TonyMacaroni Posted September 2, 2016 Share Posted September 2, 2016 @DMagic Ok thank you. I thought it was odd because I've had it upgraded for a couple weeks (real time) and havent seen any asteroids appear. I had Kopernicus but uninstalled it, so I'll have to look into it. Thanks. Quote Link to comment Share on other sites More sharing options...
steve_v Posted September 6, 2016 Share Posted September 6, 2016 @DMagic: Any particular reason the temperature display on the dmUSPresTemp part uses so much EC? the pressure display doesn't use any... Gave me a bit of a runaround that one did (running with kerbalism makes it a bigger power-hog than life support). Quote Link to comment Share on other sites More sharing options...
DMagic Posted September 6, 2016 Author Share Posted September 6, 2016 @steve_v The way that the modules are setup only one triggers activation of both, so the secondary module doesn't have any EC usage because it isn't really on. I should probably lower the value though, I might have intended it to be 0.02 EC / second, instead of 0.2. Quote Link to comment Share on other sites More sharing options...
Rory Yammomoto Posted September 16, 2016 Share Posted September 16, 2016 1.2? Quote Link to comment Share on other sites More sharing options...
Vanamonde Posted September 16, 2016 Share Posted September 16, 2016 Modders update when they can, and when they want to. Request for updates, however well-intentioned, can feel like harassment, so please let them work at their own pace. Quote Link to comment Share on other sites More sharing options...
Freshmeat Posted September 17, 2016 Share Posted September 17, 2016 (edited) First of all, I am very impressed with the experiment pack, if simply for the Universal Storage integration of the experiments. However, the US materials bay is a lot lighter than the standard versions. While I can edit the experiment back in the .cfg, I wonder why if this is by design or accident. Looking into the USMat.cfg, this line: tags = bay experiment lab material research dmagic dmos universal wedge (non seems unfinished? Edited September 17, 2016 by Freshmeat further details Quote Link to comment Share on other sites More sharing options...
davidy12 Posted September 17, 2016 Share Posted September 17, 2016 Moreover, MM isn't updated. Quote Link to comment Share on other sites More sharing options...
hawk_za Posted September 25, 2016 Share Posted September 25, 2016 keep up the awsome work guys this is one on my fave mods ..ps thanks Quote Link to comment Share on other sites More sharing options...
Furious1964 Posted September 25, 2016 Share Posted September 25, 2016 Does this mod automatically gather science when it's available? I tried to add ForScience! to the list of mods I want through CKAN, but it conflicts with your mod for some reason. Quote Link to comment Share on other sites More sharing options...
Brigadier Posted September 26, 2016 Share Posted September 26, 2016 7 hours ago, Furious1964 said: Does this mod automatically gather science when it's available? I tried to add ForScience! to the list of mods I want through CKAN, but it conflicts with your mod for some reason. No, it doesn't collect science automatically. Quote Link to comment Share on other sites More sharing options...
rambokai Posted September 29, 2016 Share Posted September 29, 2016 (edited) Hi guys, I am not sure if this is best asked here or in the Universal Storage thread, I am having problems with the US Science parts (the wedge based science dmagic science parts).... they seem to load correctly in existing sub assemblies and ships (although are possibly flagged as locked - not sure what this means) - but they do not appear in the part list in the Vehicle Assembly building. Are these not supported anymore? a bug? Thanks! Edited September 29, 2016 by rambokai Quote Link to comment Share on other sites More sharing options...
Merkov Posted September 29, 2016 Share Posted September 29, 2016 4 minutes ago, rambokai said: Hi guys, I am not sure if this is best asked here or in the Universal Storage thread, I am having problems with the US Science parts (the wedge based science dmagic science parts).... they seem to load correctly in existing sub assemblies and ships (although are possibly flagged as locked - not sure what this means) - but they do not appear in the part list in the Vehicle Assembly building. Are these not supported anymore? a bug? Thanks! Hey, a couple of quick questions to start off: Are you playing in career mode? If so, have you unlocked the US variants yet? Often when craft or subassemblies are listed as locked it is because one or more parts are not yet unlocked via the tech tree. This would also explain why they do not show up in the VAB. Have you made any changes to your tech tree (such as installing or removing Community Tech Tree)? Also, are you having trouble getting other Universal Storage parts to display in the VAB? Quote Link to comment Share on other sites More sharing options...
rambokai Posted September 29, 2016 Share Posted September 29, 2016 Hi Merkov, Thanks for the quick reply! Yes I am playing in career mode. But I have all technology nodes unlocked. Would you like me to go and check and make sure that one of them is unlocking the modules? Hmmm.... Let me go do this. I did not know what the locked tag meant - however it does let me load craft that have the modules on them - which seems a bit odd if I am not allowed to use them? I have not, that I know of, I have returned to the game after about a year and I am trying to iron out some errors I am getting before playing too much. The other US parts appear to work fine.. from memory... the empty science bay is there, as are the water tanks and such. As well as all the non-wedge based dmagic parts (some of which appear to be new since last I played). Quote Link to comment Share on other sites More sharing options...
Merkov Posted September 29, 2016 Share Posted September 29, 2016 When you say "load craft" do you mean open saved craft in the VAB or load vessels that are already built, launched, and existing in the game? Also, an easy way to see if we are on the right track would be to start a Sandbox game, and see if the parts show up in the VAB there. If they don't, then we have a different problem. Quote Link to comment Share on other sites More sharing options...
rambokai Posted September 29, 2016 Share Posted September 29, 2016 (edited) Both to the first question, but I think I initially meant in the VAB. Let me check on your 2nd question... 1 moment. EDIT: They do not show up in a sandbox game either. Interestingly enough - when I check the technology and research center, I can see the modules listed under the appropriate technologies that are unlocked. Edited September 29, 2016 by rambokai Quote Link to comment Share on other sites More sharing options...
Merkov Posted September 29, 2016 Share Posted September 29, 2016 That's odd... What versions of KSP, DMOS, and US are you using? Quote Link to comment Share on other sites More sharing options...
rambokai Posted September 29, 2016 Share Posted September 29, 2016 KSP 1.1.3.1289 DMOS 1.3.2 US 1.1.0.15 According to CKAN Quote Link to comment Share on other sites More sharing options...
DMagic Posted September 29, 2016 Author Share Posted September 29, 2016 And Module Manager? Quote Link to comment Share on other sites More sharing options...
rambokai Posted September 29, 2016 Share Posted September 29, 2016 10 hours ago, DMagic said: And Module Manager? 2.6.25 Everything is up to date according to CKAN... I could try manually installing... or uninstalling and redownloading? Quote Link to comment Share on other sites More sharing options...
DMagic Posted September 30, 2016 Author Share Posted September 30, 2016 You can check the part configs for the US science parts, they are all in - GameData/DMagicOrbitalScience/UniversalStorage/... They should have the TechRequired field set to Unresearchable - which will prevent them from appearing in the tech tree (though if you have already researched them I think the parts will still show up in that node's list). And the category field set to none - which prevents them from appearing in the VAB/SPH. At the bottom there should be a small Module Manager patch that resets those two fields so they show up. If everything is there it's possible that something went wrong with MM's cache and it needs to be reset (just delete the MM config cache file in your GameData folder). @PART[dmUSMagBoom]:FOR[DMagic]:NEEDS[UniversalStorage] { @TechRequired = miniaturization @category = Science } And if all else fails you could just manually switch all of their category fields to Science. Quote Link to comment Share on other sites More sharing options...
rambokai Posted September 30, 2016 Share Posted September 30, 2016 36 minutes ago, DMagic said: You can check the part configs for the US science parts, they are all in - GameData/DMagicOrbitalScience/UniversalStorage/... They should have the TechRequired field set to Unresearchable - which will prevent them from appearing in the tech tree (though if you have already researched them I think the parts will still show up in that node's list). And the category field set to none - which prevents them from appearing in the VAB/SPH. At the bottom there should be a small Module Manager patch that resets those two fields so they show up. If everything is there it's possible that something went wrong with MM's cache and it needs to be reset (just delete the MM config cache file in your GameData folder). @PART[dmUSMagBoom]:FOR[DMagic]:NEEDS[UniversalStorage] { @TechRequired = miniaturization @category = Science } And if all else fails you could just manually switch all of their category fields to Science. Thanks very much! I will investigate this later today. A bit more testing - trying to load and launch one of these Ships indicates that they have components that I have not researched... this sounds very much like it might be the issue! Quote Link to comment Share on other sites More sharing options...
rambokai Posted September 30, 2016 Share Posted September 30, 2016 (edited) This indeed appears to be the case, but deleting the MM cache file did not fix it. Any other ideas? Should I just manually edit the configs? EDIT: Manually changing the configs fixes the problem I am having. is it safe to leave the MM script behind? Edited September 30, 2016 by rambokai Quote Link to comment Share on other sites More sharing options...
mb03 Posted September 30, 2016 Share Posted September 30, 2016 Just a heads up for everyone who is a fan of this mod! I am going to do a review on my blog about KSP and other video games. And DMagic, if you want me to say any particular thing about this mod, then just tell me. The blog is gamereviewz.org . Quote Link to comment Share on other sites More sharing options...
mb03 Posted October 3, 2016 Share Posted October 3, 2016 Hey guys I just wanted to say that I finished up my article on your mod! The URL is http://gamereviewz.org/ksp-science-mod-dmagic-orbital-science/ . Thank you, and please try to get people to come here if they are unsure about any KSP mod since I have plans to review most of them. Quote Link to comment Share on other sites More sharing options...
DMagic Posted October 3, 2016 Author Share Posted October 3, 2016 Thanks @mb03 @rambokai The US parts won't work without US installed, but as long as it's there it shouldn't be a problem to manually change the fields or leave the extra MM patches in place. Quote Link to comment Share on other sites More sharing options...
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