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[1.1.2] Station Science (v2.0: New models by SpeedyB)


ethernet

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On 10/17/2016 at 11:04 PM, tomf said:

Until Ethernet is able to update this mod I have made a 1.2 compatible version. https://github.com/tomforwood/StationScience/releases/tag/v1.2.0

I've done the bare minimum of testing but it seems to work (I completed a quark bio activity experiment).

This comes with no-support from Ethernet and very little from me.

 

1 hour ago, alexus said:

is it work in ksp 1.2?

tomf made a 1.2 compatible version

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Just now, razark said:

I am happy to report that I will eagerly hear what happens when you try it out.

Currently testing Mechjeb Dev version and IR Dev version. I'll play with it soon if no one else reports back.

I'm down to the last 6 of so mods on my list that needed full updating so im trying out the WIP versions. 

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  • 2 weeks later...
On 4.11.2016 at 2:51 AM, Selrinn said:

Has anyone tried using that Temp version in 1.2.1?

Hi @Selrinn, @tomf, @ethernet. I have tested all Station Science parts around Kerbin in 1.2.1, completed some of the experiments and returned them to Kerbin for the science points and contracts.

Everything looks and works good, as far I can tell.

I noticed the fps drops a littlearound my station - but as the station is quite big and there are also some other mods involved, I'm not sure if the Station Science parts are to blame for this.

Also, the contracts seems to appear only after I installed a contract mod, but I can't tell if this was really the matter - now I get new contracts for the Station Scince parts all the time.

Thanks for the mod and the temp mod :D

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On 11/15/2016 at 6:33 AM, Toomuch77 said:

Hi @Selrinn, @tomf, @ethernet. I have tested all Station Science parts around Kerbin in 1.2.1, completed some of the experiments and returned them to Kerbin for the science points and contracts.

Everything looks and works good, as far I can tell.

I noticed the fps drops a littlearound my station - but as the station is quite big and there are also some other mods involved, I'm not sure if the Station Science parts are to blame for this.

Also, the contracts seems to appear only after I installed a contract mod, but I can't tell if this was really the matter - now I get new contracts for the Station Scince parts all the time.

Thanks for the mod and the temp mod :D

Cool thanks for the info. I have noticed that the plant growth experiment is in my parts list but i don't have any contracts for it. I do have contract configurator. perhaps something else has borked it though, gonna reinstall everything now that 95% of my mods are 1.2.1 ready. 

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On 19.11.2016 at 2:29 PM, Selrinn said:

Cool thanks for the info. I have noticed that the plant growth experiment is in my parts list but i don't have any contracts for it. I do have contract configurator. perhaps something else has borked it though, gonna reinstall everything now that 95% of my mods are 1.2.1 ready. 

I don't know, if anything has broken it - but I got plant growth experiments (around the Mun).

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  • 2 weeks later...
On 3-9-2016 at 11:59 PM, gio3040 said:

I have a problem.All my parts says "status: locked". and i cant run any experiements and generate eurekas altought i have kibbals,scientist, science lab etc. Pls help.

Same problem here....
I have updated, deleted, and updated again.
Nothing works, it stays locked and can't do any experiment.
Somebody knows a solution to this??

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  • 2 weeks later...
On 11/20/2016 at 7:47 AM, ROXunreal said:

Is it normal to not get module contracts for stations currently? Because I'm not getting "expand station with x module" contracts, using the newest unofficial version posted here.

I get only contracts that say "launch, run and return to kerbin [station science module]" but they all seem to work. if you can manage to get the big stuff up in orbit early on in career these contracts are quite easy to accomplish.

 

Great MOD, Thank you for making this and hopefully for continued support.

 

 

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I've said it before and I'll say it again: This is the mod I'd like the most to be made into stock. It gives a purpose to building elaborate space stations and outfit them with ISS-style solar arrays and massive battery banks. It challenges players to come up with some really heavy lifters and orbital tugs, and learn to dock heavy modules. And in case of the larger experiments, to plan the station's layout in advance. It emulates real-world research in low orbit. It has a good payoff for the work of building a space station too, you don't just do it because it's cool. And you can use the science launches to resupply your station too if you want.

Awesome mod, keep spreading the word about it!

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I have a problem using this mod.

I got a station around the mun. i got a cyclotron there aswell as a lab i got 8 solar panels and a lot of battery power. i got retrograde quarks experiment there. 

When i start the experiment and wait till the eurrkas are full and start the cyclotron it says load 40% and does not provide enough quarks to finish the experiment even though i do have enough power...

 

I habe quite a few mods installed is that a bug resulting from some kind of interavtion or am I doing something wrong?

 

Would be awesome if you could help me.

 

Thank you:)

 

i figured it has something to do with the engineer. if I have a level 5 engineer on the same station it goes up to 70%. how do i get it to 100%? (2 engineers or an additional scientist wont make a difference)

Edited by V[Sky]
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@V[Sky] I have never experienced this....  Interesting.  Usually the only time I have issues is when I run out of power.  Then the experiment stops and must be restarted.  I have never had any issues regarding engineer's levels, so I am not too sure what is causing that issue.

Also, what is your orbit?  Specifically your station's Periapsis/Apoapsis around the Mun?  

Edited by smotheredrun
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On 14/12/2016 at 11:03 PM, V[Sky] said:

I have a problem using this mod.

I got a station around the mun. i got a cyclotron there aswell as a lab i got 8 solar panels and a lot of battery power. i got retrograde quarks experiment there. 

When i start the experiment and wait till the eurrkas are full and start the cyclotron it says load 40% and does not provide enough quarks to finish the experiment even though i do have enough power...

 

I habe quite a few mods installed is that a bug resulting from some kind of interavtion or am I doing something wrong?

 

Would be awesome if you could help me.

 

Thank you:)

 

i figured it has something to do with the engineer. if I have a level 5 engineer on the same station it goes up to 70%. how do i get it to 100%? (2 engineers or an additional scientist wont make a difference)

there is an experiment that requires 2 cyclotrons. one is not enough

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I ran into a similar problem just now. I think I used to (in a previous version) be able to use stored EC to power cyclotrons, but now they seem to have a load % purely based on power generation rate. I solved it by adding a lot (dozen gigantors) more solar panels.

 

EDIT: No, I was wrong. It wasn't adding solar panels that fixed it, it was actually fixed by spending time while the experiment was running with another vessel focused. It seems that although the cyclotron doesn't want to actually use all my EC for some reason, Retrograde Kuarqs only decay while the station is focused, but still generate while it's unfocused. And once you have 50, they stop decaying.

Edited by buckykat
I was wrong, found actual reason for odd game behavior.
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On 12/21/2016 at 3:43 PM, buckykat said:

I ran into a similar problem just now. I think I used to (in a previous version) be able to use stored EC to power cyclotrons, but now they seem to have a load % purely based on power generation rate. I solved it by adding a lot (dozen gigantors) more solar panels.

 

EDIT: No, I was wrong. It wasn't adding solar panels that fixed it, it was actually fixed by spending time while the experiment was running with another vessel focused. It seems that although the cyclotron doesn't want to actually use all my EC for some reason, Retrograde Kuarqs only decay while the station is focused, but still generate while it's unfocused. And once you have 50, they stop decaying.

Actually I think it's an issue introduced with 1.2.2 for some reason. It appears to run on only 10% load without an engineer. With a 5-star engineer aboard, you get... 70%, still not enough to complete the "Retrograde Kuarqs" experiment with only one cyclotron.

I fixed it by editing "UseSpecialistBonus" in StationScience/Parts/StnSciCyclo/part.cfg to False. I'm not even sure why it's true in the first place. Is it possible that 1.2.2 actually broke it by applying intended behavior for those config values?

Edited by Spheniscine
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I think it is 1.2.2 breaking it by fixing engineer efficiency bonuses. One of the changes for 1.2.2 under miscellaneous is "Apply engineer bonuses to drills and ISRU correctly." I also checked an old version of station science I had downloaded, 2.0 from mid july, and found the exact same settings in its cyclotron cfg for specialist bonus and efficiency factor as in the current version.

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On 12/18/2016 at 1:59 PM, EmpCris said:

there is an experiment that requires 2 cyclotrons. one is not enough

Yeah, my SS stations always used (2) cyclotrons because of that.  Which is not too bad, because you can put them on the wings and they have the exact same mass (if you want to turn the space station into a mobile spacecraft and take it to another planet).

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13 hours ago, WuphonsReach said:

Yeah, my SS stations always used (2) cyclotrons because of that.  Which is not too bad, because you can put them on the wings and they have the exact same mass (if you want to turn the space station into a mobile spacecraft and take it to another planet).

You mean to tell me that I'm NOT supposed to haul the entire station around the galaxy as a giant mobile space fortress? Crap....I've been playing the game wrong for sooooo long then.

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On ‎12‎/‎13‎/‎2016 at 6:04 PM, Codraroll said:

I've said it before and I'll say it again: This is the mod I'd like the most to be made into stock. It gives a purpose to building elaborate space stations and outfit them with ISS-style solar arrays and massive battery banks. It challenges players to come up with some really heavy lifters and orbital tugs, and learn to dock heavy modules. And in case of the larger experiments, to plan the station's layout in advance. It emulates real-world research in low orbit. It has a good payoff for the work of building a space station too, you don't just do it because it's cool. And you can use the science launches to resupply your station too if you want.

Awesome mod, keep spreading the word about it!

I ALSO like how it encourages repeated VISITS to a well-designed station, since career-mode contracts require you to create and begin new missions with new experiment modules that need to visit your station AND LIVE-PAYLOAD-RETURN to Kerbin for the contract to complete.  WONDERFUL excuse to develop reusable SSTO hardware!

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Until Ethernet wants to return and take over again I am going to continue to support station science

My first official release fixes the very low efficiencies from cyclotons

I have created a new thread here. Please post and questions, bugs etc there and I will try to answer them.

 

Edited by tomf
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