AlbertKermin Posted June 11, 2015 Author Share Posted June 11, 2015 I shouldn’t spoil the surprise, but I (the quality control department of Albert Kerman Industries) just played with a new version. It looks pretty promising. Now off to test its compatibility with the Outer Planets mod.You didn't. By five seconds. Link to comment Share on other sites More sharing options...
Dunrana Posted June 11, 2015 Share Posted June 11, 2015 I shouldn’t spoil the surprise, but I (the quality control department of albertkerman industries) just played with a new version. It looks pretty promising. Now off to test its compatibility with the Outer Planets mod.You were watching my screen again!- - - Updated - - - There is a new procedure for running the experiments, and I think you’ll all like it. Add the experiments to your scientist’s inventory Have him plant them on the ground Run the experiment just like you would a stock one! Link to comment Share on other sites More sharing options...
AlbertKermin Posted June 11, 2015 Author Share Posted June 11, 2015 There is a new procedure for running the experiments, and I think you’ll all like it.Add the experiments to your scientist’s inventoryHave him plant them on the groundRun the experiment just like you would a stock one!There is an alternate procedure, which consists of-Land on planetEqup experiment and run itUnequp experimentReturn to Kerbin.Enjoy extra Science! Link to comment Share on other sites More sharing options...
eddiew Posted June 12, 2015 Share Posted June 12, 2015 (edited) This mod looks like fun - always felt that field science wasn't getting enough weighting, but this adds reasons to send manned/return missions. Shall give it a go whenever I (finally) spin up a post-1.0 career Are the experiments for just moons/vacuum bodies, or would they also work on Duna, Laythe, etc? Edited June 12, 2015 by eddiew Link to comment Share on other sites More sharing options...
Dunrana Posted June 12, 2015 Share Posted June 12, 2015 The experiments should work on the surface of any stock body, or any of the ones added by the outer planets mod. Link to comment Share on other sites More sharing options...
AlbertKermin Posted June 15, 2015 Author Share Posted June 15, 2015 I wanted to drop a hint about the next experiment I'm working on for MSEP-I think it's both realistic and very Kebal-like experiment, correct? Link to comment Share on other sites More sharing options...
rabidninjawombat Posted June 15, 2015 Share Posted June 15, 2015 I wanted to drop a hint about the next experiment I'm working on for MSEP-http://i.imgur.com/ubMhAOr.pngI think it's both realistic and very Kebal-like experiment, correct?Completely agree! Its the perfect experiment with which to text physics and gravity! Link to comment Share on other sites More sharing options...
nobodyhasthis Posted June 16, 2015 Share Posted June 16, 2015 I think it's both realistic and very Kebal-like experiment, correct?Yes of course! NASA's video of astronaut Alan Shepard's improvised golf on the moon.. Link to comment Share on other sites More sharing options...
Rhedd Posted June 16, 2015 Share Posted June 16, 2015 Awesome idea, making a golf club an actual experiment! I assume you're aware that the KIS Fun Pack includes an equippable golf club? I think they say you can use those to make other fun stuff. Link to comment Share on other sites More sharing options...
biohazard15 Posted June 18, 2015 Share Posted June 18, 2015 I can't attach any of experiments to the surface - they're blowing up in 9 of 10 tries. Link to comment Share on other sites More sharing options...
Dunrana Posted June 18, 2015 Share Posted June 18, 2015 There is still some blowing-up occurring occasionally. This is can sometimes be avoided by NOT equipping the experiment before deploying it.what mods are you using, and what planet are you deploying the experiment on? Link to comment Share on other sites More sharing options...
biohazard15 Posted June 19, 2015 Share Posted June 19, 2015 There is still some blowing-up occurring occasionally. This is can sometimes be avoided by NOT equipping the experiment before deploying it.what mods are you using, and what planet are you deploying the experiment on?More like NOT blowing up occasionally...I'm using it on Mun and Minmus (career save), on various surfaces and biomes (including Minmus' flats).Mods - there are various part packs, but nothing that possibly interferes with KIS. Link to comment Share on other sites More sharing options...
AlbertKermin Posted June 19, 2015 Author Share Posted June 19, 2015 More like NOT blowing up occasionally...I'm using it on Mun and Minmus (career save), on various surfaces and biomes (including Minmus' flats).Mods - there are various part packs, but nothing that possibly interferes with KIS.I must say, your phrasing is probably more appropriate than Dunrana's. Explosions have been the bane of this mod from day one!However, you can get around the bug by simply not ground attaching. I know, it's a - less than admirable way of solving the bug:blush:. But all my testing says that simply running the experiments, un-equipping them, and returning to Kerbin with them in your inventory will successfully return the science, leaving the explosions quite bewildered as to where their next unfortunate victim went.Well, at least until I can figure out what's causing the explosions this time. Link to comment Share on other sites More sharing options...
MoeKitsune Posted June 28, 2015 Share Posted June 28, 2015 Can these be put in KAS containers? Link to comment Share on other sites More sharing options...
AlbertKermin Posted June 28, 2015 Author Share Posted June 28, 2015 Can these be put in KAS containers?Yep! Link to comment Share on other sites More sharing options...
AlbertKermin Posted July 5, 2015 Author Share Posted July 5, 2015 I had planed to release version 5 yesterday, but I kind of encounterd a bug. Link to comment Share on other sites More sharing options...
nobodyhasthis Posted July 9, 2015 Share Posted July 9, 2015 (edited) I had planed to release version 5 yesterday, but I kind of encounterd a bug.http://i.imgur.com/rrYlP8d.pngDoh! Hope that get fixed. Kinda funny looking bug. Have been messing around with the exploding problem. The experiments work fine but I like testing things that explode. This is a known KIS issue. See https://github.com/KospY/KIS/wiki/Known-issues. Found that dropping items onto another part works quite well. They don't need to be attached just dropped in place. An engineer attaching a ground block gives the best platform to drop the experiments on. Curious behavior that can perhaps be exploited in later versions perhaps. So far this mod has been lots of fun and has been a bit more realistic in collecting science. Makes surface EVA meaningful. I hope when you do get this next version out it will be listed on CKAN again as 1.0.4 compatible. Edited July 10, 2015 by nobodyhasthis typo Link to comment Share on other sites More sharing options...
micha Posted July 27, 2015 Share Posted July 27, 2015 Had a bit of a muck about, and the following patch seems to work (only tested near the launchpad so far). It allows anybody to attach/detach the experiments from the ground without any tools (use the H key for this). Still need a Scientist to actually run the experiments.Couldn't get them to explode on the launchpad just dropping them, but they did make nice fireworks on Minmus. Actually attaching the parts instead of just dropping them fixes the explosions. Now they are still exploding on drop, but work nicely when attaching.diff -Naur MunarSurfaceExperimentPackage/Parts/InteriorHeatProbe/part.cfg MunarSurfaceExperimentPackage.mw/Parts/InteriorHeatProbe/part.cfg--- MunarSurfaceExperimentPackage/Parts/InteriorHeatProbe/part.cfg 2015-06-11 14:33:00.000000000 +0100+++ MunarSurfaceExperimentPackage.mw/Parts/InteriorHeatProbe/part.cfg 2015-07-27 22:08:35.327243120 +0100@@ -55,26 +55,18 @@ MODULE {- name = ModuleKISItem- shortcutKeyAction = drop- usableFromEva = false- usableFromContainer = false- usableFromPod = false- usableFromEditor = false- stackable = false- volumeOverride = 50- editorItemsCategory = true- moveSndPath = KIS/Sounds/itemMove- equipable = true- equipMode = part- equipSlot = leftHand- equipTrait = - equipRemoveHelmet = false+ name = ModuleKISItem+ volumeOverride = 50+ equipable = true+ equipMode = part+ equipSlot = leftHand+ equipTrait = equipMeshName = body01 equipBoneName = bn_l_mid_a01 equipPos = (0,-0.04,0) equipDir = (80,0,0)- allowAttachOnStatic = true+ allowPartAttach = 0+ allowStaticAttach = 1+ staticAttachBreakForce = 0.1 }- }\ No newline at end of filediff -Naur MunarSurfaceExperimentPackage/Parts/IonDetector/part.cfg MunarSurfaceExperimentPackage.mw/Parts/IonDetector/part.cfg--- MunarSurfaceExperimentPackage/Parts/IonDetector/part.cfg 2015-06-11 14:33:12.000000000 +0100+++ MunarSurfaceExperimentPackage.mw/Parts/IonDetector/part.cfg 2015-07-27 22:08:34.339232325 +0100@@ -57,25 +57,18 @@ MODULE {- name = ModuleKISItem- shortcutKeyAction = drop- usableFromEva = false- usableFromContainer = false- usableFromPod = false- usableFromEditor = false- stackable = false- volumeOverride = 100- editorItemsCategory = true- moveSndPath = KIS/Sounds/itemMove- equipable = true- equipMode = part+ name = ModuleKISItem+ volumeOverride = 100+ equipable = true+ equipMode = part equipSlot = jetpack- equipTrait =- equipRemoveHelmet = false+ equipTrait = equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0,-0.15,-0.12) equipDir = (10,90,10)- allowAttachOnStatic = true+ allowPartAttach = 0+ allowStaticAttach = 1+ staticAttachBreakForce = 0.2 } }\ No newline at end of filediff -Naur MunarSurfaceExperimentPackage/Parts/RetroReflector/part.cfg MunarSurfaceExperimentPackage.mw/Parts/RetroReflector/part.cfg--- MunarSurfaceExperimentPackage/Parts/RetroReflector/part.cfg 2015-06-11 14:33:24.000000000 +0100+++ MunarSurfaceExperimentPackage.mw/Parts/RetroReflector/part.cfg 2015-07-27 22:08:33.539223583 +0100@@ -55,26 +55,18 @@ MODULE {- name = ModuleKISItem- shortcutKeyAction = drop- usableFromEva = false- usableFromContainer = false- usableFromPod = false- usableFromEditor = false- stackable = false- volumeOverride = 100- editorItemsCategory = true- moveSndPath = KIS/Sounds/itemMove- equipable = true- equipMode = part+ name = ModuleKISItem+ volumeOverride = 100+ equipable = true+ equipMode = part equipSlot = jetpack- equipTrait =- equipRemoveHelmet = false+ equipTrait = equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0,0.21,-0.05) equipDir = (280,0,0)- allowAttachOnStatic = true+ allowPartAttach = 0+ allowStaticAttach = 1+ staticAttachBreakForce = 1 }- }\ No newline at end of filediff -Naur MunarSurfaceExperimentPackage/Parts/SolarWindSpectrometer/part.cfg MunarSurfaceExperimentPackage.mw/Parts/SolarWindSpectrometer/part.cfg--- MunarSurfaceExperimentPackage/Parts/SolarWindSpectrometer/part.cfg 2015-06-11 14:33:52.000000000 +0100+++ MunarSurfaceExperimentPackage.mw/Parts/SolarWindSpectrometer/part.cfg 2015-07-27 22:08:31.939206102 +0100@@ -55,26 +55,18 @@ MODULE {- name = ModuleKISItem- shortcutKeyAction = drop- usableFromEva = false- usableFromContainer = false- usableFromPod = false- usableFromEditor = false- stackable = false- volumeOverride = 100- editorItemsCategory = true- moveSndPath = KIS/Sounds/itemMove- equipable = true- equipMode = part+ name = ModuleKISItem+ volumeOverride = 100+ equipable = true+ equipMode = part equipSlot = jetpack- equipTrait =- equipRemoveHelmet = false+ equipTrait = equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0,0.0,0.01) equipDir = (280,0,0)- allowAttachOnStatic = true+ allowPartAttach = 0+ allowStaticAttach = 1+ staticAttachBreakForce = 0.1 }- }\ No newline at end of filePS. Couldn't find a GitHub (or similar) repo, so not sure how else to send you the patch. Link to comment Share on other sites More sharing options...
davidy12 Posted September 7, 2015 Share Posted September 7, 2015 This is exactly what I wanted. Except if falls beneath the surface...- - - Updated - - -PS: For the file above do I make it a .cfg file? Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted September 7, 2015 Share Posted September 7, 2015 (edited) This is exactly what I wanted. Except if falls beneath the surface...- - - Updated - - -PS: For the file above do I make it a .cfg file?That's a Git patch file. Basically, if a line starts with a minus, remove it, and if it starts with a plus, add it (and if it doesn't start with either of those, it's part of the original file, so leave it). There are automated ways to do this, but for such a small patch, it's probably easier to make the changes manually.Some of those lines are unnecessary, like something gets removed and then added back -- micha, it might be easier to make it into a Module Manager patch that can be put in a post and then more easily used by individual users.EDIT: Y'know what, I've already got a patch on my installs for doing just that:@PART[AKI?HeatProbe,AKI?IonDetector,KAS?Retroreflector,KAS?SolarWindSpectrometer]{ @MODULE[ModuleKISItem] { -allowAttachOnStatic = outdated allowPartAttach = 0 allowStaticAttach = 1 staticAttachBreakForce = 0.1 }} Edited September 7, 2015 by Kerbas_ad_astra Link to comment Share on other sites More sharing options...
davidy12 Posted September 10, 2015 Share Posted September 10, 2015 So do I make it a CFG file? Or can someone send me their KIS fix on Dropbox? Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted September 10, 2015 Share Posted September 10, 2015 So do I make it a CFG file? Or can someone send me their KIS fix on Dropbox?You can copy that text from the "CODE" block and paste it into a new "something.cfg" file in your GameData folder. I'd suggest calling it something meaningful, like "MSEP_KIS_hotfix.cfg", and putting it somewhere that it won't be forgotten (e.g. create a folder just of unofficial patches) but even that's not strictly necessary. Link to comment Share on other sites More sharing options...
micha Posted September 10, 2015 Share Posted September 10, 2015 -- micha, it might be easier to make it into a Module Manager patch that can be put in a post and then more easily used by individual users.EDIT: Y'know what, I've already got a patch on my installs for doing just that:Eh, it was aimed at the author, not at end users Thanks for posting your MM patch! Hopefully AK will be back soon to make a proper release.EDIT: As for lines being removed, then re-added, that's just the way diff works sometimes, depending on the changes. It's not meant to be used directly by a human for editing files! Link to comment Share on other sites More sharing options...
DECQ Posted October 3, 2015 Share Posted October 3, 2015 Worthy of all praise, it is one of the best ideas for KSP !!! Link to comment Share on other sites More sharing options...
G'th Posted October 6, 2015 Share Posted October 6, 2015 Just a handy tip for anybody having issues with the experiments exploding is to try and do this:When you have the item out ready to be placed, instead of trying to attach it to the ground or just dropping it, instead raise it (using B IIRC) some way above the surface so that the entire experiment is above the surface. Then, drop it. It'll drop but shouldn't explode, and depending on the gravity of the place you're in it should just plop down, bounce a little and come to a rest. Link to comment Share on other sites More sharing options...
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