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Everything posted by Timbo
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"The Definitive Guide" to all obtainable science in the universe
Timbo replied to Timbo's topic in KSP1 Tutorials
I looked around for a way to do that and could not find a way. I don't think the forum allows it. Here is a post describing the allowed BBcode tags: http://forum.kerbalspaceprogram.com/misc.php?do=bbcode If you can find a way, let me know and I will do it. Otherwise, just download the file and enjoy! -
Yes, but I can't seem to access anything within the Assembly-CSharp class. In fact, Intellisense does not show it as an option, and typing "Assembly-CSharp.gameSettings" generates an error in the IDE. Is this something to do with the hyphen in the class name? I am more of a VB guy and am relatively new to C# so perhaps I'm doing something stupid.
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Thanks for the reply, that's along the lines of what I am looking for. But, how do I access the gameSettings object? Searching through the object browser, I see GameSettings is a class within Assembly-CSharp, however I don't see a "Screenshot" member within it. Furthermore, I can't seem to access anything Assembly-CSharp from within my code, although there is a reference to it in my project. I feel as though I am missing something key here, such as which classes should I be exploring to learn how to interact with the game? Is there a dev wiki that I haven't been able to find? I am using some sample code I found here http://forum.kerbalspaceprogram.com/threads/56053-Example-plugin-projects-to-help-you-get-started
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Protip for new modders - C# isn't the only language you can use!
Timbo replied to longbyte1's topic in KSP1 Mod Development
I've been messing around and trying to use Visual Basic to make a mod. (I know, I know -- I should use C# but I've been using VB for many years and I'm too lazy to switch). It took some fiddling and there was almost no discussion on the forums about how to do it, so I thought I would share my experience. I started by trying to make a standard VB.NET class library using this mod tutorial which was designed for C# and using a code converter to change the sample code from C# to VB. http://wiki.kerbalspaceprogram.com/wiki/Creating_your_first_module When I loaded KSP, I found the following in the output.log. ("Thingamajig" is the name of my class) I did some research and then asked for help on StackExchange http://stackoverflow.com/questions/24412765/c-sharp-app-cant-find-types-from-a-vb-class-library/24413019#24413019 Basically what is happening is KSP, being written in C#, does not include the classes that Visual Studio was automatically putting references to in my library. I may not be describing that completely accurately, but this is the gist of it. These include (there may be more, depending on the mod you write): My.MyProject MyWebServices System.Configuration.ApplicationSettingsBase Microsoft.VisualBasic So the solution is to write the mod in VB using Visual Studio, but compile it manually. The command line options prevent the inclusion of the VB classes that KSP (and/or the Unity engine) do not understand. Here is the command line that worked for me: To make it easier, I converted this to a batch file (ahhhh, good old batch files. I'm pleased to find a use for you after all these years...). Then I can copy the batch file and change the variables at the top for the particular mod I am working on. If the mod includes parts, the batch file can be configured to copy them to the appropriate directory too, or just do it manually. I hope this helps anyone wanting to write mods in VB.NET. But.... you (and I) really ought to just switch to C# -
"The Definitive Guide" to all obtainable science in the universe
Timbo replied to Timbo's topic in KSP1 Tutorials
I discovered something interesting about atmo science. It's well-known that to get atmo science you have to be on a sub-orbital trajectory. So on a recent mission in the Jool system, I sent a probe to Laythe in an attempt to skim the atmo and "steal" some science on a flyby without landing and without establishing orbit. My plan was to set my Pe to less than zero (basically, a landing trajectory), do some science experiments just inside the atmo at 55km, then burn like hell to escape from crashing. This seems to conform to the upper atmo requirements, namely being on a sub-orbital trajectory and under 55km altitude. But when I entered the atmo at 55km and attempted to do some science experiments they all came back as "in space above Laythe". I repeated the experiments over and over while dropping to my doom and they all reported as "in space" until I reached 15km at which point they finally came back as "flying at Laythe" (lower atmo). I never did get "Flying high above Laythe" (high atmo). I repeated this several times to confirm it. So for my next test I established orbit around Laythe by aerobraking in the traditional fashion. Then I repeated the experiment: Set Pe<0, wait until altitude just less than 55km, perform experiments, burn like hell to escape. This time it worked perfectly. My probe had ScienceJr, Mystery Goo and all the other sensors, so I found this was a very cheap (in terms of DV) way to get around 700 SP. So in summary, you can't grab atmo science on a flyby even on a sub-orbital trajectory, you have to establish orbit. -
"The Definitive Guide" to all obtainable science in the universe
Timbo replied to Timbo's topic in KSP1 Tutorials
Yes, it's all done with Excel formulas. The only literals in there are the base values. But, it's very easy to mess up a formula during copy-and-pasting so if you could spot check it that would be much appreciated! -
"The Definitive Guide" to all obtainable science in the universe
Timbo replied to Timbo's topic in KSP1 Tutorials
Yeah. Ike and the Joolian moons were wrong too. I looked at my version 1.0 and it was correct so I must have messed up 1.1 while working on the formatting yesterday. But, total science is going to go UP when I add the columns for "SURFACE (Splashed)" as described above. That is going to add a lot for Kerbin, Eve and Laythe. Stay tuned. -
"The Definitive Guide" to all obtainable science in the universe
Timbo replied to Timbo's topic in KSP1 Tutorials
Hmmmm.... that must have been caused by sub-space interference, a spatial anomaly, or a rift in the the space-time continuum. Could also have been the 4 IPA's I drank last night. Wait 5 minutes and look for version 1.2 (Thanks!) -
"The Definitive Guide" to all obtainable science in the universe
Timbo replied to Timbo's topic in KSP1 Tutorials
Yeah, it looks like you are right. I also found this a few minutes ago, which confirms getting two samples from the same biome and experiment, but with different situations - one Landed and one Splashed http://forum.kerbalspaceprogram.com/threads/66668-Science-Biomes When I read the Science Wiki I mistakenly thought it meant that the "Water" biome gave 0.4 multipler instead of a 0.3 multiplier like you get on land. But it's not whether you are ON LAND or ON WATER, it's whether you LANDED or SPLASHED (SrfLanded vs SrfSplashed). Which is why you can splashdown into a lake then walk to a mountain biome and get science from it even if you previously got science from that mountain biome during a previous landing (actually, a bit more since you get 0.4 for the splashdown instead of 0.3 for landing). I tested this earlier and verified that is the case. So again, what to do with the spreadsheet? I'm thinking that since we're talking about new situations not new biomes, I will duplicate the SURFACE columns and rename them SURFACE (Landed) and SURFACE (Splashed). What say ye? -
"The Definitive Guide" to all obtainable science in the universe
Timbo replied to Timbo's topic in KSP1 Tutorials
I have renamed it to make it easier to identify -
"The Definitive Guide" to all obtainable science in the universe
Timbo replied to Timbo's topic in KSP1 Tutorials
Nope. Anyway repeating experiments is only helpful if you transmitted them rather than bringing them home, right? Surface samples require a Kerbal so if you're getting a surface sample you can just bring it home with Jeb (surely you're not just abandoning him?). In that case you get 100% of it's value so bringing a second sample later from the same biome would not give you any additional science, unless I am misunderstanding the way it works. -
"The Definitive Guide" to all obtainable science in the universe
Timbo replied to Timbo's topic in KSP1 Tutorials
I don't think that is the case. It's my understanding that although the game reports you as Landed or SplashedDown, it is not a separate biome in terms of getting another unique set of science. If you can verify that I am wrong, I will gladly update the spreadsheet -
"The Definitive Guide" to all obtainable science in the universe
Timbo replied to Timbo's topic in KSP1 Tutorials
@5thHorseman I've taken your idea a step further. Now you can set whether you want the 100% Recovery values, the 20-50% Transmission values, or the 30-75% Lab Processing values in a single place (a drop-down box) and when you make that change it updates the entire spreadsheet. If you want I could also probably add an option where you can override the values with whatever arbitrary amount you want. Check out the new version and let me know what you think. I'm happy to modify it further. -
OK, so here is my shot at listing each and every bit of obtainable science in the Kerbal universe, compiled into an easy-to-read spreadsheet. - Ever wonder how much science you can get from Ike compared to Jool? (Ike has more, and is easier to get to) - Is a Gravity Scan in Low Space over Minmus per-biome or global? (per-biome, but you knew that) - Did you know that you can get more Science Points from Kerbol (The Sun) than all the biomes on Kerbin combined? (yep, 'tis true) This spreadsheet shows every biome on every celestial body, which experiments are valid in each one, and how much science you will earn from performing the experiment. All of the information was taken from the Wiki and various forum posts. Using a dropdown box, you can choose to display values for returning experiments to Kerbin, for Transmitting them, or for processing them in a Lab. I'd be happy to hear suggestions for improvement, and PLEASE do point out any mistakes you find so I can correct them. Screenshot: Downloads: Latest version: 1.3 (8/15/14) Excel 2013 format: https://www.dropbox.com/s/jyx2m7x1xw39wb5/KSP%20Science%20Chart.xlsx Excel 97-03 format: https://www.dropbox.com/s/3fh845tfdhzfh24/KSP%20Science%20Chart.xls OpenOffice format: https://www.dropbox.com/s/qg0szytmzot919c/KSP%20Science%20Chart.ods PDF format: https://www.dropbox.com/s/jz78nribdm1w77b/KSP%20Science%20Chart.pdf Note: I have removed the v1.X suffixes from the filenames, so that I don't need to generate new Dropbox links every time I update the files, and I added a "Version" field at the top right corner of the spreadsheet Updates: 8/15/14 Fixed highlighting, removed several unobtainable surface biomes from Moho & Gilly
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GOAL Earn over 4500 science points in a single launch. Here's how to do it: PREREQUISITES Be playing career mode, know the basics of how to get to another planet and to dock (or know how to Google and learn) and whose tech tree includes separators, docking ports, science Jr's, labs, etc. But even veteran players might enjoy earning 4500 science in a single mission.... MISSION PROFILE This is an Apollo-style mission, sort of. Well, not really. The Command and Service Module is outfitted with 4 nuclear engines, fuel, a Mobile Processing Lab module to clean all the Science-Jr and Goo Canisters we'll be using over and over, and a 3-kerbal command pod. The Landing Module includes 3 Science-Jr's, 3 Goo Canisters, 3 temperature sensors, 3 Gravity sensors, 3 Pressure sensors, a 1-Kerbal command pod, and plenty of fuel for manned Duna & Ike landings. The plan is to launch to Duna, establish a parking orbit, and collect science. Then separate the LM, land, collect science, launch and re-dock with the CSM. One Kerbal will go to the surface (Jeb, of course), and two will remain in the CSM. Afterwards, the combined vehicle will transfer to Ike orbit, and land there as well, collecting more science. Finally, the LM will be jettisoned (except for the pod, which will be returned to Kerbin for additional science) and the CSM will return to Kerbin. Once in Kerbin orbit the delivery vehicle section of the CSM will be discarded and the CSM and LM command pods will land or splashdown with a ton of science and 3 live but hungry Kerbals. THE SHIP Here is the ship, still in the VAB. Note that the Delta-V values are wrong. MechJeb has no way of knowing I plan to de-couple the LM en-route, land, and re-dock later, or that the rover and LM will be discarded which will boost DV for the return trip. To prevent the incorrect DV data, I place a separator which cannot crossfeed fuel between the CSM and the LM. So the entire LM and its fuel are considered dead weight in the DV calculations. That's OK, because I can see that there is more than enough DV for launch, transfer to Duna, and return. I also know that the fuel in the LM is adequate for a Duna landing, and it can be refueled in orbit for the Ike landing which does not take much anyway. LAUNCH TO DUNA Launch with Jeb and two buddies Leaving Kerbin. Use the Interplanetary calculator for planetary alignment and ejection angles: http://ksp.olex.biz/ and see some of the many other tutorials on how to get to other planets Careful use of the precise node plug-in gives me a great arrival into Duna SOI. I achieved this while still in Kerbin SOI. Halfway there I fine-tune it for a perfect Duna aerobrake at 12km costing ZERO DeltaV, other than a little to circularize afterwards. DUNA SCIENCE There are five "altitude zones" from which you can obtain Science. These are approximate. Surface - 0km - "on the surface" Low Altitude Atmosphere - <10km - "flying above Duna" High Altitude Atmosphere - 10-20km - "flying high above Duna" Low Altitude Space - 30-140km - "in space near Duna" High Altitude Space - >140km - "in space high over Duna" SPACE EXPERIMENTS During your approach to Duna, obtain your high altitude space science. Perform all possible experiments: Observe Materials Bay with the Science-Jr module, Observe Mystery Goo in the canister, take temperature/gravity/pressure readings, perform a Crew and EVA report (some experiments will not work, such as pressure while in a vacuum) Note on Crew Reports: You cannot hold more than one crew report in a capsule at one time. But if you don't have time or want to bother transmitting it, there is a trick to allow you to save more than one in the capsule. EVA a Kerbal, right-click the capsule and "collect experiments", then click "store experiments". You effectively take the CR out of the capsule, but when you put it back it is a piece of stored "data", not a CR anymore. Now you can do another CR (from a different altitude or biome) Lower your Periapsis to something within the Low Altitude Space zone and repeat all experiments. Then send a Kerbal on EVA to collect the Materials Bay and Mystery Goo. Ignore the warning that the module will no longer function. You have to be near them to do it, which is why I place them near a ladder, otherwise it's a real PITA to get near them all while floating around with a jetpack. Return to the command pod and store the experiments there. Put two Kerbals in the Lab module then use the lab to "Clean Experiments" which will reset the Science-Jr and Mystery Goo modules and make them usable again for the Low Atmosphere, High Atmosphere, and Surface experiments. UPPER ATMOSPHERE EXPERIMENTS Put one Kerbal in the LM, one in the CSM, and leave one in the Lab to make some coffee for later. On the dark side of Duna, separate the CSM from the LM. Switch to the LM and burn retrograde to obtain a landing orbit, leaving the CSM in a stable orbit for later rendezvous. Once you enter the upper atmosphere at 10-50km, perform all possible experiments. SURFACE EXPERIMENTS Land the LM on Duna. I tend to come in hot, without any retrograde burn, deploy three chutes around 8km, set to open at 2km. Then gentle use of jets at touchdown because the chutes aren't enough in Duna's thin atmo. Minimal DV used. Perform all experiments, including taking a surface sample of course. (How embarrassing would it be to return to Kerbin without some rocks?). Also EVA and CR. Plant a flag. Jump around. You know the drill. DOCK WITH CSM If you are good (and lucky) you can launch the LM and rendezvous with the CSM as it passes overhead without actually establishing a complete orbit. There's probably tutorials on this out there somewhere. What I do is launch the LM just before the CSM passes overhead. I use Smart A.S.S. on Surf mode, set heading to 90 and pitch to 45 and take off with the barest minimum throttle required to lift the lander off the ground Now that the lander is very slowly lifting off, perform the "Low Altitude" experiments as described above. Be careful with the EVA! If you are moving too fast, poor old Jeb will get swept off the LM! Now increase throttle and meet up with the CSM. If you can't rendezvous immediately, you'll have to establish an orbit then go through the traditional (and sometimes tedious) process of orbital rendezvous and docking. Again, there are plenty of other tutorials for this. Dock with the CSM Once re-united, get the Kerbals busy collecting the experiments from the Goo and Sci-Jr modules, and place everything in the main command pod. Move two Kerbals to the Lab module to clean the experiments which makes the Sci-Jr and Goo canisters usable again for Ike. Refuel the LM from the CSM tanks and re-stock the beer fridge. TRANSFER TO IKE Time to transfer to Ike. This really easy. Use the precise maneuver planner (you do have this plug-in, right? If not, go get it now!) to set an approximately 200m/s prograde burn. Then, drag the maneuver node around your Duna orbit until you get an Ike encounter (drag the node itself, not the directional handles). Or, just make your apoapsis near Ike's orbit and warp until you get an encounter. But my way is more elegant, and you can plan the transfer with minimal effort and DV wastage. Fine tune the approach after you leave Duna Establish a stable orbit around Ike above 120km. If you go below, you can't warp very fast which makes orbital rendezvous and docking really miserable. This cost me around 100 DV making a total DV cost to transfer from low Duna orbit to low Ike orbit a measly 300m/s! IKE SCIENCE You can only get 3 sets of science from Ike, because it has no atmosphere. You can only get surface, low orbit, and high orbit. I like to get them in that order, because I don't mind messing around with science activities while launching, but I get nervous trying to do it while landing. Similarly to Duna, separate the LM on the far side of the moon and burn retrograde on the LM to lower your periapsis to a landing (crashing?) orbit. Land on Ike, perform all science experiments. Don't forget to see how high you can jump Dock with the CSM, collect science from the Sci-Jr and Goo modules via EVA. Put it all in the main command pod. Transfer remaining fuel from LM to CSM, and abandon the LM by activating the separator. Keep the LM command pod because you will get science points for it upon return to Kerbin because it landed on another planet. RETURN TO KERBIN From anywhere in Ike orbit, burn prograde until you escape from Ike orbit. This will give you an elliptical orbit around Duna which will undoubtedly result in an unwanted future Ike encounter. Bring your Apoapsis down to between 1.2Mm and 800Km. This will prevent Ike encounters and still let you warp at full speed while you wait for planetary alignment. Use the interplanetary calculator to warp to the correct planetary alignment and ejection angle, then burn prograde until you get a Kerbin encounter. Aim for a Kerbin encounter with a Periapsis of 30-40Km, and you can aerobrake without using any fuel You'll get an elliptical orbit something like this 3-4 revolutions later, it looks something like this Burn retrograde until you get a re-entry path something like this. I despise night landings so I always shoot for a daytime splashdown. How can you see your own awesomeness in the dark? Aerobrake and splashdown Go to the Space Center, recover the vessel, and bask in the glory of all that science! Mmmmmmm......
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