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okder

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Everything posted by okder

  1. that was done and worked, but i wanted to add more bonus to more advanced version of kspi lab, and that's failed.
  2. for initial kspie lab boost already there, i wanted more for advanced lab(but it did not worked well so now i waiting for advice how better that should be written), data concept fully disabled, all work done through science i.e. bonus science comes as separate research with same science value (if you want full bonus then several conditions needs to be fulfilled), research is seen in science archives screen with "from lab" keywords (other title's words is mostly the same as in original research one's), so no cheating with multiple labs would allow more science, than can be obtained with only one top lab with top scientists (with correct conditions) for example (bonus from two level 2 scientists, stock lab)
  3. ThermalRocketNozzle can't be placed, or launched, sorry my bad wrong install way. reinstalled same problem, research now in place, but no part in editor, and can't be launched hmm it exist two place now in tech tree. ok. that's ksp bug.
  4. fixed and extended functionality in case of returning from moon and doing transfer to another planet (but still need manually choose Orb. Par. of Incl, and moon escape time and vector) update2, it seems after swithing from GravityTurn back to mechjeb addon i lost 4 lines of code in gui, now just copied them back, and Destination speed optimization feature fully function (actually all code was ok, but becouse of that 4 lines no gui for feature was available)... i hope some one could point me out if that happens next time (about feature loss in gui). p.s. because of loss of such feature i did spend 300 m/s more for transfer showed in picture (for slowing down to orbit destination planet), but it too late to revert fly now, but at least i know how much i did lost :).
  5. updated: fixed init exception (when loading "old" save), fixed saving/loading limiter for "prepare(send) only"
  6. lots of errors/exceptions in log, and may be provoke ksp crash,hmm looks like memory leak and out of memory..., strange that no any indication early in logs.
  7. i did rewrite it see original post. some clarification about why 5% required in real life. scientist put together data and so determines where it was possible some equipment malfunction(data loss), and put additional markers to guarantee that data could be transmitted/re transmitted later without losses, you still able to send data old way (with transmission losses, and without making copy, actually new lab do copy anyway, you just can't extract that copy without study it first)
  8. the idea is to patch scienceModuleAdvanced i.e. advanced version of kspie lab (which is available when all tech researched), how creation of new part will accomplish that?
  9. i don't understand what do change "+" instead of "@", again @PART[scienceModule]:NEEDS[WarpPlugin]:AFTER[WarpPlugin]:FOR[FairLab] seems works properly, but @PART[scienceModuleAdvanced]:NEEDS[WarpPlugin]:AFTER[WarpPlugin]:FOR[FairLab] is not (can be easily checked with DumpLog, and last line there(in KSP.log) FairLabFinQueueLen .... maxBonus 1.05 , but for scienceModuleAdvanced maxBonus should be 1.1)
  10. @FreeThinker , i did posted updated version(same links,google drive version manager works), if you did not see i updated previous post, i.e. you right it does not work fully as expected, so i need your advice how to make ModuleManager process it right.
  11. it looks working at least in sandbox (there are other problems with science, and my plugins fails, so now i fixing those fails) hmm you right something works wrong, but i will publish anyway (last entry seems did not applied in sandbox for some reason) i.e. for your lab works only second (middle) entry.
  12. @FreeThinker, it's in sources, but i will add copy to binaries.
  13. @FreeThinker currently set follow settings for basic lab (Large_Crewed_Lab) { name = ModuleFairLab CrewsRequired = 1 ScientistBonus = 0.25 SciencePerYear = 200 MaxBonusMult = 1 RESOURCE { name = ElectricCharge rate = 5 } } for kspie scienceModule (initial lab no upgrade) { name = ModuleFairLab CrewsRequired = 2 ScientistBonus = 0.3 SciencePerYear = 250 MaxBonusMult = 1.05 RESOURCE { name = Megajoules amount = 0.1 } } for kspie scienceModuleAdvanced { name = ModuleFairLab CrewsRequired = 2 ScientistBonus = 0.35 SciencePerYear = 300 MaxBonusMult = 1.1 //will give 110% bonus if scientists are good enough RESOURCE { name = Megajoules amount = 0.1 } }
  14. @FreeThinker i trying to make patch for kspie labs, and question appears it is supposed to use 0.1 Megajoules while function?
  15. @Errol, yes, (sorry for delay, somehow missed notification.) this mod was made specifically to handle launches for real solar system, i.e. very inclined.
  16. @FreeThinker, are you interested in combining with it would make scientific progress with kspie and science lab less cheating, currently lab code has no options, but i could add them as required, for example more speed for kspie lab, or slightly more bonus.
  17. this mod solves problem of cheat-unlimited science from lab(s) (each stock lab(accompanied with 2 scientist and rover with instruments) gives you 3000 science from minmus each 3 years, which in turn makes even Duna visit meaningless) this goal is accomplished by 1. removing data concept from lab. 2. all bonus science from lab goes to corresponding research, so many labs can't give unlimited science on same subject (science bonus currently 100% of original science and limited by lab location and scientists levels and stupidity, 110% for kspie, needs testing) Features: 1. lab can send science(both collected, and bonus) without losses, but only if scientific subject already studied at lab at least up to 5% (bonus) by scientist on same celestial body, where it was obtained(last part required only if you want send research bonus itself). You can resend it as many times as you want (using button "Fair Transmit Science"), in case link was lost, or send updates if you collected(combined)/researched more. 2. lab bonus science can be viewed inside science archives ("from Lab" entries), after it was transmitted from lab. 3. lab can combine several experiments made by same equipment type in same conditions into one experiment, similar way of how its done in ksp, to use that feature you need to dock science lab and experiments with scientific data (at least two made in same location, and same type, but launched in different launches), and press button "FairCollectScience", it will copy data from experiments inside lab and combine them (if possible), you can do docking in sequence(same time not needed), and you could use instruments in same vessel as lab(as one source, you still need other(s)), but if you move data from experiment equipment, you would lose ability to combine it later(you still could study it inside lab but without ability to combine later with other experiment). this complex way is necessary to prevent cheating (multiple data scan by same equipment), and also because ksp don't mark scientific data with launch id, when created, so it can only identified from equipment it was created (while data still there). Science bonus depends both on current lab position (you would get 50% of max bonus if you within soi of celestial body, where scientific data is acquired, and up to 100% if situation and biome also matched) and (mutliplied by) cumulative level and smartness (1-stupidity) of scientists (formula is pow(level13*(1-stupidity1)+level23*(1-stupidity2),1/3) )/5 ), i.e. one level five scientist with stupidity 0, could give 100% science bonus, science processing speed also depends on lab location, and scientists levels. binary https://drive.google.com/open?id=0B0rgcOJPK_8XZ1JJMldFXzhXd0E 1.2.2 https://drive.google.com/file/d/0B0rgcOJPK_8XUVFIem1jMjgybkk 1.3.0 (just extract inside ksp data folder, and resolve conflict ModuleManager if exist (leave only latest ) ) source https://drive.google.com/open?id=0B0rgcOJPK_8XZHJTT2ljNF9qUWM on screenshot in processed queue first percentage is how much science did you collected (combined) on subject, second percentage is how much researched, second maximum (bonus) depends on first one, as soon as it reaches 5% you could send both to ksc. Fair toggle prepare(send) only allows study only up to 5.1% just to be able to send original experiment data to ksc without losses (using Fair Transmit Science). updated, initial compatibility with ksp interstellar extended added. in archives FairLab science can be seen such way (for example) P.S. i hope SQUAD would include that mod inside ksp. normal gui planned... don't forget lab in offline state while you leaving your vessel (i.e. you would think lab is working, but it is not) lab do auto shutdowns on resources absent, usually if you have a lot of research you could leave lab without supervision even longer than original one (as there is no data limit), but you should consider to move it from one biome to another, just to get maximum bonus. debug logging (enable) option is not saved, so each time you switch to vessel if you expect to see some bug you should enable it (and send logs (after bug occurs) here) science container functionality inside lab is fully enabled, but it is not linked to Fair lab code, so it will NOT allow combine scientific data, use FairCollectScience for that.
  18. updated for MJ 2.5.9.0-662 ksp 1.2.1 https://drive.google.com/file/d/0B0rgcOJPK_8XeWdVRmNlRVhqeUk/view all features from both previous branches, need more testing so waiting for bug reports :). update: fixed in space buttons to function properly. update2: fixed error spam in log. update3: fixed launch in plane of target.
  19. @ZTeeVeRyea it feels like KSPie leaking someway(more probably at each load scene), so when it's leaks much enough garbage collector slowdowns a game, but power balancing bug is more significant (no option to reserve) as i think.
  20. @FreeThinker bug with power reserve still there and it's nasty, can you at least allow manual reserve (in thermal generator in fly options) for Megajoules which should be generated before any reactor thermal power can be spend for other purposes? P.s. i was wrong about physical warp, this work differently for each vessel, some stable without physical warp, some stable with it. probably same bug prevents omega startup button to work properly (in my case it spend all power to startup and in short shutdowns, second startup button press (within a 0.3 second after first one, do the job for current vessel) ). and you suggested good (i mean good enough, better than now anyway) balance changes for tri-alpha why you did not change it? another nasty bug this time tweek scale's thermal generator drag cube don't scale, i.e. if you put generator (very small one) inside cargobay game would count it as it outside cargobay (more correctly speaking merged with cargobay, as generator 1.0 scale), so it generates a lot of drag. ramjet now feels almost like rapier, if that was intended well it is ok for clean ksp and for ramjet, but it is no near of scramjet, i.e. it would be useless in RSS/RO. sorry i did not purchased tech upgrade (i.e. tech was paid science for node, not money for specific upgrade, i will retest now). retested: NO REAL CHANGES(with bought specific upgrade and without) i.e. same max speed for vessel 1300 (+-50m/s) on 16600m kerbin, take into account that rapier (which 1 tech node lower than max) still good on 20km (and automatic do change fuel on 30km, but in best times it was good only on 25km), ramjet now feels same as rapier until 16km, after that rapier works slightly better, may be upgrade for some reason don't work, can you report it same way as you do for reactors?
  21. bug with incorrect thermal power reserve especially awkward when molten salt (smallest version) used with magneto inertial fusion engine - for some reason energy is not enough, but theoretical supply states that there is 1.5 times more than needed. other bugs (forgot to combine them with previous posts): interstellar drop tank (only tank which supports lithium) when switched to lithium it do says deuterium one place, it's very incorrectly placed (moved) in editor mode, and any symmetric tank produces situation, that tank type change ends with gui error (expanding tank description with duplicate storage and mass is also changed). it think that current bug with power reserve should have workaround with manual reserve (set inside power generator) in the fly, and so corresponding reactor power would be strictly reserved for ordered electric power generation. thermal ramjet nozzle (i mean general purpose here) can't be set to any propellant (hydrogen in my case) if attached to drop tank via cubic octagonal strut. it looks like problem is "no reactor attached" seems like molten salt is ignored and also [EXC 19:48:03.001] MissingFieldException: Field '.MapView.MapIsEnabled' not found. Toolbar.ToolbarManager.handleGameSceneChange () Toolbar.ToolbarManager.Update () i think main problem of kspie now is a lot of bugs....
  22. retested all of that in 1.10.8 still there: i did not only retest N 4, only could say that there is no overheating for small nozzle(when it's connects to big reactor), that's ok for me ramjet feels better, but still has max performance only on 1000 m/s and becomes useless on 1200 m/s, so rapiers and even J-X4 still better (if there is oxygen in the air) as i said in RSS/RO it would feels obsolete compared to good scramjet, and also in EVE ksp without RO (compared to that thing https://youtu.be/IXZNxzSTivk?t=885 , or probably to thermal launch nozzle (+turbojets for lower speed)) tri-alpha did not changed (at least no new fuel modes, same % for build in generator, etc, may be i miss something?) problem N1 could be reproduced as Direct Nuclear turbojet + any computer core, core would work while reactor works even without radiators and engine enabled problem N2 becomes very rare and much more nasty because now reactors shutdowns randomly without any warning, it never happens on physic warp 2 though, but flying large craft in atmosphere only in physics warp very dangerous.
  23. may be add option for tri-alpha for additional shielding (make 1.25 time more weight but allows D-He3 fusion)? and of course this fuel also do a lot of reactor Embrittlement for tri-alpha.
  24. @AndyMt i have to point out that in 1.5 calculation were processed always (even window was never opened) and i was shocked to know that only because other mod causes errors in those calculations, yea you fixed that (jugging by source code), thank you.
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