Neil Kerman Posted July 29, 2018 Share Posted July 29, 2018 (edited) I've created a craft which I'd like to share. I'm posting it here because I borrowed sections of designs which came with the mod. here is the link for the craft https://kerbalx.com/Ross/A-51E-Flapjack-Caractacus-Pott Edited July 29, 2018 by Neil Kerman Change link Quote Link to comment Share on other sites More sharing options...
DeltaDizzy Posted July 29, 2018 Share Posted July 29, 2018 1 hour ago, Neil Kerman said: I've created a craft which I'd like to share. I'm posting it here because I borrowed sections of designs which came with the mod. here is the link for the craft https://drive.google.com/open?id=1kuHuFJnXfEZ0ez30ZnFH-P0SnyuSlrBU KerbalX is a good website for craft-sharing and is really simple to use. Quote Link to comment Share on other sites More sharing options...
FuzzyG Posted August 5, 2018 Share Posted August 5, 2018 I download your KFS_0_3_1.zip file yesterday and was looking for more information about how to construct the flying saucers correctly. I noticed that you have a modified Tech tree that includes paths to alien technology. For some unknown reason, my tech tree never updated to what you have. I must be missing something and could use some insight as to where I may locate that particular update. Kind regards, G Quote Link to comment Share on other sites More sharing options...
shdwlrd Posted August 7, 2018 Share Posted August 7, 2018 On 8/5/2018 at 4:44 AM, FuzzyG said: I noticed that you have a modified Tech tree that includes paths to alien technology. For some unknown reason, my tech tree never updated to what you have. I must be missing something and could use some insight as to where I may locate that particular update. I may be wrong, but I think you may need the current version of Community Tech Tree or YongeTech Tech Trees to see the new paths. Since I play sandbox, I've don't really pay attention to the tech trees. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 7, 2018 Share Posted August 7, 2018 @Angel-125 Have a bit of a problem: I have this installed, along with the dependencies as listed in the OP (MAS & ASET), playing in career mode I got a contract to "Research Orbital Construction Study" The problem is that none of the parts listed in the cfg of the experiment are in the game. The only possibility would be the WBIGravioliumPrelimStudy , but it's not there because of the PART:NEEDS[MOLEUtils] I did a search, and the ONLY file that MOLEUtils shows up in is this: WildBlueIndustries/FlyingSaucers/Parts/Science/LDEF/GravioliumPrelimStudy.cfg Are the MOLEUtils a requirement for the mod? Otherwise, it seems that the contract should not have been available. Suggestions? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 8, 2018 Author Share Posted August 8, 2018 12 hours ago, linuxgurugamer said: @Angel-125 Have a bit of a problem: I have this installed, along with the dependencies as listed in the OP (MAS & ASET), playing in career mode I got a contract to "Research Orbital Construction Study" The problem is that none of the parts listed in the cfg of the experiment are in the game. The only possibility would be the WBIGravioliumPrelimStudy , but it's not there because of the PART:NEEDS[MOLEUtils] I did a search, and the ONLY file that MOLEUtils shows up in is this: WildBlueIndustries/FlyingSaucers/Parts/Science/LDEF/GravioliumPrelimStudy.cfg Are the MOLEUtils a requirement for the mod? Otherwise, it seems that the contract should not have been available. Suggestions? I'll have to investigate that one for the next update. It probably needs MOLEUtils. Meanwhile, KFS 0.3.2 is now available: - Wild Blue Tools update - Bug fixes Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 8, 2018 Share Posted August 8, 2018 7 minutes ago, Angel-125 said: I'll have to investigate that one for the next update. It probably needs MOLEUtils. Meanwhile, KFS 0.3.2 is now available: - Wild Blue Tools update - Bug fixes I would assume it does, but in this case, I would say that either MOLEUtils needs to be required, or you need to add the NEEDS to the experiment Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 8, 2018 Author Share Posted August 8, 2018 3 minutes ago, linuxgurugamer said: I would assume it does, but in this case, I would say that either MOLEUtils needs to be required, or you need to add the NEEDS to the experiment Thanks, will do. Just a heads up that I'm working on another project at the moment and need to do some re-thinking on the mothership design. It's not dead, just taking awhile to make. Saucers are really tough to design right, I'm finding... Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 8, 2018 Author Share Posted August 8, 2018 On 8/7/2018 at 5:58 AM, linuxgurugamer said: @Angel-125 Have a bit of a problem: I have this installed, along with the dependencies as listed in the OP (MAS & ASET), playing in career mode I got a contract to "Research Orbital Construction Study" The problem is that none of the parts listed in the cfg of the experiment are in the game. The only possibility would be the WBIGravioliumPrelimStudy , but it's not there because of the PART:NEEDS[MOLEUtils] I did a search, and the ONLY file that MOLEUtils shows up in is this: WildBlueIndustries/FlyingSaucers/Parts/Science/LDEF/GravioliumPrelimStudy.cfg Are the MOLEUtils a requirement for the mod? Otherwise, it seems that the contract should not have been available. Suggestions? Ok, I've done some research and the LDEF/GravioliumPrelimStudy is correctly requiring MOLE, as that part is an LDEF part. Orbital Construction Study (WBIConstructionTechniques) comes from 000WildBlueTools/Experiments/BasicExperiments.cfg. It's one of the experiments designed to be loaded into an experiment container, shipped to a station for research, and shipped back in a science container (Coach for instance). Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 8, 2018 Share Posted August 8, 2018 7 minutes ago, Angel-125 said: Ok, I've done some research and the LDEF/GravioliumPrelimStudy is correctly requiring MOLE, as that part is an LDEF part. Orbital Construction Study (WBIConstructionTechniques) comes from 000WildBlueTools/Experiments/BasicExperiments.cfg. It's one of the experiments designed to be loaded into an experiment container, shipped to a station for research, and shipped back in a science container (Coach for instance). I'm assuming that means the next release will have the fix? Because I didn't see it in what I currently have. Currently the study has as NEEDS[MOLEUtils] According to KFS.version, I have 0.3.1 installed Oh, I just saw you released 0.3.2, I'll download that and see if it's fixed Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 8, 2018 Author Share Posted August 8, 2018 5 minutes ago, linuxgurugamer said: I'm assuming that means the next release will have the fix? Because I didn't see it in what I currently have. Currently the study has as NEEDS[MOLEUtils] According to KFS.version, I have 0.3.1 installed Oh, I just saw you released 0.3.2, I'll download that and see if it's fixed Well, the LDEF experiment does need MOLE. MOLE isn't a requirement though, you only need it if you want to use that experiment in an LDEF part. Instead, you can transport the experiment to your station using a standard science container (one of the Science templates)... Which if you're just using Kerbal Flying Saucers, you wouldn't have any standard science containers... Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 8, 2018 Share Posted August 8, 2018 Now I'm trying to find that contract again. Seems to have disappeared, I'll have to do some more research. My game has about 260 mods, I'm trying to avoid adding too many more Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 8, 2018 Share Posted August 8, 2018 Found it. Looks like I copied the wrong text. The one which needs fixing is: WBIConstructionTechniques it doesn't have any NEEDS, and I am in the situation now of having a contract without any of the parts it requires.: EXPERIMENT_DEFINITION { id = WBIConstructionTechniques title = Orbital Construction Study This is in the file: WildBlueIndustries/000WildBlueTools/Experiments/BasicExperiments.cfg and, while I haven't hit these yet, the following experiments in the same file look like they have the same problem: WBISpaceAdaptionStudy WBIPowerToolsEvaluation WBICrystalGrowth WBIIceCreamResearch WBICryogenicResourceStudy WBILongTermCryogenicMiniStudy WBIMESS Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 8, 2018 Author Share Posted August 8, 2018 2 hours ago, linuxgurugamer said: Found it. Looks like I copied the wrong text. The one which needs fixing is: WBIConstructionTechniques it doesn't have any NEEDS, and I am in the situation now of having a contract without any of the parts it requires.: EXPERIMENT_DEFINITION { id = WBIConstructionTechniques title = Orbital Construction Study This is in the file: WildBlueIndustries/000WildBlueTools/Experiments/BasicExperiments.cfg and, while I haven't hit these yet, the following experiments in the same file look like they have the same problem: WBISpaceAdaptionStudy WBIPowerToolsEvaluation WBICrystalGrowth WBIIceCreamResearch WBICryogenicResourceStudy WBILongTermCryogenicMiniStudy WBIMESS Those experiments are ones that are transported to a space station via a science container like the Coach from MOLE. The MOLE lab or one of DSEV’s labs or the upcoming lab in the mothership can then run the experiments. The real problem is that if you only have KFS installed, there are no science labs or experiment containers available currently. To fix the problem I would need to create some parts, or more likely, modify the Stock MPL into an experiment lab and the stock science container to hold an experiment that you would then transfer into and out of the MPL. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 8, 2018 Share Posted August 8, 2018 (edited) 3 minutes ago, Angel-125 said: Those experiments are ones that are transported to a space station via a science container like the Coach from MOLE. The MOLE lab or one of DSEV’s labs or the upcoming lab in the mothership can then run the experiments. The real problem is that if you only have KFS installed, there are no science labs or experiment containers available currently. To fix the problem I would need to create some parts, or more likely, modify the Stock MPL into an experiment lab and the stock science container to hold an experiment that you would then transfer into and out of the MPL. Forget my game for a moment, what about just adding a NEEDS to the experiments? And, for my game, what would I need to install to be able to do the contract? Edited August 8, 2018 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 8, 2018 Author Share Posted August 8, 2018 1 minute ago, linuxgurugamer said: Forget my game for a moment, what about just adding a NEEDS to the experiments? And, for my game, what would I need to install to be able to do the contract? The experiments aren’t in MOLE, they are part of Wild Blue Tools so all my mods can use them. So making them MOLE only won’t work unfortunately. For your game I need to patch the stock parts to provide some lab and experiment transport ability. I can definitely do that Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 8, 2018 Share Posted August 8, 2018 2 hours ago, Angel-125 said: The experiments aren’t in MOLE, they are part of Wild Blue Tools so all my mods can use them. So making them MOLE only won’t work unfortunately. For your game I need to patch the stock parts to provide some lab and experiment transport ability. I can definitely do that I appreciate that, but don't put a lot of time into it. Would it make sense for me to install one of you other mods which would have those experiments? I could also just edit the save file and delete it. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 8, 2018 Author Share Posted August 8, 2018 13 minutes ago, linuxgurugamer said: I appreciate that, but don't put a lot of time into it. Would it make sense for me to install one of you other mods which would have those experiments? I could also just edit the save file and delete it. MOLE has the parts you need to run experiments and transport then to and from your station. It won’t take much time for me to create a MM patch to add the functionality to stock parts. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 9, 2018 Author Share Posted August 9, 2018 (edited) 3 hours ago, linuxgurugamer said: I appreciate that, but don't put a lot of time into it. Would it make sense for me to install one of you other mods which would have those experiments? I could also just edit the save file and delete it. Next WildBlueTools update will have this configuration in its MM_Stock.cfg file: Spoiler @PART[ScienceBox] { MODULE { name = WBIModuleScienceExperiment experimentID = WBIEmptyExperiment defaultExperiment = WBIEmptyExperiment experimentActionName = Do Nothing resetActionName = Reset Nothing useStaging = False useActionGroups = True hideUIwhenUnavailable = True xmitDataScalar = 0.0001 dataIsCollectable = False interactionRange = 1.2 rerunnable = False resettable = False usageReqMaskInternal = 1 usageReqMaskExternal = 8 } MODULE { name = WBIExperimentManifest defaultExperiment = WBIEmptyExperiment } } @PART[Large_Crewed_Lab] { MODULE { name = WBIModuleScienceExperiment experimentID = WBIEmptyExperiment defaultExperiment = WBIEmptyExperiment experimentActionName = Do Nothing resetActionName = Reset Nothing useStaging = False useActionGroups = True hideUIwhenUnavailable = True xmitDataScalar = 0.0001 dataIsCollectable = False interactionRange = 1.2 rerunnable = False resettable = False usageReqMaskInternal = 1 usageReqMaskExternal = 8 } MODULE { name = WBIExperimentLab debugMode = false isGUIVisible = false experimentID = WBISpaceResearch ConverterName = Lab Time StartActionName = Start Lab Time StopActionName = Stop Lab Time AutoShutdown = false UseSpecialistBonus = true //Give 25% with 0 stars, 125% with 5 stars. SpecialistEfficiencyFactor = 0.5 SpecialistBonusBase = 0.5 ExperienceEffect = ScienceSkill GeneratesHeat = false hoursPerCycle = 6 crewsRequired = 1 minimumSuccess = 40 criticalSuccess = 95 criticalFail = 20 sciencePerCycle = 1.0 repairSkill = ScienceSkill repairResource = ResearchKits repairAmount = 50 defaultExperiment = WBIEmptyExperiment INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 5 } INPUT_RESOURCE { ResourceName = ResearchKits Ratio = 0.00027777 } OUTPUT_RESOURCE { ResourceName = LabTime Ratio = 0.00028 DumpExcess = true } } } This will give stock MPL the ability to run experiments, and the stock science box the ability to carry them. Edited August 9, 2018 by Angel-125 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 9, 2018 Share Posted August 9, 2018 6 minutes ago, Angel-125 said: Next WildBlueTools update will have this configuration in its MM_Stock.cfg file: Reveal hidden contents @PART[ScienceBox] { MODULE { name = WBIModuleScienceExperiment experimentID = WBIEmptyExperiment defaultExperiment = WBIEmptyExperiment experimentActionName = Do Nothing resetActionName = Reset Nothing useStaging = False useActionGroups = True hideUIwhenUnavailable = True xmitDataScalar = 0.0001 dataIsCollectable = False interactionRange = 1.2 rerunnable = False resettable = False usageReqMaskInternal = 1 usageReqMaskExternal = 8 } MODULE { name = WBIExperimentManifest defaultExperiment = WBIEmptyExperiment } } @PART[Large_Crewed_Lab] { MODULE { name = WBIModuleScienceExperiment experimentID = WBIEmptyExperiment defaultExperiment = WBIEmptyExperiment experimentActionName = Do Nothing resetActionName = Reset Nothing useStaging = False useActionGroups = True hideUIwhenUnavailable = True xmitDataScalar = 0.0001 dataIsCollectable = False interactionRange = 1.2 rerunnable = False resettable = False usageReqMaskInternal = 1 usageReqMaskExternal = 8 } MODULE { name = WBIExperimentLab debugMode = false isGUIVisible = false experimentID = WBISpaceResearch ConverterName = Lab Time StartActionName = Start Lab Time StopActionName = Stop Lab Time AutoShutdown = false UseSpecialistBonus = true //Give 25% with 0 stars, 125% with 5 stars. SpecialistEfficiencyFactor = 0.5 SpecialistBonusBase = 0.5 ExperienceEffect = ScienceSkill GeneratesHeat = false hoursPerCycle = 6 crewsRequired = 1 minimumSuccess = 40 criticalSuccess = 95 criticalFail = 20 sciencePerCycle = 1.0 repairSkill = ScienceSkill repairResource = ResearchKits repairAmount = 50 defaultExperiment = WBIEmptyExperiment INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 5 } INPUT_RESOURCE { ResourceName = ResearchKits Ratio = 0.00027777 } OUTPUT_RESOURCE { ResourceName = LabTime Ratio = 0.00028 DumpExcess = true } } } This will give stock MPL the ability to run experiments, and the stock science box the ability to carry them. Thank you Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 9, 2018 Author Share Posted August 9, 2018 3 hours ago, linuxgurugamer said: Thank you Happy to help Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 12, 2018 Author Share Posted August 12, 2018 KFS 0.3.3 is now available: - Added experiment lab to MPL and experiment container to the Science Box. - Bug fixes for experiments. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 18, 2018 Author Share Posted August 18, 2018 KFS 0.3.4 is now available: - WBT update. - Fixed click-through issues with windows displayed in the editor. Quote Link to comment Share on other sites More sharing options...
shdwlrd Posted August 26, 2018 Share Posted August 26, 2018 (edited) The stardust collector has seemed to stopped working. It will show the start/stop harvester button on the surface. Once you get it into space, the button won't show up. New info, the collector stops working at 570m. Pictures for proof... Spoiler Edited August 26, 2018 by shdwlrd Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 27, 2018 Author Share Posted August 27, 2018 On 8/25/2018 at 6:31 PM, shdwlrd said: The stardust collector has seemed to stopped working. It will show the start/stop harvester button on the surface. Once you get it into space, the button won't show up. New info, the collector stops working at 570m. Pictures for proof... Reveal hidden contents Stardust uses the stock resource harvester modules, and it appears Squad broke something in resource harvesting with KSP 1.4.5. Not sure what's the issue here, is anybody else having the same problem? @JadeOfMaar, are you seeing this too? Quote Link to comment Share on other sites More sharing options...
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