rambokai Posted October 4, 2016 Share Posted October 4, 2016 Yes. I think this problem was ultimately caused by having the wrong MM version (CKAN was incorrectly reporting which version I had)... that I resolved while trying to fix some Near Future mod problems. I still have the text edited out - and it seems to work just fine. Thanks for the help! Quote Link to comment Share on other sites More sharing options...
eddiew Posted October 4, 2016 Share Posted October 4, 2016 Might be a silly question, but is it intended that the solar particle collector can't be restored by a scientist or a lab? Quote Link to comment Share on other sites More sharing options...
DMagic Posted October 4, 2016 Author Share Posted October 4, 2016 @eddiew Hmm. Well you should be able to reset it. There's probably a bug in the module reset code, there have been a few of those in the past for other parts. Quote Link to comment Share on other sites More sharing options...
eddiew Posted October 4, 2016 Share Posted October 4, 2016 Alas, @DMagic, I have been unable to do so, even with a 5-star scientist. It just tells me no more samples can be collected and has no right click menu. I fiddled with my save file a bit and it looks like setting... cooldownToGo = 0 ...triggered it to let me take more. Unless I did something else while I was at it, which is possible Quote Link to comment Share on other sites More sharing options...
mb03 Posted October 5, 2016 Share Posted October 5, 2016 On October 3, 2016 at 1:48 PM, DMagic said: 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. Dude no problem, if you have anything else like wanting me to edit the post then just ask me. Thanks! Quote Link to comment Share on other sites More sharing options...
xXIndestructibleEVAXx Posted October 12, 2016 Share Posted October 12, 2016 Any news on a 1.2 release or compatibility? Quote Link to comment Share on other sites More sharing options...
Olympic1 Posted October 12, 2016 Share Posted October 12, 2016 Just chill guys on 1.2 compatibility, give DMagic (and other modders) some time to update. Quote Link to comment Share on other sites More sharing options...
Boots Posted October 12, 2016 Share Posted October 12, 2016 2 hours ago, Olympic1 said: Just chill guys on 1.2 compatibility, give DMagic (and other modders) some time to update. This. Also, did you fire it up before asking? I got no obvious errors, or errors with no workaround from this mod this morning. Quote Link to comment Share on other sites More sharing options...
Jiraiyah Posted October 12, 2016 Share Posted October 12, 2016 hmm anyone has any MM patch to integrate remote tech to sigint? Quote Link to comment Share on other sites More sharing options...
Jiraiyah Posted October 12, 2016 Share Posted October 12, 2016 15 hours ago, Boots said: This. Also, did you fire it up before asking? I got no obvious errors, or errors with no workaround from this mod this morning. Well I tried it, the parts show up but : 1- the fairing on sigint had no staging and won't work 2- most of the parts has no right click and won't behave as they should long story short, for anyone wanting to know, we should wait for developers to update this Quote Link to comment Share on other sites More sharing options...
TK421d Posted October 12, 2016 Share Posted October 12, 2016 19 hours ago, Boots said: This. Also, did you fire it up before asking? I got no obvious errors, or errors with no workaround from this mod this morning. after trying myself, it seems to work on the surface, but the experiments are broken. i did a little hack job on the rover science goo and materials experiments modules just so i could make my micro lander work for my new playthrough. cant wait for a real update for the rest to work though! Quote Link to comment Share on other sites More sharing options...
akron Posted October 13, 2016 Share Posted October 13, 2016 DMOS uses custom plugin/modules for the experiments. These will need to be re-compiled for KSP 1.2. DMagic recently update his other mod, so he is working on stuff. Just be patient Quote Link to comment Share on other sites More sharing options...
Jiraiyah Posted October 13, 2016 Share Posted October 13, 2016 8 hours ago, akron said: DMOS uses custom plugin/modules for the experiments. These will need to be re-compiled for KSP 1.2. DMagic recently update his other mod, so he is working on stuff. Just be patient Trust me, we are, but still you can't get rid of itching to test these type of stuff Quote Link to comment Share on other sites More sharing options...
akron Posted October 13, 2016 Share Posted October 13, 2016 3 hours ago, Jiraiyah said: Trust me, we are, but still you can't get rid of itching to test these type of stuff Oh, I know the feeling. My mod has DMOS as a dependency I am happy to wait, specially so I can take my time with my own mod. There is always this period of time between releases where mods are updating. It's unavoidable, but worth it for KSP to get better every time. Quote Link to comment Share on other sites More sharing options...
Jiraiyah Posted October 13, 2016 Share Posted October 13, 2016 yah, worth it for sure. totally agree with you Quote Link to comment Share on other sites More sharing options...
TK421d Posted October 13, 2016 Share Posted October 13, 2016 4 hours ago, akron said: Oh, I know the feeling. My mod has DMOS as a dependency I am happy to wait, specially so I can take my time with my own mod. There is always this period of time between releases where mods are updating. It's unavoidable, but worth it for KSP to get better every time. heh, i seem to always be in this bubble. each time i get the itch to start something new in Kerbal, it turned out an update was juuuuust around the corner, which would of course break everything i wanted to do. then comes the waiting period for mods, and it seems like just about the time the last one you're waiting on is finally updated and you have the motivation.... UPDATE INCOMING!!!! hahahaha. a vicious cycle. on the flip side though, the pessimist in me thinks that 1.2 is the final update and modders can go nuts once and for all... Quote Link to comment Share on other sites More sharing options...
Kaa253 Posted October 14, 2016 Share Posted October 14, 2016 18 hours ago, TK421d said: on the flip side though, the pessimist in me thinks that 1.2 is the final update and modders can go nuts once and for all... Most definitely not the final update Quote Link to comment Share on other sites More sharing options...
DMagic Posted October 14, 2016 Author Share Posted October 14, 2016 DMagic Orbital Science version 1.3.3 is out; get it on Space Dock. It has been updated for KSP 1.2. It supports and works with the new CommNet system, the SIGINT dishes work as long range, direct transmission antennas. KerbNet modules have been added to several parts. There are also a handful of bug fixes from old versions, the out-of-power data return to recon telescopes has been fixes, asteroid science values properly take the science multiplier into account, some error with initializing recon contract orbits have been fixed, the EC usage for the Universal Storage environmental scanners has been removed, and the SCANsat MM modules use the correct EC resource nodes. I also added a toggle to switch the Asteroid Scanner targeting line on or off. And this supports Science Relay. Quote Link to comment Share on other sites More sharing options...
Scotius Posted October 14, 2016 Share Posted October 14, 2016 Awesome news Downloading! Can't wait to send next wave of exploration ships with your science doodads bolted on Quote Link to comment Share on other sites More sharing options...
Bombaatu Posted October 14, 2016 Share Posted October 14, 2016 W00t! One more mod on my "essentials" list updated - great news! Thank you! Quote Link to comment Share on other sites More sharing options...
Torih Posted October 15, 2016 Share Posted October 15, 2016 Thanks for the update. Slight issue that its not showing on ckan. Had a quick look at the metafiles and it looks like its not been updated for 1.3.3 Quote Link to comment Share on other sites More sharing options...
JayPee Posted October 15, 2016 Share Posted October 15, 2016 3 hours ago, Torih said: Thanks for the update. Slight issue that its not showing on ckan. Had a quick look at the metafiles and it looks like its not been updated for 1.3.3 Just pulled it off of CKAN. It showed up in the last 20 minutes or so. Quote Link to comment Share on other sites More sharing options...
Rantanplan1986 Posted October 15, 2016 Share Posted October 15, 2016 (edited) Finally i can science again (i love that parts) While Universal Storage been updated recently i load up a new game for testing, i came across an oddity: In the Stock Research Tree the US-"Science Jr." is found in the "Stability"-node (for 18 science), while the regular "Science Jr." is found in the "Basic Science"-node (45 Science) (along with the US-"Science Bay"). Might be intentional, but i'll guess there was a mix up between that two. In the Universal Storage post I have been told that this is a DMagic Orbital Science part. Edited October 15, 2016 by Rantanplan1986 Quote Link to comment Share on other sites More sharing options...
hieywiey Posted October 16, 2016 Share Posted October 16, 2016 Could you make something akin to the microbiology lab that was included on the Viking landers? It would have to be ridiculously expensive (as it was irl), and one of the last things unlocked to be balanced. Quote Link to comment Share on other sites More sharing options...
SweatyKerbal Posted October 16, 2016 Share Posted October 16, 2016 I can't play ksp without this mod! God bless your kind heart for updating it so quickly Quote Link to comment Share on other sites More sharing options...
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