JebTheDestroyer Posted November 23, 2022 Share Posted November 23, 2022 Noticed that all(?) of the inflatable habitats from SSPXR start inflated in the VAB, and will not deflate regardless of enabling/disabling the habitat. Any help would be appreciated. Quote Link to comment Share on other sites More sharing options...
Davi SDF Posted November 23, 2022 Share Posted November 23, 2022 Hello! I'm sorry to bother, but is there any way to integrate System Heat Boil Off with the LOX boil off patch? Cryotanks gives the hability to keep LH2 and LCH4 cooled, but i don't have the option to keep LOX cooled. Quote Link to comment Share on other sites More sharing options...
CessnaSkyhawk Posted November 24, 2022 Author Share Posted November 24, 2022 Are there crew in the habitats? IIRC sometimes the VAB automatically slots kerbals into habitats, and then naturally it won't let you deflate them if they're occupied Quote Link to comment Share on other sites More sharing options...
JebTheDestroyer Posted November 26, 2022 Share Posted November 26, 2022 On 11/24/2022 at 2:10 PM, CessnaSkyhawk said: Are there crew in the habitats? IIRC sometimes the VAB automatically slots kerbals into habitats, and then naturally it won't let you deflate them if they're occupied No there aren't. As far as I can tell the centrifuges work though. Quote Link to comment Share on other sites More sharing options...
Hrubec Posted December 8, 2022 Share Posted December 8, 2022 hi. I have agena materials bay on the agena target vehicle and I have docked to it with my gemini spacecraft with pilot and scientist. when I tried to run the mat. bay experiment, it just says 'not prepared'. Does anybody know what it means, how to get it running? thanks Quote Link to comment Share on other sites More sharing options...
septemberWaves Posted December 9, 2022 Share Posted December 9, 2022 On 11/23/2022 at 2:46 PM, JebTheDestroyer said: Noticed that all(?) of the inflatable habitats from SSPXR start inflated in the VAB, and will not deflate regardless of enabling/disabling the habitat. Any help would be appreciated. Does the mod have all of its dependencies installed? Quote Link to comment Share on other sites More sharing options...
CessnaSkyhawk Posted December 9, 2022 Author Share Posted December 9, 2022 21 hours ago, Hrubec said: hi. I have agena materials bay on the agena target vehicle and I have docked to it with my gemini spacecraft with pilot and scientist. when I tried to run the mat. bay experiment, it just says 'not prepared'. Does anybody know what it means, how to get it running? thanks If I'm remembering correctly, it means you have to bring a kerbal out and interact with the part to "prepare it" for its run, and then you'll be good to activate it. Quote Link to comment Share on other sites More sharing options...
Hrubec Posted December 9, 2022 Share Posted December 9, 2022 51 minutes ago, CessnaSkyhawk said: If I'm remembering correctly, it means you have to bring a kerbal out and interact with the part to "prepare it" for its run, and then you'll be good to activate it. Yes, I thought so, but that option was not available in EVA, only to reset it (although it was not ever used). Maybe my scientist needs to be more than level 0? One more thing regarding kerbalism life support: is there any way to add more LiOH (to external tank?) my scrubbers dont work more than several days and then I run out of it. I tried to add external ECLSS with basic regen scrubber but that doesnt work - option to dump co2 is missing from the menu actually Quote Link to comment Share on other sites More sharing options...
CessnaSkyhawk Posted December 9, 2022 Author Share Posted December 9, 2022 26 minutes ago, Hrubec said: Yes, I thought so, but that option was not available in EVA, only to reset it (although it was not ever used). Maybe my scientist needs to be more than level 0? One more thing regarding kerbalism life support: is there any way to add more LiOH (to external tank?) my scrubbers dont work more than several days and then I run out of it. I tried to add external ECLSS with basic regen scrubber but that doesnt work - option to dump co2 is missing from the menu actually According to my code it should just be any Scientist. As for the latter, that's intentional - irl scrubbers tended to wear out over time hence the limited amount of LiOH - I haven't really tested, but it might be possible to add on some additional LiOH scrubbers in the external ECLSS for more time. As for the basic regen, not sure why the dump co2 method is missing, but the catch with the basic regen is that iirc it can only support half of the requirements for a given crew, so you'd need double the amount of basic regen scrubbers to get the same scrubbing capacity as the LiOH scrubbers - it's more meant to make early stations viable before the advanced one is unlocked, without making LiOH scrubbers useless. Quote Link to comment Share on other sites More sharing options...
theJesuit Posted December 11, 2022 Share Posted December 11, 2022 Hi! If you don't mind @CessnaSkyhawk, I'd like to add support for my new mod, ANGLECAN Achievement Tree. It adds a number of standalone nodes into your tree, and won't require any maintenance on your part. If you have any suggestions though, please let me know! Peace. Quote Link to comment Share on other sites More sharing options...
The Dressian Exploder Posted December 12, 2022 Share Posted December 12, 2022 Does B9 Procedural Wings work with this tech tree? And if not, how easily could I make a patch for it? Are there any tutorials you'd recommend for modding the tech tree? Quote Link to comment Share on other sites More sharing options...
610yesnolovely Posted December 14, 2022 Share Posted December 14, 2022 (edited) On 12/12/2022 at 1:46 AM, The Dressian Exploder said: Does B9 Procedural Wings work with this tech tree? And if not, how easily could I make a patch for it? Are there any tutorials you'd recommend for modding the tech tree? Yes, but the released version puts them at Tier 11 (which is pretty high tech), but the latest GitHub dev version moves them to Tier 1 (yay). All mod parts should appear somewhere in the tech tree, due to the way it's written (there's a mapping somewhere from stock tech nodes to the tech tree equivalents. This can result in parts being in odd places. See: https://github.com/CessnaSkyhawk/SkyhawkScienceSystem/blob/main/Patches/Science/StockScienceSupport.cfg Also any mods which introduce or use tech tree nodes (non-stock), such as mods which place items in the Community Tech Tree will not work properly, may cause issues. Fortunately writing patches to support new mods is somewhat easy (if you're technically savvy) to tricksy (if you've never editted a .cfg before). Copy any of the .cfg files under GameData/SkyhawkScienceSystem/ModSupport into your own personal patch folder Make one under GameData/YourNameHere/someMod.cfg Remove or edit all the blocks like shown below: //Tier 4 spaceplanes4 @PART[blue_steel_engine_s0_1]:AFTER[BlueSteel] // { @TechRequired = spaceplanes4 } The @PART[...] bit basically says "edit this part", "after the mod does its config". So change blue_steel_engine_s0_1 to some mod's part name Change BlueSteel to the name of the mod (usually the directory name under GameData). The @TechRequired bit says "and place it in SSS at this node". All the ModSupport files list all the SSS tech nodes, so all you need is the part name - you can find them in GameData/ModuleManager.ConfigCache (it's a big file) and look for "PART { name = xxx" spread over several lines. I usually search for stuff in the description. There's a mod called PartInfo that will show this in game also. See also @Aelfhe1m's GitHub patch repo, which has a lot of extra mods supported, so a good way to see how to do it, in fact they have a cfg patch for B9 proc wings to move them into Tier 1. Pick any of these and just copy them into your GameData/YourNameHere folder. https://github.com/Aelfhe1m/PatchRepository/tree/main/GameData/zPathesByAelfhe1m/SkyhawkScenceSystem Also people here have occasionally posted ModuleManager cfg files in this forum. I'd recommend storing your own patches on GitHub or GitLab, or at least back them up into Dropbox or a zip file. If you get into this you'll end up with lots of patches. Hope that helps! If you do this, technically you're a modder (ahem... check out my mod Wacapella, which started out just like this and turned into a mini-mod, also it works well with SSS, since that's the Tech Tree I'm using) Edited December 14, 2022 by 610yesnolovely Quote Link to comment Share on other sites More sharing options...
space-wizards Posted December 26, 2022 Share Posted December 26, 2022 I apologize if this has been asked before, but does anyone know how to make the fuel cells work when not configured for kerosene/LOX, specifically for the Agena equipment racks and the Gemini service module. I click the B9 part switch button to tell it to use hydrazine, but whenever I activate the fuel cell in flight, it just gives me a notice saying that kerosene is missing. Is this a thing I can fix in-game or do I have to change something in a .cfg file somewhere? Quote Link to comment Share on other sites More sharing options...
epicpupster239 Posted December 27, 2022 Share Posted December 27, 2022 Is it me, or is the Atlas main sustainer engine missing an upgrade on the tech tree? I see the upgrade for the lifter engine for the Atlas II, but not for the vacuum? Quote Link to comment Share on other sites More sharing options...
epicpupster239 Posted January 4, 2023 Share Posted January 4, 2023 (edited) On 12/27/2022 at 2:07 PM, epicpupster239 said: Is it me, or is the Atlas main sustainer engine missing an upgrade on the tech tree? I see the upgrade for the lifter engine for the Atlas II, but not for the vacuum? It also seems the mystery goo experiment isnt working from the container. Attempting to run it returns "depleted". Ive looked a bit more at it, and appears that the mystery goo experiment defined for the mercury recovery chute part is completely different from that of the one assigned to the stand alone mystery goo part? For one the mercury part cant switch exploration experiments, requires someone to observe, a scientist to reset, and 1 sample. The independent part, however, has 0 samples, and the requirements to be manned aren't listed. Above is the defined experiment for the mystery goo part. this is the experiment for the mercury recovery module. I am trying to find what is up with this in the exploration experiments file but ive come up with nothing. Edited January 4, 2023 by epicpupster239 updated info Quote Link to comment Share on other sites More sharing options...
bigyihsuan Posted January 13, 2023 Share Posted January 13, 2023 welp that's a new BDB update Quote Link to comment Share on other sites More sharing options...
Royalswissarmyknife Posted January 13, 2023 Share Posted January 13, 2023 I hope the new update gets added soon the Voyager mars probes look good for my career. Quote Link to comment Share on other sites More sharing options...
HawkEngineer Posted January 14, 2023 Share Posted January 14, 2023 Where can I look to see what tier the different fuel types are unlocked in the tech tree? Some of my tanks such as tanks from the near future mods have the tank switch option for different fuel types, but tanks that are from the base game (Squad) do not have the option to switch fuel types. The fuel type is default to Kerolox. I initially thought there might be a mod conflict but when I enter into sandbox mod, I am able to switch fuel types in all tanks. I do have part upgrades option enabled. Quote Link to comment Share on other sites More sharing options...
bigyihsuan Posted January 14, 2023 Share Posted January 14, 2023 2 hours ago, HawkEngineer said: Where can I look to see what tier the different fuel types are unlocked in the tech tree? Some of my tanks such as tanks from the near future mods have the tank switch option for different fuel types, but tanks that are from the base game (Squad) do not have the option to switch fuel types. The fuel type is default to Kerolox. I initially thought there might be a mod conflict but when I enter into sandbox mod, I am able to switch fuel types in all tanks. I do have part upgrades option enabled. The fuelswitch upgrades are in their respective engine branches. You can make a new science/career save, use cheats to unlock the whole tree, and browse the nodes as you need. Quote Link to comment Share on other sites More sharing options...
eagleswing12 Posted February 23, 2023 Share Posted February 23, 2023 Hello! Could the Saturn I parts be rebalanced so I don't unlock the Saturn I, the Saturn IB, and the Saturn V at the same time? I would like to be able to do test runs similar to real life of the Saturn I. Could this be added? Quote Link to comment Share on other sites More sharing options...
Saturn1234 Posted February 28, 2023 Share Posted February 28, 2023 Hi! How much does Skyhawk Kerbalism change the function of the original kerbalism? Doesn't it reduce realism? Quote Link to comment Share on other sites More sharing options...
Guest Posted March 15, 2023 Share Posted March 15, 2023 @CessnaSkyhawkUsing 2.7x KSRSS there seems to be an issue with the TWR and dV of Mercury-Atlas and Atlas-Centaur, preventing them from getting to orbit. I've tested it with just KSRSS and have verified that it's something with SSS. Quote Link to comment Share on other sites More sharing options...
Spike88 Posted March 16, 2023 Share Posted March 16, 2023 I'm trying to get Mechjeb unlocked from the start but I can't seem to get it to work. I have a folder called MechJebUnlocked in gamedata, I tried editing the mechjeb patch included so the tech's appear later in the tree, but nothing seems to work. Quote Link to comment Share on other sites More sharing options...
MagicCuboid Posted March 17, 2023 Share Posted March 17, 2023 (edited) Is it just me or does some of the Tundra stuff come really early in the tech tree? Wondering if I borked something. Amazing mod, though! I'm having a great time. Edited March 17, 2023 by MagicCuboid Quote Link to comment Share on other sites More sharing options...
610yesnolovely Posted March 19, 2023 Share Posted March 19, 2023 (edited) FYI: Noticed a recent regression in GitHub (I use main branch directly), which won't appear in the released version, so probably nobody else has noticed. But for those that live on the edge... https://github.com/CessnaSkyhawk/SkyhawkScienceSystem/issues/77 The symptom is every part gets an SAS Module, the suggested one line fix is included in the GitHub issue. Edited March 19, 2023 by 610yesnolovely Quote Link to comment Share on other sites More sharing options...
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