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[1.8] Station Science continued (v2.6.0)


tomf

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2 hours ago, MacLuky said:

Hi,
I noticed there is no RO patch for StationScience. Before I give it a go: did anyone make a good one?  (before I make a lousy attempt for nothing ;-)

Not sure if this is *exactly* for Station Science, or relevent:

https://github.com/KSP-RO/RP-0/blob/master/GameData/RP-0/Science/Experiments/StationScienceEarly.cfg

Have you gone thru any of the RO forks on github (I know, there are TONS of them :P ) , to see if you can find anything specific to Station Science? vOv

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No, this is what I did. It seems to scale okay and weight is in line with the normal science labs:

@PART[StnSciKib|StnSciKibJr|StnSciCyclo|StnSciExperiment1|StnSciExperiment2|StnSciExperiment3|StnSciExperiment4|StnSciExperiment5|StnSciExperiment6]:FOR[RealismOverhaul]:NEEDS[StationScience]
{
	%RSSROConfig = True
	%rescaleFactor = 1.6
	%scale = 1.0
	@mass *= 2
	!MODULE[TweakScale]
	{
	}
}
@PART[StnSciZoo|StnSciSpectro|StnSciLab]:FOR[RealismOverhaul]:NEEDS[StationScience]
{
	%RSSROConfig = True
	%rescaleFactor = 1.6
	%scale = 1.0
	@description ^= :$: Contains O2 supply for it's scientists, however there is no food or water allowed in the science facility. Ships with 1 day supply, able to store 30 days.:
#	@mass = 12.5
	MODULE
	{
		name = ModuleFuelTanks
		volume = 750
		basemass = -1
		type = ServiceModule
		TANK
		{
			name = ElectricCharge
			amount = 43200
			maxAmount = 43200
		}
		TANK
		{
			name = Oxygen
			amount = 2520
			maxAmount = 75600
		}
		TANK
		{
			name = CarbonDioxide
			amount = 0
			maxAmount = 1200
		}
		TANK
		{
			name = LithiumHydroxide
			amount = 3
			maxAmount = 90
		}
	}
	MODULE:NEEDS[TacLifeSupport]
	{
		name = TacGenericConverter
		converterName = CO2 Scrubber
		StartActionName = Start CO2 Scrubber
		StopActionName = Stop CO2 Scrubber
		tag = Life Support
		GeneratesHeat = False
		UseSpecialistBonus = True
		SpecialistEfficiencyFactor = 0.2
		SpecialistBonusBase = 0.05
		ExperienceEffect = ConverterSkill
		EfficiencyBonus = 1
		conversionRate = 4.0	// # of people - Figures based on per/person

		INPUT_RESOURCE
		{
			ResourceName = CarbonDioxide
			Ratio = 0.00589121
		}

		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 0.01
		}

		INPUT_RESOURCE
		{
			ResourceName = LithiumHydroxide
			Ratio = 0.0000085683
		}

		OUTPUT_RESOURCE
		{
			ResourceName = WasteWater
			Ratio = 0.0000046828
			DumpExcess = True
		}

		OUTPUT_RESOURCE
		{
			ResourceName = Waste
			Ratio = 0.0000257297
			DumpExcess = False
		}
	}
	MODULE
	{
		name = ModuleGenerator
		isAlwaysActive = true
		OUTPUT_RESOURCE
		{
			name = ElectricCharge
			rate = -0.2 //200W for life support base
		}
	}
}

 

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  • 2 weeks later...
On 11/26/2020 at 2:58 AM, linuxgurugamer said:

Just an update:  I will most likely be getting out a beta in the next few days.

this beta will include the current mod with (hopefully) @firda's fix along with the following addition:

The old addon FuelScience which will include the following new/old parts:

  • Experiment: Prograde Kuarqs
  • Experiment: Plant Growth
  • Experiment: Plant Growth
  • Experiment: Advanced Fuels
  • Experiment: Rocket Fuels
  • Experiment: Kuarq bio-activity
  • Experiment: Creature Comforts
  • Experiment: Eccentric Kuarqs
  • Experiment: Retrograde Kuarqs

I haven't yet merged these, so there may already be a few duplicates.  All of these, however, will be using the ModuleCostlyExperiment, which comes from another old mod Costly Science

Any news?

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  • 6 months later...
22 minutes ago, Sheachen said:

This is a nice MOD.I have created a Chinese Localization file myself.Would you mind adding it to the mod file? I can upload it to github if you want:wink:

This mod was taken over by linuxgurugamer a while ago. He created a new thread for it and you should post this there

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  • 3 months later...

Hi all,

apparently my Station-Science-ralated contracts won't trigger upon completion.

I had two contracts for compelting as many experiments in orbit around Mun and return them to Kerbin. I completed them as required and they were flagged correctly, but when I returned them to Kerbin with the result inside the contract was not recognised as completed.

Any idea for the reason? May it be that on the station I already had the experiment-parts (to be used and restored multiple times)?

Thanks!

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On 12/7/2021 at 8:50 PM, Carsaxy said:

 

Any idea for the reason? May it be that on the station I already had the experiment-parts (to be used and restored multiple times)?

Some contracts have requirement to launch new craft, others require to have on craft specific parts, or craft must be exact one of type: probe, maned craft, station, rover, etc.
Often when docking/undocking crafts, ship type changes from maned craft to probe and station and back. After undocking from station your craft may change type than it was on launch.

You should double check exact requirement for your contract, it is not alwayas obvious that you have missed something. It is always possible that some contacts are buged for one reason or another, but that is hard to claim without more data about it.

Edited by kcs123
Typo
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  • 4 weeks later...
On 11/1/2018 at 5:12 AM, Gordon Dry said:

Can this be made compatible to Kerbalism?

This are the segments of the Kerbalism config which have to be taken into account:
GameData\Kerbalism\System\Science.cfg
 

// ============================================================================
// Add hard-drive to command pods
// ============================================================================

@PART[*]:HAS[@MODULE[ModuleCommand]]:NEEDS[FeatureScience]:FOR[Kerbalism]
{
  MODULE
  {
    name = HardDrive
  }
}


.....


// ============================================================================
// Replace stock lab with our own
// ============================================================================

@PART[*]:HAS[@MODULE[ModuleScienceLab]]:NEEDS[FeatureScience]:FOR[zzzKerbalism]
{
  !MODULE[ModuleScienceLab] {}
  !MODULE[ModuleScienceConverter] {}

  MODULE
  {
    name = Laboratory
    researcher = Scientist
    analysis_rate = 0.005 // 5 kbps
    ec_rate = 1.0
  }

  MODULE
  {
    name = HardDrive
  }
} 

// ============================================================================
// Remove stock science data containers
// ============================================================================

@PART[*]:HAS[@MODULE[ModuleScienceContainer]]:NEEDS[FeatureScience]:FOR[zzzKerbalism]
{
  !MODULE[ModuleScienceContainer] {}
} 


.....


// ============================================================================
// Lab module satisfy stock contracts
// ============================================================================

@Contracts:NEEDS[FeatureScience]:FOR[Kerbalism]
{
  @Base
  {
    @PART_REQUEST:HAS[#Module[ModuleScienceLab]] { @Module = Laboratory }
  }
  @Station
  {
    @PART_REQUEST:HAS[#Module[ModuleScienceLab]] { @Module = Laboratory }
  }
}

 

Was there ever any update on kerbalism compatibility?

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  • 8 months later...
  • 2 weeks later...
On 1/2/2022 at 2:30 PM, baldamundo said:

Was there ever any update on kerbalism compatibility?

Nope, and not going to be any by me.  Contact the Kerbalism people for info .  If someone was to provide patches, I'd add them.

On 9/7/2022 at 10:25 AM, AlonzoTG said:

Hey, I've liked this mod for a long time. Unfortunately it now seems to interfere with and break a number of other mods these days including the WildBlue collection and even the stock ground deployable experiments. =\

In what way?  Log file might be useful

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