spoonyboobah
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[WIP] StationScience v3.0 "ReNewed"
spoonyboobah replied to spoonyboobah's topic in KSP1 Mod Development
Forum page now created! -
**BREAKING NEWS** Station Science Directorate has been bought out by wealthy billionaire, industrialist and philanthropist Spoony Kerman. The Directorate released a statement saying "this acquitsiton into the Spoony Industries family will bring in some much needed funding to the Directorate to progress our research programs into the future..." This mod originally added several large parts designed to be integrated into a permanent space station: the TH-NKR Research Lab, F-RRY Zoology Bay and the D-ZZY Cyclotron. These heavy parts provide facilities for performing advanced long-term experiments. The experiments themselves are held in Size 1 pods that you can dock with your space station, execute, and bring back to the surface for Science points or transmit back to Kerbin. However the pods themselves are not re-runnable. In addition, there are tanks for storing other resources such as Kibbal for certain research modules like the F-RRY Zoology Bay. **COMING SOON** - A new research module :- Y-CKY Goo Chamber - This specialised chamber has been designed by the Science Directorate to store and experiment with bulk amounts of the mysterious Mystery Goo™. However the chamber will require substantial amounts of Goo per experiment. The new Y-CKY Goo Chamber will unlock a whole new research chain to Station Science based on Chemistry... explore the mysteries of the Mystery Goo and perform a whole new research tree that will also mix with the other experiments. Experiments Each experiment requires a completion resource that is generated by one of the reasearch modules (e.g. TH-NKR Research Lab > Eurekas). More advanced experiments also require additional completions such as Bioproducts, Kuarqs or Solutions Once an experiment has accumulated sufficient completion resources, use the Finalize Results action to finish the experiment, and generate Science value in the same manner as the stock science parts. Make sure your station stays in the same location for the duration of the experiment. If in orbit, this means entirely above or below the low/high orbit altitude threshold, which is 250km around Kerbin. If the experiment moves to a new location prior to finalization, it will be aborted and you'll have to start it over. To use the Spectrometron, dock the vessel carrying the science result, or transfer it to a command pod via EVA. The results will appear automatically in the Spectrometron's context menu. Select the one you want to analyze, and wait for requisite number of kuarqs to be generated. Then, you'll be able to review the result now stored in the Spectrometron using its context menu, and transmit it at 90% via your transmitter. ALL NEW Experiments Tree Biology / Plants Physiology / Creatures Physics / Kuarqs Chemistry / Goo Tier 1 Seed Growth Zoology Observations Prograde Kuarqs Mystery GooTM Disclosure Tier 2 Nutritional Value Creature Comforts Retrograde Kuarqs Goo Understanding Tier 3 Irradiated Plant Adaptation Bio-Goo-volution Kuarq Bio-activity Goo-induced Symbiosis Eccentric Kuarqs Refined Goo Analysis Tier 4 Transgenic Agriculture Super Creature Genesis Nu-Kuarq Particle Fusion Solved GooTM Alchemy Each of the original experiments have been seperated into their own individual tree based on the basic fundamentals of science conducted on real life space stations :- Biology, Chemistry, Physics and Physiology. These have been further refined into particular topics with the hope of maybe expanding further in the future, the current topics are :- Plants, Creatures, Kuarqs and Goo. All experiments in bold are included with the current MOARStationScience being maintained by @linuxgurugamer Contracts Contracts to perform station science experiments in orbit around a body will appear in career mode when you have been to that body and you have unlocked (and purchased the prototype) of the experiment and labs required. To complete the missions you need to recover the capsule back on Kerbin. **COMING SOON** - Contracts system to be overhauled and further contract oppotunites to come. Originally created by @ethernet The updated to v2.0 by @tomforwood Then maintained by @linuxgurugamer Now being developed by @spoonyboobah and models by @SpeedyB Issues Please post any bugs or issues to the issues tab of my GitHub. Current Availability Source code and Download: https://github.com/SpoonyBoobah/StationScience License: All source code and software (.cs and .dll files) is licensed under GPL v3, Everything else is licensed under Creative Commons Attribution Share-Alike License
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[WIP] StationScience v3.0 "ReNewed"
spoonyboobah replied to spoonyboobah's topic in KSP1 Mod Development
Heya all, Sorry for the delay but have been on holiday and the forums being down... But we have released! Take your Kerbal space station to the next level with Station Science! This mod introduces advanced research parts and experiments, letting you build and manage fully equipped research stations in orbit. Perform long-term scientific experiments across four disciplines—Biology, Physiology, Physics, and Chemistry (Coming Soon!). Unlock powerful new technologies and earn valuable Science points to fuel your space program. Coming Soon: Tier 4 experiments and the Y-CKY Goo Chamber, opening up a new Chemistry research chain! Start your research now: Station Science GitHub -
[WIP] StationScience v3.0 "ReNewed"
spoonyboobah replied to spoonyboobah's topic in KSP1 Mod Development
Heya all... Another small update... More UI fixes have been done... been dealing with an annoying bug that was causing a phantom "toggle" button to appear on the lab modules when in the VAB... and no matter I tried it was not going away... had a breakthrough today and found it was caused by a issue with the KSP Community Fixes PAW Memory fix... it was "restoring" something that was no longer there to begin with... so creating the phantom button... Am hoping to get an inital release out to you all soon which will just be the restored version of StationScience with nothing added... this will be coming later... -
[WIP] StationScience v3.0 "ReNewed"
spoonyboobah replied to spoonyboobah's topic in KSP1 Mod Development
Hey all, Another update.... My last big milestone in restoring the mod has been completed.... bringing the mod to full working status... Rerunnable & Resettable I have been able to fully restore Station Science to work and intergrate with KSP's stock systems for reruuning and resetting experiments... https://imgur.com/VfoJAGS So now that is the final major milestone to get a version out to you... just working on some UI fixes and will hopefully get the new version to you asap... -
[WIP] StationScience v3.0 "ReNewed"
spoonyboobah replied to spoonyboobah's topic in KSP1 Mod Development
Hello all, Update... Progress is going well... The Experiment Pod code is complete! and working 100%, next onto the Lab Code which is proving some headaches... namely being that the StationScience Lab's use the stock Resource Converter in KSP to generate the requirements to complete the experiments... The Lab's Part Action Windows are stuck with the Core Heat and Thermal Efficiency fields and I cannot seem to get rid of them? If anyone knows of a way that would be much appreciated! Also @SpeedyB is working on the new Lab coming to StationScience the Goo Chamber! Will now include some screenshots... -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
spoonyboobah replied to Gotmachine's topic in KSP1 Mod Releases
Hey, Got a quick question... why when using a ModuleResourceConverter part Thermal Efficiency and Core Temp and the Converter status not grouped by PAWStockGroups??? Also with your work on the KSPFields, is there a way that you know of to hide them? Thanks! Picture included as example? https://imgur.com/bmuZ40x -
[WIP] StationScience v3.0 "ReNewed"
spoonyboobah replied to spoonyboobah's topic in KSP1 Mod Development
Heya, This will be a complete sequel as well as remake of MOARStationScience. StationScience is being rebuilt from the ground up with all new code that removes a lot of the "tacked on" code that was done when one of StationScience's original dev's abandoned it... StationScience ReNewed will include all new experiments with full KSP lore and easter eggs included! Also coming soon will be a whole new bunch of assets which will create a whole new branch of experiments. -
[WIP] StationScience v3.0 "ReNewed"
spoonyboobah replied to spoonyboobah's topic in KSP1 Mod Development
Hey @SpeedyB That would be amazing, cause I do love the current textures for Station Science and my hope was if I found a modeller was too just update the current models to be more stock/ReStock like. It would be great to work with you on this if you are willing. I do have a full spreadsheet on the current StationScience gameplay and its current stats as well as what I have planned to add to it, including in-game lore. Because I know the KSP Forum's future is uncertain atm, I will contact you via DM and can work on this will be amazing! -
[WIP] StationScience v3.0 "ReNewed"
spoonyboobah replied to spoonyboobah's topic in KSP1 Mod Development
Heya @linuxgurugamer Unfortunately I have stalled with this... am i dire need of a modeller and texturer to make the new part models / update the old ones... and my skills are very lacking. My plan is to use current models for placeholders... and then release a version that is at least usable as all the code has been done. -
[WIP] StationScience v3.0 "ReNewed"
spoonyboobah replied to spoonyboobah's topic in KSP1 Mod Development
Heya @jd284, always happy to have help, espacially in the realm of modelling and texturing. So feel free to message me or if you want, can add me on Discord, happy to get any help. Heya all, UPDATE! Have been doing lots of work, firstly been working on creating new model files from importing KSP .mu files as whoever developed the StationScience 2.0 version with the current models we all know... didnt include the model files so have had to reverse-engineer them and then had to redo all the UV mapping as importing screwed them all up. Now that has all been done, I am working on making a new Y-CKY Goo Chamber module. Based off the current F-RRY Zoology Bay and made shorter by removing sections in the model. Just got to work on the textures... which is my weakest point. Anyone with any photoshop / texturing skills is much apprieciated. Next will be to create 'Goo' storage containers. For Goo I am planning 1 radial mounted pod and 1 inline container. However for balance, the Goo Chamber will consume a lot of Goo per experiment, so multiple tanks will be required to be shipped from Kerbin to your stations. Here is a sneaky screenshot on the new Goo Chamber to get you all excited... just want to add some Goo storage tanks and pipe work to the model to complete it. https://imgur.com/rJqFkbY Hope you all like -
[WIP] StationScience v3.0 "ReNewed"
spoonyboobah replied to spoonyboobah's topic in KSP1 Mod Development
Heya @linuxgurugamer, thanks for letting me know. I have seen your post and will take a look at merging asap. -
[WIP] StationScience v3.0 "ReNewed"
spoonyboobah replied to spoonyboobah's topic in KSP1 Mod Development
UPDATE! Hello all, sorry for the long delay... reason is because I had to move house. Booooo! But big work on the models has been done... I have reverse-engineered the textures in Blender to the point, all the UV mapping is workable. So I can now work on just the textures... YAY! Also as soon as I have all the original parts reverse-engineered will work of placeholder assets for the new Goo Chamber etc Also if anyone wants to contribute / share ideas on this... please contact me on Discord, my username is SpoonyBoobah#4468 -
omg i cannot wait woop woop!
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[WIP] StationScience v3.0 "ReNewed"
spoonyboobah replied to spoonyboobah's topic in KSP1 Mod Development
Well about most of the code on our Dev version has now been cleaned and all the new generators have been added and are working fine... My biggest things I was working on were Adding Contract Configurator to make the contracts much easier... Refreshing the models and adding new ones for the Goo Chamber...