VenomousRequiem Posted January 12, 2016 Share Posted January 12, 2016 No clue why they look so unhappy in this picture... they should be excited! Maybe it's the backwards flag. I had to angle this screenshot towards the ground because I set this up on this really nasty seam in the ground... KSP's planets are rather poorly put together to be honest... Link to comment Share on other sites More sharing options...
CobaltWolf Posted January 12, 2016 Share Posted January 12, 2016 (edited) 5 minutes ago, VenomousRequiem said: No clue why they look so unhappy in this picture... they should be excited! Maybe it's the backwards flag. I had to angle this screenshot towards the ground because I set this up on this really nasty seam in the ground... KSP's planets are rather poorly put together to be honest... The SWS doesn't work in atmospheres, Venom. Is that what you were texting me about? 17 minutes ago, Kerbas_ad_astra said: Some quick nitpicks to that effect: At 7:40 in your video, we can see that the retroreflector experiment has a character that KSP doesn't like -- there's a fancy apostrophe from a word processor in the MunSrfLandedMidlands result. A quick search reveals fancy apostrophes in the MunSrfLandedMidlands, MunSrfLandedPolarLowlands, and VallSrfLanded results of the solar wind spectrum experiment (the first of which is also seen in the video) and the MunSrfLandedHighlands result of the interior heat scan. Also from the retroreflector, the default experiment result reads "The laser reflects back to telescopes on Kerbol" when it should be "back to Kerbin". At 8:00, the ion detector talks about a "xeosphere", which I've never heard of... The passive seismic data's KerbinSrfLandedLaunchPad result refers to a "Warner Kermin" -- the latter should probably be Kerman? -- the TektoSrfLanded result refers to "cryo- volcanic" activity, with an extra space in the middle, and I take exception to the KerbinSrfLandedDeserts result talking about the geologists taking "exemption". Noted, thank you! Edited January 12, 2016 by CobaltWolf Link to comment Share on other sites More sharing options...
AlbertKermin Posted January 12, 2016 Author Share Posted January 12, 2016 11 minutes ago, Kerbas_ad_astra said: Some quick nitpicks to that effect: At 7:40 in your video, we can see that the retroreflector experiment has a character that KSP doesn't like -- there's a fancy apostrophe from a word processor in the MunSrfLandedMidlands result. A quick search reveals fancy apostrophes in the MunSrfLandedMidlands, MunSrfLandedPolarLowlands, and VallSrfLanded results of the solar wind spectrum experiment (the first of which is also seen in the video) and the MunSrfLandedHighlands result of the interior heat scan. Also from the retroreflector, the default experiment result reads "The laser reflects back to telescopes on Kerbol" when it should be "back to Kerbin". At 8:00, the ion detector talks about a "xeosphere", which I've never heard of... The passive seismic data's KerbinSrfLandedLaunchPad result refers to a "Warner Kermin" -- the latter should probably be Kerman? -- the TektoSrfLanded result refers to "cryo- volcanic" activity, with an extra space in the middle, and I take exception to the KerbinSrfLandedDeserts result talking about the geologists taking "exemption". Ah, the troubles of using word to spell-check. Thanks for giving me a heads-up - I'm fixing them as I write this post, though it may be a while before the release is updated. Link to comment Share on other sites More sharing options...
VenomousRequiem Posted January 12, 2016 Share Posted January 12, 2016 5 minutes ago, CobaltWolf said: The SWS doesn't work in atmospheres, Venom. Is that what you were texting me about? I mean... Neither of the instruments work. I'm dumb, aren't I? Link to comment Share on other sites More sharing options...
AlbertKermin Posted January 12, 2016 Author Share Posted January 12, 2016 40 minutes ago, VenomousRequiem said: I mean... Neither of the instruments work. I'm dumb, aren't I? Do you have the latest DMModuleScienceAnimateGeneric installed ? An older version might cause it to mess up. Link to comment Share on other sites More sharing options...
CobaltWolf Posted January 12, 2016 Share Posted January 12, 2016 Just now, AlbertKermin said: Do you have the latest DMModuleScienceAnimateGeneric installed ? An older version might cause it to mess up. !!! I forgot to add it! Could you repackage the dev release? Link to comment Share on other sites More sharing options...
VenomousRequiem Posted January 12, 2016 Share Posted January 12, 2016 (edited) 2 minutes ago, AlbertKermin said: Do you have the latest DMModuleScienceAnimateGeneric installed ? An older version might cause it to mess up. I... Don't have any versions installed. How did I miss 2 of the 3 prerequisites? I'm sorry to waste your time. I blame @CobaltWolf. Update: Ha! It was his fault. :b Edited January 12, 2016 by VenomousRequiem Link to comment Share on other sites More sharing options...
CobaltWolf Posted January 12, 2016 Share Posted January 12, 2016 Just now, VenomousRequiem said: I... Don't have any versions installed. How did I miss 2 of the 3 prerequisites? I'm sorry to waste your time. I blame @CobaltWolf. I messed up. What a messy dev release haha. Link to comment Share on other sites More sharing options...
DMagic Posted January 12, 2016 Share Posted January 12, 2016 Any changes needed on my end? I'll try to update my thread with the latest version tonight or tomorrow in case some one needs it. @AlbertKermin: when you're using Word just make sure to turn off the auto-reverse quotes and apostrophes, that way you won't end up with those weird characters. Link to comment Share on other sites More sharing options...
AlbertKermin Posted January 12, 2016 Author Share Posted January 12, 2016 8 hours ago, DMagic said: Any changes needed on my end? I'll try to update my thread with the latest version tonight or tomorrow in case some one needs it. @AlbertKermin: when you're using Word just make sure to turn off the auto-reverse quotes and apostrophes, that way you won't end up with those weird characters. @DMagicI just noticed that there seems to be a bug where engineers and pilots can run the experiments, but that might be me messing up the configs Link to comment Share on other sites More sharing options...
CobaltWolf Posted January 12, 2016 Share Posted January 12, 2016 Hey guys, here's an updated version of the dev release. It includes the DMagic dependency (note it is not the same as the version in his mod) as well as some other fixes. Be aware you need KAS and KIS installed for the mod to work - sorry if I wasn't clear on that originally. Link to comment Share on other sites More sharing options...
DMagic Posted January 12, 2016 Share Posted January 12, 2016 6 hours ago, AlbertKermin said: @DMagicI just noticed that there seems to be a bug where engineers and pilots can run the experiments, but that might be me messing up the configs That's odd, does it happen on all of the experiments? Did you set the usageReqMaskExternal = 8 in all configs? That should limit EVA activation to scientists (this is handled by stock code, not me). Also, while checking this out, I discovered that I think you can require that the experiment be part of a vessel that has a control source. The usageReqMaskExternal field is a bitmask; the available options are: Never = -1, Always = 0, VesselControl = 1, CrewInVessel = 2, CrewInPart = 4, ScientistCrew = 8, So if you set the value to 9 it will require that the EVA vessel be a scientist and that the experiment part be on a vessel that has a probe core or command pod. I assume this would allow you to prevent people from trying to activate debris. If you set it to 2 or 4 I think it will allow any EVA Kerbal to activate the experiment. Link to comment Share on other sites More sharing options...
davidy12 Posted January 12, 2016 Share Posted January 12, 2016 @CobaltWolf: What's the hot key for surface attach? Link to comment Share on other sites More sharing options...
CobaltWolf Posted January 12, 2016 Share Posted January 12, 2016 2 minutes ago, davidy12 said: @CobaltWolf: What's the hot key for surface attach? 'H' lets you attach (instead of dropping) an object, use R to cycle through the nodes. Link to comment Share on other sites More sharing options...
AlbertKermin Posted January 12, 2016 Author Share Posted January 12, 2016 39 minutes ago, DMagic said: That's odd, does it happen on all of the experiments? Did you set the usageReqMaskExternal = 8 in all configs? That should limit EVA activation to scientists (this is handled by stock code, not me). Also, while checking this out, I discovered that I think you can require that the experiment be part of a vessel that has a control source. The usageReqMaskExternal field is a bitmask; the available options are: Never = -1, Always = 0, VesselControl = 1, CrewInVessel = 2, CrewInPart = 4, ScientistCrew = 8, So if you set the value to 9 it will require that the EVA vessel be a scientist and that the experiment part be on a vessel that has a probe core or command pod. I assume this would allow you to prevent people from trying to activate debris. If you set it to 2 or 4 I think it will allow any EVA Kerbal to activate the experiment. All the usageReqMaskExternal fields are set to eight, so I'm not sure what's going on. Link to comment Share on other sites More sharing options...
davidy12 Posted January 12, 2016 Share Posted January 12, 2016 51 minutes ago, CobaltWolf said: 'H' lets you attach (instead of dropping) an object, use R to cycle through the nodes. That would explain why my stuff keeps exploding Link to comment Share on other sites More sharing options...
akron Posted January 12, 2016 Share Posted January 12, 2016 Looks great. Nice walk-through video. Those science points do seem rather high though. Are they biome-based or body based? I couldn't tell on my screen. Link to comment Share on other sites More sharing options...
CobaltWolf Posted January 12, 2016 Share Posted January 12, 2016 1 hour ago, akron said: Looks great. Nice walk-through video. Those science points do seem rather high though. Are they biome-based or body based? I couldn't tell on my screen. They're biome based. I agree that the could possibly be tweaked down slightly but not too far. Link to comment Share on other sites More sharing options...
davidy12 Posted January 12, 2016 Share Posted January 12, 2016 (edited) Instead of containers, I just modified the CFG file of the descent stages of various landers to carry ALOT of stuff. Edited January 12, 2016 by davidy12 Link to comment Share on other sites More sharing options...
akron Posted January 12, 2016 Share Posted January 12, 2016 (edited) 2 hours ago, CobaltWolf said: They're biome based. I agree that the could possibly be tweaked down slightly but not too far. How late do they unlock in the tree? I don't have access to KSP yet due to a PC rebuild, but I thought I saw Basic Science as their node in one of the CFG files. The only problem with too much science gain too early is that you can unlock more techtree nodes much faster, lessening the late-game progression that forces you out of the comfort zone of the Kerbin system. KSP has a weird Techtree like that. It makes ir very difficult to keep realistic technology progression in balance with the normal "stock" progression. Currently, for example, with the help of Dmagic's parts I am blazing through the early tech levels. Edited January 12, 2016 by akron Link to comment Share on other sites More sharing options...
CobaltWolf Posted January 13, 2016 Share Posted January 13, 2016 5 hours ago, akron said: How late do they unlock in the tree? I don't have access to KSP yet due to a PC rebuild, but I thought I saw Basic Science as their node in one of the CFG files. The only problem with too much science gain too early is that you can unlock more techtree nodes much faster, lessening the late-game progression that forces you out of the comfort zone of the Kerbin system. KSP has a weird Techtree like that. It makes ir very difficult to keep realistic technology progression in balance with the normal "stock" progression. Currently, for example, with the help of Dmagic's parts I am blazing through the early tech levels. They are balanced relative to stock experiments in terms of how difficult they are to perform the science. As a general rule, you should be using the reduced science % thing for any careers that have packs that add new science parts. The value is high because there would be no point in adding something difficult to the game but then have them be worth almost nothing just to avoid adding too much extra available science. If you use the reduced % option at the beginning of a career then all the science parts keep their value relative to eachother. Link to comment Share on other sites More sharing options...
hieywiey Posted January 13, 2016 Share Posted January 13, 2016 (edited) Tiny Problem, my kerbals got their eyes poked out by the golf club. I think a more downward orientation would be better. https://gyazo.com/404bf8595efaf7b5dfbdde0de72b6df7 Edited January 13, 2016 by hieywiey Added Picture Link to comment Share on other sites More sharing options...
CobaltWolf Posted January 13, 2016 Share Posted January 13, 2016 7 minutes ago, hieywiey said: Tiny Problem, my kerbals got their eyes poked out by the golf club. I think a more downward orientation would be better. https://gyazo.com/404bf8595efaf7b5dfbdde0de72b6df7 Have you tried asking them not to do that? Link to comment Share on other sites More sharing options...
davidy12 Posted January 13, 2016 Share Posted January 13, 2016 FYI: @CobaltWolf: The weather station description is the same as the retroreflector Link to comment Share on other sites More sharing options...
CobaltWolf Posted January 13, 2016 Share Posted January 13, 2016 1 minute ago, davidy12 said: FYI: @CobaltWolf: The weather station description is the same as the retroreflector Noted. (Also you don't have to tag me specifically. Just post. Albert and I will see it.) Speaking generally, between the descriptions and the ton of sciencedefs, there is a lot of writing to keep track of. Everyone keep an eye out for such issues that sneaked into the dev release, since they're most likely the bulk of the issues. Link to comment Share on other sites More sharing options...
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