acc Posted August 1, 2014 Share Posted August 1, 2014 I hope this mod and KAS will get updated before I start the lunar program on my fresh .24.2 career However, good looking parts and I ever like MOAR SCIENCE! Link to comment Share on other sites More sharing options...
AlbertKermin Posted August 1, 2014 Author Share Posted August 1, 2014 Unfortunately, my computer was acting up, and I spent most of the morning fixing it. However, I did manage to get a screenshot of the new base for the Munar Retroreflector. Link to comment Share on other sites More sharing options...
4nxs Posted August 1, 2014 Share Posted August 1, 2014 Oh look nice, and there is a recompile for KAS to update it to 0.24. No official update yet but maybe it fixes some problems. Link to comment Share on other sites More sharing options...
AlbertKermin Posted August 1, 2014 Author Share Posted August 1, 2014 Oh look nice, and there is a recompile for KAS to update it to 0.24. No official update yet but maybe it fixes some problems.Thanks.I know about the recompile. The problem is that there's more than one recompile, and I don't want to get into the situation where I've got the mod working just fine for one of them, but broken for the others. (Also, I haven't been able to get any of them to work properly yet, so that's holding me up as well.) Link to comment Share on other sites More sharing options...
JeffreyCor Posted August 2, 2014 Share Posted August 2, 2014 An option could be to put a disclaimer KAS support only in 32 bit. I haven't had any blowups (knock on wood) since playing in 32 instead of 64. Link to comment Share on other sites More sharing options...
JeffersonFlight Posted August 2, 2014 Share Posted August 2, 2014 An option could be to put a disclaimer KAS support only in 32 bit. I haven't had any blowups (knock on wood) since playing in 32 instead of 64. I have provided a fix for 64bit, and a recompile for 32bit in my Sig Link to comment Share on other sites More sharing options...
JeffreyCor Posted August 18, 2014 Share Posted August 18, 2014 I am using your recompile I was more referring to AlbertKermin's post about the holdup for doing more with this really great mod Link to comment Share on other sites More sharing options...
Overjay Posted August 27, 2014 Share Posted August 27, 2014 So? Any updates on this great stuff? Link to comment Share on other sites More sharing options...
AlbertKermin Posted August 28, 2014 Author Share Posted August 28, 2014 Honestly, real life kind of took most of my attention for the last month or so, and this mod got mostly forgotten about.However, I had some time today to fiddle around with it, and I have a version that seems to be working with the 32-bit KAS repack. It also includes the new textures and meshes for the equipment (yes, including the hideous orange texture for the interior heat probe. Promise I'll change it by the next update!)Anyway, the updated version can be found here. Link to comment Share on other sites More sharing options...
JeffreyCor Posted August 28, 2014 Share Posted August 28, 2014 I hope things are going better for you IRL. Naturally that is priority above all else. Very much appreciate your work on the update! Really love this it adds a lot of purpose to EVA missions Link to comment Share on other sites More sharing options...
kiwiak Posted August 28, 2014 Share Posted August 28, 2014 Can you show some screens of updated version? (cant play ksp right now) Link to comment Share on other sites More sharing options...
JeffreyCor Posted September 7, 2014 Share Posted September 7, 2014 With the updated version the AKI-R01 Retroreflector is exploding when placed now. Both the others work find and no longer fall over Link to comment Share on other sites More sharing options...
AlbertKermin Posted September 7, 2014 Author Share Posted September 7, 2014 (edited) With the updated version the AKI-R01 Retroreflector is exploding when placed now. Both the others work find and no longer fall over I had that occur once doing my testing as well, but I thought I resolved it. What mods are you running? Edited September 8, 2014 by AlbertKermin Link to comment Share on other sites More sharing options...
JeffreyCor Posted September 8, 2014 Share Posted September 8, 2014 Here comes the mod list The regular release all 3 work fine, only have the problem with the RetroReflector in the updated version so went back to that one for now, but can change if you need for testing.Toolbar, Active Texture Management, Adaptive Docking Node / Universal Docking Ports (plugin and associated parts), Atmospheric Sound Enhancement, Aviation Lights, [aWolf seporator thrusters, don't recall the official name], Baha ExtraPlenetary Lanchpad and Retractable Engine parts, Beastly Science, CactEye Telescope, Community Resource Pack, Crew Manifest, Davon Throttle Control System, Deadly Reentry, Default Throttle, Action Groups Extended, Distant Objects, DMagic Contract Science, DMagic Orbital Science, Environmental Visual Enhancements, Extraplanetary Launchpads, FASA Launch Clamps, FAR, Fine Print, FireSpitter, Goodspeed Pumps, Heavy Ion Drives, Eavesdrop, KSPI (lite, 12.x), Ion Hybread Pack, KAS, Kerbal Foundries wheel pack, Kerbal Construction Time, Kerbal Joint Reinforcement, Kerbal Mechanics, KAS Supply Containers, Smart Parts, KSP Calender, SpaceX parts, Lack Luster Labs, Infernal Robotics, MechJeb, [Cargo bays by Tal, parts back I forget the official name], Not Enough Struts, NovaPunch, Open Resource System, Tweakable Wheels, Precious Metals, Procedural Fairings, Quantum Struts Continued, Radial Engine Mounts, RCS Build Aid, Real Chutes, Remote Tech 2, Romfarer Lazors and robotic arms pack, Rover Science, SCANSat, Select Root, Space Plane Plus, Stage Recovery, Station Science, Surface Lights, Tarsier Space Tech, TAC Life Support, TAC Self Destruct, Tac Fuel Balancer, TreeLoader, Alternative Resource Panel, Tweakable Everything, Tweak Scale, Karbonite, MKS, OKS, Pack Rat Link to comment Share on other sites More sharing options...
AlbertKermin Posted September 8, 2014 Author Share Posted September 8, 2014 (edited) Here comes the mod list The regular release all 3 work fine, only have the problem with the RetroReflector in the updated version so went back to that one for now, but can change if you need for testing.Toolbar, Active Texture Management, Adaptive Docking Node / Universal Docking Ports (plugin and associated parts), Atmospheric Sound Enhancement, Aviation Lights, [aWolf seporator thrusters, don't recall the official name], Baha ExtraPlenetary Lanchpad and Retractable Engine parts, Beastly Science, CactEye Telescope, Community Resource Pack, Crew Manifest, Davon Throttle Control System, Deadly Reentry, Default Throttle, Action Groups Extended, Distant Objects, DMagic Contract Science, DMagic Orbital Science, Environmental Visual Enhancements, Extraplanetary Launchpads, FASA Launch Clamps, FAR, Fine Print, FireSpitter, Goodspeed Pumps, Heavy Ion Drives, Eavesdrop, KSPI (lite, 12.x), Ion Hybread Pack, KAS, Kerbal Foundries wheel pack, Kerbal Construction Time, Kerbal Joint Reinforcement, Kerbal Mechanics, KAS Supply Containers, Smart Parts, KSP Calender, SpaceX parts, Lack Luster Labs, Infernal Robotics, MechJeb, [Cargo bays by Tal, parts back I forget the official name], Not Enough Struts, NovaPunch, Open Resource System, Tweakable Wheels, Precious Metals, Procedural Fairings, Quantum Struts Continued, Radial Engine Mounts, RCS Build Aid, Real Chutes, Remote Tech 2, Romfarer Lazors and robotic arms pack, Rover Science, SCANSat, Select Root, Space Plane Plus, Stage Recovery, Station Science, Surface Lights, Tarsier Space Tech, TAC Life Support, TAC Self Destruct, Tac Fuel Balancer, TreeLoader, Alternative Resource Panel, Tweakable Everything, Tweak Scale, Karbonite, MKS, OKS, Pack RatOh, good greif! And I thought I used a lot of mods. I'm not exactly sure what the problem is yet (my own tests have it attaching to the ground just fine, but not acting as a science experiment!), but while looking through the code, I caught that "model.mu" file for the retroreflector was misspelled in the update. You might try fixing it, see if that helps any. Edited September 8, 2014 by AlbertKermin Link to comment Share on other sites More sharing options...
micha Posted September 8, 2014 Share Posted September 8, 2014 Hi,First off, I really like your mod! My first 0.24.2 Munar landing included a US-KAS container loaded up with your science experiments:Anyway, one thing which irritated me slightly was that the Ion Detector kept falling over (and sliding down slopes) while the Heat Probe stuck into the ground wherever it was dropped. I tried playing with the configs, but couldn't get the Ion Detector to "stick" to the surface in the same way - any hints please?Keep up the great work - Micha.KSP 0.24.2 x64 Debian Jessie Link to comment Share on other sites More sharing options...
AlbertKermin Posted September 8, 2014 Author Share Posted September 8, 2014 Hi,First off, I really like your mod! My first 0.24.2 Munar landing included a US-KAS container loaded up with your science experiments:http://i.imgur.com/4YCxnfwl.pngAnyway, one thing which irritated me slightly was that the Ion Detector kept falling over (and sliding down slopes) while the Heat Probe stuck into the ground wherever it was dropped. I tried playing with the configs, but couldn't get the Ion Detector to "stick" to the surface in the same way - any hints please?Keep up the great work - Micha.KSP 0.24.2 x64 Debian JessieUnfortunately, as I learned while developing this mod, the only way to get something to stick to the ground is to have it positioned correctly in Blender when the part is being made. Be glad it wasn't the bug I had while making this- I ended up with a retroreflector on a suborbital trajectory on Minimus What version of the mod are you using? V0.11 is better on the not falling over, but the retroreflector on it is buggy. Link to comment Share on other sites More sharing options...
JeffreyCor Posted September 8, 2014 Share Posted September 8, 2014 Oh, good greif! And I thought I used a lot of mods. I'm not exactly sure what the problem is yet (my own tests have it attaching to the ground just fine, but not acting as a science experiment!), but while looking through the code, I caught that "model.mu" file for the retroreflector was misspelled in the update. You might try fixing it, see if that helps any.It's all because of you talented modders making awesome mods I'll try checking that model.mu thing and see if it helps and let you know if it fixes things. Link to comment Share on other sites More sharing options...
micha Posted September 8, 2014 Share Posted September 8, 2014 Unfortunately, as I learned while developing this mod, the only way to get something to stick to the ground is to have it positioned correctly in Blender when the part is being made. Be glad it wasn't the bug I had while making this- I ended up with a retroreflector on a suborbital trajectory on Minimus Lol! Indeed - that would have been a "KSC; we have a problem!" moment.. so are you planning to redo the part for a future version, or would that break saves? (I know very little of modelling)What version of the mod are you using? V0.11 is better on the not falling over, but the retroreflector on it is buggy.Afraid I can't remember - whatever the latest was at the time. On Kerbin it was good, but on the Mun it just kept falling over even on the flattest terrain nearby. Link to comment Share on other sites More sharing options...
AlbertKermin Posted September 8, 2014 Author Share Posted September 8, 2014 (edited) Lol! Indeed - that would have been a "KSC; we have a problem!" moment.. so are you planning to redo the part for a future version, or would that break saves? (I know very little of modelling)Afraid I can't remember - whatever the latest was at the time. On Kerbin it was good, but on the Mun it just kept falling over even on the flattest terrain nearby.That would probably be V0.10, then. The heat probe was the only part in that version that actually stuck to the ground- the retro-reflector just didn't fall over as often, because it had a wider base.V0.11 has fixed the ground attachment problem, but it added a few others, so I'm not sure whether you would want to upgrade to it. I'm thinking it breaks saves, though. Edited September 8, 2014 by AlbertKermin Link to comment Share on other sites More sharing options...
Gristle Posted September 30, 2014 Share Posted September 30, 2014 How do you use the Ion detector? It keeps telling me that it can't collect data or some such. Link to comment Share on other sites More sharing options...
Overjay Posted October 25, 2014 Share Posted October 25, 2014 How do you use the Ion detector? It keeps telling me that it can't collect data or some such.At the moment, you have to initiate experiment while carrying iit on your back. Then you get the data from it, and ONLY then you can drop it. Those things tend to be very fragile, and break from a slightest blows. Link to comment Share on other sites More sharing options...
kiwiak Posted December 18, 2014 Share Posted December 18, 2014 Still waiting for any updates about this Link to comment Share on other sites More sharing options...
micha Posted March 5, 2015 Share Posted March 5, 2015 Hullo,Is this mod still being updated?Cheers, - Micha. Link to comment Share on other sites More sharing options...
Drakoflame Posted March 5, 2015 Share Posted March 5, 2015 So, Albert, are you still developing this mod? It looks really interesting, and I'm worried about it not being .90 compatible Link to comment Share on other sites More sharing options...
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