Joshwoo70 Posted June 15, 2014 Share Posted June 15, 2014 Am i able to put it on the curse site? Link to comment Share on other sites More sharing options...
Albert VDS Posted June 21, 2014 Share Posted June 21, 2014 Am i able to put it on the curse site?Not according to the license included in the archive:LicenseLTScience: GPL (GNU General Public License)LTScience Parts: No distribution. Please request author Ludsoe on kerbal space program forums Link to comment Share on other sites More sharing options...
ludsoe Posted June 26, 2014 Author Share Posted June 26, 2014 Am i able to put it on the curse site?I finally got some time away from everything else in my life so I decided to visit KSP again, and found out my mod had no download. Well I solved that problem by posting it on curseforge. (Link may not work for a bit while moderators approve it. Hopefully that will be soon.) http://www.curse.com/ksp-mods/kerbal/221787-l-tech-scientific-industriesOn another note, Before i was consumed by real life. I was working on a update for LTech, Ill pick up where I left off and hopefully get it finished/tested. Link to comment Share on other sites More sharing options...
velve Posted June 27, 2014 Share Posted June 27, 2014 Found this through the Hullcam VDS mod, looking forward to being able to grab some science from photos mainly.I assume parameters are tweakable? I don't want to be getting more science than what seems fair. Link to comment Share on other sites More sharing options...
ludsoe Posted July 5, 2014 Author Share Posted July 5, 2014 Update News:V2.15 **Im Back Baby!*Changed the Sky-Lab to require snacks to generate insight.*Re-balanced Sky-Lab science returns, and resource weights.*Updated the Action buttons on the Sky-Lab to automatically hide experiments you lack the resources for.*Added variables in the camera's cfg's that allow you to change the amount of science/data you obtain from taking a picture.*Added Tweak-scale Support to the Air-Brake and Storage's.*Separated all the resources into their own resource containers.*30% more chance of bugs!Comment Reply Time!:I'd like to see science stuff to use while not in orbit, such as experiments to use in high atmosphere of planets, things that require insight and consumables on the surface of planets (life detection experiments?), experiments you can only run while during reentry, things like this, stuff and times not usually exploited by science in KSP. Maybe something you can only use while also using that air brake? In any case, I had forgotten to install this on my last game and missed it a bunch.Ill look into these, Thanks for the suggestions. The reentry only experiments are an interesting idea. But the land based experiments that use resources are the easiest to implement currently.Many thanks. Defaulting to zero seems a strange choice.Your right, Now the sky-lab defaults with some resources.Enjoying this mod, which so far seems to be 23.5 compatible. A few initial observations:- Insight is generated far too quickly.- There should be some diminishing return on repeating experiments regardless of the resource requirements. They're still very easy to spam for science.- Haven't confirmed yet but does the lab require 4 kerbals to use? If it doesn't, it should. I'd also add a snacks resource which is consumed as insight is generated and once gone, no more insight. Replace snacks.I liked your snack idea so I implemented it, also the kerbals required in the lab is configurable. Also more kerbals in the lab the faster insight is produced. If you find it too fast, you can also change the rate in the config to something lower.Found this through the Hullcam VDS mod, looking forward to being able to grab some science from photos mainly.I assume parameters are tweakable? I don't want to be getting more science than what seems fair.I added some values in the camera cfgs you can tweak. Link to comment Share on other sites More sharing options...
UAL002 Posted July 5, 2014 Share Posted July 5, 2014 Oh man, that 30 percent chance of bugs is killer. I cant believe you managed to add that. Awesome. Seriously though, welcome back! Link to comment Share on other sites More sharing options...
Drew Kerman Posted July 8, 2014 Share Posted July 8, 2014 with the latest update the HullCamVDS SciCam part now takes pictures that are only 1Mit in size instead of 70. Did some looking through the configs but not sure what I need to tweak to get the 70Mit transmission size back Link to comment Share on other sites More sharing options...
ludsoe Posted July 8, 2014 Author Share Posted July 8, 2014 with the latest update the HullCamVDS SciCam part now takes pictures that are only 1Mit in size instead of 70. Did some looking through the configs but not sure what I need to tweak to get the 70Mit transmission size backIn the HullCamera module for the SciCam add in "picdatval = 3.5" Tweak the number around a little until you get the results you want. Also make sure that you arnt taking pictures of nothing, As a picture of say the space center(or a anomaly) should raise the transmission size. Link to comment Share on other sites More sharing options...
Drew Kerman Posted July 8, 2014 Share Posted July 8, 2014 That worked perfectly, thanks!@PART[hc_scicam]{ @MODULE[HullCamera] { picdatval = 3.5 }} Link to comment Share on other sites More sharing options...
ludsoe Posted July 9, 2014 Author Share Posted July 9, 2014 I'm doing a beta, for v219 of L-Tech. As with all Betas I want your feed back, and any bugs you find.http://www.curse.com/ksp-mods/kerbal/221787-l-tech-scientific-industries#t1:other-downloads**ToolBar isn't required, but its recommended.v219 Beta ChangeLog:*Added ToolBar Support. Replaced the poor configuration I had before for the HullCam Module.*The SkyLab now has a selection Gui for the experiment you want instead of a action for each one.*Smaller Parts are KAS activated, and one of the containers is now also a KAS container.*The cameras now have modules for RasterPropMoniter.*Added a new SkyLab Experiment that's run on the surface of other planets.*SkyLab Experiments are no longer hard coded, This system is still new and buggy. Link to comment Share on other sites More sharing options...
UAL002 Posted July 21, 2014 Share Posted July 21, 2014 You got anything new cookin'? Link to comment Share on other sites More sharing options...
Dal Posted July 22, 2014 Share Posted July 22, 2014 I unintentionally deleted my copy of this while updating to the latest version. Does anyone have an archive of one of the old (1.4 or earlier) versions? I liked the stripped down extra experiments. Link to comment Share on other sites More sharing options...
Wren Posted July 22, 2014 Share Posted July 22, 2014 I'm doing a beta, for v219 of L-Tech. As with all Betas I want your feed back, and any bugs you find.http://www.curse.com/ksp-mods/kerbal/221787-l-tech-scientific-industries#t1:other-downloads**ToolBar isn't required, but its recommended.v219 Beta ChangeLog:*Added ToolBar Support. Replaced the poor configuration I had before for the HullCam Module.*The SkyLab now has a selection Gui for the experiment you want instead of a action for each one.*Smaller Parts are KAS activated, and one of the containers is now also a KAS container.*The cameras now have modules for RasterPropMoniter.*Added a new SkyLab Experiment that's run on the surface of other planets.*SkyLab Experiments are no longer hard coded, This system is still new and buggy.Are we still supposed to test this after .24, and do you know if it is 64bit compatible? Link to comment Share on other sites More sharing options...
ludsoe Posted July 23, 2014 Author Share Posted July 23, 2014 Are we still supposed to test this after .24, and do you know if it is 64bit compatible?I have a 0.24.0 Release, but I forgot to update the forum post. Guess i got caught up playing around with 0.24.0. As far I know it works in 64 Bit. Id still like some feed back on the new Experiment Gui for the SkyLab though, I feel there's lots of room for improvement.V2.20 Change Log:Updated for 0.24.0.Added L-Tech Industries agent.Re-balanced the costs of the resources/parts.Moved around the parts in the Tech tree. Link to comment Share on other sites More sharing options...
WeirdCulture Posted July 23, 2014 Share Posted July 23, 2014 Yeah! Thx Waited for this. You say a new agent? Do you generate contracts? Link to comment Share on other sites More sharing options...
O Nerd Posted July 25, 2014 Share Posted July 25, 2014 (edited) A bug just happened to me. Do you guys know this one?When i have L-tech installed, the camera stops following the craft and gets stuck in one point, and if i use WASD, the craft starts spinning around the camera, not being the camera. Over 15 G when doing that.Is it a mod conflict? Edited July 25, 2014 by O Nerd Link to comment Share on other sites More sharing options...
ludsoe Posted July 26, 2014 Author Share Posted July 26, 2014 A bug just happened to me. Do you guys know this one?When i have L-tech installed, the camera stops following the craft and gets stuck in one point, and if i use WASD, the craft starts spinning around the camera, not being the camera. Over 15 G when doing that.Is it a mod conflict?Do you have any other mods that change how the camera works? Did this happen after activating the take RL picture option? I don't do anything with the camera until you take a actual picture, with the hull-camera's. Link to comment Share on other sites More sharing options...
O Nerd Posted July 26, 2014 Share Posted July 26, 2014 (edited) It didn't happen after taking an RL picture, and other mods that change camera usage... Hm, maybe Rasterprop Monitor?Also, i will upload the output.log file tomorrow. ^-^ Edited July 26, 2014 by O Nerd Link to comment Share on other sites More sharing options...
O Nerd Posted July 26, 2014 Share Posted July 26, 2014 (edited) https://mega.co.nz/#!0pk1iL4S!mEMPuj1UCx9aV0gMx4h3K_4IZX75TgxX4Jjpwf1Ylfw Edited July 26, 2014 by O Nerd Link to comment Share on other sites More sharing options...
O Nerd Posted July 26, 2014 Share Posted July 26, 2014 Turns out it wasn't RasterProp. Link to comment Share on other sites More sharing options...
ludsoe Posted July 26, 2014 Author Share Posted July 26, 2014 https://mega.co.nz/#!s59RQLbR!IsrLuP6mavTUjGMDXYJZZC07tvKMGbNbdAtfz25bpFcWell I took a look, but im not sure really where to look in the log. But i did notice a error being repeated. Could be related.HandleD3DDeviceLost HandleD3DDeviceLost: still lostSkipped frame because GfxDevice is in invalid state (device lost) Link to comment Share on other sites More sharing options...
sidfu Posted July 26, 2014 Share Posted July 26, 2014 Well I took a look, but im not sure really where to look in the log. But i did notice a error being repeated. Could be related.HandleD3DDeviceLost HandleD3DDeviceLost: still lostSkipped frame because GfxDevice is in invalid state (device lost)that is when u alt tab out of the game not from any mod Link to comment Share on other sites More sharing options...
O Nerd Posted July 26, 2014 Share Posted July 26, 2014 (edited) I looked at my output log, and found this:(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)Tac.SpaceCenterManager[FFF8CE56][137.54]: Start, new game = False(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)Tac.AddLifeSupport[1447E740][137.54]: Constructor(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)Tac.SpaceCenterManager[FFF8CE56][137.54]: Deleting crew member: Gilkin Kerman(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)NullReferenceException: Object reference not set to an instance of an object at SkyLabExperiment.OnDestroy () [0x00000] in <filename unknown>:0 (Filename: Line: -1)(f38267)LazorSystem(4294841352) : IsActiveLazorSystem() : system locked down(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)(f38267)LazorSystem(4294841228) : IsActiveLazorSystem() : system locked down(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)(f38267)LazorSystem(4294841104) : IsActiveLazorSystem() : system locked down(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)7/26/2014 4:30:37 PM,KerbalAlarmClock,Destroying the KerbalAlarmClock-KACSpaceCenter(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)7/26/2014 4:30:37 PM,KerbalAlarmClock,Destroying Toolbar Button(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)Tac.TacLifeSupport[FFF8CE58][639.22]: OnDestroy(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)Tac.SpaceCenterManager[FFF8CE56][639.22]: OnDestroy(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)[Kethane] Saving settings(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:get_renderer () at ScreenSafeUIButton.setTextureState (Int32 st) [0x00000] in <filename unknown>:0 at ScreenSafeUIButton.Unlock () [0x00000] in <filename unknown>:0 at SpaceCenterMain.unlockUI () [0x00000] in <filename unknown>:0 at SpaceCenterMain.onInputLockModified (FromToAction`2 ctrls) [0x00000] in <filename unknown>:0 at EventData`1[GameEvents+FromToAction`2[ControlTypes,ControlTypes]].Fire (FromToAction`2 data) [0x00000] in <filename unknown>:0 at InputLockManager.RemoveControlLock (System.String lockID) [0x00000] in <filename unknown>:0 at SpaceCenterMain.OnDestroy () [0x00000] in <filename unknown>:0 Seems to have something to do with Skylab, even through i don't have it in my spacecraft.EDIT: Sorry, Skylab actually gave me problems BEFORE, such as clicking on the load save button not giving me the GUI,. Reinstalling solved it that time, but not on this one. Edited July 27, 2014 by O Nerd Link to comment Share on other sites More sharing options...
A9p Posted July 28, 2014 Share Posted July 28, 2014 I'm not sure if this is by design, or is just my install but the Radiation sensor doesn't seem to have any 'diminishing returns' - I've been able to get high 30 science readings from the same biome more than once on different visits which gets quite unbalanced quite quickly. Is it supposed to be doing that, or have I just got a clash between mods somewhere. Link to comment Share on other sites More sharing options...
dtoxic Posted July 29, 2014 Share Posted July 29, 2014 i encountered this every time using ksp 0.24.2 32bitNullReferenceException: Object reference not set to an instance of an object at RenderingManager.AddToPostDrawQueue (Int32 queueSpot, .Callback drawFunction) [0x00000] in <filename unknown>:0 at LTScience.ConfigWindow.Start () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Link to comment Share on other sites More sharing options...
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