N70 Posted June 13, 2019 Author Share Posted June 13, 2019 1 minute ago, The-Doctor said: Just my suggestion Out-of-scope. Off-topic. Link to comment Share on other sites More sharing options...
Dexter9313 Posted June 13, 2019 Share Posted June 13, 2019 I just collected my first Mun Stone and it got transformed into data, is this the desired behavior ? I would have thought it would be like a surface sample of some sort. (And I have a contract to bring one back...) Link to comment Share on other sites More sharing options...
traisjames Posted June 14, 2019 Share Posted June 14, 2019 When I perform an orbital telescope observation, it generates 1100 Mits (Millions of bits equivalent??) of data. Use to be I could transmit that data back over time. Now something I can do early in the game is going to be either late game or I will need to attach dozens or hundreds of probe systems on one ship. Shouldn't there be both the overall storage given by probes, but then each science device has it's own data buffer that it can use to store the sample it just acquired to feed to the computer when there is space free. A repeatable device single sample device (as opposed to something like the thermometer) then has to wait for the buffer to completely empty before taking another sample. Data priorities would be useful for that. Also, why if I attach 2 goo observation canisters can I only run one per ship? Link to comment Share on other sites More sharing options...
N70 Posted June 14, 2019 Author Share Posted June 14, 2019 2 minutes ago, traisjames said: When I perform an orbital telescope observation, it generates 1100 Mits (Millions of bits equivalent??) of data. Use to be I could transmit that data back over time. Now something I can do early in the game is going to be either late game or I will need to attach dozens or hundreds of probe systems on one ship. Shouldn't there be both the overall storage given by probes, but then each science device has it's own data buffer that it can use to store the sample it just acquired to feed to the computer when there is space free. A repeatable device single sample device (as opposed to something like the thermometer) then has to wait for the buffer to completely empty before taking another sample. Data priorities would be useful for that. Also, why if I attach 2 goo observation canisters can I only run one per ship? along the tech tree you unlock upgrades to hard drive anyways. also you don't do science IRL by doing it twice at the same time i'm pretty sure Link to comment Share on other sites More sharing options...
traisjames Posted June 14, 2019 Share Posted June 14, 2019 2 minutes ago, N70 said: also you don't do science IRL by doing it twice at the same time i'm pretty sure I mean having two so once one is used you can use the other in a different biome. Oh also, can we have a way to AND auto scripts togeather? I want to be able to say turn device on if, and only if ship is both high power and in sun. Link to comment Share on other sites More sharing options...
N70 Posted June 14, 2019 Author Share Posted June 14, 2019 Just now, traisjames said: I mean having two so once one is used you can use the other in a different biome. Oh also, can we have a way to AND auto scripts togeather? I want to be able to say turn device on if, and only if ship is both high power and in sun. you can use the other when one's depleted i'm pretty sure. Link to comment Share on other sites More sharing options...
FreeThinker Posted June 14, 2019 Share Posted June 14, 2019 (edited) On 6/13/2019 at 4:50 PM, N70 said: You do realize, when science parts are active, as long as there's hard drive space, they'll automatically collect science in areas where they can, right? Question, what parts have Harddisk space and how is the amount determined? Edited June 14, 2019 by FreeThinker Link to comment Share on other sites More sharing options...
Columbo Posted June 14, 2019 Share Posted June 14, 2019 Hi, I just wanted to say that i enjoy the new science System you implemented. It took a little getting used to, but i think its a great system. I did however tweak the science output for RSS. It would be quite the grind otherwise. Link to comment Share on other sites More sharing options...
N70 Posted June 14, 2019 Author Share Posted June 14, 2019 4 hours ago, FreeThinker said: Question, what parts have Harddisk space and how is thr amount determined? Pods and probe cores primarily. The sizes are determined by the config. I believe the KER thing that looks like a hard drive also has a hard drive, and there may be others. Link to comment Share on other sites More sharing options...
FreeThinker Posted June 14, 2019 Share Posted June 14, 2019 36 minutes ago, N70 said: Pods and probe cores primarily. The sizes are determined by the config. I believe the KER thing that looks like a hard drive also has a hard drive, and there may be others. I tried to look for any MM script that add a harddisk config to probe cores but couldn't find any Link to comment Share on other sites More sharing options...
N70 Posted June 14, 2019 Author Share Posted June 14, 2019 42 minutes ago, FreeThinker said: I tried to look for any MM script that add a harddisk config to probe cores but couldn't find any They're manually added in GameData/KerbalismConfig/System/ScienceRework/HardDriveConfigs.cfg Link to comment Share on other sites More sharing options...
Verthel Posted June 14, 2019 Share Posted June 14, 2019 I started recently with the latest version of Kerbalism and it's very interesting.The non-instant science system is simply excellent.Thank you for this Mod. Link to comment Share on other sites More sharing options...
Cheesecake Posted June 14, 2019 Share Posted June 14, 2019 What does it mean 'Min sun angle' and 'Max sun angle' on orbital telescopes? Link to comment Share on other sites More sharing options...
Sir Mortimer Posted June 14, 2019 Share Posted June 14, 2019 1 hour ago, Cheesecake said: What does it mean 'Min sun angle' and 'Max sun angle' on orbital telescopes? When looking straight down to the surface, the angle of the sunlight on that spot on the surface must be within these boundaries. Link to comment Share on other sites More sharing options...
The-Doctor Posted June 15, 2019 Share Posted June 15, 2019 What about my suggestion for kerbals to get weaker when under zero G? It's something that was in an old mod called keepfit, it would fit in perfectly with kerbalisms structure Link to comment Share on other sites More sharing options...
taty095 Posted June 15, 2019 Share Posted June 15, 2019 (edited) Kerbalism 3.0.0 + 3.0.1 + 3.0.2 with RemoteTech 1.9.2 dont work together Alltime Connection lost. KSP 1.7.1 Edited June 15, 2019 by taty095 Link to comment Share on other sites More sharing options...
N70 Posted June 15, 2019 Author Share Posted June 15, 2019 43 minutes ago, taty095 said: Kerbalism 3.0.0 + 3.0.1 + 3.0.2 with RemoteTech 1.9.2 dont work together Alltime Connection lost. KSP 1.7.1 post KSP.log Link to comment Share on other sites More sharing options...
RoyCreditor Posted June 15, 2019 Share Posted June 15, 2019 How can anyone do science data and observation contracts which require being in flight beneath or above a certain altitude around bodies and doing experiments, when the new science system with this mod causes experiments to take such a long amount of time to complete that the location is passed over before it can finish? The only way I can see to finish these contracts now is by using an ungodly amount of delta-v to hover over the location until the observation or experiment finish. This update has made it impossible for me to raise funds, rep, and science by doing these contracts. Link to comment Share on other sites More sharing options...
Sir Mortimer Posted June 15, 2019 Share Posted June 15, 2019 5 hours ago, The-Doctor said: What about my suggestion for kerbals to get weaker when under zero G? It's something that was in an old mod called keepfit, it would fit in perfectly with kerbalisms structure What should the effect of weakness be? Link to comment Share on other sites More sharing options...
Sir Mortimer Posted June 15, 2019 Share Posted June 15, 2019 2 hours ago, RoyCreditor said: How can anyone do science data and observation contracts which require being in flight beneath or above a certain altitude around bodies and doing experiments, when the new science system with this mod causes experiments to take such a long amount of time to complete that the location is passed over before it can finish? The only way I can see to finish these contracts now is by using an ungodly amount of delta-v to hover over the location until the observation or experiment finish. This update has made it impossible for me to raise funds, rep, and science by doing these contracts. You will find that survey contracts currently are disabled with Kerbalism. Link to comment Share on other sites More sharing options...
taty095 Posted June 15, 2019 Share Posted June 15, 2019 5 hours ago, N70 said: post KSP.log Sorry, forget https://1drv.ms/u/s!AiZTcnD9tER1hucO8WEFjq5tGG2gmA Link to comment Share on other sites More sharing options...
Cheesecake Posted June 15, 2019 Share Posted June 15, 2019 (edited) 11 hours ago, Sir Mortimer said: When looking straight down to the surface, the angle of the sunlight on that spot on the surface must be within these boundaries. OK, but there is only sometimes a concrete angle shown. Here are some pics: Edited June 15, 2019 by Cheesecake Link to comment Share on other sites More sharing options...
FreeThinker Posted June 15, 2019 Share Posted June 15, 2019 (edited) I'm constantly getting the following exception message smap in my log [EXC 13:14:32.537] ArgumentException: An element with the same key already exists in the dictionary. System.Collections.Generic.Dictionary`2[System.UInt32,KERBALISM.Drive].Add (UInt32 key, KERBALISM.Drive value) KERBALISM.Drive.GetDriveParts (.Vessel vessel) KERBALISM.Drive.GetDrives (.Vessel vessel, Boolean include_private) KERBALISM.Science.Transmitting (.Vessel v, Boolean linked) KERBALISM.ConnectionInfo.GetAntennaInfo (.Vessel v, Boolean powered, Boolean storm) KERBALISM.ConnectionInfo..ctor (.Vessel v, Boolean powered, Boolean storm) KERBALISM.ConnectionInfo.Update (.Vessel v, Boolean powered, Boolean storm) KERBALISM.Vessel_info..ctor (.Vessel v, Guid vessel_id, UInt64 inc) KERBALISM.Cache.VesselInfo (.Vessel v) KERBALISM.Monitor.Update () KERBALISM.Launcher.Update () KERBALISM.UI.Update (Boolean show_window) KERBALISM.Kerbalism.Update () Or [EXC 13:14:02.234] ArgumentException: An element with the same key already exists in the dictionary. System.Collections.Generic.Dictionary`2[System.UInt32,KERBALISM.Drive].Add (UInt32 key, KERBALISM.Drive value) KERBALISM.Drive.GetDriveParts (.Vessel vessel) KERBALISM.Drive.GetDrives (.Vessel vessel, Boolean include_private) KERBALISM.Science.Transmitting (.Vessel v, Boolean linked) KERBALISM.ConnectionInfo.GetAntennaInfo (.Vessel v, Boolean powered, Boolean storm) KERBALISM.ConnectionInfo..ctor (.Vessel v, Boolean powered, Boolean storm) KERBALISM.ConnectionInfo.Update (.Vessel v, Boolean powered, Boolean storm) KERBALISM.Vessel_info..ctor (.Vessel v, Guid vessel_id, UInt64 inc) KERBALISM.Cache.VesselInfo (.Vessel v) KERBALISM.Kerbalism.FixedUpdate () Obviously something is beeing indexed from which the key cannot be double. Edit: if I disabled all partmodule on a particula part, the problem no longer occured. So Kerbalsm doesn't appear to like if certain partmodules are present on a part Edit: Alright, I figured out, its the extra HardDisk which I added to my advanced Probecore, obviously Kerbalsim doesn't like it when more than one harddisk is present on a part. I guess I need to modify the exising harddisk .. Edited June 15, 2019 by FreeThinker Link to comment Share on other sites More sharing options...
N70 Posted June 15, 2019 Author Share Posted June 15, 2019 4 hours ago, taty095 said: Sorry, forget https://1drv.ms/u/s!AiZTcnD9tER1hucO8WEFjq5tGG2gmA Are you sure your antennas are configured correctly and pointing at Kerbin? Logs look fine. Link to comment Share on other sites More sharing options...
taty095 Posted June 15, 2019 Share Posted June 15, 2019 (edited) 4 hours ago, N70 said: Are you sure your antennas are configured correctly and pointing at Kerbin? Logs look fine. yep at respawn point 2 alltime work antenna Edited June 15, 2019 by taty095 Link to comment Share on other sites More sharing options...
Recommended Posts