devikwolf Posted April 21, 2016 Share Posted April 21, 2016 Love the mod, as always. I found what I believe to be a bug in the latest release. Running 1.2.3 on KSP 1.1.0.1230 Win x64, when I reset a Goo or Mat bay, the bay closes, but the experiment does not reset and can't be run again. Quote Link to comment Share on other sites More sharing options...
smjjames Posted April 22, 2016 Share Posted April 22, 2016 Continuing the discussion from over in the Contract Configurator thread, I removed the ones without parameters and it stopped giving the error now, Quote Link to comment Share on other sites More sharing options...
DMagic Posted April 22, 2016 Author Share Posted April 22, 2016 I'll fix the next version so that it won't choke when certain objects aren't set like that. Quote Link to comment Share on other sites More sharing options...
Fenyx Posted April 23, 2016 Share Posted April 23, 2016 After update the mod using ckan disappeared all contracts in the Mission Control building. It happened back in the game version 1.05. Missing all the missions - both active and available from the archive. When I installed 1.1, then set all the previous mods by ckan. After that just lost all the missions, but the archives are now displayed. Consistently deleting mods, I found that to blame dmagick orbital science. If i delete this mod - all contracts there. I can not uninstall this mod, as I have in flight are several craft with science modules installed - they will disappear. What should I do? Quote Link to comment Share on other sites More sharing options...
Torih Posted April 23, 2016 Share Posted April 23, 2016 Hi, something I've wondered for a long time. Should the universal storage parts be in the locations they are in community tech tree? Around 10 of them are under the construction branch nowhere near the stock sci parts? Quote Link to comment Share on other sites More sharing options...
Torih Posted April 23, 2016 Share Posted April 23, 2016 (edited) I've edited the comunitytechtree cfg to move them to the same locations as the stock/non US items. Here it is to save you the work, assuming you agree they are in the wrong place Spoiler //The following Module Manager configs adjust the tech node position //of all DMagic Orbital Science Parts //Part costs and experiment values are also adjusted @PART[dmmagBoom]:FOR[DMagic]:NEEDS[CommunityTechTree,!RP-0,!SETI] { @TechRequired = basicScience @entryCost = 5000 @cost = 3000 } @PART[rpwsAnt]:FOR[DMagic]:NEEDS[CommunityTechTree,!RP-0,!SETI] { @TechRequired = spaceExploration @entryCost = 12000 @cost = 5000 } @PART[dmscope]:FOR[DMagic]:NEEDS[CommunityTechTree,!RP-0,!SETI] { @TechRequired = advExploration @entryCost = 12500 @cost = 8000 } @PART[dmImagingPlatform]:FOR[DMagic]:NEEDS[CommunityTechTree,!RP-0,!SETI] { @TechRequired = scienceTech @entryCost = 10000 @cost = 7000 } @PART[dmSoilMoisture]:FOR[DMagic]:NEEDS[CommunityTechTree,!RP-0,!SETI] { @TechRequired = electronics @entryCost = 24000 @cost = 9000 } @PART[dmSolarCollector]:FOR[DMagic]:NEEDS[CommunityTechTree,!RP-0,!SETI] { @TechRequired = longTermScienceTech @entryCost = 30000 @cost = 16000 } @PART[dmsurfacelaser]:FOR[DMagic]:NEEDS[CommunityTechTree,!RP-0,!SETI] { @TechRequired = precisionEngineering @entryCost = 15000 @cost = 6000 } @PART[dmbioDrill]:FOR[DMagic]:NEEDS[CommunityTechTree,!RP-0,!SETI] { @TechRequired = fieldScience @entryCost = 18000 @cost = 5000 } @PART[dmAnomScanner]:FOR[DMagic]:NEEDS[CommunityTechTree,!RP-0,!SETI] { @TechRequired = experimentalScience @entryCost = 39000 @cost = 18000 } @PART[dmDAN]:FOR[DMagic]:NEEDS[CommunityTechTree,!RP-0,!SETI] { @TechRequired = advScienceTech @entryCost = 19000 @cost = 9000 } @PART[dmXRay]:FOR[DMagic]:NEEDS[CommunityTechTree,!RP-0,!SETI] { @TechRequired = specializedScienceTech @entryCost = 24000 @cost = 10000 } @PART[dmRoverGoo]:FOR[DMagic]:NEEDS[CommunityTechTree,!RP-0,!SETI] { @entryCost = 50000 @cost = 22000 } @PART[dmRoverMat]:FOR[DMagic]:NEEDS[CommunityTechTree,!RP-0,!SETI] { @entryCost = 65000 @cost = 30000 } @PART[dmASERT]:FOR[DMagic]:NEEDS[CommunityTechTree,!RP-0,!SETI] { @TechRequired = specializedElectrics @entryCost = 22000 @cost = 8000 } @PART[dmGoreSat]:FOR[DMagic]:NEEDS[CommunityTechTree,!RP-0,!SETI] { @TechRequired = advElectrics @entryCost = 14000 @cost = 6000 } @PART[dmReconLarge]:FOR[DMagic]:NEEDS[CommunityTechTree,!RP-0,!SETI] { @TechRequired = experimentalElectrics @entryCost = 22500 @cost = 12000 } @PART[dmReconSmall]:FOR[DMagic]:NEEDS[CommunityTechTree,!RP-0,!SETI] { @TechRequired = precisionEngineering @entryCost = 14000 @cost = 10000 } @PART[dmSIGINT]:FOR[DMagic]:NEEDS[CommunityTechTree,!RP-0,!SETI] { @TechRequired = advUnmanned @entryCost = 25000 @cost = 20000 } @PART[dmUSGoreSat]:NEEDS[CommunityTechTree,UniversalStorage,!RP-0,!SETI]:AFTER[DMagic] { @TechRequired = advElectrics @entryCost = 16000 @cost = 6500 } @PART[dmUSAsert]:NEEDS[CommunityTechTree,UniversalStorage,!RP-0,!SETI]:AFTER[DMagic] { @TechRequired = specializedElectrics @entryCost = 28000 @cost = 8500 } @PART[dmUSMat]:NEEDS[CommunityTechTree,UniversalStorage,!RP-0,!SETI]:AFTER[DMagic] { @TechRequired = survivability @entryCost = 15000 @cost = 9000 } @PART[dmUSGoo]:NEEDS[CommunityTechTree,UniversalStorage,!RP-0,!SETI]:AFTER[DMagic] { @TechRequired = survivability @entryCost = 4000 @cost = 2000 } @PART[dmUSMagBoom]:NEEDS[CommunityTechTree,UniversalStorage,!RP-0,!SETI]:AFTER[DMagic] { @TechRequired = basicScience @entryCost = 9000 @cost = 4500 } @PART[USRPWS]:NEEDS[CommunityTechTree,UniversalStorage,!RP-0,!SETI]:AFTER[DMagic] { @TechRequired = spaceExploration @entryCost = 25000 @cost = 5500 } @PART[dmUSScope]:NEEDS[CommunityTechTree,UniversalStorage,!RP-0,!SETI]:AFTER[DMagic] { @TechRequired = advExploration @entryCost = 15000 @cost = 9500 } @PART[dmUSSolarParticles]:NEEDS[CommunityTechTree,UniversalStorage,!RP-0,!SETI]:AFTER[DMagic] { @TechRequired = longTermScienceTech @entryCost = 38000 @cost = 18000 } @PART[dmUSPresTemp]:NEEDS[CommunityTechTree,UniversalStorage,!RP-0,!SETI]:AFTER[DMagic] { @TechRequired = spaceExploration @entryCost = 11000 @cost = 7000 } @PART[dmUSAccGrav]:NEEDS[CommunityTechTree,UniversalStorage,!RP-0,!SETI]:AFTER[DMagic] { @TechRequired = advScienceTech @entryCost = 29000 @cost = 16000 } @PART[dmUSAtmosSense]:NEEDS[CommunityTechTree,UniversalStorage,!RP-0,!SETI]:AFTER[DMagic] { @TechRequired = fieldScience @entryCost = 18000 @cost = 6500 } @PART[dmUSImagingPlatform]:NEEDS[CommunityTechTree,UniversalStorage,!RP-0,!SETI]:AFTER[DMagic] { @TechRequired = scienceTech @entryCost = 18000 @cost = 8000 } @PART[dmUSSoilMoisture]:NEEDS[CommunityTechTree,UniversalStorage,!RP-0,!SETI]:AFTER[DMagic] { @TechRequired = electronics @entryCost = 18000 @cost = 9500 } @EXPERIMENT_DEFINITION[*]:HAS[#id[magScan]]:NEEDS[CommunityTechTree,!RP-0,!SETI] { @baseValue = 4 @scienceCap = 4 } @EXPERIMENT_DEFINITION[*]:HAS[#id[rpwsScan]]:NEEDS[CommunityTechTree,!RP-0,!SETI] { @baseValue = 6 @scienceCap = 6 } @EXPERIMENT_DEFINITION[*]:HAS[#id[scopeScan]]:NEEDS[CommunityTechTree,!RP-0,!SETI] { @baseValue = 6 @scienceCap = 6 @dataScale = 4 } @EXPERIMENT_DEFINITION[*]:HAS[#id[dmImagingPlatform]]:NEEDS[CommunityTechTree,!RP-0,!SETI] { @baseValue = 7 @scienceCap = 7 } @EXPERIMENT_DEFINITION[*]:HAS[#id[dmNAlbedoScan]]:NEEDS[CommunityTechTree,!RP-0,!SETI] { @baseValue = 7 @scienceCap = 7 } @EXPERIMENT_DEFINITION[*]:HAS[#id[dmXRayDiffract]]:NEEDS[CommunityTechTree,!RP-0,!SETI] { @baseValue = 8 @scienceCap = 8 @dataScale = 4 } @EXPERIMENT_DEFINITION[*]:HAS[#id[dmSolarParticles]]:NEEDS[CommunityTechTree,!RP-0,!SETI] { @baseValue = 10 @scienceCap = 14 @dataScale = 3 } @EXPERIMENT_DEFINITION[*]:HAS[#id[dmSoilMoisture]]:NEEDS[CommunityTechTree,!RP-0,!SETI] { @baseValue = 8 @scienceCap = 8 } @EXPERIMENT_DEFINITION[*]:HAS[#id[dmAsteroidScan]]:NEEDS[CommunityTechTree,!RP-0,!SETI] { @baseValue = 7 @scienceCap = 7 } @EXPERIMENT_DEFINITION[*]:HAS[#id[dmRadiometerScan]]:NEEDS[CommunityTechTree,!RP-0,!SETI] { @baseValue = 10 @scienceCap = 10 } @EXPERIMENT_DEFINITION[*]:HAS[#id[dmbiodrillscan]]:NEEDS[CommunityTechTree,!RP-0,!SETI] { @baseValue = 5 @scienceCap = 8 } @EXPERIMENT_DEFINITION[*]:HAS[#id[AnomalyScan]]:NEEDS[CommunityTechTree,!RP-0,!SETI] { @baseValue = 14 @scienceCap = 14 @dataScale = 5 } Edited April 23, 2016 by Torih Quote Link to comment Share on other sites More sharing options...
jpinard Posted April 23, 2016 Share Posted April 23, 2016 Will this work OK if I don't install any of the contracts management mods? I'd just like new contracts from d-magic and am afraid if I install con tract management stuff it will add a bunch of new contracts I don't want that aren't vanilla. Also, if I don't install community tech tree, will these show up in default tech tree and be balanced ok? I'm way into a campaign and don't want to have to restart. Thanks! Quote Link to comment Share on other sites More sharing options...
Papa BullDust Posted April 24, 2016 Share Posted April 24, 2016 On 21/04/2016 at 11:50 PM, devikwolf said: Love the mod, as always. I found what I believe to be a bug in the latest release. Running 1.2.3 on KSP 1.1.0.1230 Win x64, when I reset a Goo or Mat bay, the bay closes, but the experiment does not reset and can't be run again. I'm having the same problem; heavily modded install of KSP 1230 using Orbital Science v1.2.3 (Win x64) but the same thing occurs with Universal Storage goo canisters and materials bays. A sample was collected, and the segments reset by a lvl 2 engineer (the parts visually close and the data seems to be collected) but when back in the pod and a second run attempted I get an error "No more samples can be collected". Is this a bug, or is this an intended change to stock behaviour, requiring a higher level Kerbal? The only reason I have to believe that this is down to Orbital Science is that the error message I get appears in the DMModuleScienceAnimateGeneric.cs Also, truly awesome sets of mods DMagic, multi-props to you for the great work. <3 Quote Link to comment Share on other sites More sharing options...
h0yer Posted April 24, 2016 Share Posted April 24, 2016 (edited) Heya! Found some bug with asteroid based experiments, not sure who/what might be the cause, but if I try to perform an X-ray-spectrometer analysis or a surface hydrogen analysis, while latched onto a roid via an InfernalRobotics ModelRework UtilitronGrasper (based on KAS,basically a small variant of a magnet/harpoon), it says the experiment cannot be performed. Soil moisture and multispectral scan while near the roid both worked just perfect Just arbitrary guessing: Could this come from different types of connections? Not sure how it actually works, but maybe other modes than grapple-node-based connections are not recognized by the experiments? Possible relevance: RoverDude's Asteroid recycling stuff (basically the whole USI package^^), EVE/SVE, InfernalRobotics-set Not even sure whom to adress with this, so please forgive me if you are not the droid I'm looking for KSP 1.1 win64 Edited April 24, 2016 by h0yer Quote Link to comment Share on other sites More sharing options...
DMagic Posted April 24, 2016 Author Share Posted April 24, 2016 @devikwolf & @drewthedrewman There is an oversight in how EVA experiment resets work. I'll fix it for the next version; I think the regular science lab resets should work fine. @Fenyx The last major update for Orbital Science (1.1 -> 1.2) had a complete overhaul of how its contracts save and load data, so all existing contracts were broken. They should have broken more gracefully though (there may be some problems with the anomaly contracts though) and not break anything else. The only way to fix completely broken contracts (if you have save file backups) is to go into the save file and just remove all of the Orbital Science contracts; they all have the prefix "DM" in their type title. You might also be able to remove all of them through the Alt+F12 Contracts controls. @Torih They are where they are supposed to be. @jpinard Do you mean Contract Configurator contracts? This doesn't rely on CC or have anything to do with its contracts. Everything is placed appropriately in the stock tech tree, though it will probably make progression much easier than when using the CTT. @h0yer Do you know if the KAS harpoon docks the vessels together, does it do the docking thing after attaching where the camera shifts to focus on the new center-of-mass? As long as the vessels are joined the experiment should work fine (assuming that its base is pointed at the asteroid; try other asteroid experiments, like the DAN, to check if XRay orientation is a problem). Quote Link to comment Share on other sites More sharing options...
Papa BullDust Posted April 25, 2016 Share Posted April 25, 2016 @DMagic Cheers for the response my friend; you've enhanced the future lives of every Kerbal that I look after in my copy of KSP. Quote Link to comment Share on other sites More sharing options...
jpinard Posted April 25, 2016 Share Posted April 25, 2016 6 hours ago, DMagic said: @devikwolf & @drewthedrewman There is an oversight in how EVA experiment resets work. I'll fix it for the next version; I think the regular science lab resets should work fine. @Fenyx The last major update for Orbital Science (1.1 -> 1.2) had a complete overhaul of how its contracts save and load data, so all existing contracts were broken. They should have broken more gracefully though (there may be some problems with the anomaly contracts though) and not break anything else. The only way to fix completely broken contracts (if you have save file backups) is to go into the save file and just remove all of the Orbital Science contracts; they all have the prefix "DM" in their type title. You might also be able to remove all of them through the Alt+F12 Contracts controls. @Torih They are where they are supposed to be. @jpinard Do you mean Contract Configurator contracts? This doesn't rely on CC or have anything to do with its contracts. Everything is placed appropriately in the stock tech tree, though it will probably make progression much easier than when using the CTT. @h0yer Do you know if the KAS harpoon docks the vessels together, does it do the docking thing after attaching where the camera shifts to focus on the new center-of-mass? As long as the vessels are joined the experiment should work fine (assuming that its base is pointed at the asteroid; try other asteroid experiments, like the DAN, to check if XRay orientation is a problem). When I go to install your mod via CKAN is says it highly suggests I install CCC. That's why I was wondering. Quote Link to comment Share on other sites More sharing options...
DMagic Posted April 25, 2016 Author Share Posted April 25, 2016 @jpinard CKAN suggest for Contract Configurator when installing this? That must come from another mod; CC isn't on Orbital Science's list. Quote Link to comment Share on other sites More sharing options...
jpinard Posted April 25, 2016 Share Posted April 25, 2016 1 hour ago, DMagic said: @jpinard CKAN suggest for Contract Configurator when installing this? That must come from another mod; CC isn't on Orbital Science's list. OK that is really bizarre. The only reason I posted was because CKAN had that "suggested mod download alongside of this" listed. I'm sure I must have something messed up somehow. Quote Link to comment Share on other sites More sharing options...
danfarnsy Posted April 25, 2016 Share Posted April 25, 2016 (edited) Edit: Pretend I said nothing. I missed where your link was to CKAN. Edited April 25, 2016 by danfarnsy I should have gone to bed instead of reading the forums. Quote Link to comment Share on other sites More sharing options...
Dunrana Posted April 25, 2016 Share Posted April 25, 2016 There needs to me a version of the SIGINT dish that serves as an antenna. a really, really, long rang antenna. as in "call home from another solar system" long range. Quote Link to comment Share on other sites More sharing options...
Fenyx Posted April 25, 2016 Share Posted April 25, 2016 On 24.04.2016 at 10:11 PM, DMagic said: The only way to fix completely broken contracts (if you have save file backups) is to go into the save file and just remove all of the Orbital Science contracts; they all have the prefix "DM" in their type title. You might also be able to remove all of them through the Alt+F12 Contracts controls. Thank you, I have read it in the top of the thread. But I do not understand how it can influence the available contracts. They must be added regardless of the existing ones. Do you think that the available contracts will appear if I delete the current? Quote Link to comment Share on other sites More sharing options...
toric5 Posted April 25, 2016 Share Posted April 25, 2016 i want that antenna for remote tech... Quote Link to comment Share on other sites More sharing options...
DMagic Posted April 25, 2016 Author Share Posted April 25, 2016 I think they made ModuleAnimateGeneric animations able to be one way only; I should be able to set this up to properly handle working as a data transmitter. I'll just need to spend some time with ModuleDataTransmitter and ModuleAnimateGeneric to make sure. Quote Link to comment Share on other sites More sharing options...
DMagic Posted April 27, 2016 Author Share Posted April 27, 2016 I think I finally have the dish working properly with an antenna module. Since RemoteTech replicates most of how stock antennas work, it should work with that, too. Anyone have any ideas on RT parameters, as well as stock transmitter parameters? Quote Link to comment Share on other sites More sharing options...
rasta013 Posted April 28, 2016 Share Posted April 28, 2016 @DMagic I'll take a look at it and see what I can propose for it. Geeking out on antennas is one of my favorite things to do in KSP. Since I'm in the middle of finishing up a giant Antenna Range MM config for Stock/OPM setups using the Antennas mod and AIES antennas as well, I'll see what kind of numbers might look sensible and give you some feedback. Haven't used RT in over a year though so muddling through those parameters might take me a bit longer but I can definitely give some feedback on stock/AR possibilities. Quote Link to comment Share on other sites More sharing options...
rasta013 Posted April 28, 2016 Share Posted April 28, 2016 Had some time this afternoon so I went ahead and pulled the basic parameters together for ModuleDataTransmitter: Spoiler MODULE { name = ModuleDataTransmitter packetInterval = 0.10 //defines how long it takes to transmit 1 packet. Lower = faster packetSize = 2 //defines data packet size. Combined with packetInterval to determine total speed of transmission. Larger = faster packetResourceCost = 20.0 // EC usage per packet. A fast transmitter with a high packet cost could easily drain all EC requiredResource = ElectricCharge DeployFxModules = 0 //concerns the deployment of the antenna but I've honestly never seen it set to anything other 0 ProgressFxModules = 1 //defines animations that play while transmitting. I've never seen it set to anything other than 1 or 0 but there may be other valid values } Now these numbers actually match the 88-88 exactly except it does not have the ProgressFxModules defined. I just wanted to include it because these are all of the valid parameters for this module. The other piece that is typically included with deployed antennas is the ModuleAnimateGeneric but unless I'm missing something, you're calling your own animation module instead of the stock. It shouldn't matter one bit for how it works as a data transmitter that I know of but then, I'm not a coder. I can also provide some insight into configuring this for Antenna Range, and I'll also try and figure out some good RT parameters. The main thing would be to determine the specifics on the above first since how you want the antenna to operate would determine how to set it up under AR and RT (e.g. fast/EC heavy, slow/EC light etc). Hope this helps out some for now! Quote Link to comment Share on other sites More sharing options...
mafkaas300 Posted April 28, 2016 Share Posted April 28, 2016 Hi there! Awesome mod this is but I got a little problem with the asteroid sounding experiment which I didn't find anywhere in this topic: Whatever I do the two scanners do find each other but no experiment can be taken from it when grabbed and targeted or untargeted. I tried to hang one of the probes near the opposite side of the asteroid and also tried targeted and untargeted. They both got power. I tried to use it with an EVA and the results are the same. Log file: <script src="https://gist.github.com/anonymous/ac5550724354fb32328265e433ccf6f4.js"></script> All the other experiments do work and classify it as an asteroid. Quote Link to comment Share on other sites More sharing options...
DMagic Posted April 28, 2016 Author Share Posted April 28, 2016 (edited) @mafkaas300 You seem to have a lot of out-of-date mods installed. The latest version of Orbital Science is 1.2.3, you have 1.2.1. There are several others that look old, too. Edited April 28, 2016 by DMagic Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted April 28, 2016 Share Posted April 28, 2016 Where to download 1.2.4? Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.