Kielm

[1.2] DSD Mobile Labs

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A continuation of the original DSD Mobile Labs. Updated and re-balanced to 1.2. 

I have contacted the original author (@JDCollie) who has been kind enough to endorse a re-release under the terms of the original licence. All credit for the models and the initial mod go to JDCollie. This is a continuation of that work. 

Like JDCollie, I felt that the current science lab is lacking in a few areas. After trawling around for a decent modded science lab, I couldn't find anything but DSD, which was woefully unbalanced for use in 1.2. So I've rebalanced it and updated the configs to have more specialised roles. It increases the rate of science generation in labs, balanced by tweaking yields and running costs. The science rates are faster than stock, but hopefully not too fast. Let me know what you think.

The Lab Model by JDCollie:

qlWMRl5.png

 

The changes::.

  • Stock (MPL-LG-2) science lab yields results much faster, but the science per unit data is much lower. A good starter lab, but large amounts of data are best processed in a better lab to maximise returns.
  • For quick and dirty research for operations where you're not going to be returning the experiments to Kerbin, or don't want to wait for a better return. 

 

gJI5CZl.png

  • DSD-1
    • Slower science generation than the MPL, but double the total science yield (slower but you get more).
    • Crew capacity for two kerbals to make the science generation rate more competitive with the stock MPL
    • Increased running (EC) cost

J8tsZoo.png

  • DSD-2
    • Much heavier than other science labs
    • 50% more total science yield than the DSD-1
    • Crew capacity for four kerbals to maximise science return rate
    • Same basic processing rate as DSD-1, best used with >2 kerbals
    • 40EC/s running cost

More Technical Details:

Spoiler

All the modified labs return science faster than stock, but with varying amounts of science per unit of data. All the modified labs have vastly improved data storage and science caps, but the processing rates have been tweaked so that the science return rates (per day) aren't too overpowered. They're still faster than using a standard unmodified lab, but balance is hard, so let me know what you think. 

  • For reference, the unmodified stock MPL returns 5 science per 1 data.
  • The modified MPL (MM patch) changes the return to 2 science per 1 data, but it can store more data and science. It's lighter, with room for one Kerbal.
  • The DSD-1 returns 4 science per data, but slightly slower. It makes up for this by having 2 crew slots, so fully crewed it can return science faster. 
  • The DSD-2 returns 6 science per data (more than the unmodified MPL), and has room for 4 Kerbals. It's heavy, and expensive to run. 

In summary:

  • Keeping a lab in orbit (or better, on the surface) actually makes sense now, and it won't require constantly restocking the lab with data to generate a good return. 
  • The increased speed of science generation is offset by either reduced long-term yields (less science per data) and/or higher weight/running costs. It's might be a little overpowered if you're not using CTT, or using a high science multiplier.
  • Stock lab is best used for short missions where quick returns are preferred (lower yield, but the science gain is comparable to just bringing experiments back from e.g. Minmus)
  • DSD-1 is a mid-level alternative with better returns outside Kerbin's SOI. Close to stock science yields, but faster. 
  • DSD-2 is best for long-term missions, such as exploring Jool, or as an addition to a base/station. The best long-term gains (better than stock), but heavier and more expensive to run (EC and Life Support)

Required Mods:

Recommended Mods:

  • This mod increases the speed of science labs vs. stock/vanilla. It's balanced to an extent but Community Tech Tree is highly recommended.
  • Your choice of Life Support mod (to appreciate the difficulty of running a fully crewed DSD-2)

Compatibility:

ctt_small.png

 

Download Here


Changelog

Spoiler

1.2.1

  • KSP-AVC Support
  • CKAN Support
  • File Restructuring (Thanks Drew Kerman)

1.2

  • Updated Modules in DSD labs to match stock (i.e. Kerbnet, experience management)
  • Rebalanced science generation, weights, and overall purposes of modules. 

Future Plans

  • AVC Support
  • CKAN Support
  • Further balance changes will probably be needed
  • Habitability changes for the larger labs (further USI Life Support compatibility)
  • Snacks Life Support compatibility

80x15.png

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.

 

Edited by Kielm

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looking at the old thread, there is a nice close up picture of one of the labs - maybe add that to the thread? Currently it's hard to get an idea what they look like.

I'm pretty sure these would already be compatible with TACLS, as I don't think it does anything special with labs (like add recyclers a la USI), but are there any issues that you know of with TACLS? I'll give it a test eitherway and let you know.

Cheers (and thanks for maintaining this).

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3 hours ago, Blackline said:

I like it, I've been looking for a useful lab 'nerf'. thanks!

I hope you won't be disappointed!

56 minutes ago, Deimos Rast said:

looking at the old thread, there is a nice close up picture of one of the labs - maybe add that to the thread? Currently it's hard to get an idea what they look like.

I'm pretty sure these would already be compatible with TACLS, as I don't think it does anything special with labs (like add recyclers a la USI), but are there any issues that you know of with TACLS? I'll give it a test eitherway and let you know.

Cheers (and thanks for maintaining this).

I've changed the picture to illustrate the lab better. You're right, the previous picture didn't do justice to JDCollie's model. 

There shouldn't be any incompatibilities with TACLS, so I'll add it to the list. I can't think of any reason for it to interfere - there are no TACLS convertors or resources on board. 

Hope you enjoy it. I'm using it in my career game and it's going well. The original parts were kicking out thousands of science per day, hence the re-balance. I tested on 5* Kerbals in a science game and again in career, but if you have any feedback let me know. 

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for clarity, what do you mean by:

- If I can't get the stock science modules to treat kerbal experience correctly I'll have to create a plugin to do it instead

Just curious. Is it a problem you currently have or functionality you're looking to add?

I haven't had a chance to poke around with it yet.

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7 hours ago, Deimos Rast said:

for clarity, what do you mean by:

- If I can't get the stock science modules to treat kerbal experience correctly I'll have to create a plugin to do it instead

The science labs have a setting in the config file that allows scientist experience to affect the speed of research. I was hoping to use it to further tweak the labs, but since posting this I found out that there's a bug in 1.2 that ignores this setting completely.

 

The idea is that the larger the lab, the better the equipment, and more experience should mean more speed. But as it doesn't work, I had to balance without it. It's on the big tracker, and once it's patched I can update.

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would suggest repackaging this with its own folder inside of GameData if you don't want to handle install problems from less-experienced users dealing with mods

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Good spot. 

I've uploaded a repackaged release for now, and will update the folder structure for the next one. Thanks!

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1.2.1

  • KSP-AVC Support
  • CKAN Support
  • File Restructuring (Thanks Drew Kerman)

Download Here

Should be available on CKAN once their repository updates. 

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I'm having what appears to be a bad interaction between DSD and one of my other mods.

 

The stock mobile lab (the one with MPL in the name) is reduced to one seat (crew capacity=1) with DSD installed, however the lab cannot be used for anything because it requires two crew members.  Starting the lab shows the 'Not Enough Crew (1/2)' error.  It is impossible to move any experiment data into the lab (the lab icon is shown but the text under it has three hyphens "---".  It doesn't help if the total number of kerbals on the ship is equal to two.

 

If I can figure out which other mod was causing this, I'll mention it here.  I have a few dozen installed O.o

Update:  It is the SETI Rebalance Mod

Edited by kerbetualmotion

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Has this been tested in 1.2.2? I'm still trouble shooting my install, but my new station I'm building doesn't want to show the science pop up, and I can't review my science experiments.

 

I have a MPL-DSD-2 attached to it with four scientists in it. I'm using mostly UKS Tundra parts, some near future solar panels, and heat control radiators. I'm on mobile right now so I can't troubleshoot more atm.

 

If there's anything I can get to help out when I get home, let me know.

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51 minutes ago, Jivaii said:

If there's anything I can get to help out when I get home, let me know.

You could upload your log somewhere, and provide a link:  :)

  1. The Logs
    These are text files that the game spits out for debugging purposes as it runs; if something broke horribly in-game, there will be something in here about it. You should upload the entire log as a file (i.e. not to pastebin); you can use dropbox or an equivalent host to upload the file. Make sure the entire file gets uploaded; you may have to zip it first, as logs can be very long. Here is where you can find the log:
    • Windows: KSP_win\KSP_Data\output_log.txt (32bit) or KSP_win64\KSP_x64_Data\output_log.txt (64bit)
    • Mac OS X: Open Console, on the left side of the window there is a menu that says 'files'. Scroll down the list and find the Unity drop down, under Unity there will be Player.log ( Files>~/Library/Logs>Unity>Player.log )
    • Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log

 

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7 hours ago, Jivaii said:

Has this been tested in 1.2.2? I'm still trouble shooting my install, but my new station I'm building doesn't want to show the science pop up, and I can't review my science experiments.

 

I have a MPL-DSD-2 attached to it with four scientists in it. I'm using mostly UKS Tundra parts, some near future solar panels, and heat control radiators. I'm on mobile right now so I can't troubleshoot more atm.

 

If there's anything I can get to help out when I get home, let me know.

 

7 hours ago, Stone Blue said:

You could upload your log somewhere, and provide a link:  :)

  1. The Logs
    These are text files that the game spits out for debugging purposes as it runs; if something broke horribly in-game, there will be something in here about it. You should upload the entire log as a file (i.e. not to pastebin); you can use dropbox or an equivalent host to upload the file. Make sure the entire file gets uploaded; you may have to zip it first, as logs can be very long. Here is where you can find the log:
    • Windows: KSP_win\KSP_Data\output_log.txt (32bit) or KSP_win64\KSP_x64_Data\output_log.txt (64bit)
    • Mac OS X: Open Console, on the left side of the window there is a menu that says 'files'. Scroll down the list and find the Unity drop down, under Unity there will be Player.log ( Files>~/Library/Logs>Unity>Player.log )
    • Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log

 

I'll see if anything is on them when I get home from work

 

Upon further testing, it seems a set of antenna from a mod is causing the problem

And now it isn't....I'm going through all my pieces that are on the station, but it's not related to this mod. The log shows science being done, but I don't get to see it. I know it's done cause the review science option is there, but nothing ever pops up. I'll eventually find the problem and see what's up.

 

In the end, the thing just needed to be fully rebuilt. One of the mods updated and broke it, which is why all newly crafted vessels are fine, but that older crafted station is not.

Edited by Jivaii

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