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ArcaneZedric

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    Bottle Rocketeer

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  1. Hey, good to see Fuel Science was eventually picked up. Thanks @linuxgurugamer for your ongoing efforts in keeping orphaned mods from going entirely forgotten. @Apricot The Fuel Science parts were all designed to have the same model - but this didn't match the original experiments. The ones with the same name as the originals were intended to let you choose which you preferred the look of. This was before contracts existed in the base game. When Station Science (classic flavour) started to include contracts, it just used the display name of the part - and this didn't cause problems, because by that point Fuel Science was no longer actively maintained and probably not many people had it installed any more. Now that they're both in the same place, we have the issue where the contract says "Perform Experiment: Prograde Kuarqs" and you don't know which one it is. As a short-term workaround, any contract requests will require the default experiments. The skeletal black/yellow parts won't work for contracts. @Speadge The contracts part of Station Science is significantly newer than Fuel Science (the Arcanum parts). With a quick look through the code, you could replace the following sections of that config and see if it helps: experimentChallenge { costlyExperimentPlantGrowth = 1 costlyExperimentProgradeKuarqs = 2 costlyExperimentRetrogradeKuarqs = 2.5 costlyExperimentEccentricKuarqs = 3 costlyExperimentCreatureComforts = 2.5 costlyExperimentKuarqBioactivity = 3.5 costlyExperimentRocketFuels = 1.5 costlyExperimentAdvancedFuels = 2.75 costlyExperimentPlasmaFuels = 3.25 } // snip experimentPrereqs { costlyExperimentPlantGrowth = costlyExperimentPlantGrowth,StnSciLab costlyExperimentProgradeKuarqs = costlyExperimentProgradeKuarqs,StnSciCyclo costlyExperimentRetrogradeKuarqs = costlyExperimentRetrogradeKuarqs,StnSciLab,StnSciCyclo costlyExperimentEccentricKuarqs = costlyExperimentEccentricKuarqs,StnSciLab,StnSciCyclo costlyExperimentCreatureComforts = costlyExperimentCreatureComforts,StnSciLab,StnSciZoo costlyExperimentKuarqBioactivity = costlyExperimentKuarqBioactivity,StnSciLab,StnSciZoo,StnSciCyclo costlyExperimentRocketFuels = costlyExperimentRocketFuels,StnSciLab costlyExperimentAdvancedFuels = costlyExperimentAdvancedFuels,StnSciLab,StnSciCyclo costlyExperimentPlasmaFuels = costlyExperimentPlasmaFuels,StnSciLab,StnSciCyclo }
  2. Thanks for the heads up! That sounds like the internal state isn't getting updated when the experiment is cleaned out. Depending on how much work it would take to detect that, I'll either fix it or put a warning in the top post. That seems like a more serious error. Would you be able to provide a list of the other modules you had on the offending part? It'll make debugging easier. Similarly, what parts have you tried adding the experiment module to? I know there are unpleasant interactions with anything that has tanks for resources that the experiment requires.
  3. I've actually written an addon to the Station Science mod which does exactly that - Fuel Science lets you define custom resources to be consumed when the experiment is finished.
  4. I've found this node problem in a bunch of different places now. It turns out that the order the nodes are read in by the game affects which ones can attach in the editor. If you want to fix it in both the old version (which I personally prefer aesthetically) and the new symmetrical one, put the node_stack_top and node_stack_bottom definitions after the rest of them.
  5. I've had trouble with this before, with any part that has more than a couple of attach nodes. Turns out the order the nodes are read in by the game affects which ones can attach in the editor - to fix this, I've changed the dockingPortLateral section to look something like @PART[dockingPortLateral]:Final { // remove original bottom node !node_stack_bottom node_stack_tdn = 0, 0, -.671, 0, 0, 1, 1 // add it back after stack_tdn to allow editor attaching node_stack_bottom = // actual value // etc... } Don't have the files nearby at the moment so I can't check the actual value, but you get the idea.
  6. These new experiments are designed to work alongside the original Station Science ones. There shouldn't be any problems with having a station performing say, a Plant Growth experiment and an Advanced Fuel test at the same time. If you do find a bug though, let me know Currently this mod deals with resources rather than Kerbals, but there's a possibility that it could be extended to include them in the future. If it does, I'll keep you informed
  7. Version 4 released Adds more custom result text for Advanced Fuel testing. Now includes all planets except Dres, as well as Kerbin and its moons.
  8. Version 3 released Significant code update, now much cleaner and fits more closely with original Station Science experiments. New features: - "Start Experiment" button instead of being active all the time - Added status indicator to experiment right-click menu - Experiments now check that they're in the right place before allowing completion - Storage for materials disappears when the experiment is completed - Added the ability to turn off flow to material tanks This update is likely to break previous installs, due to large-scale code changes. Back up your save before installing.
  9. Version 2 released Includes new custom result text for more planetary and lunar bodies
  10. Hades: I've been having thoughts along very similar lines. I'd very much like to make something like that, but right now it's a bit too much for the free time I have. I'm in Australia, where the timezones are ahead of almost everywhere else
  11. The science values are based on the Station Science amounts for Creature Comforts and Bio-Activity. A completed Rocket Fuel experiment from LKO gives 100 science points (was 250), Advanced Fuels gives 200 (was 350), and Plasma Fuels gives 300 (was 450). - edit: values have been changed and are now in original post
  12. Fuel Science An addition to the Station Science mod by ethernet. Included in this mod are three new experiments located in the fuel branches of the tech tree, to help balance the science-heavy electrics side: Rocket Fuel Testing: see how rocket fuel reacts to various space-based situations. Requires a crewed Science Lab (from Station Science, not the stock one), and some liquid fuel and oxidizer (you can pump some in from a separate tank, or use the tweakable interface to fill up the experiment pre-launch). Can be performed everywhere except when flying, and gives 100 science points in Low Kerbin Orbit. Advanced Fuel Testing: expose a tank of fuel and oxidizer to Retrograde Kuarqs from the Cyclotron. What could go wrong? You'll also need a crewed Science Lab and a fair amount of electrical power to keep the Cyclotron ahead of the Kuarq decay. Can be performed everywhere except when flying, and gives 200 science points in Low Kerbin Orbit. Plasma Fuel Testing: see if you can't get Xenon to react with something by pelting it with highly unstable Eccentric Kuarqs. In addition to the Science Lab and a supply of Xenon, these need two Cyclotrons and enough power to keep both running at the same time, since the Kuarq half-life is so short. Make sure not to run more than one Kuarq-based experiment at once, since the output of the Cyclotrons will split between them and the decay will likely get ahead of you. Can only be performed in high orbits, and gives 300 science points in High Kerbin Orbit. Download from Dropbox NOTE: this mod does not work without Station Science! Make sure you have that installed, or these parts will just be eye candy. This mod adds a new model for Station Science experiments, with new config files. Note that these are not replacements for the original parts, and will show up separately in the parts list in the VAB and SPH. If you want to use these instead of the old parts, make sure you're not using the old parts on any active flights and then remove the StnSciExperiment1-6 folders from GameData\StationScience\Parts. Make sure you back up the files, in case you want to revert. It also adds new functionality to the experiment config files themselves, so you can make exciting new experiments with whatever resources you want. Monopropellant? Yeah. Kethane? Sure. Antimatter, from KSP Interstellar? Why not? Life-support oxygen? Seems a bit iffy, but okay! Note: these may be added in future updates, depending on requests. Current status of experiment definitions: - Rocket Fuel: custom text for surface and orbit on Kerbin's moons and all planets but Dres - Advanced Fuel: custom text for surface and orbit on Kerbin's moons and all planets but Dres - Plasma Fuel: custom text for every available situation Guidelines for creating your own custom-resource experiments: -Resources are defined in REQUIREMENT nodes inside the ModuleCostlyExperiment. -This requires the name of the resource and the maxAmount you want the experiment to be able to store. -If your part also has regular tanks for the resources used in the experiment, strange behaviour may result. MODULE { name = ModuleCostlyExperiment experimentID = progradeKuarqs // lines omitted for clarity REQUIREMENT { name = Eurekas maxAmount = 24 } REQUIREMENT { name = Kuarqs maxAmount = 50 } } Todo List: - Finish custom text for experiments - More experiments - More models - Look into making experiments hard prerequisites for tech nodes License: All source code and software is licensed under GPL v3 Models and textures are licensed under Creative Commons Attribution Share-Alike License Version History - 27 Jan 14: Initial Release (v0.1) - 28 Jan 14: Experiment definition update (v0.2) - 31 Jan 14: Significant code updates (v0.3) - 06 Feb 14: Experiment definition update (v0.4)
  13. Whoops, that's my fault. I don't know if anyone else would have the exact same issue, since ScienceDefs_old.cfg is where I backed up the original Squad file before installing the Crowd-sourced Science Logs mod. It's an easy one to forget about, since there's no folder in GameData to remind you it's there. Removing it does fix the Deploy bug on the otherwise-clean install, as well as on my main install.
  14. ---Link removed --- to an otherwise empty save file and the StationScience directory. No other mods are in use. Checking KSP.log reveals that there is something about the experiment definitions - so I've included the log as well. Hope this helps.
  15. I've done some more digging around and have managed to duplicate your original problem, and can't yet find a way to revert it. I suggest removing the edited version and reinstalling the original StationScience. This may fix the original Deploy button problem - in my tests it does sometimes but more often does not, unfortunately. I'm taking down my version until I can fix it properly. Apologies for the inconvenience.
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