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SETI CTT (I think)- no 'take data' option from Universal Storage science parts


jdub3350

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Good morning-

I recently started a save with SETI CTT (and it's recommended add-ons it comes with on CKAN). I've notice in that save file I can't EVA from my craft and "take data" from the universal storage science parts (mystery goo, etc). Does anyone know which mod is at the root of this? Is there a config file I can change somewhere to allow it?

Thanks!

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That makes sense, thank you. I suppose that does make more sense than the usual method as far as progression goes. This is my first save game with SETIctt and the related contracts. Gives the early part of the game a much different feel and progression. Looking forward to seeing how it is towards the later half of the tree.

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That makes sense, thank you. I suppose that does make more sense than the usual method as far as progression goes. This is my first save game with SETIctt and the related contracts. Gives the early part of the game a much different feel and progression. Looking forward to seeing how it is towards the later half of the tree.

Good luck!

PS: Did you install using the .ckan mod pack download in the SETI thread called SETI-ModPack-1-Basic? The second tech tree screenshot also gives an overview of other supported mods.

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Good luck!

PS: Did you install using the .ckan mod pack download in the SETI thread called SETI-ModPack-1-Basic? The second tech tree screenshot also gives an overview of other supported mods.

I did not..I threw it in with the mods I had been playing with, some of which don't seem to jive with the new tech tree (too advanced available too early, Novapunch being one). I'm not far enough into it yet to be opposed to starting over with the modpack. And for some reason one of my favorite things to do is start over with a different mod mix.

Edit- going to give the mod pack and the recommended mods from the tech tree a shot in a new save.

Edited by jdub3350
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I did not..I threw it in with the mods I had been playing with, some of which don't seem to jive with the new tech tree (too advanced available too early, Novapunch being one). I'm not far enough into it yet to be opposed to starting over with the modpack. And for some reason one of my favorite things to do is start over with a different mod mix.

Edit- going to give the mod pack and the recommended mods from the tech tree a shot in a new save.

Great, make sure to leave some feedback in the SETI thread! Since KSP 1.1 is not too far away, it is an opportunity to rethink some mechanics based on player feedback.

Also RLA Stockalike and Lithobreak are not yet on the tech tree screenshot, but are supported since 0.9.2. Especially RLA adds quite some engines which fill out some gaps.

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  • 4 months later...
On 2 september 2015 at 3:40 PM, Yemo said:

It is SETIctt, explanation is right here: http://forum.kerbalspaceprogram.com/threads/106130?p=2174543&viewfull=1#post2174543

Afair, the change is made in the science settings config within the SETIctt folder and is for all materials bay and mystery goo, not just universal storage.

Is there a way to enable it even though? I can't seem to find it myself...

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37 minutes ago, Hernivo said:

Is there a way to enable it even though? I can't seem to find it myself...

That rebalance was removed from SETIctt, it is now part of SETIrebalance.
This is how to change it within SETIrebalance:

http://forum.kerbalspaceprogram.com/index.php?/topic/95645-105-seti-unmanned-before-manned-patreon/&do=findComment&comment=2347115

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37 minutes ago, Yemo said:

That rebalance was removed from SETIctt, it is now part of SETIrebalance.
This is how to change it within SETIrebalance:

http://forum.kerbalspaceprogram.com/index.php?/topic/95645-105-seti-unmanned-before-manned-patreon/&do=findComment&comment=2347115

Thanks for the insanely quick response! That makes the reason I couldn't find it clear :P

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