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[WIP] StationScience v3.0 "ReNewed"


spoonyboobah

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**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

 

Edited by spoonyboobah
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  • 2 months later...
8 hours ago, jd284 said:

This sounds really interesting, but is there a way to try it out yet? The links still go to the old MOAR Station Science mod.

Working on it @jd284, doing it in my spare time... also the original code is very jumbled and bolted on... so taking time to sift through and get it back to one piece...

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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.

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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...

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  • 1 month later...

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 :)

Edited by spoonyboobah
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  • 2 weeks later...
  • 1 month later...
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 :)

Edited by spoonyboobah
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  • 3 weeks later...
On 5/1/2023 at 3:45 PM, spoonyboobah said:

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.

Unfortunately I'm only good at coding, and less than useless with modeling or textures...

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  • 6 months later...
17 hours ago, linuxgurugamer said:

Status update?

Heya @linuxgurugamer

Unfortunately I have stalled with this... am i dire need of a modeller and texturer to make the new part models / update the old ones... and my skills are very lacking.

My plan is to use current models for placeholders... and then release a version that is at least usable as all the code has been done.

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