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Oarc

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Everything posted by Oarc

  1. Karbonite provides the DRT-40 Karbonite Drill that has a max output of 1 karbonite/s while using 6 electric charge/s K+ provides the KA-625 Mini-Drill that has a max output of 1 karbonite/s while using 1 electric charge/s (At least according to the text in the VAB) Is this intended? Am I misunderstanding something maybe?
  2. Tried to reply got an error msg... yay. Basically, I can't find the other tools atm. They're prob all outdated. Good luck. Also I stopped playing KSP a long time ago Just replying cause I don't want you to feel lost and alone.
  3. Thanks for the feedback! I was half-way through a better version but then I found that there are better alternatives already out there
  4. Doesn't look like more than a handful of people are interested in this (based on this forum and reddit). Sorry but I don't think I have much reason to continue working on this. My previous post has a link to the file I created so you can give it a try if you wish. Let me know how it goes.
  5. So it looks like High Data Value is not used? Or it means something other than what I think it means? SunInSpaceHigh and SunInSpaceLow both have a multiplier of 11 according to the save files I've been using. Thanks for the values either way, I can use them to double check my table. So I managed to generate the blank template and it works with one caveat. I haven't bothered to put in all the names yet. The name of the experiment is the actual hardcoded id (like mysteryGoo@SunInSpaceHigh). However... Once you get the experiment for the first time, KSP is smart enough to overwrite that report. Also, there are a couple of experiments that are a pain to implement as exceptions. Specifically the Kerbin biomes of the Launchpad/KSC/Runway. You can get crewReports while flying over if you're lucky... But I don't know if that applies to all experiments. Seems to only apply to the FlyingLow situation and not the FlyingHigh. I don't really want to implement experiments just because they are possible in theory. Plus, it's only a few of them around Kerbin. There's also the splashed case which you get in most biomes, but not all (again from the wiki and forums). Would you like to take a look at my template? If you can try it out and give me some feedback, it would be much appreciated. Here is a blank persistence file but it's affected by my mods of course: http://oarcinae.us/ScienceParser/ScienceRevealTemplate_persistence.sfs Here is just the science part which you could copy into any NEW FRESH save file: http://oarcinae.us/ScienceParser/ScienceReveal.txt (~~~~I have no idea what copying in duplicates will do. I'll give it a go I guess.~~~~) So I tried copying in a duplicate experiment. It looks like it just gets ignored. If that's the case, it looks like you could potentially copy in the ScienceReveal.txt to any save file... duplicates will be ignored and you won't lose your current progress. But it WILL reveal all previously undone experiments... Doesn't seem to work too well this way. Works with a new save it seems. So I tried to add the empty experiments to my save file, and while they populated everything up to Kerbin, it seemed to stop there. A blank save file works. But my current save file with mods and a lot of science completed around Kerbin/Mun/Minmus, doesn't seem to load the empty experiments properly.
  6. Yeah... you guys have definitely lost me. I'm not a modder at all so I don't have any experience dealing with getting values from the KSP game internals. I'm a simpleton who can parse some text files and read wikis. I plan to work on this in the next couple days and will post back with my results soon. Thanks for the idea, hope there aren't too many obstacles.
  7. Lol, I might need to move to python or something other than javascript. I was initially planning to just create a webapp... I'll look into this. Looks like the blank template might be a big hit for some people.
  8. Could you explain this? I calculate the "cap" by multiplying the "scienceCap = x" located in the ScienceDefs.cfg file by the planet-situation science multiplier located in the wiki page here: http://wiki.kerbalspaceprogram.com/wiki/Science#Celestial_body_multipliers I actually edited a few lines of that table based on someone's save file for Eeloo, Pol and Bop. Or do you mean that from some examples in the persistent.sfs file, I can use that to figure out all the multipliers (which I assume is how the wiki was created). There's no way that I am aware of to read the multipliers in plain text format. For example: evaReport@KerbinSrfLandedKSC (persistent.sfs) evaReport has "scienceCap = 8" (ScienceDefs.cfg) report has "cap = 2.4" (persistent.sfs) I need to calculate cap = 2.4 based on known scienceCap * known multiplier (from a table of constants). 2.4 = 8 * multiplier Multiplier = 0.3 I don't know the sbv (persistent.sfs) before I create the template. But that's a constant based on the planet-situation. I build a table of the constants and use those as reference when calculating the cap that needs to be generated for each report. Thanks for the function you posted! Is that from a mod, or the ksp code, or something you created? While not ideal, I'm planning to add on to my crappy javascript code since it's all already created and working relatively well. I should be able to take your example function and put that in to create the "title".
  9. Yep, I'm aware of that. This is my plan: id = I have a way to parse this, I can easily reverse the process title = not sure about this one. I may have to make something new, hopefully it follows a clear format dsc = copy from experiment (data scale found in scienceDefs) scv = 1 sbv = base value (I believe this is the scientific multiplier for that situation + planet, correct me if I'm wrong.) sci = 0 cap = calculate max possible science (I already have done this for all possible experiments) Lol, it seems like this template would be more popular than my science summary utility. So based on that, I'll probably work on it first.
  10. Definitely possible. If you hack your persistence file to have every single experiment but just list the current science gained as 0. It might work... However, generating that "blank" template... Would definitely require some work. Or just find someone who has completed at least one experiment everywhere for everything and then set the "sci" to 0. I'm talking about the specific reports saved in the persistence.sfs file that look like this: Science { id = magnetosphericExperiment@KerbinInSpaceLow title = Analyse Magnetosphere while in space near Kerbin dsc = 2.5 scv = 0.0007514087 sbv = 1 sci = 21.98347 cap = 22 } So I'm pretty confident I could create that blank template for you... It would take me a few hours of work I think.
  11. That's pretty neat! I've seen some others around the place as well like this one (which might be pre 0.23?): http://forum.kerbalspaceprogram.com/threads/54247-Kerbin-Science-Check-List-Spread-Sheet And this one: http://www.reddit.com/r/KerbalSpaceProgram/comments/1xf0l5/science_checklist_all_planets_biomes_improved/ Would you be interested in a utility program that automatically fills in your checklist by reading your save file?
  12. I do not think that the science lab allows you to get more than 100% of the normal science. It just increases the amount you can transmit. Not beyond 100% though. Feel free to correct me if I'm wrong. Also, to answer the OP of this thread. If you don't count recovery experiments, and you don't count the asteroids (which haven't been released yet), then you should be able to hit ~75000 points. (Not the best accuracy, still got a few bugs to work out.) I'm basing this calculation off my own utility (http://oarcinae.us/ScienceParser/kspScienceParser.html). I can't guarantee my calculation is bug free, but that's definitely in the ballpark if not exactly correct. If you find a bug in my code, I would LOVE to know thanks!
  13. Hello! Check out my simple science summarizer here: Oarc's KSP Science Summary Ever wanted to know how much science you missed on a particular planet? Ever wanted to find out how much science you have completed via crew reports alone? Now you can! I've created a web-based utility that summarizes all completed and possible science. It's a work in progress but it should work fairly well stock KSP 0.23. Right now it's quite simple but it allows you to see how much total available science there is, total number of unique experiments you could do, how much science you've done, etc... It also shows you how much science you've done per planet and per experiment. I have several planned additions such as handling the "recovery" of a vessel science which is a little bit unique. I'm also planning to add more details about exactly what biomes and experiments remain to be done, or what exactly you have completed. My goal is to provide additional ways to view the data, as well as show some things that the science archives don't give you (spoiler alert!). I can't guarantee compatibility with mods that adjust the science values, but I have put some work into getting things like the "Science Revisited" and "Interstellar" mods to work properly. I welcome any feedback and requests for features would be greatly appreciated. Legal stuff that might be required?: Source code is in the website itself. It's all javascript and I use amCharts to display stuff nicely. I don't receive any file that you "load". Feel free to re-use my code in anyway you want as long as you mention where you get it from (link to website is sufficient).
  14. Yes please. I would love to see an answer to this. I spent several hours trying to figure it out as well. Anyone? This mod is great, the only thing lacking is info on it. I would gladly add to the wiki if I could figure out more of it.
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