Cavscout74 Posted February 12, 2020 Share Posted February 12, 2020 What a pleasant surprise when I checked Spacedock today. Thanks for your hard work, @Angel-125 Quote Link to comment Share on other sites More sharing options...
Quoniam Kerman Posted February 12, 2020 Share Posted February 12, 2020 OK so the old parts will still appear as they were. Thanks. Quote Link to comment Share on other sites More sharing options...
rettter3 Posted February 12, 2020 Share Posted February 12, 2020 (edited) First of all thanks for the new update. Are you also planning on redoing the textures of the Brumby and adding Aset-support for the new Appaloosa? I also ran in a texture glitch with the new Appaloosa Orbital module (this happened in a bare install with only MOLE and both DLC's): https://imgur.com/a/rhsATMi Thanks in advance Edited February 12, 2020 by rettter3 Quote Link to comment Share on other sites More sharing options...
Cavscout74 Posted February 14, 2020 Share Posted February 14, 2020 (edited) I'm not getting any plume with the Colt running in normal mode. I initially thought it was a Restock issue since the Colt calls on some stock FX, but making a whitelist file didn't help. Abort mode & the RCS work just fine as-is, only normal mode isn't producing a plume. Has anyone else noticed this? Edit: This is still on 1.8.1 Edited February 14, 2020 by Cavscout74 Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted February 14, 2020 Author Share Posted February 14, 2020 On 2/12/2020 at 6:40 AM, rettter3 said: First of all thanks for the new update. Are you also planning on redoing the textures of the Brumby and adding Aset-support for the new Appaloosa? I also ran in a texture glitch with the new Appaloosa Orbital module (this happened in a bare install with only MOLE and both DLC's): https://imgur.com/a/rhsATMi Thanks in advance I've considered redoing the Brumby, but also considering hiding it since Making History has the Mk2. The Flight Control Package already has an option to match the Mk2 texture. For the new Appaloosa, an ASET/MAS IVA is already in the works. I'll have to investigate the texture issue. 47 minutes ago, Cavscout74 said: I'm not getting any plume with the Colt running in normal mode. I initially thought it was a Restock issue since the Colt calls on some stock FX, but making a whitelist file didn't help. Abort mode & the RCS work just fine as-is, only normal mode isn't producing a plume. Has anyone else noticed this? Edit: This is still on 1.8.1 I'm investigating, it appears that something's changed since I finished my dev and testing work. Quote Link to comment Share on other sites More sharing options...
Bombaatu Posted February 14, 2020 Share Posted February 14, 2020 (edited) 12 hours ago, Angel-125 said: I've considered redoing the Brumby, but also considering hiding it since Making History has the Mk2. I vastly prefer the Brumby over the Mk2 - larger windows, better IVA. Also, the ReStock team isn't touching any of the MH parts since they hate them with a red-hot fiery passion, so having a ReStock-ish Gemini would be great. My $0.02 worth Edited February 14, 2020 by Bombaatu Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted February 15, 2020 Author Share Posted February 15, 2020 MOLE 1.21.1 is now available: - Fixed engine plume effects on the Colt. - Fixed texture issues with the Appaloosa Orbital Module. Quote Link to comment Share on other sites More sharing options...
capi3101 Posted February 21, 2020 Share Posted February 21, 2020 (edited) Need to report an issue; pretty sure it's a MOLE-based issue but I could be mistaken. So, I've been attempting lately to fill out my Aban Pearl outpost (a Pathfinder base) on Moho. That job is done, so my attention has been attempting to turn to an orbital shipyard. Every time I attempt to load the shipyard craft file up in the outpost's Rangeland, though, it summons a Kraken (sometimes taking the base with it, other times just summoning the shipyard into existence but sideways and several meters away from the base proper). Now, I am able to load up other craft files into the Rangeland for printing with no issues - it replies with the standard amount of resources required for construction as normal. I did some experimentation last night and have come to the determination (why I'm posting about this on the MOLE thread) that it's only my craft files that contain Orbital Pipelines and/or Bigby Workshops that are summoning Krakens. Here is the log file for the session in which I did my experimentation. For good measure, here is the craft file for the Ikeport Core 7, the orbital shipyard design I'm attempting to build. Using a clean install in CRP mode of MOLE 1.21.1, Buffalo 2.8.1 and Pathfinder 1.35.0 with WildBlueTools 1.75.0 on KSP 1.8.1. If you need any more information from me or need me to do more experimentation, let me know. Edited February 21, 2020 by capi3101 Quote Link to comment Share on other sites More sharing options...
capi3101 Posted February 22, 2020 Share Posted February 22, 2020 Did some more experimentation today - it's definitely all of my craft with a BOW that I can't print anymore. I remembered that I did have a craft with a Pipeline without a BOW (namely the mass driver prow I installed aboard SL Shai Hulud) and was able to load it for printing at Aban Pearl without issue. Not just the Pathfinder Rangelands that are having problems. For good measure I tried to print up the same shipyard craft file aboard LSV House Corrino (which has a MOLE Mk1 Drydock). Rather than loading correctly, the ship just kinda pooped out the shipyard...would've kept the end result but I figured that it was Kraken-bait... Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted February 25, 2020 Author Share Posted February 25, 2020 On 2/22/2020 at 12:51 PM, capi3101 said: Did some more experimentation today - it's definitely all of my craft with a BOW that I can't print anymore. I remembered that I did have a craft with a Pipeline without a BOW (namely the mass driver prow I installed aboard SL Shai Hulud) and was able to load it for printing at Aban Pearl without issue. Not just the Pathfinder Rangelands that are having problems. For good measure I tried to print up the same shipyard craft file aboard LSV House Corrino (which has a MOLE Mk1 Drydock). Rather than loading correctly, the ship just kinda pooped out the shipyard...would've kept the end result but I figured that it was Kraken-bait... Started a new job but hopefully this week I can figure out what is going on and if it’s something on my end, post a patch. Quote Link to comment Share on other sites More sharing options...
capi3101 Posted February 25, 2020 Share Posted February 25, 2020 3 hours ago, Angel-125 said: Started a new job but hopefully this week I can figure out what is going on and if it’s something on my end, post a patch. Alright, thanks for the update. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted February 26, 2020 Author Share Posted February 26, 2020 (edited) On 2/24/2020 at 7:25 PM, capi3101 said: Alright, thanks for the update. Ok, I just tested in KSP 1.9 with the latest Extraplanetary Launchpads, and I'm able to build a BOW without issue: The game didn't hang, and the BOW appeared as expected. This is running Classic Stock. I also don't see both CRP and Classic Stock resource configs in use at the same time, or copies of the config files in .txt and .cfg extensions. I checked both my dev build and my release zip files. Edited February 26, 2020 by Angel-125 Quote Link to comment Share on other sites More sharing options...
capi3101 Posted February 26, 2020 Share Posted February 26, 2020 9 hours ago, Angel-125 said: Ok, I just tested in KSP 1.9 with the latest Extraplanetary Launchpads, and I'm able to build a BOW without issue: Damn. What about the craft file for the Ikeport Core craft file specifically? I'm grasping at straws here... 9 hours ago, Angel-125 said: The game didn't hang, and the BOW appeared as expected. This is running Classic Stock. What about in CRP mode? Shouldn't make a difference. 9 hours ago, Angel-125 said: I also don't see both CRP and Classic Stock resource configs in use at the same time, or copies of the config files in .txt and .cfg extensions. I checked both my dev build and my release zip files. Not sure what this statement is about. I was trying to help someone on the Pathfinder thread recently who had this issue, but it wasn't something I was experiencing myself. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted February 26, 2020 Author Share Posted February 26, 2020 1 hour ago, capi3101 said: Damn. What about the craft file for the Ikeport Core craft file specifically? I'm grasping at straws here... What about in CRP mode? Shouldn't make a difference. Not sure what this statement is about. I was trying to help someone on the Pathfinder thread recently who had this issue, but it wasn't something I was experiencing myself. Do you have KIS or KAS installed? Yes, I was also testing pathfinder issues but found none. Quote Link to comment Share on other sites More sharing options...
capi3101 Posted February 26, 2020 Share Posted February 26, 2020 31 minutes ago, Angel-125 said: Do you have KIS or KAS installed? Yes, I was also testing pathfinder issues but found none. I have both KIS and KAS installed - KIS version 1.24.7279, KAS version 1.5.7239. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted February 26, 2020 Author Share Posted February 26, 2020 2 hours ago, capi3101 said: I have both KIS and KAS installed - KIS version 1.24.7279, KAS version 1.5.7239. Ok, I’ll install both tonight when I get home and try again. Quote Link to comment Share on other sites More sharing options...
orionguy Posted February 29, 2020 Share Posted February 29, 2020 Angel-125, Thanks so much for all you have contributed to this project. I would love to use it more but I can not find any instructions. KSPedia is mentioned throughout the forums, but I can not find the entry for MOLE when I open KSPedia. I have ensured that the MOLE and WildBlue Tools are installed with the correct file structure, and all of the parts work just fine. But no KSPedia entry, and I can not figure out how to do science. Thanks in advance, Matt Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted February 29, 2020 Share Posted February 29, 2020 9 hours ago, orionguy said: Angel-125, Thanks so much for all you have contributed to this project. I would love to use it more but I can not find any instructions. KSPedia is mentioned throughout the forums, but I can not find the entry for MOLE when I open KSPedia. I have ensured that the MOLE and WildBlue Tools are installed with the correct file structure, and all of the parts work just fine. But no KSPedia entry, and I can not figure out how to do science. Thanks in advance, Matt How you use MOLE boils down to: You first need to unlock the science processor (I forget its exact name) which sips on time, EC and ResearchKits and produces LabTime. This simulates the experiment running and being observed (as is the nature of LDEF (Long-Duration Exposure Facility) experiments). You need to unlock the experiment wedges themselves and preferably, the mounting structures for them. Once you have them, check their advanced info and see what their requirements are. Some demand certain stock experiments, some demand certain situations, some demand crew, some even demand resources. The Botany experiment requires parts that can produce "Plants" and these include a botany wedge or a MOLE greenhouse. All experiments require LabTime. That's the default. Some science parts have the ability to load multiple LDEF experiments into them such as MOLE itself (in the proper science lab mode), the WBI Buckboards, and the stock Experiment Storage Unit (actually I think this only holds 1). The MOLE lab and compatible labs also hold a LabTime generator which you can supplement with the wedges for the same. And you'll want to. Time is precious. MOLE labs also have a feature or a mode just like the stock science lab. These require scientists and sip on EC + something (I don't remember, likely ResearchKits) and produce science points that you transmit back to KSC. I like it much more than the stock science data processor. ResearchKits largely replaces the Science Data mechanism, and with some effort and the requirements, a base or station can make new ResearchKits. Quote Link to comment Share on other sites More sharing options...
orionguy Posted February 29, 2020 Share Posted February 29, 2020 1 hour ago, JadeOfMaar said: How you use MOLE boils down to: You first need to unlock the science processor (I forget its exact name) which sips on time, EC and ResearchKits and produces LabTime. This simulates the experiment running and being observed (as is the nature of LDEF (Long-Duration Exposure Facility) experiments). You need to unlock the experiment wedges themselves and preferably, the mounting structures for them. Once you have them, check their advanced info and see what their requirements are. Some demand certain stock experiments, some demand certain situations, some demand crew, some even demand resources. The Botany experiment requires parts that can produce "Plants" and these include a botany wedge or a MOLE greenhouse. All experiments require LabTime. That's the default. Some science parts have the ability to load multiple LDEF experiments into them such as MOLE itself (in the proper science lab mode), the WBI Buckboards, and the stock Experiment Storage Unit (actually I think this only holds 1). The MOLE lab and compatible labs also hold a LabTime generator which you can supplement with the wedges for the same. And you'll want to. Time is precious. MOLE labs also have a feature or a mode just like the stock science lab. These require scientists and sip on EC + something (I don't remember, likely ResearchKits) and produce science points that you transmit back to KSC. I like it much more than the stock science data processor. ResearchKits largely replaces the Science Data mechanism, and with some effort and the requirements, a base or station can make new ResearchKits. Thank you!!! Just to clarify then, Lab Time is a more of a resource more than it is a "time"? Awesome explanation Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted February 29, 2020 Share Posted February 29, 2020 4 minutes ago, orionguy said: Just to clarify then, Lab Time is a more of a resource more than it is a "time"? It's a resource, yes. It simulates time and CPU power spent observing the experiment, and so, each experiment requires different amounts of it. And you're welcome. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted March 1, 2020 Author Share Posted March 1, 2020 @capi3101 I've done some investigation and it seems to be something to do with Extraplanetary Launchpads. It's an integration problem but I'm not sure what I can do about it at this point. Quote Link to comment Share on other sites More sharing options...
CBase Posted March 22, 2020 Share Posted March 22, 2020 I do hope this thread is the right place to ask: I did not install MOLE, but got the experiment science extension and contracts through Buffalo parts. I did accept an "Run Ice Cream Experiement on the Mun" contract and thought I could do it without installing MOLE since it modifies stock science parts as well, but I am struggling: I did load the experiement on a science storage, included the stock science lab and added a container with some additional research kits. All of this is now landed on the Mun, the contract shows green ticks for Transport experiement and Satisfy all experiment conditions, but not for complete experiment. I did try to transfer the experiment into the lab, then run again lab time. Progress goes to 100% but it only seems to complete some other Experiements, as review data shows texts like "Research indicates that you did not go into space today." From looking at the description in BasicExperiments.cfg this should only come at KerbinSrfLanded, however I am 100% landed at the Mun East Crater ! Also I only ever get the Result from WBISpaceResearch experiment, never any message from WBIIceCreamResearch. What is actually needed to complete a experiment ? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted March 26, 2020 Author Share Posted March 26, 2020 On 3/22/2020 at 3:43 AM, CBase said: I do hope this thread is the right place to ask: I did not install MOLE, but got the experiment science extension and contracts through Buffalo parts. I did accept an "Run Ice Cream Experiement on the Mun" contract and thought I could do it without installing MOLE since it modifies stock science parts as well, but I am struggling: I did load the experiement on a science storage, included the stock science lab and added a container with some additional research kits. All of this is now landed on the Mun, the contract shows green ticks for Transport experiement and Satisfy all experiment conditions, but not for complete experiment. I did try to transfer the experiment into the lab, then run again lab time. Progress goes to 100% but it only seems to complete some other Experiements, as review data shows texts like "Research indicates that you did not go into space today." From looking at the description in BasicExperiments.cfg this should only come at KerbinSrfLanded, however I am 100% landed at the Mun East Crater ! Also I only ever get the Result from WBISpaceResearch experiment, never any message from WBIIceCreamResearch. What is actually needed to complete a experiment ? Do you have Contract Configurator installed? Quote Link to comment Share on other sites More sharing options...
CBase Posted March 26, 2020 Share Posted March 26, 2020 (edited) Not that I am aware of it. I do have Here are all my mods: Verzeichnis von C:\Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program\GameData 08.11.2019 18:37 <DIR> 000_ClickThroughBlocker 08.11.2019 18:37 <DIR> 001_ToolbarControl 02.11.2019 18:56 <DIR> AllYAll 29.04.2018 00:27 <DIR> B9_Aerospace_ProceduralWings 21.01.2019 17:03 <DIR> B9PartSwitch 30.10.2019 08:43 <DIR> CBase 13.09.2018 10:13 <DIR> CorrectCoL 13.10.2019 09:19 <DIR> CustomPreLaunchChecks 21.01.2019 17:03 <DIR> DeployableEngines 21.04.2019 13:12 <DIR> DMagicUtilities 26.03.2020 18:16 <DIR> KerbalEngineer 28.10.2019 17:32 <DIR> MechJeb2 16.09.2019 16:16 <DIR> MiningExpansion 22.03.2020 10:29 <DIR> NavBallDockingAlignmentIndicatorCE 21.01.2019 17:03 <DIR> NearFutureAeronautics 22.02.2020 20:30 <DIR> NearFutureSolar 08.11.2019 18:37 <DIR> PartAngleDisplay 12.05.2018 12:23 <DIR> ProceduralFairings 13.10.2019 08:52 <DIR> ReStock 13.10.2019 08:52 <DIR> ReStockPlus 13.05.2018 02:55 <DIR> SpaceY-Expanded 13.05.2018 02:55 <DIR> SpaceY-Lifters 14.02.2020 07:58 <DIR> Squad 20.09.2019 14:26 <DIR> SquadExpansion 08.11.2019 18:37 <DIR> TacFuelBalancer 17.05.2019 00:19 <DIR> Trajectories 31.08.2019 03:26 <DIR> TriggerTech 06.10.2019 10:25 <DIR> VABReorienter 08.11.2019 18:34 <DIR> WaypointManager 21.01.2019 17:03 <DIR> WildBlueIndustries 22.03.2020 10:06 <DIR> WindTunnel 22.03.2020 10:40 <DIR> ZeroMiniAVC CBase are only part patches for extended service bays, no code. Edited March 26, 2020 by CBase added mod list Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted March 27, 2020 Author Share Posted March 27, 2020 @CBase in the experiment lab does the experiment list as completed? If so, you need to transfer it to a science container (stock one) and bring it back to Kerbin. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.