CobaltWolf Posted February 6, 2016 Share Posted February 6, 2016 I'll have to look into how I set up the solar panel in Unity. I probably attached the raycastTransform to the wrong rotation point. The plugs could probably get a weight reduction. In regards to the parts shifting / exploding, I'm not sure how much we can do. It sounds more like a KAS limitation to me, but it can probably be mitigated if we fudge the colliders some. With that said, I've never noticed any of that happening in the (admittedly short) time I've playtested. I'll keep an eye out for it so I can get an idea of how to fix it. @cdsang they were saying to post your config using the same 'code' formatting that @Kerbas_ad_astra used. You can use it by clicking the '<>' button on the post formatting toolbar, then past your code in. Link to comment Share on other sites More sharing options...
AlbertKermin Posted February 6, 2016 Author Share Posted February 6, 2016 (edited) Colbalt aparently said everything I was planning on saying while I was distracted with a Nedon probe. Edited February 6, 2016 by AlbertKermin Link to comment Share on other sites More sharing options...
CobaltWolf Posted February 6, 2016 Share Posted February 6, 2016 3 hours ago, AlbertKermin said: Colbalt aparently said everything I was planning on saying while I was distracted with a Nedon probe. I gotchu fam. Link to comment Share on other sites More sharing options...
Maarek_Stele Posted February 9, 2016 Share Posted February 9, 2016 (edited) It is possible that I am an idiot here but I cannot seem to get anything to work beyond the base station run central station tests. None of the other parts have menus from EVA or are able to be selected in any way? How does one run the experiments after setting them up? I'm using a scientist BTW. Edited February 9, 2016 by Maarek_Stele Link to comment Share on other sites More sharing options...
AlbertKermin Posted February 9, 2016 Author Share Posted February 9, 2016 (edited) 9 hours ago, Maarek_Stele said: It is possible that I am an idiot here but I cannot seem to get anything to work beyond the base station run central station tests. None of the other parts have menus from EVA or are able to be selected in any way? How does one run the experiments after setting them up? I'm using a scientist BTW. Do you have the updated version of DMagicScienceAnimate installed? Because it sounds like a problem with that. Edited February 9, 2016 by AlbertKermin Link to comment Share on other sites More sharing options...
Maarek_Stele Posted February 9, 2016 Share Posted February 9, 2016 oh my that was it. My virus software blocked the dll Link to comment Share on other sites More sharing options...
Nejat Posted February 9, 2016 Share Posted February 9, 2016 (edited) I can't seem to be able to connect the power plugs with each other. When i attach the power plugs, right clicking does not bring up a menu. I have installed all three inventory, storage and science mods for 1.0.5 Nevermind, I figured it out guys. I was missing a required mod. I mixed up KAS with someother mod i downloaded. Great Mod btw Edited February 9, 2016 by Nejat Own fault Link to comment Share on other sites More sharing options...
DECQ Posted February 9, 2016 Share Posted February 9, 2016 I am very pleased that it has received a remake, a very good idea. Link to comment Share on other sites More sharing options...
Vaga Posted February 10, 2016 Share Posted February 10, 2016 Here is my remote tech CFG file I use for the mod if anyone needs it. The range on the antenna might need to be adjusted but it is working. @PART[SEP_CentralStation]:NEEDS[RemoteTech] { %MODULE[ModuleSPU] { } @MODULE[ModuleAnimateGeneric] { %allowManualControl = false } %MODULE[ModuleRTAntenna] { %Mode0OmniRange = 0 %Mode1OmniRange = 2500000 %MaxQ = 6000 %EnergyCost = 0.13 %DeployFxModules = 0 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 2 %PacketResourceCost = 15.0 } } MODULE { name = ModuleScienceContainer dataIsCollectable = true dataIsStorable = false storageRange = 2 } } Link to comment Share on other sites More sharing options...
Geschosskopf Posted February 11, 2016 Share Posted February 11, 2016 On 2/6/2016 at 9:37 AM, CobaltWolf said: In regards to the parts shifting / exploding, I'm not sure how much we can do. It sounds more like a KAS limitation to me, but it can probably be mitigated if we fudge the colliders some. With that said, I've never noticed any of that happening in the (admittedly short) time I've playtested. I'll keep an eye out for it so I can get an idea of how to fix it. I have a suggestion here..... Eliminate the conduit plugs as separate parts and instead just make the experiments and central station link directly to each other. @Angel-125 did this with his Pathfinder, where numerous parts have built-in KAS pipe connectors. This has many advantages: Reduces part count significantly Reduces number of joints and KAS connections, thereby making the assembly less appetizing to the Kraken, Much less shifting and exploding of stuff. Reduces the potential for user error and accidentally dropped connectors exploding and therefore scuppering the whole mission Frees up inventory space in containers and Kerbals Eliminates problems in the VAB/SPH where the green node sphere totally hides the tiny connector plug so you can't tell which way it's facing if you're trying to preconnect the parts there instead of doing it all in the field. Anyhow, I find having built-in connection points a major improvement for the above reasons. Link to comment Share on other sites More sharing options...
Vaga Posted February 12, 2016 Share Posted February 12, 2016 Only problems I have seen is the plugs don't line up properly with the main station and the golf club likes to explode if you don't put it away and equip it manually. Link to comment Share on other sites More sharing options...
stryth Posted February 13, 2016 Share Posted February 13, 2016 Has anyone else noticed that the Passive Seismic Experiment has the Central Stations description? Link to comment Share on other sites More sharing options...
politas Posted February 13, 2016 Share Posted February 13, 2016 Just looking to get the CKAN submission for this cleared up. I have a couple of questions: Is the DMagicScienceAnimate plugin used by any other mods, or did @DMagic make it specifically for this? Which BSD licence are you using, specifically: Original BSD, Modified BSD , or Simplified BSD? Link to comment Share on other sites More sharing options...
NotAgain Posted February 13, 2016 Share Posted February 13, 2016 (edited) Is there any plan for RemoteTech integration? Edited February 13, 2016 by NotAgain Failiure of primary school spelling. Link to comment Share on other sites More sharing options...
Andem Posted February 13, 2016 Share Posted February 13, 2016 2 hours ago, NotAgain said: Is there any plan for RemoteTech integration? Please read the entire first and last page before posting a new question, odds are that a common issue and solution will be on those pages. Scroll up and you will see a config for Remote Tech. Link to comment Share on other sites More sharing options...
DMagic Posted February 13, 2016 Share Posted February 13, 2016 10 hours ago, politas said: Just looking to get the CKAN submission for this cleared up. I have a couple of questions: Is the DMagicScienceAnimate plugin used by any other mods, or did @DMagic make it specifically for this? Which BSD licence are you using, specifically: Original BSD, Modified BSD , or Simplified BSD? It is used by other mods, @CobaltWolf's Bluedog Design Bureau is the only other active mod that I'm aware of. And I'm not sure of this mod's license but mine is the simplified, 2-clause BSD. Its download link is at GitHub. Link to comment Share on other sites More sharing options...
CobaltWolf Posted February 13, 2016 Share Posted February 13, 2016 1 hour ago, DMagic said: It is used by other mods, @CobaltWolf's Bluedog Design Bureau is the only other active mod that I'm aware of. And I'm not sure of this mod's license but mine is the simplified, 2-clause BSD. Its download link is at GitHub. @DMagic is correct, his plugin would have to be a separate dependency in CKAN, especially if BDB ever gets CKAN support. I'm not sure what license we use. I'll have to speak with Albert about it. Link to comment Share on other sites More sharing options...
politas Posted February 13, 2016 Share Posted February 13, 2016 2 hours ago, DMagic said: It is used by other mods, @CobaltWolf's Bluedog Design Bureau is the only other active mod that I'm aware of. And I'm not sure of this mod's license but mine is the simplified, 2-clause BSD. Its download link is at GitHub. Thanks, @DMagic, I'll get that added to CKAN so it can be a dependency. Link to comment Share on other sites More sharing options...
Vaga Posted February 13, 2016 Share Posted February 13, 2016 (edited) I got tired of seeing experiments listed in the "[X] Science!" mod that could not be done and made a change to the file that filters experiments to remove them. For anyone wanting a copy here is what I use for my gamedata/[x] science!/science.cfg ScienceChecklist { CelestialBodyFilters { dmbiodrillscan = NeedsAtmosphere HMI = NeedsStar, NeedsInSpaceLow STEREO = NeedsStar, NeedsInSpaceLow SEP_StationTest = NeedsSurface, AvoidOcean SEP_SolarwindSpectrum = AvoidAtmosphere, NeedsSurface, AvoidOcean SEP_WeatherScan = NeedsAtmosphere, NeedsSurface, AvoidOcean SEP_CCIDscan = AvoidAtmosphere, NeedsSurface, AvoidOcean SEP_PSE = NeedsSurface, AvoidOcean SEP_Retroreflector = NeedsSurface, AvoidOcean SEP_InteriorHeatScan = NeedsSurface, AvoidOcean } } I think I got all the experiments into the file now except the golf club because it should work on any biome. Edited February 14, 2016 by Vaga Updated code Link to comment Share on other sites More sharing options...
Canis Posted February 15, 2016 Share Posted February 15, 2016 Is their an alternative download location now that Kerbal Stuff is no more? Link to comment Share on other sites More sharing options...
CobaltWolf Posted February 15, 2016 Share Posted February 15, 2016 (edited) 1 hour ago, Canis said: Is their an alternative download location now that Kerbal Stuff is no more? Not at the moment. @AlbertKermin was close to releasing an update (just some bugfixes, more sciencedefs) so I'll defer to him getting that out in the next couple days. Albert, once I have the update (just send me the finished version, I don't need dev stuff atm) I'll make a Github repo to use from now on. I've been meaning to move my mods over to it for months now. EDIT: Also welcome to the forums! Edited February 15, 2016 by CobaltWolf Link to comment Share on other sites More sharing options...
politas Posted February 16, 2016 Share Posted February 16, 2016 @CobaltWolf, @AlbertKermin, glad to hear you're moving this to Github. If you include an AVC .version file, CKAN can pick up KSP version compatibility information from that source. Didn't manage to get this added to CKAN before KS went down, so it's in a limbo. I'm happy to fix up the CKAN submission when you get set up on Github. Any chance you could ping me when you get the github release done? Link to comment Share on other sites More sharing options...
Felbourn Posted February 16, 2016 Share Posted February 16, 2016 I Project Alexandria, I'm landing Apollo 11 for my next video. I was going to use this mod as part of that mission to simulate surface experiments they left behind. I did not download it before Kerbalstuff exploded. I too eagerly await seeing the news that this is available on git. Link to comment Share on other sites More sharing options...
CobaltWolf Posted February 16, 2016 Share Posted February 16, 2016 39 minutes ago, politas said: @CobaltWolf, @AlbertKermin, glad to hear you're moving this to Github. If you include an AVC .version file, CKAN can pick up KSP version compatibility information from that source. Didn't manage to get this added to CKAN before KS went down, so it's in a limbo. I'm happy to fix up the CKAN submission when you get set up on Github. Any chance you could ping me when you get the github release done? Sure! I'll PM you once I get it set up. Uhm, I'll have to look in how to make a version file. 13 minutes ago, Felbourn said: I Project Alexandria, I'm landing Apollo 11 for my next video. I was going to use this mod as part of that mission to simulate surface experiments they left behind. I did not download it before Kerbalstuff exploded. I too eagerly await seeing the news that this is available on git. @AlbertKermin sent me the updated version (1.1) of Surface Experiment Package last night. I've temporarily uploaded it to my DropBox, I have night classes the next two nights so I'll have to find time to do it later in the week. ALSO, tentative plans for additions in the next update: Low profile KAS storage. Lunar Surface magnetometer Solar Wind Composition Experiment Camera Experiment (w/ Tripod) Active Seismic Experiment Another handheld experiment (Still taking suggestions) Link to comment Share on other sites More sharing options...
Nemeko Posted February 16, 2016 Share Posted February 16, 2016 A suggestion that I would like to see, would be an antenna to transmit data over long distances and limit the omni in the core a few kilometers, that way you could use the lander as a repeater, or put the large antenna and collect data when you leave the place Something like this: And the rover, rovers are always welcome Link to comment Share on other sites More sharing options...
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