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7H3LaughingMan

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Everything posted by 7H3LaughingMan

  1. Updated it and created a new pull request, should be for the dev branch but you can always change which branch it is for before you accept the request. https://help.github.com/articles/using-pull-requests#changing-the-branch-range-and-destination-repository
  2. I made a pull request since you might be interested in a new PartModule I created that is meant for Command Pods. The ModuleScienceCollecter can be added to any parts with ModuleCommand & ModuleScienceContainer using Module Manager of course. It does not do any storage on it's own but instead stores everything in the ModuleScienceContainer. Kerbal Space Program is programmed that when a Kerbal on EVA tries to board a vessel it will try and dump any science he happens to be holding into the ModuleScienceContainer of that vessel, however at the moment there is no way to code this at all so you will always need a ModuleScienceContainer to be present or it will break a designed feature of the game. ModuleScienceCollecter however grabs the ModuleScienceContainer of the part it is added to and stores everything in there while double checking it doesn't accidently grab the any science from that storage container. The main reasoning behind this is so that you don't break a feature since by adding a ScienceContainer to the command module will add extra unnecessary buttons.
  3. Just tested out your latest version, any data that I collected and stored into the Science Container was unable to be boosted unless I moved the data into the capsule's ModuleScienceContainer. (Only tested on Mystery Goo & Science Jr.) I believe this has to do with how the ReviewDataItem is using ExperimentResultDialogPage. I changed it on my local copy and got it working, what I am using is actually how the ModuleScienceContainer is doing it. public void ReviewDataItem(ScienceData data) { ExperimentResultDialogPage page = new ExperimentResultDialogPage( part, data, data.transmitValue, ModuleScienceLab.GetBoostForVesselData(part.vessel, data), false, "", ModuleScienceLab.IsLabData(data), true, new Callback<ScienceData>(onDiscardSelectedData), new Callback<ScienceData>(onKeepSelectedData), new Callback<ScienceData>(onTransmitSelectedData), new Callback<ScienceData>(onSendSelectedDataToLab)); ExperimentsResultDialog.DisplayResult(page); } I did notice that in storeDataEVA that you are looking for ModuleScienceContainer and using it as such, I would recommend using IScienceDataContainer since you are going to be missing his Surface Samples along with his EVA Reports. Also worth noting if by moving a few things around in collectData(), you can remove the top most foreach making it simpler and allow the ScienceContainer to also grab any Science from the part it resides in without touching itself. Thus if someone uses ModuleManager and adds it to the capsules it will grab the Crew Reports and the default ModuleScienceContainer. Note: Do not remove the default one since it will break the ability to automatically store data upon entering the capsule from EVA. List<IScienceDataContainer> containers = vessel.FindPartModulesImplementing<IScienceDataContainer>(); foreach(IScienceDataContainer c in containers) { if(c != (IScienceDataContainer)this) { ScienceData[] data = c.GetData(); foreach(ScienceData d in data) { if(d != null) { lastData = d; collectedData.Add(ScienceData.CopyOf(d)); c.DumpData(d); i++; } } } }
  4. If you call ModuleScienceContainer.GetData() is the exact same code as trying to run it as IScienceContainer.GetData(). Could you explain a little more what you are trying to do?
  5. [KSPEvent(active = true, guiName = "Collect Data", externalToEVAOnly = true, guiActive = false, guiActiveUnfocused = true, unfocusedRange = 1f)] new public void CollectDataExternalEvent() { List<ModuleScienceContainer> EVACont = FlightGlobals.ActiveVessel.FindPartModulesImplementing<ModuleScienceContainer>(); if (collectedData.Count > 0) { if (EVACont.First().StoreData(new List<IScienceDataContainer> { this }, false)) foreach (ScienceData data in collectedData) DumpData(data); } } Here you go.
  6. I would like to point out that if you are using the MKS Pre-Release that it already adds ORSResourceScanner to the Karbonite Detection Array, this is listed in KarboniteAntenna.cfg inside of the MKS folder. So I would remove the Substrate, Minerals, and Aquifer since it is redundant and might possibly insert a duplicate module since both times it is added it is using the default insert which doesn't check to see if it already exists. Karbonite also adds ScanSAT Support by itself to the Karbonite Detection Array so this is no longer needed in the conversion.
  7. The old converter is still provided, probably used for the LEGACY parts and who knows what. However I did notice that the reprocessing scrap does not require an electric charge when the original method provided through Kethane did require it.
  8. https://dl.dropboxusercontent.com/u/7231478/KSP/Karbonite-EPL-Conversion.zip Did a updated modification that should probably only be used with MKS Pre-Release 0.20.3. Didn't get a chance to fully test this, but in theory it should work. Moved Ore Resource Information to CRP (Since this is to be used with MKS I could of just removed this) Removed Baha's Drills Configuration Changes (No Longer used w/ MKS) Removed MKS Drill Changes (Now included) On a side note, would it be necessary to remove Kethane completely from EPL since we are going to be using Karbonite generally instead of Kethane. I know that the Kethane bits won't do anything since Kethane isn't installed, but do the Kethane module information still get saved to the save files thus increasing the size?
  9. I would not recommend using the USI Kolonization 0.20.3 Pre-Release with the current EPL -> Karbonite Adaption! Several parts got removed and things got changed around. If you used it as is you will have problem with ORS and extreme lag. The lag seems to be cause by the Open Resource System, the MKS portion of USI Kolonization used to have a folder defining resources for ORS however in the new pre-release this folder got move to the ORS Folder. Since the Adaption had this folder for people who didn't use USI Kolonization it means that ORS will constantly be trying to load the duplicates and failing.
  10. I could understand your reasoning seeing as how the capsule has unlimited storage, however in my personal opinion there should a be a limit on said storage since it seems unreasonable to be able to store an infinite amount of Scientific Data. However even if you wanted something that was almost exactly the same as Tarsier's HDD I would still find it useful to have a standalone part instead of loading a mod with extra things I won't use. However it is your Add-on and you are free to do whatever you want with it, if you don't plan on using such things I might decide to continue working on my own.
  11. Well you beat me to it! I was wanting a standalone Science Containment Device since I already have CactEye and didn't want another Telescope from Tarsier Space Technology. However would it be possible to create a GitHub repository so the community would be able to help you out much easier? I wouldn't mind helping you out since I am a programmer however I am unable to do modeling and art unfortunately. However I do have some suggestions! (Mostly from what I wanted from such a part) Memory Capacity - Each item has a limits in Mits on storage capabilities depending on the size of the parts, however as you progress through the Tech Tree you unlock smaller and smaller storage devices thus increasing the capacity of the parts. Corruption - Due to stresses of being launch who knows how fast and the temperatures these devices are subjected to along with whatever forces it might effect the capabilities and lower the science rate of anything stored, however as Capacity gets better throughout progression in the Tech Tree they also get more rugged and better so the Corruption goes down. Compression - Hey we want to store even more stuff on these things, however the downside of Compressing this Scientific Data is that it would corrupt the data even more. Data Transfer Rates - Just like transmitting data takes a while there should be a limit on how quickly these things can move data around, of course getting faster as technology improves. Electric Usage - Kerbals have the worst luck of building things, but these things need power constantly to keep the data usable. Once the power runs out who knows what will happen to that precious science! More Parts w/ Different Sizes! - Pretty clear but not everything uses those size parts, but if you could make a part that uses Universal Storage's wedges that would be awesome.
  12. They are the exact same icon, both look exactly the same 100% and change to notify me of new science I can get and such. When I switch to use blizzy's toolbar it will make the icon I used disappear while the second one remains until I click on it at which point it disappears. I only see 1 icon when using blizzy's toolbar but I prefer using the stock toolbar since it looks a little bit better in my opinion.
  13. Getting an interesting bug and not sure what is causing it, but I just started a new save and I am getting two ScienceAlert icons in my KSP Toolbar. I don't have two copies installed so not sure what is causing it. However if I switch to using blizzy's toolbar and then back to KSP's toolbar it will only show 1 icon but when I launch a new vehicle it shows two once again.
  14. I am trying to design my own space truck and I am having troubles with getting a decent size cargo bay for it. I am using the Modular Multiwheels & Omniwheels Truck Cab and the only Cargo Bays I have are from B9, the other one I can find is the MarkIV which is way to big for a truck of this size. Any help would be appreciated.
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