Abocreature Posted March 16, 2019 Share Posted March 16, 2019 I got a contract to launch a satellite with a "Triple-Z Telescope", by the DMagic agency. I can't find any part unlocked named this, though. I googled it and found another mod of the same name, but I don't have that installed. Is this an error? Is it named differently? Do I unlock it later? Am I an idiot? Quote Link to comment Share on other sites More sharing options...
kcs123 Posted March 16, 2019 Share Posted March 16, 2019 1 hour ago, Abocreature said: I got a contract to launch a satellite with a "Triple-Z Telescope", by the DMagic agency. I can't find any part unlocked named this, though. I googled it and found another mod of the same name, but I don't have that installed. Is this an error? Is it named differently? Do I unlock it later? Am I an idiot? Double check if you have properly uninstalled that another mod. Especially if you use CKAN. If you don't delete whole folder of that mod, MM "think" it is still installed and apply patches for it on other parts, from other mod config files. Otherwise, it could be that contract configurator created that contract before you have uninstalled mod in question. And by uninstalling mod, you don't remove contracts tied to it. Also, "DMagic agency" in contracts is randomly chosen from whatever is available in your moded game. May not have anything with this mod. More likely, your question would be better answered in Contract configurator thread. Quote Link to comment Share on other sites More sharing options...
Abocreature Posted March 16, 2019 Share Posted March 16, 2019 1 hour ago, kcs123 said: Double check if you have properly uninstalled that another mod. Especially if you use CKAN. If you don't delete whole folder of that mod, MM "think" it is still installed and apply patches for it on other parts, from other mod config files. Otherwise, it could be that contract configurator created that contract before you have uninstalled mod in question. And by uninstalling mod, you don't remove contracts tied to it. Also, "DMagic agency" in contracts is randomly chosen from whatever is available in your moded game. May not have anything with this mod. More likely, your question would be better answered in Contract configurator thread. Ah, thank you, I appreciate the direction. Quote Link to comment Share on other sites More sharing options...
Tacombel Posted March 21, 2019 Share Posted March 21, 2019 Hi, @DMagic It seems that the experiment Seismic Impact Hammer and Seismic Sensor Pod is not detected by [X]Science nor by scienceAlert. Quote Link to comment Share on other sites More sharing options...
Crio Posted April 2, 2019 Share Posted April 2, 2019 (edited) Hi there, I just reinstalled KSP along with several mods so I'm not 100% sure if this issue is related to this mod, Kerbalism or maybe even another mod. Sorry in advance if this would be the wrong thread to post it. (did not find any helpful search results) When I try to use the magnetometer boom I get a message from Kerbalism that i have not enough hard drive space to store or transmit the experiments. Even if i have an experimental storage unit on board. Anyone an idea what it could be? Thanks Edited April 2, 2019 by Crio spelling Quote Link to comment Share on other sites More sharing options...
DMagic Posted April 2, 2019 Author Share Posted April 2, 2019 @Crio Kerbalism changes a lot about science works, so any questions about that will have to be directed to the Kerbalism people. @Tacombel There are a few experiments that won't be detected by any science monitoring mods, as they don't work in the standard way. You'll just have to handle them yourself. Quote Link to comment Share on other sites More sharing options...
Iasus Posted April 4, 2019 Share Posted April 4, 2019 I have the latest version of this and Universal Storage 2 installed but I can't see a Universal Storage wedge for the materials bay (science jr). Is there no longer a wedge for it? Ias Quote Link to comment Share on other sites More sharing options...
vardicd Posted April 7, 2019 Share Posted April 7, 2019 @DMagic Just as an FYI, I see in the changelog: v1.4.2 - Update Community Tech Tree configs to place all US2 parts in the same category as their standard versions It seems that this is not the case for all parts, unless I'm vastly mis-understanding something? And this is just what I can see so far, and I can see the US orbital telescope under basic science [sorry I forget the actual name of that part] but haven't found the base orbital science part yet. Quote Link to comment Share on other sites More sharing options...
DMagic Posted April 7, 2019 Author Share Posted April 7, 2019 @vardicd Well, they generally should wait until a few of the Universal Storage cores and shrouds are unlocked. The RPWS is probably just an oversight, but a few parts in different categories really doesn't matter all that much in the end. Quote Link to comment Share on other sites More sharing options...
vardicd Posted April 7, 2019 Share Posted April 7, 2019 8 minutes ago, DMagic said: @vardicd Well, they generally should wait until a few of the Universal Storage cores and shrouds are unlocked. The RPWS is probably just an oversight, but a few parts in different categories really doesn't matter all that much in the end. yeah it's not that big of a deal, I generally make edits to part placement for my own personal play through anyway, but I thought maybe you'd want to know. Quote Link to comment Share on other sites More sharing options...
Iasus Posted April 9, 2019 Share Posted April 9, 2019 (edited) So I've chased down the problem I'm having slightly - I have the latest version of DMagic and Universal Storage 2 installed, but some of the DMagic US2 wedges have a bug - they're in the tech tree, in nodes I already own, but they don't appear in the VAB so I can't build with them. The parts affected are DMagic US2 goo bay, DMagic US2 Science Jr, and DMagic US2 Presmat/2Hot. Is anyone else seeing this problem? Screenshots here: https://imgur.com/a/jCmRclR Edited April 9, 2019 by Iasus To fix broken screenshot link Quote Link to comment Share on other sites More sharing options...
Brigadier Posted April 9, 2019 Share Posted April 9, 2019 (edited) 2 hours ago, Iasus said: So I've chased down the problem I'm having slightly - I have the latest version of DMagic and Universal Storage 2 installed, but some of the DMagic US2 wedges have a bug - they're in the tech tree, in nodes I already own, but they don't appear in the VAB so I can't build with them. The parts affected are DMagic US2 goo bay, DMagic US2 Science Jr, and DMagic US2 Presmat/2Hot. Is anyone else seeing this problem? KSP 1.6.1, DMOS v1.4.2 (other mods in the spoiler, most maintained via CKAN) Sort of. I don't even see them in my tech tree . They appear to be completely absent and since I never saw them, I never knew I was missing them. Edit: That said, on further examination, I note that I do see the Advanced Goo Unit, Advance Material Bay and the Atmospheric Science Unit (which is the PressMat/2Hot combination). Spoiler AECS-Motion-Suppressor AGExt AT-Utils AlmostFreeLaunchClamps AlternateResourcePanel AmpYearPowerManager AtmosphereAutopilot B9PartSwitch BetterBurnTime BetterCrewAssignment BetterLookingOceans-HighRes BetterTimeWarpCont CapCom Chatterer ChattererExtended ChopShop ClickThroughBlocker CommunityCategoryKit CommunityResourcePack CommunityTechTree CommunityTraitIcons ConfigurableContainers-Core ContractConfigurator ContractParser ContractRewardModifier Corvus125mTwoKerbalPod CraftManager CryoEngines CryoTanks CustomBarnKit DMagicOrbitalScience DeployableEngines DistantObject DistantObject-default DraggableAltimeter DraggableNavball DynamicBatteryStorage EasyVesselSwitch EditorExtensionsRedux EnvironmentalVisualEnhancements FASALaunchClampsContinued FMRSContinued FilterExtensions FilterExtensionsDefaultConfig FinalFrontier Firespitter FirespitterCore FirespitterResourcesConfig GroundConstruction-Core HeatControl HideEmptyTechNodes Historian-expanded IndicatorLights InterstellarFuelSwitch-Core JanitorsCloset K2CommandPodContKASKIS KSP-AVC KSPRescuePodFix KXAPI Karbonite KerbalAlarmClock KerbalAtomics KerbalEngineerRedux KerbalKonstructs Konstruction Kopernicus LoadingScreenManager MalemuteRover MechJeb2-dev ModularFlightIntegrator ModuleManager NavHudRenewed NavballDockAlignIndCE NearFutureConstruction NearFutureElectrical NearFutureElectrical-Core NearFutureLaunchVehicles NearFutureProps NearFuturePropulsion NearFutureSolar NearFutureSolar-Core NearFutureSpacecraft NehemiahEngineeringOrbitalScience OneWindow PatchManager PlanetShine PlanetShine-Config-Default PortraitStats PreciseManeuver ProgressParser QuickSearch RCSBuildAidCont REPOSoftTech-Agencies ReStock ReStockPlus RealChute RecoveryController ResearchBodies ResonantOrbitCalculator SAVE SCANsat Scatterer Scatterer-config Scatterer-sunflare ScienceRelay SmartParts SmokeScreen SoundingRockets SpaceXLegs StageRecovery StationPartsExpansionRedux StationScienceContinued Strategia SurfaceExperimentPack TarsierSpaceTechnologyWithGalaxies Toolbar ToolbarController TrackingStationEvolved Trajectories TransferWindowPlanner TriggerAu-Flags UKSUSI-ARTUSI-CoreUSI-EXPUSI-FTTUSI-LS USITools UniversalStorage2 WaypointManager ZeroMiniAVC surfacelights xScienceContinued Edited April 9, 2019 by Brigadier More info Quote Link to comment Share on other sites More sharing options...
HGGundamReviews Posted April 25, 2019 Share Posted April 25, 2019 This working in 1.7? Quote Link to comment Share on other sites More sharing options...
Bombaatu Posted April 25, 2019 Share Posted April 25, 2019 16 hours ago, HGGundamReviews said: This working in 1.7? Yes. As a general rule-of-thumb, unless a mod is version-locked (like Kopernicus), anything that will work in 1.4 or higher will work in 1.7, as there have been no Unity engine updates since 1.4. Quote Link to comment Share on other sites More sharing options...
Bombaatu Posted May 2, 2019 Share Posted May 2, 2019 FYI, the US2 orbital telescope is available far earlier than the regular orbital telescope science experiment when running CTT. Quote Link to comment Share on other sites More sharing options...
kurtu5 Posted May 6, 2019 Share Posted May 6, 2019 How is it possible to do a recon scan over mountains? The Little Brother instrument only does the 2 pseudo biomes of north and south hemispheres? I grabbed the details from my save just to make sure it was using the right instrument and "dmReconScan" looks like a "X Brother" experiment to me. I am running 1.6.1 with GPP/GEP.MKS/OKS.KSIe and other things like that. Notably this looks like its generated from Field Science, but the forums there only talked a little about SIGINT experiments needing biomes. So I am at a loss what to do aside from figuring out how to disable these recon experiments in Contract Configurator. PARAM { name = CollectScienceCustom id = CollectScience state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = KerbalAcademy.KerbalAcademyFieldScience title = notes = completedMessage = allowStateReset = False targetBody = Kerbin biome = Mountains situation = InSpaceLow experiment = dmReconScan recoveryMethod = None PARAM { name = ParameterDelegate`1 id = Biome: Gael's Mountains state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = KerbalAcademy.KerbalAcademyFieldScience title = Biome: Gael's Mountains notes = completedMessage = } PARAM { name = ParameterDelegate`1 id = Situation: Low in space state = Complete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = KerbalAcademy.KerbalAcademyFieldScience title = Situation: Low in space notes = completedMessage = } PARAM { name = ParameterDelegate`1 id = Experiment: Recon Scan state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = KerbalAcademy.KerbalAcademyFieldScience title = Experiment: Recon Scan notes = completedMessage = PARAM { name = ParameterDelegate`1 id = dmReconScanSubject state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = KerbalAcademy.KerbalAcademyFieldScience title = notes = completedMessage = } } } Quote Link to comment Share on other sites More sharing options...
EasyAce Posted May 6, 2019 Share Posted May 6, 2019 On 4/25/2019 at 6:13 PM, Bombaatu said: Yes. As a general rule-of-thumb, unless a mod is version-locked (like Kopernicus), anything that will work in 1.4 or higher will work in 1.7, as there have been no Unity engine updates since 1.4. So why hasn't the thread topic or CKAN been updated with news about this working in 1.7.0? Just asking to understand Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted May 9, 2019 Share Posted May 9, 2019 @DMagic I did a little searching and didn't find any hits on this problem. I'm trying to add the functionality of @JPLRepo's Tarsier Space Telescopes into the dmscope telescope. TST included configs for the recon scopes, but I'm guessing this problem prevented adding this scope. I wanted a lightweight low zoom telescope suitable for mounting on small deep space probes. I could get it to open the TST camera and use it for taking pictures, but I have the problem that the Camera transform (circled below) TST needs to define it's view point is defined at a weird angle in the modelScope.mu file. It makes aiming the telescope very, very difficult. Would it be possible to update the model such that the red axis is aligned with the tube of the scope. Do current orientations of the Lamp and Camera transforms have a special significance I'm not understanding? The image below was generated using Sarbian's Debug Stuff Quote Link to comment Share on other sites More sharing options...
dockingtutorialimpossible Posted June 3, 2019 Share Posted June 3, 2019 On 4/9/2019 at 7:09 PM, Iasus said: So I've chased down the problem I'm having slightly - I have the latest version of DMagic and Universal Storage 2 installed, but some of the DMagic US2 wedges have a bug - they're in the tech tree, in nodes I already own, but they don't appear in the VAB so I can't build with them. The parts affected are DMagic US2 goo bay, DMagic US2 Science Jr, and DMagic US2 Presmat/2Hot. Is anyone else seeing this problem? Screenshots here: https://imgur.com/a/jCmRclR I ain't got the science Jr. either. I have an older rocket with it installed, and the game refuses to let me launch it because of it. Quote Link to comment Share on other sites More sharing options...
Fr8monkey Posted June 3, 2019 Share Posted June 3, 2019 I’m getting the parts. My problem is, those parts can’t be reset by a scientist after use. Posted that problem atleast 3 times and don’t get a response either... Quote Link to comment Share on other sites More sharing options...
Jognt Posted June 3, 2019 Share Posted June 3, 2019 On 4/9/2019 at 8:09 PM, Iasus said: So I've chased down the problem I'm having slightly - I have the latest version of DMagic and Universal Storage 2 installed, but some of the DMagic US2 wedges have a bug - they're in the tech tree, in nodes I already own, but they don't appear in the VAB so I can't build with them. The parts affected are DMagic US2 goo bay, DMagic US2 Science Jr, and DMagic US2 Presmat/2Hot. Is anyone else seeing this problem? Screenshots here: https://imgur.com/a/jCmRclR On 4/9/2019 at 10:13 PM, Brigadier said: KSP 1.6.1, DMOS v1.4.2 (other mods in the spoiler, most maintained via CKAN) Sort of. I don't even see them in my tech tree . They appear to be completely absent and since I never saw them, I never knew I was missing them. Edit: That said, on further examination, I note that I do see the Advanced Goo Unit, Advance Material Bay and the Atmospheric Science Unit (which is the PressMat/2Hot combination). Reveal hidden contents AECS-Motion-Suppressor AGExt AT-Utils AlmostFreeLaunchClamps AlternateResourcePanel AmpYearPowerManager AtmosphereAutopilot B9PartSwitch BetterBurnTime BetterCrewAssignment BetterLookingOceans-HighRes BetterTimeWarpCont CapCom Chatterer ChattererExtended ChopShop ClickThroughBlocker CommunityCategoryKit CommunityResourcePack CommunityTechTree CommunityTraitIcons ConfigurableContainers-Core ContractConfigurator ContractParser ContractRewardModifier Corvus125mTwoKerbalPod CraftManager CryoEngines CryoTanks CustomBarnKit DMagicOrbitalScience DeployableEngines DistantObject DistantObject-default DraggableAltimeter DraggableNavball DynamicBatteryStorage EasyVesselSwitch EditorExtensionsRedux EnvironmentalVisualEnhancements FASALaunchClampsContinued FMRSContinued FilterExtensions FilterExtensionsDefaultConfig FinalFrontier Firespitter FirespitterCore FirespitterResourcesConfig GroundConstruction-Core HeatControl HideEmptyTechNodes Historian-expanded IndicatorLights InterstellarFuelSwitch-Core JanitorsCloset K2CommandPodContKASKIS KSP-AVC KSPRescuePodFix KXAPI Karbonite KerbalAlarmClock KerbalAtomics KerbalEngineerRedux KerbalKonstructs Konstruction Kopernicus LoadingScreenManager MalemuteRover MechJeb2-dev ModularFlightIntegrator ModuleManager NavHudRenewed NavballDockAlignIndCE NearFutureConstruction NearFutureElectrical NearFutureElectrical-Core NearFutureLaunchVehicles NearFutureProps NearFuturePropulsion NearFutureSolar NearFutureSolar-Core NearFutureSpacecraft NehemiahEngineeringOrbitalScience OneWindow PatchManager PlanetShine PlanetShine-Config-Default PortraitStats PreciseManeuver ProgressParser QuickSearch RCSBuildAidCont REPOSoftTech-Agencies ReStock ReStockPlus RealChute RecoveryController ResearchBodies ResonantOrbitCalculator SAVE SCANsat Scatterer Scatterer-config Scatterer-sunflare ScienceRelay SmartParts SmokeScreen SoundingRockets SpaceXLegs StageRecovery StationPartsExpansionRedux StationScienceContinued Strategia SurfaceExperimentPack TarsierSpaceTechnologyWithGalaxies Toolbar ToolbarController TrackingStationEvolved Trajectories TransferWindowPlanner TriggerAu-Flags UKSUSI-ARTUSI-CoreUSI-EXPUSI-FTTUSI-LS USITools UniversalStorage2 WaypointManager ZeroMiniAVC surfacelights xScienceContinued 1 hour ago, dockingtutorialimpossible said: I ain't got the science Jr. either. I have an older rocket with it installed, and the game refuses to let me launch it because of it. Universal Storage II has its own wedge science parts. The parts in Orbital Science are for Universal Storage (non 2, so the old one) and are set to be hidden and unresearchable. In short: If there's a bug, it's that you can see some old parts that you shouldn't be able to see. If the actual US2 wedges aren't working, you should bring that up with them. Quote Link to comment Share on other sites More sharing options...
DMagic Posted June 3, 2019 Author Share Posted June 3, 2019 Regarding the stock Universal Storage science parts, refer to what @Jognt, those are not included for US2. For problems with the US2 science parts (the ones distributed by US2), I have yet to see an problems that don't involve one or the other science helper mod, so you'll have to direct your problems to there. Quote Link to comment Share on other sites More sharing options...
protonv Posted June 4, 2019 Share Posted June 4, 2019 Does this mod work with KSP 1.7? Quote Link to comment Share on other sites More sharing options...
UnanimousCoward Posted June 4, 2019 Share Posted June 4, 2019 3 hours ago, protonv said: Does this mod work with KSP 1.7? Short answer: yes Slightly longer answer: This question has already been answered on this very same page. You could have read the page and found the answer for yourself... Quote Link to comment Share on other sites More sharing options...
protonv Posted June 5, 2019 Share Posted June 5, 2019 21 hours ago, UnanimousCoward said: Short answer: yes Slightly longer answer: This question has already been answered on this very same page. You could have read the page and found the answer for yourself... I'm sorry :(( Quote Link to comment Share on other sites More sharing options...
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