Jump to content

spoonyboobah

Members
  • Posts

    65
  • Joined

  • Last visited

Posts posted by spoonyboobah

  1. On 2/3/2023 at 6:16 PM, jd284 said:

    Right, sorry for being impatient.

    If you need help with the code I can assist though, although from the description it's not obvious why you would need to change the code at all, just new part files should be able to do that, and probably a 3D model for the goo chamber if you don't want to reuse the existing models for that.

    Heya @jd284, always happy to have help, espacially in the realm of modelling and texturing. So feel free to message me or if you want, can add me on Discord, happy to get any help.

    Heya all, UPDATE!

    Have been doing lots of work, firstly been working on creating new model files from importing KSP .mu files as whoever developed the StationScience 2.0 version with the current models we all know... didnt include the model files so have had to reverse-engineer them and then had to redo all the UV mapping as importing screwed them all up.

    Now that has all been done, I am working on making a new Y-CKY Goo Chamber module. Based off the current F-RRY Zoology Bay and made shorter by removing sections in the model. Just got to work on the textures... which is my weakest point. Anyone with any photoshop / texturing skills is much apprieciated.

    Next will be to create 'Goo' storage containers. For Goo I am planning 1 radial mounted pod and 1 inline container. However for balance, the Goo Chamber will consume a lot of Goo per experiment, so multiple tanks will be required to be shipped from Kerbin to your stations.

    Here is a sneaky screenshot on the new Goo Chamber to get you all excited... just want to add some Goo storage tanks and pipe work to the model to complete it.

    https://imgur.com/rJqFkbY

    Hope you all like :)

  2. UPDATE!

    Hello all, sorry for the long delay... reason is because I had to move house. Booooo!

    But big work on the models has been done... I have reverse-engineered the textures in Blender to the point, all the UV mapping is workable. So I can now work on just the textures... YAY!

    Also as soon as I have all the original parts reverse-engineered will work of placeholder assets for the new Goo Chamber etc :)

    Also if anyone wants to contribute / share ideas on this... please contact me on Discord, my username is SpoonyBoobah#4468 :)

  3. Well about most of the code on our Dev version has now been cleaned and all the new generators have been added and are working fine...

    My biggest things I was working on were

    Adding Contract Configurator to make the contracts much easier...
    Refreshing the models and adding new ones for the Goo Chamber...

  4. **BREAKING NEWS**

    Station Science Directorate has been bought out by wealthy billionaire, industrialist and philanthropist Spoony Kerman.
    The Directorate released a statement saying "this acquitsiton into the Spoony Industries family will bring in some much needed funding to the Directorate to progress our research programs into the future..."

    This mod originally added several large parts designed to be integrated into a permanent space station: the TH-NKR Research Lab, F-RRY Zoology Bay, D-ZZY Cyclotron and the WT-SIT Spectrometron. These heavy parts provide facilities for performing advanced long-term experiments. The experiments themselves are held in Size 1 pods that you can dock with your space station, execute, and bring back to the surface for Science points or transmit back to Kerbin. However the pods themselves are not re-runnable.

    The WT-SIT Spectrometron uses the D-ZZY Cyclotron to analyze results from other experiments, and allows you to transmit the data home for much higher value. In addition, there are tanks for storing other resources such as Kibbal for certain research modules like the F-RRY Zoology Bay.

    **COMING SOON** - A new research module :- Y-CKY Goo Chamber - This specialised chamber has been designed by the Science Directorate to store and experiment with bulk amounts of the mysterious Mystery Goo™. However the chamber will require substantial amounts of Goo per experiment.

    The new Y-CKY Goo Chamber will unlock a whole new research chain to Station Science based on Chemistry... explore the mysteries of the Mystery Goo and perform a whole new research tree that will also mix with the other experiments.

    Experiments

    Each experiment requires a completion resource that is generated by one of the reasearch modules (e.g. TH-NKR Research Lab > Eurekas). More advanced experiments also require additional completions such as Bioproducts, Kuarqs or Solutions Once an experiment has accumulated sufficient completion resources, use the Finalize Results action to finish the experiment, and generate Science value in the same manner as the stock science parts. Make sure your station stays in the same location for the duration of the experiment. If in orbit, this means entirely above or below the low/high orbit altitude threshold, which is 250km around Kerbin. If the experiment moves to a new location prior to finalization, it will be aborted and you'll have to start it over.

    To use the Spectrometron, dock the vessel carrying the science result, or transfer it to a command pod via EVA. The results will appear automatically in the Spectrometron's context menu. Select the one you want to analyze, and wait for requisite number of kuarqs to be generated. Then, you'll be able to review the result now stored in the Spectrometron using its context menu, and transmit it at 90% via your transmitter.

    ALL NEW Experiments Tree

      Biology / Plants Physiology / Creatures Physics / Kuarqs Chemistry / Goo
    Tier 1 Seed Growth Zoology Observations Prograde Kuarqs Mystery GooTM Disclosure
    Tier 2 Nutritional Value Creature Comforts Retrograde Kuarqs Goo Understanding
    Tier 3 Irradiated Plant Adaptation
    Bio-Goo-volution
    Kuarq Bio-activity
    Goo-induced Symbiosis
    Eccentric Kuarqs Refined Goo Analysis
    Tier 4 Transgenic Agriculture Super Creature Genesis Nu-Kuarq Particle Fusion Solved GooTM Alchemy

    Each of the original experiments have been seperated into their own individual tree based on the basic fundamentals of science conducted on real life space stations :- Biology, Chemistry, Physics and Physiology. These have been further refined into particular topics with the hope of maybe expanding further in the future, the current topics are :- Plants, Creatures, Kuarqs and Goo.

    All experiments in bold are included with the current MOARStationScience being maintained by @linuxgurugamer

    Contracts

    Contracts to perform station science experiments in orbit around a body will appear in career mode when you have been to that body and you have unlocked (and purchased the prototype) of the experiment and labs required. To complete the missions you need to recover the capsule back on Kerbin.

    **COMING SOON** - Contracts system to be overhauled and further contract oppotunites to come.

     
    Originally created by @ethernet
    The updated to v2.0 by @tomforwood
    Then maintained by @linuxgurugamer
    Now being developed by @spoonyboobah

    Current Availability (Soon to change...)

    MOARStationScience :-

        Source code: https://github.com/linuxgurugamer/StationScience
        Download: https://spacedock.info/mod/2670/MOARStation Science?ga=<Game+3102+'Kerbal+Space+Program
        License:  All source code and software (.cs and .dll files) is licensed under GPL v3, Everything else is licensed under Creative Commons Attribution Share-Alike License

    Now available via CKAN

    Current Dependencies

    •     SpaceTuxLibrary

     

  5. Heya all,

    Hope everyone is all well... There is some big news on the way regarding this mod... so watch this space, next week :)

     

    9 hours ago, CastleKSide said:

    Has this been confirmed into the download yet? looking at github it seems still open. As for it not effecting all thats most likely because I haven't unlocked the other 2 yet in the tech tree so only have encountered it with them.

    For KEI, if I just grab and edit the config manually it should work then right? (or is that such bad practice that I shouldnt do it lol)

    @CastleKSideFuel Science has always been a bit of a pain for the Station Science mod, due to its "tacked on" nature... it even uses its own source code completely seperate from the rest of the mod, yet alone for contracts... I have seen @jd284 pull request, however, due to the soon coming announcement, it might make this all moot...

  6. Heya @jd284 and @linuxgurugamer

    Not sure what to do at this point, cause all my contributions have using the original StationScience assets and .cfg's not the Arcanum ones as although they are newer and do add "Fuel Experiment" the part quality in textures is quite bad espacially in relation to current Stock and Restock textures and the original ones look better imo...

    So these changes although good for fixing bugs will now complicate the mod to even greater extent... and this does need sorting out... and the base code needs sorting out and a decision made on wether to keep the Arcanum models or revert back to original StationScience models.

    Would absolutely love to chat with ya both and discuss this further.,.. :D

  7. On 6/26/2022 at 5:35 PM, jd284 said:

    I also had the problem that contracts wouldn't complete, because contracts had an "experimentType" of "StnSciExperiment5" etc. and those parts are no longer available.

    I tried the above changes, and they made no difference, contracts still required "StnSciExperiment5". I even checked the ModuleManager cache, and the changes were properly applied there.

    So as a last resort I deleted the StnSciExperiment* part files. And now I wasn't getting any new contracts at all anymore, and in the logs there's a NRE in StationScience.Contracts.StnSciContract.GetUnlockedExperiments, even though the MM cache now has not a single occurence of the text "StnSciExperiment":

      Reveal hidden contents

    [EXC 18:21:19.411] NullReferenceException: Object reference not set to an instance of an object
           ResearchAndDevelopment.partTechAvailable (AvailablePart ap) (at <4deecb19beb547f19b1ff89b4c59bd84>:0)
           ResearchAndDevelopment.PartTechAvailable (AvailablePart ap) (at <4deecb19beb547f19b1ff89b4c59bd84>:0)
           StationScience.Contracts.StnSciContract.AllUnlocked (System.Collections.Generic.HashSet`1[T] set) (at <bee40b38c5
    f24f8b962dd053be18e86b>:0)
           StationScience.Contracts.StnSciContract.GetUnlockedExperiments () (at <bee40b38c5f24f8b962dd053be18e86b>:0)
           StationScience.Contracts.StnSciContract.Generate () (at <bee40b38c5f24f8b962dd053be18e86b>:0)
           Contracts.Contract.Generate (System.Type contractType, Contracts.Contract+ContractPrestige difficulty, System.Int
    32 seed, Contracts.Contract+State state) (at <4deecb19beb547f19b1ff89b4c59bd84>:0)
           Contracts.ContractSystem.GenerateContract (System.Int32 seed, Contracts.Contract+ContractPrestige difficulty, Sys
    tem.Type contractType) (at <4deecb19beb547f19b1ff89b4c59bd84>:0)
           Contracts.ContractSystem.GenerateContract (System.Int32& seed, Contracts.Contract+ContractPrestige difficulty) (a
    t <4deecb19beb547f19b1ff89b4c59bd84>:0)
           Contracts.ContractSystem.GenerateContracts (System.Int32& seed, Contracts.Contract+ContractPrestige difficulty, S
    ystem.Int32 count) (at <4deecb19beb547f19b1ff89b4c59bd84>:0)
           Contracts.ContractSystem.RefreshContracts () (at <4deecb19beb547f19b1ff89b4c59bd84>:0)
           Contracts.ContractSystem+<UpdateDaemon>d__47.MoveNext () (at <4deecb19beb547f19b1ff89b4c59bd84>:0)
           UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAd
    dress) (at <2425394cf09642369e2109953e31f62b>:0)
           UnityEngine.DebugLogHandler:LogException(Exception, Object)
           ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
           UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
           ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
           UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

    So apparently there's a problem loading the "STN_SCI_SETTINGS" nodes from StationScience.cfg, because it will use the compile-time defaults no matter what I tried.

    I think at this point the only workaround at the moment is to delete the old files, and rename the ArcanumIndustries parts to StnSciExperiment...

    Hey @jd284thanks for this, yeah it's hard for me as @linuxgurugameris the one in charge of this, but yeah I have had many problems in regards to the Arcanum parts conflicting... but in my expansion, I use the original assets and I assume code... I do have future plans to do something "Chemistry" based that would replace Fuel Science... so maybe @linuxgurugamercan have a look at removing these assets and code... But unfortunately I do not have the coding skills to do it myself...

  8. UPDATE!

    Hi all, sorry for no update in a while... been doing tons of research and tinkering with Station Science... have my idea for my new chain of research flushed out and designed.... however this will need new models and coding... I am trying my best to learn but am kind of diving into the deep end with KSP modding haha!

    In the meantime, I have sent all the experiments that needed no new modding to @linuxgurugamerto update. I guess he has been busy with merging my updates... While I have been waiting I have been playing around with Station Science to work on quality of life improvements to the already existing mod parts... and am coming up with a list of stuff that I think would make StationScience much more "intergrated" with the Stock Science experiments....

    If anyone has any time or experience to share in Modelling and Coding, I would love to chat and show ya what I got planned, please just drop me a message :D

  9. UPDATE! - NEW EXPERIMENT!!

    Heya all, it's that time again! Let's show you all what I been working on! Think you will all like this because it will complete the set of experiments with the one's that came originally with Station Science.... I am also working on tweaking other features and quality of life improvements.... and that will complete Phase 1 of my plans for Station Science... Phase 2 is already well on the way and planned, but will soon be in very need for help in regards to coding and modelling. I will hopefully soon have a volunteer helper for coding soon! but before that I will work on testing my plans with placeholder assets. If anyone is interested in helping me bring this great mod to a proper completion, please don't hesitate to contact me! :D

    Irradiated Plant Adaptation
    Tier: 3
    Type: Biology - Plants / Kuarqs
    Scientists have requested to conduct an experiment to see how your plants can adapt to hostile spacey environments and explore other space hazards. Your mission is to blast these potted plants with kuarqs and see how the plants and the kuarqs react to each other. You will also need to keep some poor creatures in the lab nearby to act as a medium for "unfortunate exposure" and study their bioproducts. You will need a TH-NKR Research Lab, a F-RRY Zoology Bay and 1x D-ZZY Cyclotron.
    Eurekas Required: 50
    Bioproducts Required: 25
    Kuarqs Required: 50 (Half-life: 40)

    As I explained in my earlier post, this experiment is considered a "hybrid" experiment of both Plants and Kuarqs. Also this will complete all the Tier 3 experiments in Station Science although I do have many more in the works.... which I cannot wait to show you... Here is a new table to show you all the experiments that will be in Station Science after this first phase!... The colours indicate the type so the multi-color experiments are the "hybrids" and the ones in bold are the experiments that originally came with Station Science...

      Biology / Plants Physiology / Creatures Physics / Kuarqs
    Tier 1 Seed Growth Zoology Observations Prograde Kuarqs
    Tier 2 Nutritional Value Creature Comforts Retrograde Kuarqs
    Tier 3 Irradiated Plant Adaptation Kuarq Bio-activity Eccentric Kuarqs
  10. UPDATE AGAIN!

    Been grinding it out today and finally finished the reports for Experiment: Nutritional Value and the pull request has been sent to @linuxgurugamer:D So this update will bring 1 NEW experiment and 1 OLD one back to StationScience.

    Hope you all like, I have got much more lined up, just need the expertise to help me.

    I would also like to note, I have not used the Arcanum assets, so if you do not want duplicate experiments just delete the ArcanumIndustries folder from StationScience.

    :D

  11. UPDATE!

    Heya all.... just wanted to post what I have been up to so far, nearly completed the first couple if NEW experiments.... As planned I have seperated the experiments into the following catagories :- Biology, Physiology and Physics. (maybe more to come later...). I have also organised all the experiments and will make changes so that they are tiered... Here is a table on all the stuff I have sorted so far...

     

      Biology Physiology Physics
    Tier 1 Seed Growth Zoology Observations Prograde Kuarqs
    Tier 2 Nutritional Value Creature Comforts Retrograde Kuarqs
    Tier 3 **COMING SOON** Kuarq Bio-activity Eccentric Kuarqs
    ...???      

    The one's in bold are the default one's included originally in the Station Science mod... the one's in italics are ones I am working on right now...and if they are underlined then I have completed and will be sent to @linuxgurugamersoon.

    Each tier adds a layer of complexity to the exeriments requirements, e.g. Tier 1 only require 1 station module (Seed Growth requires just the TH-NKR Research Lab but Nutritional Value requires the TH-NKR Research Lab and the F-RRY Zoology Bay, the Tier 3's require 3 modules etc...)

    Also the Biology and Physiology Tier 3 experiments are now considered "hybrid" experiments such as Kuarq Bio-activity is a Tier 3 Physiology / Physics Hybrid Experiment where the point is to see how the kuarqs interact with the creatures in the F-RRY Zoology Bay and vice-versa... However this only applies to experiments that involve a subject (Biology = Plants and Physiology = Creatures) to be exposed to a "stuff" (Physics = Kuarqs particles and.... :P).

    And there is also much more to come!


    Hope you all like these changes. I have many more changes to come and hopefully with expansions to the mod as well :D

  12. 5 hours ago, Death Engineering said:

    Thank you @spoonyboobah and @linuxgurugamer!

    Quick question and I know the answer is probably "test" or "YMMV (and occasionally self-destruct)".. but just wondering if this would be harmful to install on an (early) career that has the last version before this update?

    Heya,

    No this should not break your save, as I have only added the "science reports" and not made any fundamental change to the mod itself. So you should be fine :)

  13. Thanks for the merge @linuxgurugamer!!!

    Just wanna point out  to all that "ALL Science Experiments" means all the 'stock' StationScience experiments, NOT the Arcanum 'Fuel Experiments'.

    Also with my future experiments, I will be using the original "2.0" assets in the mod for the experiment pods and not using Arcanums, as they fit the "Restock-era" much better until I can figure out how to make my own/find someone willing to help :D 

    Also...

    UPDATE! - NEW / RESTORED OLD EXPERIMENT!!

    Zoology Observations
    Tier: 1
    Type: Physiology / Creatures
    How are our cute furry creatures affected by being in space, millions of kilometres from Kerbin? This pod contains a variety of observation and surveillance equipment to analyse how the creatures have changed. You will need a F-RRY Zoology Bay to perform this experiment. Note: don't attach directly to your station, unless you intend to return it to the surface.
    Bioproducts Required: 25

    This is a restoration of the original built-in experiment to the F-RRY Zoology Bay that would be similar to a "Crew Report", however at some point it was removed... so this experiment pod will return it. It will also have a full set of science reports, which I have already got done as I didnt realise it had been disabled :D. So for the Physiology type experiments there will be currently two :-

    Tier 1: Zoology Observations - Bioproducts: 25 - REQ: F-RRY Zoology Bay
    Tier 2: Creature Comforts - Eurekas: 30, Bioproducts: 30 - REQ: TH-NKR Research Lab, F-RRY Zoology Bay
    Tier 3: ?????

  14. UPDATE!

    Hey all, just wanted to share some progress I have made :-

    I have sent the pull request to @linuxgurugamerto merge and so all the experiments will finally have proper "kerbalised" science reports for every planet
    !

    I have also started on learning the code in the mod itself hoping to make many improvements in the future, hopefully leading into KSP2... any help would be much apprieciated however, if any coders or modelers have any tips, that would be great!...

    Also I can reveal the first new experiment I will be ad
    ding to Station Science!

    Nutritional Value
    Tier: 2
    Type: Biology / Plants
    How does food grown in space compare to home grown snacks? Lets feed it to some creatures in the Zoo Bay and find out! You will need a TH-NKR Research Lab and F-RRY Zoology Bay for this experiment. Note: don't attach directly to your station, unless you intend to return it to the surface.
    Eurekas Required: 75
    Bioproducts Required: 25

    This new experiment will also have a full range of science reports, detailing all the weird and wacky ways that the creatures react to "space food" from Duna to Eeloo!

    Hope you like this! And any feedback would be great! :D

  15. @linuxgurugamerheya, sorry for the long delay! life got in the way... but all the science results have been completed and properly activated this time in the .cfg's I have sent ya a pull request on github :)

    Also I have a wishlist I would like to do to contribute to this, if I have your permission such as :-

    Stuff I have already done!:
    Add a full set of science reports for every experiment in every planet, 1 each for "InSpace" and 1 for "SrfLanded".

    • Seed Growth - DONE!
    • Zoology Bay Observations - DONE!
    • Creature Comforts - DONE!
    • Prograde Kuarqs - DONE!
    • Retrograde Kuarqs - DONE!
    • Eccentric Kuarqs - DONE!
    • Kuarq Bio-activity - DONE!

    Renamed "Plant Growth" experiment to "Seed Growth", this I did to avoid conflicting with other Plant Growth experiments built into other mods e.g. Station Parts Expansion... and allowed for easier science reports as the experiment has the Kerbal's taking up seeds and growing them in their current biome and see how the develop differently then on Kerbin. - DONE!

    Renamed "Animals" to "Creatures" - did this to again avoid other mods but was not sure wether to give them a cute name like "Tribbles"... so I thought "Creatures" would suffice. - DONE!


    Stuff I am sure I can do, right away:

    Add more experiment pods! Already have concepts ready!
    Have a tier system of experiments which will cost more it Eurekas, Bioproducts and Kuarqs to complete
    Base the experiments and future ones on specific types e.g. Biology, Physiology, Physics etc.

    Stuff I need to figure out that is doable for me possibly:

    Add the Spectrometron part as a experiment requirement for more complex experiments
    Add new repeatable contracts that reward very little science points but instead provide large cash bonuses (concept and experiment pods already done, just not sure how to get the contracts made

    Add power consumption to all experiments! as it seems to not be consuming any EC to perform any experiment...

    Stuff I have no clue about:

    Re-doing the labs and pod models and textures to be at ReStock quality...
    "Maybe" Resize the Zoology Bay to size 3...
    Make more experiment pod variants in their current design... (e.g. combine pod symbols for more complex experiments)
    Higher tier experiments have larger pods.
    Add special docking ports on the lab modules (e.g. like the ISS JAXA Kibo Science Lab and Logistics Cargo Bay)
    Extend the time to complete experiments into days/weeks of Kerbal Time, to encourage timewarp...
    Add a toolbar to track and monitor progress of experiments across multiple space stations or bases.
    Add/Modify to create surface versions of the Research Lab, Zoology Bay and Spectrometron
    Creating proper IVA's for each part.
    "Maybe" Add a RNG generator to the experiment, so that the time required is randomised... e.g. Seed Growth in orbit above Kerbin takes 3-4 kerbin weeks, but the same experiment over Minmus takes nearly 6 kerbin weeks.
    Create add-on expansion modules to the exsisting parts. to extend the abilities and types of research that can be performed...

    Any info, help or advice would be great, I know @linuxgurugameris just maintaining this to keep it alive... I would love to take it over, but my knowledge of C# and graphic design is rudimentry at best.

     

  16. 8 hours ago, linuxgurugamer said:

    How much more should I expect?  I'd like to wait until you have all your updates done before releasing

    Hi,

    OK, I have Retrograde Kuarqs just about done... Eccentric Kuarqs about 75% done... Then Creature Comforts and Zoology Bay Observation is next...

    So can send the rest of the Kuarqs reports in one go then do the "creatures" in one... or wait until I done them all in one go. Up to you?

×
×
  • Create New...