SheepDog2142 Posted August 23, 2024 Share Posted August 23, 2024 Added support to VAB Organizer for my favorite storage mod. Quote Link to comment Share on other sites More sharing options...
any 1 Posted September 3, 2024 Share Posted September 3, 2024 Science modules dont work with ExperimentsTakeTime. Quote Link to comment Share on other sites More sharing options...
Villain Vibe Posted September 9, 2024 Share Posted September 9, 2024 (edited) Hi there, I have noticed that with the Advanced Material Bay and the 2 Sub Satellites there is a problem with resetting the experiments. The context menu does not give the option to do so. You can collect the science from the device with a action group but there single use because of this. I added some screenshots. https://ibb.co/KsMpnds https://ibb.co/TKHx2Jg https://ibb.co/f88hVPv https://ibb.co/7R3Nq8Y Using version 1.12.5 of ksp Using Mod version 4.0.1.3 PS. After some more testing I noticed that the experiments bug out because of [x] Science! Continued. If I run them via the mod the don't give to option to transfer the data but If you run them manually they work fine! Edited September 9, 2024 by Villain Vibe Quote Link to comment Share on other sites More sharing options...
Thomas988 Posted October 1, 2024 Share Posted October 1, 2024 I'm also having issues using science parts. KSP version 1.12.5, mod version 4.0.1.3. Also have [x] Science! Continued installed. The right click context menu for Data Input Terminal does not have the option to collect data. I can transfer data to the Data Input Terminal using the context menu. However, transferring data from the Advanced Material Bay and Advanced Goo Unit causes the experiments to lose the ability to reset. Quote Link to comment Share on other sites More sharing options...
Swartz55 Posted January 14 Share Posted January 14 On 10/27/2023 at 5:35 PM, Stridsape said: Hello, I'm having the same exact issue. I would really like to use the tanks in question for a design I have going, does anyone know of a way to fix this? I tried making sense of the config file but I gotta admit I don't understand anything of it. Thanks in advance if anyone has any feedback on this. i fixed the issue. the issue isn't in NerteaCryo.cfg, but actually in US_Balancing_Patch.cfg which is under UniversalStorage2\Vandist the patch edited the liquidfuel amounts for the tanks but inadvertently deleted the storage data for the other tanks. it can be fixed by copying the missing data from NerteaCryo.cfg, like so: @PART[USAerozineWedge]:AFTER[UniversalStorage2] { @cost = 50 @mass = 0.010 @MODULE[USFuelSwitch] { @resourceNames = LiquidFuel,Oxidizer;LiquidFuel,Oxidizer;LiquidFuel,Oxidizer;LiquidFuel,Oxidizer|LiquidFuel;LiquidFuel;LiquidFuel;LiquidFuel|LqdHydrogen,Oxidizer;LqdHydrogen,Oxidizer;LqdHydrogen,Oxidizer;LqdHydrogen,Oxidizer|LqdHydrogen;LqdHydrogen;LqdHydrogen;LqdHydrogen|LqdMethane,Oxidizer;LqdMethane,Oxidizer;LqdMethane,Oxidizer;LqdMethane,Oxidizer|LqdMethane;LqdMethane;LqdMethane;LqdMethane @resourceAmounts = 6,7.2;16,19.2;25.5,30.6;34,40.8|22;44;66;88|105,7;225,15;345,23;450,30|165;330;495;660|40,8;90,18;130,26;165,33|110;220;330;440 @initialResourceAmounts = 6,7.2;16,19.2;25.5,30.6;34,40.8|22;44;66;88|105,7;225,15;345,23;450,30|165;330;495;660|40,8;90,18;130,26;165,33|110;220;330;440 @tankCost = 0;85;165;237|0;35;70;105|0;35;70;105|0;35;70;105|0;35;70;105|0;35;70;105 @tankMass = 0;0.019;0.036;0.051|0;0.014;0.028;0.042|0;0.014;0.028;0.042|0;0.014;0.028;0.042|0;0.014;0.028;0.042|0;0.014;0.028;0.042 } } This should fix it. Quote Link to comment Share on other sites More sharing options...
mitiya Posted February 21 Share Posted February 21 there is a problem with the aerodynamics of the part Universal Storage: Tapered fairing (1.875m to 2.5m). extremely large drag. Is there any fix? Quote Link to comment Share on other sites More sharing options...
drhay53 Posted March 4 Share Posted March 4 (edited) I spent 8 freakin' hours today trying to dig into the Advanced Sub Satellite to see why it throws NREs all the time. I haven't modded in KSP or used Unity so I was trying all kinds of stuff. In the end I kept ending up at something being wrong with the thrustTransform. Eventually I figured out I really needed to look at the model itself. I first wasted a bunch of time installing unity before I realized I needed blender with the custom mu plugin. Anyway I loaded up the model in blender and all of the transforms have a special character at the end. "∧". I modified the part config in the "ModuleEngines" section to thrustVectorTransformName = thrustTransform∧ and voila, no more NREs, no more veering out of control when turning the engine on, no more KER errors about simulation in the log. MechJeb still doesn't like calculating dV for some reason, but KER calculates it fine, and there's no more errors in the log. So, it looks like the name of the thrust vector in the model having this character was the issue. edit: only reason I didn't make a PR on github is because I think fixing the model is possibly the better solution than adding the character to the part config. Like I said, most transforms include that character, and I'm not sure that it's intended to be there, so I wouldn't be surprised if other code is affected that I just didn't exercise. Edited March 5 by drhay53 Quote Link to comment Share on other sites More sharing options...
drhay53 Posted March 5 Share Posted March 5 3 hours ago, drhay53 said: I spent 8 freakin' hours today trying to dig into the Advanced Sub Satellite to see why it throws NREs all the time. I haven't modded in KSP or used Unity so I was trying all kinds of stuff. In the end I kept ending up at something being wrong with the thrustTransform. Eventually I figured out I really needed to look at the model itself. I first wasted a bunch of time installing unity before I realized I needed blender with the custom mu plugin. Anyway I loaded up the model in blender and all of the transforms have a special character at the end. "∧". I modified the part config in the "ModuleEngines" section to thrustVectorTransformName = thrustTransform∧ and voila, no more NREs, no more veering out of control when turning the engine on, no more KER errors about simulation in the log. MechJeb still doesn't like calculating dV for some reason, but KER calculates it fine, and there's no more errors in the log. So, it looks like the name of the thrust vector in the model having this character was the issue. edit: only reason I didn't make a PR on github is because I think fixing the model is possibly the better solution than adding the character to the part config. Like I said, most transforms include that character, and I'm not sure that it's intended to be there, so I wouldn't be surprised if other code is affected that I just didn't exercise. Something else I'm noticing though; even though the part now doesn't throw NRE's, the engine doesn't actually have near the dV that it should in practice. As in, KER makes an estimate of ~900 dV, but in practice you turn the engine on and it's like, 10 dV. Quote Link to comment Share on other sites More sharing options...
scottadges Posted March 16 Share Posted March 16 (edited) On 10/1/2024 at 6:35 PM, Thomas988 said: I'm also having issues using science parts. KSP version 1.12.5, mod version 4.0.1.3. Also have [x] Science! Continued installed. The right click context menu for Data Input Terminal does not have the option to collect data. I can transfer data to the Data Input Terminal using the context menu. However, transferring data from the Advanced Material Bay and Advanced Goo Unit causes the experiments to lose the ability to reset. I'm not an expert on the US2 or [X] Science mods, but it sounds more like the old issue with [X] Science where experiments like the AMB and AGU (mentioned above) when triggered through [X] Science lose the ability to reset or collect data. So perhaps not a US2 issue, but a general problem using [X] Science? If you were to try running those experiments on a new craft with the same setup, but NOT triggering through [X] Science, it might work as you are expecting. (Again, not an expert... just used these 2 mods together for a while). Good luck! Edited March 16 by scottadges Quote Link to comment Share on other sites More sharing options...
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