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[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]


DMagic

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Love the mod, as always. I found what I believe to be a bug in the latest release.

 

Running 1.2.3 on KSP 1.1.0.1230 Win x64, when I reset a Goo or Mat bay, the bay closes, but the experiment does not reset and can't be run again.

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After update the mod using ckan disappeared all contracts in the Mission Control building. It happened back in the game version 1.05. Missing all the missions - both active and available from the archive. When I installed 1.1, then set all the previous mods by ckan. After that just lost all the missions, but the archives are now displayed. Consistently deleting mods, I found that to blame dmagick orbital science. If i delete this mod - all contracts there. I can not uninstall this mod, as I have in flight are several craft with science modules installed - they will disappear. What should I do?

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Hi, something I've wondered for a long time. Should the universal storage parts be in the locations they are in community tech tree?

Around 10 of them are under the construction branch nowhere near the stock sci parts?

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I've edited the comunitytechtree cfg to move them to the same locations as the stock/non US items.

Here it is to save you the work, assuming you agree they are in the wrong place :)

 

Spoiler

//The following Module Manager configs adjust the tech node position
//of all DMagic Orbital Science Parts

//Part costs and experiment values are also adjusted


@PART[dmmagBoom]:FOR[DMagic]:NEEDS[CommunityTechTree,!RP-0,!SETI]
{
    @TechRequired = basicScience
    @entryCost = 5000
    @cost = 3000
}

@PART[rpwsAnt]:FOR[DMagic]:NEEDS[CommunityTechTree,!RP-0,!SETI]
{
    @TechRequired = spaceExploration
    @entryCost = 12000
    @cost = 5000
}

@PART[dmscope]:FOR[DMagic]:NEEDS[CommunityTechTree,!RP-0,!SETI]
{
    @TechRequired = advExploration
    @entryCost = 12500
    @cost = 8000
}

@PART[dmImagingPlatform]:FOR[DMagic]:NEEDS[CommunityTechTree,!RP-0,!SETI]
{
    @TechRequired = scienceTech
    @entryCost = 10000
    @cost = 7000
}

@PART[dmSoilMoisture]:FOR[DMagic]:NEEDS[CommunityTechTree,!RP-0,!SETI]
{
    @TechRequired = electronics
    @entryCost = 24000
    @cost = 9000
}

@PART[dmSolarCollector]:FOR[DMagic]:NEEDS[CommunityTechTree,!RP-0,!SETI]
{
    @TechRequired = longTermScienceTech
    @entryCost = 30000
    @cost = 16000
}

@PART[dmsurfacelaser]:FOR[DMagic]:NEEDS[CommunityTechTree,!RP-0,!SETI]
{
    @TechRequired = precisionEngineering
    @entryCost = 15000
    @cost = 6000
}

@PART[dmbioDrill]:FOR[DMagic]:NEEDS[CommunityTechTree,!RP-0,!SETI]
{
    @TechRequired = fieldScience
    @entryCost = 18000
    @cost = 5000
}

@PART[dmAnomScanner]:FOR[DMagic]:NEEDS[CommunityTechTree,!RP-0,!SETI]
{
    @TechRequired = experimentalScience
    @entryCost = 39000
    @cost = 18000
}

@PART[dmDAN]:FOR[DMagic]:NEEDS[CommunityTechTree,!RP-0,!SETI]
{
    @TechRequired = advScienceTech
    @entryCost = 19000
    @cost = 9000
}

@PART[dmXRay]:FOR[DMagic]:NEEDS[CommunityTechTree,!RP-0,!SETI]
{
    @TechRequired = specializedScienceTech
    @entryCost = 24000
    @cost = 10000
}

@PART[dmRoverGoo]:FOR[DMagic]:NEEDS[CommunityTechTree,!RP-0,!SETI]
{
    @entryCost = 50000
    @cost = 22000
}

@PART[dmRoverMat]:FOR[DMagic]:NEEDS[CommunityTechTree,!RP-0,!SETI]
{
    @entryCost = 65000
    @cost = 30000
}

@PART[dmASERT]:FOR[DMagic]:NEEDS[CommunityTechTree,!RP-0,!SETI]
{
    @TechRequired = specializedElectrics
    @entryCost = 22000
    @cost = 8000
}

@PART[dmGoreSat]:FOR[DMagic]:NEEDS[CommunityTechTree,!RP-0,!SETI]
{
    @TechRequired = advElectrics
    @entryCost = 14000
    @cost = 6000
}

@PART[dmReconLarge]:FOR[DMagic]:NEEDS[CommunityTechTree,!RP-0,!SETI]
{
    @TechRequired = experimentalElectrics
    @entryCost = 22500
    @cost = 12000
}

@PART[dmReconSmall]:FOR[DMagic]:NEEDS[CommunityTechTree,!RP-0,!SETI]
{
    @TechRequired = precisionEngineering
    @entryCost = 14000
    @cost = 10000
}

@PART[dmSIGINT]:FOR[DMagic]:NEEDS[CommunityTechTree,!RP-0,!SETI]
{
    @TechRequired = advUnmanned
    @entryCost = 25000
    @cost = 20000
}

@PART[dmUSGoreSat]:NEEDS[CommunityTechTree,UniversalStorage,!RP-0,!SETI]:AFTER[DMagic]
{
    @TechRequired = advElectrics
    @entryCost = 16000
    @cost = 6500
}

@PART[dmUSAsert]:NEEDS[CommunityTechTree,UniversalStorage,!RP-0,!SETI]:AFTER[DMagic]
{
    @TechRequired = specializedElectrics
    @entryCost = 28000
    @cost = 8500
}

@PART[dmUSMat]:NEEDS[CommunityTechTree,UniversalStorage,!RP-0,!SETI]:AFTER[DMagic]
{
    @TechRequired = survivability
    @entryCost = 15000
    @cost = 9000
}

@PART[dmUSGoo]:NEEDS[CommunityTechTree,UniversalStorage,!RP-0,!SETI]:AFTER[DMagic]
{
    @TechRequired = survivability
    @entryCost = 4000
    @cost = 2000
}

@PART[dmUSMagBoom]:NEEDS[CommunityTechTree,UniversalStorage,!RP-0,!SETI]:AFTER[DMagic]
{
    @TechRequired = basicScience
    @entryCost = 9000
    @cost = 4500
}

@PART[USRPWS]:NEEDS[CommunityTechTree,UniversalStorage,!RP-0,!SETI]:AFTER[DMagic]
{
    @TechRequired = spaceExploration
    @entryCost = 25000
    @cost = 5500
}

@PART[dmUSScope]:NEEDS[CommunityTechTree,UniversalStorage,!RP-0,!SETI]:AFTER[DMagic]
{
    @TechRequired = advExploration
    @entryCost = 15000
    @cost = 9500
}

@PART[dmUSSolarParticles]:NEEDS[CommunityTechTree,UniversalStorage,!RP-0,!SETI]:AFTER[DMagic]
{
    @TechRequired = longTermScienceTech
    @entryCost = 38000
    @cost = 18000
}

@PART[dmUSPresTemp]:NEEDS[CommunityTechTree,UniversalStorage,!RP-0,!SETI]:AFTER[DMagic]
{
    @TechRequired = spaceExploration
    @entryCost = 11000
    @cost = 7000
}

@PART[dmUSAccGrav]:NEEDS[CommunityTechTree,UniversalStorage,!RP-0,!SETI]:AFTER[DMagic]
{
    @TechRequired = advScienceTech
    @entryCost = 29000
    @cost = 16000
}

@PART[dmUSAtmosSense]:NEEDS[CommunityTechTree,UniversalStorage,!RP-0,!SETI]:AFTER[DMagic]
{
    @TechRequired = fieldScience
    @entryCost = 18000
    @cost = 6500
}

@PART[dmUSImagingPlatform]:NEEDS[CommunityTechTree,UniversalStorage,!RP-0,!SETI]:AFTER[DMagic]
{
    @TechRequired = scienceTech
    @entryCost = 18000
    @cost = 8000
}

@PART[dmUSSoilMoisture]:NEEDS[CommunityTechTree,UniversalStorage,!RP-0,!SETI]:AFTER[DMagic]
{
    @TechRequired = electronics
    @entryCost = 18000
    @cost = 9500
}

@EXPERIMENT_DEFINITION[*]:HAS[#id[magScan]]:NEEDS[CommunityTechTree,!RP-0,!SETI]
{
    @baseValue = 4
    @scienceCap = 4
}

@EXPERIMENT_DEFINITION[*]:HAS[#id[rpwsScan]]:NEEDS[CommunityTechTree,!RP-0,!SETI]
{
    @baseValue = 6
    @scienceCap = 6
}

@EXPERIMENT_DEFINITION[*]:HAS[#id[scopeScan]]:NEEDS[CommunityTechTree,!RP-0,!SETI]
{
    @baseValue = 6
    @scienceCap = 6
    @dataScale = 4
}

@EXPERIMENT_DEFINITION[*]:HAS[#id[dmImagingPlatform]]:NEEDS[CommunityTechTree,!RP-0,!SETI]
{
    @baseValue = 7
    @scienceCap = 7
}

@EXPERIMENT_DEFINITION[*]:HAS[#id[dmNAlbedoScan]]:NEEDS[CommunityTechTree,!RP-0,!SETI]
{
    @baseValue = 7
    @scienceCap = 7
}

@EXPERIMENT_DEFINITION[*]:HAS[#id[dmXRayDiffract]]:NEEDS[CommunityTechTree,!RP-0,!SETI]
{
    @baseValue = 8
    @scienceCap = 8
    @dataScale = 4
}

@EXPERIMENT_DEFINITION[*]:HAS[#id[dmSolarParticles]]:NEEDS[CommunityTechTree,!RP-0,!SETI]
{
    @baseValue = 10
    @scienceCap = 14
    @dataScale = 3
}

@EXPERIMENT_DEFINITION[*]:HAS[#id[dmSoilMoisture]]:NEEDS[CommunityTechTree,!RP-0,!SETI]
{
    @baseValue = 8
    @scienceCap = 8
}

@EXPERIMENT_DEFINITION[*]:HAS[#id[dmAsteroidScan]]:NEEDS[CommunityTechTree,!RP-0,!SETI]
{
    @baseValue = 7
    @scienceCap = 7
}

@EXPERIMENT_DEFINITION[*]:HAS[#id[dmRadiometerScan]]:NEEDS[CommunityTechTree,!RP-0,!SETI]
{
    @baseValue = 10
    @scienceCap = 10
}

@EXPERIMENT_DEFINITION[*]:HAS[#id[dmbiodrillscan]]:NEEDS[CommunityTechTree,!RP-0,!SETI]
{
    @baseValue = 5
    @scienceCap = 8
}

@EXPERIMENT_DEFINITION[*]:HAS[#id[AnomalyScan]]:NEEDS[CommunityTechTree,!RP-0,!SETI]
{
    @baseValue = 14
    @scienceCap = 14
    @dataScale = 5
}
 

 

Edited by Torih
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Will this work OK if I don't install any of the contracts management mods?  I'd just like new contracts from d-magic and am afraid if I install con tract management stuff it will add a bunch of new contracts I don't want that aren't vanilla.

Also, if I don't install community tech tree, will these show up in default tech tree and be balanced ok?  I'm way into a campaign and don't want to have to restart.  Thanks! :)

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On 21/04/2016 at 11:50 PM, devikwolf said:

Love the mod, as always. I found what I believe to be a bug in the latest release.

 

Running 1.2.3 on KSP 1.1.0.1230 Win x64, when I reset a Goo or Mat bay, the bay closes, but the experiment does not reset and can't be run again.

I'm having the same problem; heavily modded install of KSP 1230 using Orbital Science v1.2.3 (Win x64) but the same thing occurs with Universal Storage goo canisters and materials bays. A sample was collected, and the segments reset by a lvl 2 engineer (the parts visually close and the data seems to be collected) but when back in the pod and a second run attempted I get an error "No more samples can be collected". Is this a bug, or is this an intended change to stock behaviour, requiring a higher level Kerbal?

The only reason I have to believe that this is down to Orbital Science is that the error message I get appears in the DMModuleScienceAnimateGeneric.cs

Also, truly awesome sets of mods DMagic, multi-props to you for the great work. <3

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Heya!

Found some bug with asteroid based experiments, not sure who/what might be the cause, but if I try to perform an X-ray-spectrometer analysis or a surface hydrogen analysis, while latched onto a roid via an InfernalRobotics ModelRework UtilitronGrasper (based on KAS,basically a small variant of a magnet/harpoon), it says the experiment cannot be performed.

Soil moisture and multispectral scan while near the roid both worked just perfect :)

 

Just arbitrary guessing:

Could this come from different types of connections? Not sure how it actually works, but maybe other modes than grapple-node-based connections are not recognized by the experiments?

Possible relevance:

RoverDude's Asteroid recycling stuff (basically the whole USI package^^), EVE/SVE, InfernalRobotics-set

 

Not even sure whom to adress with this, so please forgive me if you are not the droid I'm looking for :D

KSP 1.1 win64

Edited by h0yer
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@devikwolf & @drewthedrewman There is an oversight in how EVA experiment resets work. I'll fix it for the next version; I think the regular science lab resets should work fine.

@Fenyx The last major update for Orbital Science (1.1 -> 1.2) had a complete overhaul of how its contracts save and load data, so all existing contracts were broken. They should have broken more gracefully though (there may be some problems with the anomaly contracts though) and not break anything else. The only way to fix completely broken contracts (if you have save file backups) is to go into the save file and just remove all of the Orbital Science contracts; they all have the prefix "DM" in their type title. You might also be able to remove all of them through the Alt+F12 Contracts controls.

@Torih They are where they are supposed to be.

@jpinard Do you mean Contract Configurator contracts? This doesn't rely on CC or have anything to do with its contracts. Everything is placed appropriately in the stock tech tree, though it will probably make progression much easier than when using the CTT.

@h0yer Do you know if the KAS harpoon docks the vessels together, does it do the docking thing after attaching where the camera shifts to focus on the new center-of-mass? As long as the vessels are joined the experiment should work fine (assuming that its base is pointed at the asteroid; try other asteroid experiments, like the DAN, to check if XRay orientation is a problem).

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6 hours ago, DMagic said:

@devikwolf & @drewthedrewman There is an oversight in how EVA experiment resets work. I'll fix it for the next version; I think the regular science lab resets should work fine.

@Fenyx The last major update for Orbital Science (1.1 -> 1.2) had a complete overhaul of how its contracts save and load data, so all existing contracts were broken. They should have broken more gracefully though (there may be some problems with the anomaly contracts though) and not break anything else. The only way to fix completely broken contracts (if you have save file backups) is to go into the save file and just remove all of the Orbital Science contracts; they all have the prefix "DM" in their type title. You might also be able to remove all of them through the Alt+F12 Contracts controls.

@Torih They are where they are supposed to be.

@jpinard Do you mean Contract Configurator contracts? This doesn't rely on CC or have anything to do with its contracts. Everything is placed appropriately in the stock tech tree, though it will probably make progression much easier than when using the CTT.

@h0yer Do you know if the KAS harpoon docks the vessels together, does it do the docking thing after attaching where the camera shifts to focus on the new center-of-mass? As long as the vessels are joined the experiment should work fine (assuming that its base is pointed at the asteroid; try other asteroid experiments, like the DAN, to check if XRay orientation is a problem).

When I go to install your mod via CKAN is says it highly suggests I install CCC.  That's why I was wondering.

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1 hour ago, DMagic said:

@jpinard CKAN suggest for Contract Configurator when installing this? That must come from another mod; CC isn't on Orbital Science's list.

OK that is really bizarre.  The only reason I posted was because CKAN had that "suggested mod download alongside of this" listed.  I'm sure I must have something messed up somehow.

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On 24.04.2016 at 10:11 PM, DMagic said:

The only way to fix completely broken contracts (if you have save file backups) is to go into the save file and just remove all of the Orbital Science contracts; they all have the prefix "DM" in their type title. You might also be able to remove all of them through the Alt+F12 Contracts controls.

Thank you, I have read it in the top of the thread. But I do not understand how it can influence the available contracts. They must be added regardless of the existing ones. Do you think that the available contracts will appear if I delete the current?

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I think they made ModuleAnimateGeneric animations able to be one way only; I should be able to set this up to properly handle working as a data transmitter. I'll just need to spend some time with ModuleDataTransmitter and ModuleAnimateGeneric to make sure.

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I think I finally have the dish working properly with an antenna module. Since RemoteTech replicates most of how stock antennas work, it should work with that, too.

Anyone have any ideas on RT parameters, as well as stock transmitter parameters?

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@DMagic I'll take a look at it and see what I can propose for it.  Geeking out on antennas is one of my favorite things to do in KSP.  Since I'm in the middle of finishing up a giant Antenna Range MM config for Stock/OPM setups using the Antennas mod and AIES antennas as well, I'll see what kind of numbers might look sensible and give you some feedback.  Haven't used RT in over a year though so muddling through those parameters might take me a bit longer but I can definitely give some feedback on stock/AR possibilities.

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Had some time this afternoon so I went ahead and pulled the basic parameters together for ModuleDataTransmitter:

Spoiler

    MODULE
    {
        name = ModuleDataTransmitter
        packetInterval = 0.10  //defines how long it takes to transmit 1 packet.  Lower = faster
        packetSize = 2 //defines data packet size. Combined with packetInterval to determine total speed of transmission.  Larger = faster
        packetResourceCost = 20.0 // EC usage per packet. A fast transmitter with a high packet cost could easily drain all EC
        requiredResource = ElectricCharge
        DeployFxModules = 0 //concerns the deployment of the antenna but I've honestly never seen it set to anything other 0
        ProgressFxModules = 1 //defines animations that play while transmitting.  I've never seen it set to anything other than 1 or 0 but there may be other valid values
    }

Now these numbers actually match the 88-88 exactly except it does not have the ProgressFxModules defined.  I just wanted to include it because these are all of the valid parameters for this module.  The other piece that is typically included with deployed antennas is the ModuleAnimateGeneric but unless I'm missing something, you're calling your own animation module instead of the stock.  It shouldn't matter one bit for how it works as a data transmitter that I know of but then, I'm not a coder. :D

I can also provide some insight into configuring this for Antenna Range, and I'll also try and figure out some good RT parameters.  The main thing would be to determine the specifics on the above first since how you want the antenna to operate would determine how to set it up under AR and RT (e.g. fast/EC heavy, slow/EC light etc).  Hope this helps out some for now!

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Hi there!

Awesome mod this is but I got a little problem with the asteroid sounding experiment which I didn't find anywhere in this topic:

Whatever I do the two scanners do find each other but no experiment can be taken from it when grabbed and targeted or untargeted. I tried to hang one of the probes near the opposite side of the asteroid and also tried targeted and untargeted. They both got power. I tried to use it with an EVA and the results are the same.

HZh970N.png

Log file: <script src="https://gist.github.com/anonymous/ac5550724354fb32328265e433ccf6f4.js"></script>

All the other experiments do work and classify it as an asteroid.

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