linuxgurugamer

[1.3] State Funding Continued - Looking for additional Governments

124 posts in this topic

Posted (edited)

Hey, this is a really cool mod! But I can't figure out, why my space station and mun base aren't recognized as science stations - they are only recognized as space station / base.
They have antennae (ModuleDataTransmitter), stock solar panels, stock batteries, stock docking ports, and stock science labs, though they both have parts that are not stock.
 

Version 0.6.8.1 is currently installed.

Could it happened, because I installed it into an existing game?

Screenshot of my Mun base:  https://ibb.co/gw0Sak

Screenshot of StateFunding Base Overview:  https://ibb.co/gBf4MQ

Screenshot of StateFunding Science Station Overview:   https://ibb.co/bSi285

 

Edited by eldorim

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4 hours ago, eldorim said:

Hey, this is a really cool mod! But I can't figure out, why my space station and mun base aren't recognized as science stations - they are only recognized as space station / base.
They have antennae (ModuleDataTransmitter), stock solar panels, stock batteries, stock docking ports, and stock science labs, though they both have parts that are not stock.
 

Version 0.6.8.1 is currently installed.

Could it happened, because I installed it into an existing game?

Screenshot of my Mun base:  https://ibb.co/gw0Sak

Screenshot of StateFunding Base Overview:  https://ibb.co/gBf4MQ

Screenshot of StateFunding Science Station Overview:   https://ibb.co/bSi285

 

You should also provide a full modslist and a link to the craft(s). Kerbalx is a good place to upload.

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Posted (edited)

Ok,

I made a pared-down version of the moonbase in the editor.

https://kerbalx.com/eldorim/Base-Science-Modell

I believe, both suffer from the same reason.

 

My modlist:

Spoiler

AllYAll
AmpYearPowerManager
Astrogator
AT-Utils
B9
B9-props
B9-PWings-Fork
B9AerospaceHX
B9AerospaceLegacy
B9AnimationModules
B9PartSwitch
BetterBurnTime
BonVoyage
CactEyeCommunity
CameraFocusChanger
Chatterer
CoherentContracts
CommNetConstellation
CommunityCategoryKit
CommunityResourcePack
CommunityTechTree
ConfigurableContainers-Core
ConnectedLivingSpace
ContractConfigurator
ContractConfigurator-CleverSats
ContractConfigurator-KerbinSpaceStation
ContractConfigurator-Tourism
ContractConfigurator-UnmannedContracts
DistantObject
DistantObject-default
DockingPortAlignmentIndicator
EasyVesselSwitch
EdenSunflare
EnvironmentalVisualEnhancements
EVAEnhancementsContinued
EvaFuelCont
EVAParachutes
EVATransfer
FilterExtensions
FirespitterCore
GroundConstruction-Core
HangarExtender
HangarGrid
HideEmptyTechNodes
InterstellarFuelSwitch
InterstellarFuelSwitch-Core
JanitorsCloset
KAS
KerbalCitiesPack
KerbalEngineerRedux
KerbalFoundriesContinued
KerbalInventorySystemNoFun
KerbalJointReinforcement
KerbalKonstructs
KIS
Konstruction
KSP-AVC
KSPInterstellarExtended
KSPWheel
KWRocketryRedux
KWRocketryRedux-GraduatedPwr
LandingHeight
LargeBoatPartsPack
LargeBoatPartsPack-Modern
LargeBoatPartsPack-WW2
ModuleManager
NearFutureProps
PersistentRotation
PlanetShine
PlanetShine-Config-Default
PreciseManeuver
RasterPropMonitor
RasterPropMonitor-Core
REPOSoftTech-Agencies
Scatterer
Service-Compartments-6S
SETI-Contracts
SixCrewScienceLab
SmokeScreen
SoundingRockets
SpacetuxSA
StateFundingContinued
StationPartsExpansion
StationScienceContinued
SVE-HighResolution
SVE-Scatterer-Config
TextureReplacer
Toolbar
Trajectories
TweakScale
UKS
UniversalStorage
USI-ART
USI-Core
USI-EXP
USI-FTT
USI-LS
USITools
WarpEverywhere
WasdEditorCameraContinued
WaypointManager

 

Edited by eldorim

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1 hour ago, eldorim said:

Ok,

I made a pared-down version of the moonbase in the editor.

https://kerbalx.com/eldorim/Base-Science-Modell

I believe, both suffer from the same reason.

 

My modlist:

  Reveal hidden contents

AllYAll
AmpYearPowerManager
Astrogator
AT-Utils
B9
B9-props
B9-PWings-Fork
B9AerospaceHX
B9AerospaceLegacy
B9AnimationModules
B9PartSwitch
BetterBurnTime
BonVoyage
CactEyeCommunity
CameraFocusChanger
Chatterer
CoherentContracts
CommNetConstellation
CommunityCategoryKit
CommunityResourcePack
CommunityTechTree
ConfigurableContainers-Core
ConnectedLivingSpace
ContractConfigurator
ContractConfigurator-CleverSats
ContractConfigurator-KerbinSpaceStation
ContractConfigurator-Tourism
ContractConfigurator-UnmannedContracts
DistantObject
DistantObject-default
DockingPortAlignmentIndicator
EasyVesselSwitch
EdenSunflare
EnvironmentalVisualEnhancements
EVAEnhancementsContinued
EvaFuelCont
EVAParachutes
EVATransfer
FilterExtensions
FirespitterCore
GroundConstruction-Core
HangarExtender
HangarGrid
HideEmptyTechNodes
InterstellarFuelSwitch
InterstellarFuelSwitch-Core
JanitorsCloset
KAS
KerbalCitiesPack
KerbalEngineerRedux
KerbalFoundriesContinued
KerbalInventorySystemNoFun
KerbalJointReinforcement
KerbalKonstructs
KIS
Konstruction
KSP-AVC
KSPInterstellarExtended
KSPWheel
KWRocketryRedux
KWRocketryRedux-GraduatedPwr
LandingHeight
LargeBoatPartsPack
LargeBoatPartsPack-Modern
LargeBoatPartsPack-WW2
ModuleManager
NearFutureProps
PersistentRotation
PlanetShine
PlanetShine-Config-Default
PreciseManeuver
RasterPropMonitor
RasterPropMonitor-Core
REPOSoftTech-Agencies
Scatterer
Service-Compartments-6S
SETI-Contracts
SixCrewScienceLab
SmokeScreen
SoundingRockets
SpacetuxSA
StateFundingContinued
StationPartsExpansion
StationScienceContinued
SVE-HighResolution
SVE-Scatterer-Config
TextureReplacer
Toolbar
Trajectories
TweakScale
UKS
UniversalStorage
USI-ART
USI-Core
USI-EXP
USI-FTT
USI-LS
USITools
WarpEverywhere
WasdEditorCameraContinued
WaypointManager

 

I won't have time to look at this until tomorrow evening, maybe someone else can see what's going on

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Posted (edited)

The naming for bases and stations vs science stations is a little confusing. Basically, if your vessel is set to the type Base or Station, you're immediately excluded from being a science station. I think the category is geared more towards roving science ships or ground science stations that aren't actually marked as bases/stations. In addition to the vessel type, the only significant difference between requirements for the base vs the landed science station is that the science station is actually harder to accomplish as it has to have a crewed science lab. The good news is that you get significant credit for your science lab in your base scoring.

Score for science lab on a base or station = 10 * State Confidence Modifier + 10 * Public Opinion Modifier
Score for an orbital science vessel = 2 * State Confidence Modifier
Score for a landed science vessel = 5 * State Confidence Modifier

So while a bit odd, it's actually better for your overall score to be counted as a base/station with a science lab vs an actual science station. And if you're playing with a government that's heavy on public opinion instead of state confidence, roving science vessels are even less valuable. Maybe a better name would help differentiate the category or perhaps a blurb in the description that specifies the difference?

Edit: Also, I wanted to point out that the 10xSC+10xPO only counts once per base/station. You can't spam science labs for points. If you want to build with score in mind, you can add more crew/capacity or docking ports/docked vessels. Or if you're with a government focused on state confidence, then storing ore and fuel are decent options because you get points per 200 resources (only ore and liquid fuel count currently).

Edited by PhilM
Info on Scoring
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45 minutes ago, PhilM said:

The naming for bases and stations vs science stations is a little confusing. Basically, if your vessel is set to the type Base or Station, you're immediately excluded from being a science station. I think the category is geared more towards roving science ships or ground science stations that aren't actually marked as bases/stations. In addition to the vessel type, the only significant difference between requirements for the base vs the landed science station is that the science station is actually harder to accomplish as it has to have a crewed science lab. The good news is that you get significant credit for your science lab in your base scoring.

Score for science lab on a base or station = 10 * State Confidence Modifier + 10 * Public Opinion Modifier
Score for an orbital science vessel = 2 * State Confidence Modifier
Score for a landed science vessel = 5 * State Confidence Modifier

So while a bit odd, it's actually better for your overall score to be counted as a base/station with a science lab vs an actual science station. And if you're playing with a government that's heavy on public opinion instead of state confidence, roving science vessels are even less valuable. Maybe a better name would help differentiate the category or perhaps a blurb in the description that specifies the difference?

Edit: Also, I wanted to point out that the 10xSC+10xPO only counts once per base/station. You can't spam science labs for points. If you want to build with score in mind, you can add more crew/capacity or docking ports/docked vessels. Or if you're with a government focused on state confidence, then storing ore and fuel are decent options because you get points per 200 resources (only ore and liquid fuel count currently).

Just to let you know, I've added your explanation to the OP (with credit)

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Thank you, for your great explanation!

I just tried it, and changed the craft type of the station into another and it was listed as a science station then.

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One thought here:  It appears that this will cause Kerbal-stranded penalty on a legitimate situation.  I'm thinking of a solar-powered rover out gathering science.  Consider what happens at night:  It's solar-powered, it has no fuel.  The sun doesn't shine at night, the battery has run down if there's anything on board that draws power.  No lab or drill.  Looks like a stranded Kerbal but in reality they're fine and the journey will continue in the morning.

A check for power should include checking for the ability to make it.

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Posted (edited)

20 hours ago, Loren Pechtel said:

One thought here:  It appears that this will cause Kerbal-stranded penalty on a legitimate situation.  I'm thinking of a solar-powered rover out gathering science.  Consider what happens at night:  It's solar-powered, it has no fuel.  The sun doesn't shine at night, the battery has run down if there's anything on board that draws power.  No lab or drill.  Looks like a stranded Kerbal but in reality they're fine and the journey will continue in the morning.

A check for power should include checking for the ability to make it.

Is this something you encountered, or just a what-if?

Because I just looked at the code, a kerbal on a rover should not be listed as stranded.

Edited by linuxgurugamer

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7 minutes ago, linuxgurugamer said:

Is this something you encountered, or just a what-if?

Because I just looked at the code, a kerbal on a rover should not be listed as stranded.

Just a what-if based on the description.

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Just now, Loren Pechtel said:

Just a what-if based on the description.

Next time, please try it before posting a what-if

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20 hours ago, linuxgurugamer said:

Next time, please try it before posting a what-if

If the code actually works then the description of the conditions is wrong.

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27 minutes ago, Loren Pechtel said:

If the code actually works then the description of the conditions is wrong.

No, you are just reading more into the description than is there.  But for you, I will update the description to be more explicit.

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New release, 0.6.9:

  • Updated for 1.3

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Question.

Is this designed to be a complete replacement for the contracts system, or just used along side it? Just wondering if it would be completely unbalanced if I used this with the Mission Controller mod.

Thanks for the great mod regardless!

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12 hours ago, Snillum101 said:

Question.

Is this designed to be a complete replacement for the contracts system, or just used along side it? Just wondering if it would be completely unbalanced if I used this with the Mission Controller mod.

Thanks for the great mod regardless!

You can use it as a supplement to the contracts

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On 01/06/2017 at 0:19 PM, linuxgurugamer said:

You can use it as a supplement to the contracts

Awesome, thanks!

1 person likes this

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Thanks for continuing this nice mod. What exactly are the requirements for a satellite to be logged in Coverage?

I'm using RSS and have several satellites in Earth orbit to setup a ComRelay, but none of them are counted as a satellite in Coverage. They all have stock solar panels and stock antennae, but use a non stock probe core.

The part config of the used probe core to help determine if the problem is related to it:

Spoiler

PART
{
    name = mk1DroneCore
    module = Part
    author = blackheart612

    MODEL
    {
        model = AirplanePlus/Parts/Command/mk1drone/model
    }
    rescaleFactor = 1

    node_stack_top = 0.0, 0.125, 0.0, 0.0, 1.0, 0.0
    node_stack_bottom = 0.0, -0.125, 0.0, 0.0, -1.0, 0.0

    TechRequired = automation
    entryCost = 22000
    cost = 1250
    category = Pods
    subcategory = 0
    title = MK1 Drone Core
    manufacturer = Kerbal Standard
    description = Fully Autonomous. Doesn't need kerbals to run.

    attachRules = 1,0,1,1,0

    mass = 0.10
    dragModelType = default
    maximum_drag = 0.2
    minimum_drag = 0.3
    angularDrag = 2
    crashTolerance = 20
    breakingForce = 200
    breakingTorque = 200
    maxTemp = 2500 // = 3400
    vesselType = Probe
    bulkheadProfiles = mk1

    tags = aero aircraft cmg command control fly gyro kerbnet moment plane probe react sas satellite space stab steer torque
    MODULE
    {
        name = ModuleCommand
        minimumCrew = 0
        RESOURCE
        {
            name = ElectricCharge
            rate = 0.05
        }
        hasHibernation = True
        hibernationMultiplier = 0.2
    }
    RESOURCE
    {
        name = ElectricCharge
        amount = 20
        maxAmount = 20
    }
    MODULE
    {
        name = ModuleReactionWheel
        PitchTorque = 10
        YawTorque = 3
        RollTorque = 3
        RESOURCE
        {
            name = ElectricCharge
            rate = 0.4
        }
    }
    MODULE
    {
        name = ModuleSAS
        SASServiceLevel = 3
    }
    MODULE
    {
        name = ModuleKerbNetAccess
        EnhancedSituationMask = 24
        EnhancedMinimumFoV = 45
        EnhancedMaximumFoV = 135
        MinimumFoV = 10
        MaximumFoV = 20
        AnomalyDetection = 0.48
        DISPLAY_MODES
        {
            Mode = Biome
            Mode = Terrain
        }
    }

    MODULE
    {
        name = ModuleDataTransmitter
        antennaType = INTERNAL
        packetInterval = 1.0
        packetSize = 2
        packetResourceCost = 12.0
        requiredResource = ElectricCharge
        antennaPower = 5000
        optimumRange = 2500
        packetFloor = .1
        packetCeiling = 5
    }
    
}

 

 

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Is it possible to change government types once you have started playing, or is it locked in at the beginning of your career?

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Hi!

Just to let you know that with Kopernicus patch for solarpanels, all the solar panel modules are patched to KopernicusSolarPanels (that fixes issues with multi stars in systems), you need to add this alias for the energy generation:

 

Item
            {
                name = KopernicusSolarPanel
            }

 

Bye!

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Posted (edited)

9 hours ago, Ciro1983811 said:

Hi!

Just to let you know that with Kopernicus patch for solarpanels, all the solar panel modules are patched to KopernicusSolarPanels (that fixes issues with multi stars in systems), you need to add this alias for the energy generation:

 

Item
            {
                name = KopernicusSolarPanel
            }

 

Bye!

@linuxgurugamer the suggestion in the quoted post has been PR'ed (https://github.com/linuxgurugamer/StateFundingContinued/pull/10)

Edited by TheRagingIrishman
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New release, 0.6.9.1:

  • Added KopernicusSolarPanel alias

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I Love this mod but i am experiencing a few issues, the main one being 

 

Gov Thing Says I Don't Have A Station

https://gyazo.com/089a8def78805608ec90e5fcbc4d3d8c

089a8def78805608ec90e5fcbc4d3d8c.png

Station In Orbit Of Kerbin

https://gyazo.com/01b1cdf68352a3472b11ecd10b8380fb

01b1cdf68352a3472b11ecd10b8380fb.jpg

Station Has:

Solar Panels, 1 Science Lab, 2 Kerbals, and Several Antennas

https://gyazo.com/55a7c58c2bdf3ad903cb49fee629c4e7

55a7c58c2bdf3ad903cb49fee629c4e7.jpg

I Have All Required Modules, So ...... ?

 

Also The Station Was Noticed By A MKS Or USI Contract Not Sure Which

Edited by Mark Kerbin

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I found recognizing government types from their initials straight forward and intuitive when it was just USK and USSK. As the number of government types grows, it gets increasing hard to know what government to expect from each button. Perhaps a descriptive name, rather than a "K"-ized reference to an Earth entity, would be clearer? (I don't think the longer text description would need to change.)

Descriptive Short Names

  • "Popular" = USK
  • "Bureaucratic" = USSK
  • "Balanced" = UKSA
  • "Authoritarian" = KRK
  • "Visionary" = SpaceK
  • "Crowdfunded" = KSKFP
  • "Pragmatic" = KLA

Helpful, or not? What do people think?

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