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[KSP 1.3.1] KEI - Kerbin Environmental Institute(1.2.3) 2017-10-11


RealGecko

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2 minutes ago, nascarlaser1 said:

I installed it months ago when 1.2.1 first was released. KSP version is 1.2.1 (given that I go it from the ksp store, I don't wanna have to reinstall it just for a small bug update).


Well, that's probably your problem, new mods being released usually are only for the current version.  So maybe adding 1.2.2 as compatible would make it work for you

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1 minute ago, linuxgurugamer said:


Well, that's probably your problem, new mods being released usually are only for the current version.  So maybe adding 1.2.2 as compatible would make it work for you

ok thxs!

It worked! thanks!

Edited by nascarlaser1
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  • 2 weeks later...
On 1/18/2017 at 11:25 PM, RealGecko said:
On 1/18/2017 at 7:02 PM, linuxgurugamer said:
  • Config file added to list all excluded experiments
  • Code added to read config file and check the loaded data for exclude experiments
  • Old code removed which had hard-coded experiments for exclusion:

Sounds cool, do a PR.

Any chance of your accepting this?

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I'm posting again in case people missed this:

I have an unofficial build of KEI here:

https://github.com/linuxgurugamer/KSP-KEI/releases/tag/1.2.1.unofficial

Recompiled with KSP 1.2.2

  • Check for null added, in case an experiment is missing the experimentID
  • Config file added to list all excluded experiments
  • Code added to read config file and check the loaded data for excluded experiments
  • Old code removed which had hard-coded experiments for exclusion:

SEP_SolarwindSpectrum
SEP_CCIDscan

 

@RealGecko liked my comment earlier and requested a PR on github, that was done 15 days ago.  Nothing has been heard from @RealGecko since, he hasn't logged in either.  This is NOT A FORK (yet), just a courtesy rebuild and recompile.

Once @RealGecko comes back, I'll be removing it

Edited by linuxgurugamer
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finally...

 

I mentioned to him several months ago that he should check for null values and ignore that science part.  He said he had more interesting things to do and left it at that.  Glad to see that Linux has once again saved the day with his never ending quest to fix every mod ever made.

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So having a bit of a hard time following some of the... controversy over the last few pages but it's known that this is having problems keeping track of what experiments you've already done, right? Each time I log back into KSP all (or at least many) of the KSC experiments are available through KEI again, even if I've already gotten science from them the last time. I am using the version currently on CKAN.

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On 3/2/2017 at 10:40 PM, linuxgurugamer said:

I'm posting again in case people missed this:

I have an unofficial build of KEI here:

https://github.com/linuxgurugamer/KSP-KEI/releases/tag/1.2.1.1-Unofficial

Recompiled with KSP 1.2.2

  • Check for null added, in case an experiment is missing the experimentID
  • Config file added to list all excluded experiments
  • Code added to read config file and check the loaded data for excluded experiments
  • Old code removed which had hard-coded experiments for exclusion:

SEP_SolarwindSpectrum
SEP_CCIDscan

 

@RealGecko liked my comment earlier and requested a PR on github, that was done 15 days ago.  Nothing has been heard from @RealGecko since, he hasn't logged in either.  This is NOT A FORK (yet), just a courtesy rebuild and recompile.

Once @RealGecko comes back, I'll be removing it

I downloaded the unofficial one but I can't find the button. May I ask how to use it? Do I need a craft to do so or?

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2 minutes ago, Carrot said:

I downloaded the unofficial one but I can't find the button. May I ask how to use it? Do I need a craft to do so or?

How did you install it?  

In the downloaded zip file, you will see a GameData directory.  Inside that, you will see a KEI directory

Copy the KEI directory to the GameData directory of your game

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Just as a heads up, a possible issue of why people are saying its not working is that the icon in the first screenshot does not match what is in the zip. The one your looking for is a green globe with a leaf on it. That should open it up.

Also if you use the Pathfinder mod you will need to add "experiment = WBIGeoScienceExperiment" to the excluded experiments list. I'm saying this because it took me more restarts than I care to admit to realize what was wrong and how to fix it.

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14 hours ago, linuxgurugamer said:

How did you install it?  

In the downloaded zip file, you will see a GameData directory.  Inside that, you will see a KEI directory

Copy the KEI directory to the GameData directory of your game

 

3 hours ago, DigitalProeliator said:

Just as a heads up, a possible issue of why people are saying its not working is that the icon in the first screenshot does not match what is in the zip. The one your looking for is a green globe with a leaf on it. That should open it up.

Also if you use the Pathfinder mod you will need to add "experiment = WBIGeoScienceExperiment" to the excluded experiments list. I'm saying this because it took me more restarts than I care to admit to realize what was wrong and how to fix it.

When I clicked the button and opened alt+F12 the "console" is showing something like this "

Warning :[R&D] No Experiment definition found with id WBiGeoscienceExperiment (it was in yellow but too hard to read with white background)
Exception: NullReferenceExpection: Object reference not set to an instance of an object"

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5 minutes ago, Carrot said:

 

When I clicked the button and opened alt+F12 the "console" is showing something like this "

Warning :[R&D] No Experiment definition found with id WBiGeoscienceExperiment (it was in yellow but too hard to read with white background)
Exception: NullReferenceExpection: Object reference not set to an instance of an object"

Yep that's the line I was talking about. Add the bit I quoted to the file in the KEI labled ExcludedExperiments.cfg in the KEI folder. There should already be a list of a few already in it. Once you do and restart, it should show up properly.

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On 11/2/2017 at 0:37 PM, DigitalProeliator said:

Yep that's the line I was talking about. Add the bit I quoted to the file in the KEI labled ExcludedExperiments.cfg in the KEI folder. There should already be a list of a few already in it. Once you do and restart, it should show up properly.

 

On 12/2/2017 at 9:01 AM, linuxgurugamer said:

For all, I've added that experiment to the file in the unofficial version I have on Github.

No other changes, 1.2.1.2:

  • Added WBIGeoScienceExperiment to the incompatible experiment list

 

https://github.com/linuxgurugamer/KSP-KEI/releases/tag/1.2.1.2

Thanks

On 11/2/2017 at 0:37 PM, DigitalProeliator said:

Yep that's the line I was talking about. Add the bit I quoted to the file in the KEI labled ExcludedExperiments.cfg in the KEI folder. There should already be a list of a few already in it. Once you do and restart, it should show up properly.

Coz i doesn't use the pathfinder but I think a part of my addon have it without knowing it. Thanks :)

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Would it be possible to add in a cost for the science? It would make sense, since you're contracting this out, that you have to pay for the convenience.

I just tried it for the first time and found I could get the tech to get into orbit right off the bat, without launching a single craft, which ruins the career progression somewhat.

If possible, I think anything that's not rerunnable should cost extra, since it's multiple missions or specialised personnel for them. But, a flat rate could also work.

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1 minute ago, offtheball said:

Would it be possible to add in a cost for the science? It would make sense, since you're contracting this out, that you have to pay for the convenience.

I just tried it for the first time and found I could get the tech to get into orbit right off the bat, without launching a single craft, which ruins the career progression somewhat.

If possible, I think anything that's not rerunnable should cost extra, since it's multiple missions or specialised personnel for them. But, a flat rate could also work.

I find that using the entity purchase required helps to balance out a bit, you will have enough science to blow through the first bit of tech, but you wont have the money to unlock everything. 

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  • 3 weeks later...
On 19.02.2017 at 3:07 PM, offtheball said:

Would it be possible to add in a cost for the science? It would make sense, since you're contracting this out, that you have to pay for the convenience.

I just tried it for the first time and found I could get the tech to get into orbit right off the bat, without launching a single craft, which ruins the career progression somewhat.

If possible, I think anything that's not rerunnable should cost extra, since it's multiple missions or specialised personnel for them. But, a flat rate could also work.

You can acheive the same result spending 3-4 hours running around KSC with termometer in your hands. This mod only helps you to avoid this routine.

Having science in KSC is against common sense in general. But we're in KSP, so I assume that everything is as planned :D:D:D

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  • 2 weeks later...
On 13/03/2017 at 5:59 PM, RealGecko said:

You can acheive the same result spending 3-4 hours running around KSC with termometer in your hands. This mod only helps you to avoid this routine.

Having science in KSC is against common sense in general. But we're in KSP, so I assume that everything is as planned :D:D:D

I get around this somewhat by reducing the science output to 50% in the options  for career and using a different tech tree other than stock.  It measures that multiple münar mission are required to contemplate interplanetary.  

Peace

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