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Found 10 results

  1. This is an fairly simple issue, labs can only store 500 science, with high level scientists they will fill up the 500 in less than an month. To reduce number of interupts during long interplanetary missions I thought to increase the science storage to 2000, this would let the lab run longer. However I have no idea how to work with module manager, even if this should be an very simple script. Any guides or tips or samples?
  2. Problem is that the science is new and it will not load , states that the science lab already got this. Last landing i was on a new spot so im sure its not "old" data. Hooked up another lab, and it loaded all the unusable data. What is wrong ?
  3. 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 1.2.2 1.3.0 (just extract inside ksp data folder, and resolve conflict ModuleManager if exist (leave only latest ) ) source 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.
  4. This is a thing I'm working on. Long story short: 1. Exterminate the ability to transmitt science 2. Set the science transmission to always 100% 3. "Clear out" the large crewed lab (no converting science anymore) 4. Give the now useless lab the only transmitter wich can actually transmitt science I never used the lab. And when I gave it a shot it seemed to be highly overpowered. I also think not beeing able to transmitt science form wherever you want and get 100% is a good idea, but I thought having a "base" from wich you could transfer your science back home with no loss would be really nice too. So I came up with this idea. Probably needs some testing and balancing (especially the transmitter). Here is the code, not that much: //Disable Sciencetransmisson for EVERY antenna @PART[*]:HAS[@MODULE[ModuleDataTransmitter]] { @MODULE[ModuleDataTransmitter] { %packetInterval = 0 %packetSize = 0 %packetResourceCost = 0 } } //Delete ScienceLab and ScienceConverter, add Datatransmitter @PART[Large_Crewed_Lab]:FINAL { !MODULE[ModuleScienceConverter]{} !MODULE[ModuleScienceLab]{} %MODULE[ModuleDataTransmitter] { name = ModuleDataTransmitter antennaType = DIRECT packetInterval = 0.1 packetSize = 5 packetResourceCost = 40 requiredResource = ElectricCharge antennaPower = 500000 antennaCombinable = False } } //Set EVERY experiment to be 100% transmittable @PART[*]:HAS[@MODULE[ModuleScienceExperiment]]:Final { @MODULE[ModuleScienceExperiment] { @xmitDataScalar = 1.0 } } If you'd like to check it out, test it, improve it, nag about it, print it ... here is the LINK, it also needs ModuleManager of course
  5. Hi, I have a mobile procession lab orbiting duna with a barometer, thermometer and gravimax attached and have collected the data from these for research by the two scientists stationed there. This worked fine, the data was added to the lab and they are making science. I then docked a craft that had spent a lot of time (67 experiments worth) collecting science from duna, put a kerbal eva, collected the science from this craft and added it to the mobile lab. I expected the data count to go up but instead it just added the experiments. Could someone tell me how I add the data I have collected from Duna to that in the science lab? I'm completely stuck. Thanks in advance.
  6. It seems that considering how the lab works, once you have reached the point of getting into space you can stop collecting science on Kerbin early. You could later go around the KSC and the rest of kerbin collecting data and just have a lander can near the launch pad where you can deposit it until you have gathered all the kerbin surface science. Am I correct in assuming that if you have say Jeb collect the data and climb a ladder to a rocket on it's way to say duna or even just kerbins orbit and stick the science into a station with a lab you can actually improve the ammount of science you get from it. I know that the lab won't give extra science on Kerbin but I kinda want to try it out later in my career mode game and was wondering if it would actually work. I think it will work based on what I have read about the lab but haven't found any examples of anyone actually trying it. Thanks in advance. @Moderators Why does everything I post or reply to have to be approved by a moderator? And how do I make it stop?
  7. So I just completed my biggest mission yet in career mode. I have a science lab connected to a mk1-2 command pod on the top, with a service bay containing all my science, and a heat shield on the bottom. I was dumb and I did not test the re-entry on it before the mission. I quick saved before re-entry, figuring if it blows up I could try it again until I get it right. The big mistake was not putting a reaction wheel or RCS on it as I was trying to reduce weight, once it gets to around 22-23km it loses control flips around and explodes. Any advice for getting this thing back down safely?
  8. So I'm going to be picking up some fresh, sweet science when I arrive at Duna in my career. My transfer ship has a science lab. With the new science lab, if you process an experiment you don't "get it back" to be recovered like before. My question is, should I keep this science and recover it or process it in the lab on my way home?
  9. Hey guys! I have a contract to "Do an experiment on your Station around Duna then return the experiment to Kerbin". But there seems to be no way to take the experiment as you can usually do when you EVA (right click --> take data/experiment), even when the research is finished (data dropped to 0). Does anybody know how to do this?
  10. I want to propose a new mechanic in Stock to encourage the use of the part called "Mobile Processing Lab MPL-LG-2". Instead of supplying a slow but infinite source of science points, I suggest one based on the current science gathering mechanic. Simplified version: Every SOI has a set amount of science points attainable by the MPL(doesn't matter whether you gathered every experiment or not). For arguments sake, let's say 500sci. Send a MPL into Kerbin orbit, put a scientist and lots of solar panels on it. Click the "start research" button, then after some time and lots of EC the current attained science points in the MPL will increase. At any time the player can transmit the current attained science points(to recover some science earlier if need be). The processing can only continue until the sum of all transmissions and current attained science points reaches the 500sci point least for this SOI. Sending another new MPL to the same SOI does not get any new science at all: once the 500sci has been reached, then no more MPL science can be done in that SOI...the MPL is essentially useless as far as science is concerned(unless of course you move it to a different SOI). This science is essentially like a thermometer experiment, except that it is worth a lot more, but it trickles in slowly and takes much more electricity(and the scientist and fuel to get the MPL there) Advanced version: Every SOI has a set amount of science points(dependent on the total amount of gathered science in that SOI) attainable by the MPL. For arguments sake, let's say 10% -> Let's say there is 5000sci gather-able science(thermometer,gravimeter,crew report,etc.) in the Kerbin SOI, but at the moment the player has only collected(recovered/transmitted) 1200sci. Then the MPL can only processes until it has attained 120sci. -> As soon as the player recovers/transmits more science points(let's say 2000sci more), then the MPL can continue a little bit further(until it reaches 320sci). Simplified version points 2,3,4,5,6 are all applicable here Unmentioned ideas: Scientist skill level: Should it influence the speed of processing? (time warp nullifies this anyway). OR should the skill level enable "over-processing"(instead of stopping at 500sci, a good scientist can up the limit to 550sci)? Right click menu on MPL: Show the maximum amount of gather-able science point in it's current SOI? (it's a nice way to track progress...although the R&D has a version of this) SOI: Is Kerbin SOI all the science(landed,splashed down, all binomes on kerbin, atmosphere, LKO, high orbit,etc.) except those that are within Mun and Minimus SOI? (In other words, are Kerbin, Mun, Minimus SOIs counted as 3 different unique MPL experiments?) Landed vs Orbit: Should a Kerbin SOI MPL experiment rather be divided into a Kerbin-landed and Kerbin-orbit experiment? But...why?: Both the previous and current version of MPL stock mechanics did not address the issue of encouraging players to use a 3.5ton fragile structure in space. -> "old" MPL made it sensible to use 1 of each "SC-9001 Science Jr" and "Mystery Goo" when doing a mission that required re-using these multiple times. The boosted transmission value was silly: it had such a slight effect for unmanned crafts(one-way trips usually), but adding 300 LFO to a science probe craft could very well let you even return that science back to kerbin. For manned craft, why would i want to leak out ANY science points by transmitting, when i am planning to bring back that crew? The only sensible argument is that the little bit of transmitted science could help support missions, to refuel those far away kerbals who need it. -> "new" MPL is just ridiculous: Start the game, rush the techtree up to the MPL(get solar panels, and basic rocket parts). A few contracts should get enough money for like 10 MPLs. Build a centipede of 10 MPLs, separated by decouplers, each with lots of solar panels. Put them on the runway. Use the VAB to launch your scientists, and a single kerbal to run around the KSC collecting every piece of science he can. Put this heap of science into MPL nr.1 and process it...retrieve that science, store it in the next MPL. So you fill up all these MPLs by copying the same heap of science. Start research and timewarp to the max. -> Your first Mun landing will be a Saturn V sized craft and science will become meaningless However, i understand why it works this why. Whiny players convinced devs that "career/techtree is such a grind!" is a mechanic that encourages players to build smart and cheap, on a shoe string budget with outdated technology. If you want to build your dreams, then use sandbox to skip the grind or slide the wonderful difficulty sliders at the start of a new game. I feel the current MPL is overpowered, i vowed to never use it until the techtree is fully researched. The admin building's funds->sci mechanic breaks the techtree as well, but that's for another thread. I was aiming for an abstract mechanic, where the player doesn't have to micro-manage everything. Where a science lab in space just "does science", sort of encompassing what happens on the ISS(NASA wouldn't make a half-way stop back from a moon landing to fill up the ISS with moon rocks, do they? ) This isn't a perfect solution at all, so please criticize and tell me everything that is good, wrong, right, bad about this suggestion.