotelisting is preferred . That file was created by a script, which worked for better than 95% of my mods. I'll take a closer look this evening. Did you try the beta I posted earlier? Quote Link to comment Share on other sites More sharing options...
winterchillz Posted May 22, 2019 Share Posted May 22, 2019 (edited) @linuxgurugamer, sorry I should clarified I only used the USI LS example to give you an idea of the duration it took. On this screenshot in particular you can see my current save game - https://i.imgur.com/WJsCbxR.jpg The mods I have installed currently are: https://pastebin.com/UhLhPWng (no LS of any kind this playthrough) Edited May 22, 2019 by winterchillz Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 22, 2019 Author Share Posted May 22, 2019 1 hour ago, winterchillz said: @linuxgurugamer, sorry I should clarified I only used the USI LS example to give you an idea of the duration it took. On this screenshot in particular you can see my current save game - https://i.imgur.com/WJsCbxR.jpg The mods I have installed currently are: https://pastebin.com/UhLhPWng (no LS of any kind this playthrough) That's the CKAN list, did you install any mods by hand? Quote Link to comment Share on other sites More sharing options...
winterchillz Posted May 22, 2019 Share Posted May 22, 2019 1 hour ago, linuxgurugamer said: That's the CKAN list, did you install any mods by hand? I think the only manual mod I've installed is the Mk2 stockalike parts, here's a screenshot of my game data folder - https://i.imgur.com/AtdPttG.png Also, I'm truly sorry how hard it is to diagnose this, if you feel like it's not worth it, I'd understand. As a separate note, if it'd be of any help, it looks like the MPL-LG-2 lab has a much higher process rate of 6.2812 with two 1 star scientists on board; Just got one on Minmus and the research is going much faster compared to the starting lab. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 22, 2019 Author Share Posted May 22, 2019 Like I said, I'll look into this later tonight. Did you try the beta I posted earlier? Quote Link to comment Share on other sites More sharing options...
Drakenred65 Posted September 18, 2019 Share Posted September 18, 2019 Ok ran into a weird one. I tried to clone rename and tweek a large lab pod to also work as a command by reducing max crew by one. Now in the vab I can go in and eddit the science pod parts like the crew and consumables and load the correct ( reduced ) number of crew. But if I launch it I can now tranfer up to one more crew into it. Otherwise it works fine. Is that because it's a cloned and renamed part. Quote Link to comment Share on other sites More sharing options...
DStaal Posted September 18, 2019 Share Posted September 18, 2019 10 minutes ago, Drakenred65@Gmail.com said: Ok ran into a weird one. I tried to clone rename and tweek a large lab pod to also work as a command by reducing max crew by one. Now in the vab I can go in and eddit the science pod parts like the crew and consumables and load the correct ( reduced ) number of crew. But if I launch it I can now tranfer up to one more crew into it. Otherwise it works fine. Is that because it's a cloned and renamed part. Can you show us how you cloned it? Quote Link to comment Share on other sites More sharing options...
Drakenred65 Posted September 19, 2019 Share Posted September 19, 2019 Ok I think I fixed it, basicaly I re wrote it from scratch. My intention was to create a variant Hull that was more capable that could be left in orbit with a orbital station while reducing part count so you dont need a 1 man command pod + science lab. i think I may just kit bash a new model that has both without deleting seats. I found loosing one scientist not worth it since I end up adding hab space anyway for an engineer. Quote Link to comment Share on other sites More sharing options...
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