Jump to content

Nok

New Members
  • Posts

    4
  • Joined

  • Last visited

Reputation

1 Neutral

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. This mod is essentially useful to create very tiny probes. The real advantage of the chips usage is it can fit : science experiment, science storage, battery, antenna, etc for almost no mass, and almost no size. The only BDArmory usage that is provided by the mod is the chip_ID_tag which allow to set a tag to your vessel (so your teammate can identify you're part of their team) No weapons or hostile feature are provided. Cheers
  2. Hi Again, Apologize for the double post. @linuxgurugamer After some serious headache setting up an env for C#/Mono dev, I ended up giving a try overriding ScienceModuleConverter's protected method "GetScientists()" in a plugin ddl. I am really not sure this is the best way to achieve what the original modder wanted to do. However, this solution seems to give satisfying result here. Here is what changed on my side to get the chip_lab working : I builded a CW_ModuleScienceConverter.ddl with following class (just overriding the inherited method mentioned above) : using System; using System.Collections.Generic; using System.Linq; using System.Text; using UnityEngine; namespace CW_ModuleScienceConverter { public class CW_ModuleScienceConverter : ModuleScienceConverter { protected override float GetScientists () { return 1.0f; } } } Adding the resulting ddl file into ChromaWorks/Plugins/ Notice I chose to create a new module (CW_ModuleScienceConverter) to avoid altering the existing ones, therefor I had to modify the chip_lab.cfg file (ChromaWorks/Parts/ComputerPackage/chip/chip_lab.cfg) Previously : // MODULE // { // name = ModuleScienceConverter // scientistBonus = 0 //.25 //Bonus per scientist star - need at least one! So 0.25x - 2.5x // researchTime = 5 //Larger = slower. Exponential! // scienceMultiplier = 5 //How much science does data turn into? // scienceCap = 800 //How much science can we store before having to transmit? // powerRequirement = 10 // ConverterName = Analysis // StartActionName = Start Analysis // StopActionName = Stop Analysis // } After fixing it -> uncomment & change module's name to prefix it with CW_ MODULE { name = CW_ModuleScienceConverter scientistBonus = 0.25 //.25 //Bonus per scientist star - need at least one! So 0.25x - 2.5x researchTime = 5 //Larger = slower. Exponential! scienceMultiplier = 5 //How much science does data turn into? scienceCap = 200 //How much science can we store before having to transmit? powerRequirement = 10 ConverterName = Analysis StartActionName = Start Analysis StopActionName = Stop Analysis } With these modifications I ended up having the lab_chip part working without any crew on board. I'm really curious to know your thoughts about this fix. I'd be happy to send a pull request on your repo to get this mod working for all. Also, nothing to do witch the chip_lab but I noticed the KER_flight chip isn't working either, this is due to a misspelling in lab_KER_flight.cfg file : MODULE { name = FlightEngineer } should be MODULE { name = FlightEngineerModule } Same as lab_chib, I'd be happy to send a PR to fix these too. Let me know ! Cheers, Nok
  3. Hi everyone, I'm quite a newbie here so please be indulgent if reviving this thread isn't the good practice here. I've been facing the same issue as @orionguy & @JerryWho After giving a check on this wiki https://wiki.kerbalspaceprogram.com/wiki/Parts/Science/LargeCrewedLab/largeCrewedLab.cfg I went into the parts cfg these chips and found out the science converter is commented in chip_lab.cfg // MODULE // { // name = ModuleScienceConverter // scientistBonus = 0 //.25 //Bonus per scientist star - need at least one! So 0.25x - 2.5x // researchTime = 5 //Larger = slower. Exponential! // scienceMultiplier = 5 //How much science does data turn into? // scienceCap = 800 //How much science can we store before having to transmit? // powerRequirement = 10 // ConverterName = Analysis // StartActionName = Start Analysis // StopActionName = Stop Analysis // } Also, note that this MODULE cfg miss the DataProcessingMultiplier line which is present on the MPL cfg linked above dataProcessingMultiplier = 0.5 // Multiplier to data processing rate and therefore science rate However, even after I fix this file. I'm still facing an issue : Starting the analysis return "No scientist on board", which might explain why the original author gave up ? I'm still trying to tweak the cfg file in order to make this part work. However, I have absolutely no modding skills on KSP so If @linuxgurugamer has an idea about which token might remove the scientist need for ModuleScienceConverter's module or anyworkaround for this. I'll let him follow up with a good solution. I'll keep you posted if I have any success on tweaking this on my side. EDIT : after digging a little .. (There is actually no documentation on ModuleScienceConverter on https://wiki.kerbalspaceprogram.com/wiki/Module#ModuleScienceLab) I think the only way to make this part working is to override the stock "OnStart" method for ScienceConverter in a ddl plugin for this mod ... This way we might remove the scientist needs when starting the ScienceConverter. Sadly, I have too little (none actually) skills with KSP modding, writing a whole ddl plugin in order to achieve this seems out of range for me. Cheers, Nok
×
×
  • Create New...